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If you try to use the teleporter and the teleport was rejected for any reason (like having a nuclear disk), you won't get the chance to get a random damage from the teleport.
Fixes issue #2236. Removed some spawn() calls. Removed the chance of fail from the portal effects (the blue portals made with hand teleporters). The portal datums will now return 0 if the teleport failed, and now use a new proc, start(), instead of New() to handle themselves. Standarized teleport.dm from the helper_datums folder. Removed the checks for centcomm z level and away missions z level for teleports. Now you can go there. changed the /red messages from the teleports datum to span classes. The "[something] bounces off of the portal!" were replaced for "The portal rejects [something]". Removed an extra "the" on those messages.
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@@ -51,7 +51,6 @@
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desc = "It looks highly unstable; It could close at any moment."
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icon = 'icons/obj/objects.dmi'
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icon_state = "anom"
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failchance = 0
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/obj/effect/portal/wormhole/attack_hand(mob/user)
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teleport(user)
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@@ -347,20 +347,20 @@
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if(istype(M, /obj/effect))
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return
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if(istype(M, /atom/movable))
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do_teleport(M, target, 6)
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if(isliving(M))
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var/mob/living/L = M
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L.Weaken(3)
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if(ishuman(L))
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shake_camera(L, 20, 1)
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spawn(20)
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if(L)
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L.visible_message("<span class='danger'>[L.name] vomits from travelling through the [src.name]!</span>")
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L.nutrition -= 20
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L.adjustToxLoss(-3)
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var/turf/T = get_turf(L)
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T.add_vomit_floor(L)
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playsound(L, 'sound/effects/splat.ogg', 50, 1)
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if(do_teleport(M, target, 6))
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if(isliving(M))
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var/mob/living/L = M
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L.Weaken(3)
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if(ishuman(L))
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shake_camera(L, 20, 1)
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spawn(20)
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if(L)
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L.visible_message("<span class='danger'>[L.name] vomits from travelling through the [src.name]!</span>")
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L.nutrition -= 20
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L.adjustToxLoss(-3)
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var/turf/T = get_turf(L)
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T.add_vomit_floor(L)
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playsound(L, 'sound/effects/splat.ogg', 50, 1)
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/**********************Resonator**********************/
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