// Function from file: holo_effect.dm public override dynamic activate(Obj_Machinery_Computer_Holodeck HC = null) { this.D = new Obj_Item_Toy_Cards_Deck(this.loc); this.safety(!Lang13.Bool(HC.emagged) ?1:0); this.D.holo = HC; return(this.D); }
// Function from file: toys.dm public override dynamic attack_hand(dynamic a = null, bool?b = null, bool?c = null) { dynamic choice = null; Obj_Item_Toy_Cards_Singlecard H = null; Obj_Item_Toy_Cards_Deck O = null; if (Lang13.Bool(a.lying)) { return(null); } choice = null; if (this.cards.len == 0) { this.icon_state = "deck_" + this.deckstyle + "_empty"; a.WriteMsg("<span class='warning'>There are no more cards to draw!</span>"); return(null); } H = new Obj_Item_Toy_Cards_Singlecard(a.loc); if (this.holo != null) { this.holo.spawned += H; } choice = this.cards[1]; H.cardname = choice; H.parentdeck = this; O = this; H.apply_card_vars(H, O); this.cards -= choice; H.pickup(a); ((Mob)a).put_in_hands(H); ((Ent_Static)a).visible_message("" + a + " draws a card from the deck.", "<span class='notice'>You draw a card from the deck.</span>"); if (this.cards.len > 26) { this.icon_state = "deck_" + this.deckstyle + "_full"; } else if (this.cards.len > 10) { this.icon_state = "deck_" + this.deckstyle + "_half"; } else if (this.cards.len > 1) { this.icon_state = "deck_" + this.deckstyle + "_low"; } return(null); }