/obj/item/inflatable name = "inflatable" desc_info = "Inflate by using it in your hand. The inflatable barrier will inflate on your tile. To deflate it, use the 'deflate' verb." w_class = ITEMSIZE_SMALL icon = 'icons/obj/inflatable.dmi' var/deploy_path = null /obj/item/inflatable/attack_self(mob/user) if(!deploy_path) return playsound(loc, 'sound/items/zip.ogg', 75, 1) to_chat(user, "You inflate \the [src].") var/obj/structure/inflatable/R = new deploy_path(user.loc) src.transfer_fingerprints_to(R) R.add_fingerprint(user) qdel(src) /obj/item/inflatable/wall name = "inflatable wall" desc = "A folded membrane which rapidly expands into a large cubical shape on activation." icon_state = "folded_wall" deploy_path = /obj/structure/inflatable/wall /obj/item/inflatable/door/ name = "inflatable door" desc = "A folded membrane which rapidly expands into a simple door on activation." icon_state = "folded_door" deploy_path = /obj/structure/inflatable/door /obj/structure/inflatable name = "inflatable" desc = "An inflated membrane. Do not puncture." desc_info = "To remove these safely, use the 'deflate' verb. Hitting these with any objects will probably puncture and break it forever." density = 1 anchored = 1 opacity = 0 icon = 'icons/obj/inflatable.dmi' icon_state = "wall" atmos_canpass = CANPASS_DENSITY var/undeploy_path = null var/health = 50.0 /obj/structure/inflatable/wall name = "inflatable wall" undeploy_path = /obj/item/inflatable/wall /obj/structure/inflatable/New(location) ..() update_nearby_tiles(need_rebuild=1) /obj/structure/inflatable/Destroy() update_nearby_tiles() return ..() /obj/structure/inflatable/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) return 0 /obj/structure/inflatable/bullet_act(var/obj/item/projectile/Proj) var/proj_damage = Proj.get_structure_damage() if(!proj_damage) return health -= proj_damage ..() if(health <= 0) deflate(1) return /obj/structure/inflatable/ex_act(severity) switch(severity) if(1.0) qdel(src) return if(2.0) deflate(1) return if(3.0) if(prob(50)) deflate(1) return /obj/structure/inflatable/attack_hand(mob/user as mob) add_fingerprint(user) return /obj/structure/inflatable/attackby(obj/item/W as obj, mob/user as mob) if(!istype(W) || istype(W, /obj/item/inflatable_dispenser)) return if (can_puncture(W)) visible_message("[user] pierces [src] with [W]!") deflate(1) if(W.damtype == BRUTE || W.damtype == BURN) hit(W.force) ..() return /obj/structure/inflatable/proc/hit(var/damage, var/sound_effect = 1) health = max(0, health - damage) if(sound_effect) playsound(loc, 'sound/effects/glass_hit.ogg', 75, 1) if(health <= 0) deflate(1) /obj/structure/inflatable/CtrlClick() hand_deflate() /obj/structure/inflatable/proc/deflate(var/violent=0) playsound(loc, 'sound/machines/hiss.ogg', 75, 1) if(violent) visible_message("[src] rapidly deflates!") var/obj/item/inflatable/torn/R = new /obj/item/inflatable/torn(loc) src.transfer_fingerprints_to(R) qdel(src) else if(!undeploy_path) return visible_message("\The [src] slowly deflates.") addtimer(CALLBACK(src, .proc/post_deflate), 26) /obj/structure/inflatable/proc/post_deflate() var/obj/item/inflatable/R = new undeploy_path(src.loc) src.transfer_fingerprints_to(R) qdel(src) /obj/structure/inflatable/verb/hand_deflate() set name = "Deflate" set category = "Object" set src in oview(1) if(isobserver(usr) || usr.restrained() || !usr.Adjacent(src)) return verbs -= /obj/structure/inflatable/verb/hand_deflate deflate() /obj/structure/inflatable/attack_generic(var/mob/user, var/damage, var/attack_verb) health -= damage user.do_attack_animation(src) if(health <= 0) user.visible_message("[user] [attack_verb] open the [src]!") addtimer(CALLBACK(src, .proc/deflate, 1), 1) else user.visible_message("[user] [attack_verb] at [src]!") return 1 /obj/structure/inflatable/door //Based on mineral door code name = "inflatable door" desc_info = "Click the door to open or close it. It only stops air while closed.
