mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-16 04:12:21 +00:00
Refactored the projectile code, mostly in line with TG's now. Refactored various procs that are used or depends on it. Projectiles can now ricochet if enabled to. Damage falloffs with distance. Homing projectiles can now have accuracy falloff with distance. Projectiles have a maximum range. Muzzle flash is configurable per projectile. Impact effect of the projectile is configurable per projectile. Accuracy decreases with distance. Projectiles work with signals and emits them, for easy hooking up from other parts of the code. Meatshielding is now less effective . Impact sound is now configurable per projectile. High risk.
111 lines
3.1 KiB
Plaintext
111 lines
3.1 KiB
Plaintext
/obj/structure/curtain
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name = "curtain"
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icon = 'icons/obj/curtain.dmi'
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icon_state = "closed"
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layer = ABOVE_WINDOW_LAYER
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opacity = 1
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density = 0
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anchored = TRUE //curtains start secured in place
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build_amt = 2
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var/manipulating = FALSE //prevents queuing up multiple deconstructs and returning a bunch of cloth
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var/curtain_material = MATERIAL_CLOTH
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/obj/structure/curtain/Initialize()
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. = ..()
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material = SSmaterials.get_material_by_name(curtain_material)
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AddComponent(/datum/component/turf_hand)
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/obj/structure/curtain/open
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icon_state = "open"
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layer = ABOVE_HUMAN_LAYER
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opacity = 0
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/obj/structure/curtain/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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. = ..()
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if(. != BULLET_ACT_HIT)
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return .
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if(hitting_projectile.damage > 0)
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visible_message(SPAN_WARNING("[hitting_projectile] tears [src] down!"))
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qdel(src)
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/obj/structure/curtain/attack_hand(mob/user)
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playsound(get_turf(loc), 'sound/effects/curtain.ogg', 15, 1, -5)
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toggle()
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..()
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/obj/structure/curtain/attack_ai(mob/user)
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if(istype(user, /mob/living/silicon/robot) && Adjacent(user)) // Robots can open/close it, but not the AI.
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attack_hand(user)
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/obj/structure/curtain/attackby(obj/item/attacking_item, mob/user)
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if(attacking_item.iswirecutter() || attacking_item.sharp && !attacking_item.noslice)
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if(manipulating) return
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manipulating = TRUE
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visible_message(SPAN_NOTICE("[user] begins cutting down \the [src]."),
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SPAN_NOTICE("You begin cutting down \the [src]."))
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if(!attacking_item.use_tool(src, user, 30, volume = 50))
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manipulating = FALSE
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return
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visible_message(SPAN_NOTICE("[user] cuts down \the [src]."),
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SPAN_NOTICE("You cut down \the [src]."))
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dismantle()
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if(attacking_item.isscrewdriver()) //You can anchor/unanchor curtains
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anchored = !anchored
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var/obj/structure/curtain/C
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for(C in src.loc)
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if(C != src && C.anchored) //Can't secure more than one curtain in a tile
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to_chat(user, "There is already a curtain secured here!")
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return
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attacking_item.play_tool_sound(get_turf(src), 50)
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visible_message(SPAN_NOTICE("\The [src] has been [anchored ? "secured in place" : "unsecured"] by \the [user]."))
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/obj/structure/curtain/proc/toggle()
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src.set_opacity(!src.opacity)
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if(opacity)
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icon_state = "closed"
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layer = ABOVE_HUMAN_LAYER
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else
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icon_state = "open"
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layer = ABOVE_WINDOW_LAYER
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/obj/structure/curtain/black
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name = "black curtain"
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color = "#222222"
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/obj/structure/curtain/medical
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name = "plastic curtain"
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color = "#B8F5E3"
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anchored = FALSE
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alpha = 200
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curtain_material = MATERIAL_PLASTIC
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/obj/structure/curtain/open/medical
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name = "plastic curtain"
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color = "#B8F5E3"
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anchored = FALSE
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alpha = 200
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curtain_material = MATERIAL_PLASTIC
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/obj/structure/curtain/open/bed
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name = "bed curtain"
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color = "#854636"
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/obj/structure/curtain/open/privacy
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name = "privacy curtain"
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color = "#B8F5E3"
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anchored = FALSE
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/obj/structure/curtain/open/shower
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name = "shower curtain"
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color = "#ACD1E9"
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alpha = 200
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/obj/structure/curtain/open/shower/engineering
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color = "#FFA500"
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/obj/structure/curtain/open/shower/security
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color = "#AA0000"
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