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Aurora.3/code/game/objects/structures/plasticflaps.dm
2021-01-23 21:32:36 +01:00

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/obj/structure/plasticflaps //HOW DO YOU CALL THOSE THINGS ANYWAY
name = "\improper plastic flaps"
desc = "Completely impassable - or are they?"
icon = 'icons/obj/stationobjs.dmi' //Change this.
icon_state = "plasticflaps"
density = 0
anchored = 1
layer = 4
explosion_resistance = 5
build_amt = 4
var/manipulating = FALSE //Prevents queueing up a ton of deconstructs
var/list/mobs_can_pass = list(
/mob/living/carbon/slime,
/mob/living/simple_animal/rat,
/mob/living/silicon/robot/drone
)
/obj/structure/plasticflaps/Initialize()
. = ..()
material = SSmaterials.get_material_by_name(MATERIAL_PLASTIC)
/obj/structure/plasticflaps/CanPass(atom/A, turf/T)
if(istype(A) && A.checkpass(PASSGLASS))
return prob(60)
var/obj/structure/bed/B = A
if (istype(A, /obj/structure/bed) && B.buckled_mob)//if it's a bed/chair and someone is buckled, it will not pass
return 0
if(istype(A, /obj/vehicle)) //no vehicles
return 0
var/mob/living/M = A
if(istype(M))
if(M.lying)
return ..()
for(var/mob_type in mobs_can_pass)
if(istype(A, mob_type))
return ..()
return issmall(M)
return ..()
/obj/structure/plasticflaps/ex_act(severity)
switch(severity)
if (1)
qdel(src)
if (2)
if (prob(50))
qdel(src)
if (3)
if (prob(5))
qdel(src)
/obj/structure/plasticflaps/attackby(obj/item/W, mob/user)
if(manipulating) return
if(W.iswirecutter() || W.sharp && !W.noslice)
manipulating = TRUE
visible_message(SPAN_NOTICE("[user] begins cutting down \the [src]."),
SPAN_NOTICE("You begin cutting down \the [src]."))
if(!do_after(user, 30/W.toolspeed))
manipulating = FALSE
return
playsound(src.loc, 'sound/items/wirecutter.ogg', 50, 1)
visible_message(SPAN_NOTICE("[user] cuts down \the [src]."), SPAN_NOTICE("You cut down \the [src]."))
dismantle()
/obj/structure/plasticflaps/mining //A specific type for mining that doesn't allow airflow because of them damn crates
name = "airtight plastic flaps"
desc = "Heavy duty, airtight, plastic flaps."
New() //set the turf below the flaps to block air
var/turf/T = get_turf(loc)
if(T)
T.blocks_air = 1
..()
Destroy() //lazy hack to set the turf to allow air to pass if it's a simulated floor
var/turf/T = get_turf(loc)
if(T)
if(istype(T, /turf/simulated/floor))
T.blocks_air = 0
return ..()
//Airtight plastic flaps made for the kitchen freezer, blocks atmos but not movement
/obj/structure/plasticflaps/airtight
name = "airtight plastic flaps"
desc = "Heavy duty, airtight, plastic flaps."
layer = 3
/obj/structure/plasticflaps/airtight/New() //set the turf below the flaps to block air
var/turf/T = get_turf(loc)
if(T)
T.blocks_air = 1
..()
/obj/structure/plasticflaps/airtight/Destroy() //lazy hack to set the turf to allow air to pass if it's a simulated floor
var/turf/T = get_turf(loc)
if(T)
if(istype(T, /turf/simulated/floor))
T.blocks_air = 0
return ..()
/obj/structure/plasticflaps/airtight/CanPass(atom/A, turf/T)
return 1//Blocks nothing except air