\ To remove these safely, use the 'deflate' verb. Hitting these with any objects will probably puncture and break it forever." density = TRUE anchored = TRUE opacity = FALSE icon_state = "door_closed" undeploy_path = /obj/item/inflatable/door var/state = 0 //closed, 1 == open var/isSwitchingStates = 0 /obj/structure/inflatable/door/attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral if(isAI(user)) //so the AI can't open it return else if(isrobot(user)) //but cyborgs can if(get_dist(user,src) <= 1) //not remotely though return TryToSwitchState(user) /obj/structure/inflatable/door/attack_hand(mob/user as mob) return TryToSwitchState(user) /obj/structure/inflatable/door/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group) return state if(istype(mover, /obj/effect/beam)) return !opacity return !density /obj/structure/inflatable/door/proc/TryToSwitchState(atom/user) if(isSwitchingStates) return if(ismob(user)) var/mob/M = user if(M.client) if(iscarbon(M)) var/mob/living/carbon/C = M if(!C.handcuffed) SwitchState() else SwitchState() /obj/structure/inflatable/door/proc/SwitchState() if(state) Close() else Open() update_nearby_tiles() /obj/structure/inflatable/door/proc/Open() set waitfor = FALSE if(isSwitchingStates) return isSwitchingStates = 1 flick("door_opening",src) sleep(10) density = 0 opacity = 0 state = 1 update_icon() isSwitchingStates = 0 /obj/structure/inflatable/door/proc/Close() set waitfor = FALSE if(isSwitchingStates) return isSwitchingStates = 1 flick("door_closing",src) sleep(10) density = 1 opacity = 0 state = 0 update_icon() isSwitchingStates = 0 /obj/structure/inflatable/door/update_icon() if(state) icon_state = "door_open" else icon_state = "door_closed" /obj/structure/inflatable/door/deflate(var/violent=0) playsound(loc, 'sound/machines/hiss.ogg', 75, 1) if(violent) visible_message("[src] rapidly deflates!") var/obj/item/inflatable/door/torn/R = new /obj/item/inflatable/door/torn(loc) src.transfer_fingerprints_to(R) qdel(src) else visible_message("[src] slowly deflates.") addtimer(CALLBACK(src, .proc/post_deflate), 26) /obj/item/inflatable/torn name = "torn inflatable wall" desc = "A folded membrane which rapidly expands into a large cubical shape on activation. It is too torn to be usable." icon = 'icons/obj/inflatable.dmi' icon_state = "folded_wall_torn" attack_self(mob/user) to_chat(user, "The inflatable wall is too torn to be inflated!") add_fingerprint(user) /obj/item/inflatable/door/torn name = "torn inflatable door" desc = "A folded membrane which rapidly expands into a simple door on activation. It is too torn to be usable." icon = 'icons/obj/inflatable.dmi' icon_state = "folded_door_torn" attack_self(mob/user) to_chat(user, "The inflatable door is too torn to be inflated!") add_fingerprint(user) /obj/item/storage/briefcase/inflatable name = "inflatable barrier box" desc = "Contains inflatable walls and doors." icon_state = "inf_box" item_state = "box" w_class = ITEMSIZE_NORMAL max_storage_space = 28 can_hold = list(/obj/item/inflatable) New() ..() new /obj/item/inflatable/door(src) new /obj/item/inflatable/door(src) new /obj/item/inflatable/door(src) new /obj/item/inflatable/wall(src) new /obj/item/inflatable/wall(src) new /obj/item/inflatable/wall(src) new /obj/item/inflatable/wall(src)