GLOBAL_LIST_INIT(freon_color_matrix, list("#2E5E69", "#60A2A8", "#A1AFB1", rgb(0,0,0))) ///simple element to handle frozen obj's /datum/element/frozen /datum/element/frozen/Attach(datum/target) . = ..() if(!isobj(target)) return ELEMENT_INCOMPATIBLE var/obj/target_obj = target if(target_obj.resistance_flags & FREEZE_PROOF) return ELEMENT_INCOMPATIBLE if(HAS_TRAIT(target_obj, TRAIT_FROZEN)) return ELEMENT_INCOMPATIBLE ADD_TRAIT(target_obj, TRAIT_FROZEN, ELEMENT_TRAIT(type)) target_obj.name = "frozen [target_obj.name]" target_obj.add_atom_colour(GLOB.freon_color_matrix, TEMPORARY_COLOUR_PRIORITY) target_obj.alpha -= 25 if (isinternalorgan(target)) var/obj/item/organ/internal/organ = target organ.organ_flags |= ORGAN_FROZEN else if (isbodypart(target)) for(var/obj/item/organ/internal/organ in target_obj.contents) organ.organ_flags |= ORGAN_FROZEN RegisterSignal(target, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved)) RegisterSignal(target, COMSIG_MOVABLE_THROW_LANDED, PROC_REF(shatter_on_throw)) RegisterSignal(target, COMSIG_MOVABLE_IMPACT, PROC_REF(shatter_on_throw)) RegisterSignal(target, COMSIG_OBJ_UNFREEZE, PROC_REF(on_unfreeze)) /datum/element/frozen/Detach(datum/source, ...) var/obj/obj_source = source REMOVE_TRAIT(obj_source, TRAIT_FROZEN, ELEMENT_TRAIT(type)) UnregisterSignal(obj_source, list(COMSIG_MOVABLE_MOVED, COMSIG_MOVABLE_THROW_LANDED, COMSIG_MOVABLE_IMPACT, COMSIG_OBJ_UNFREEZE)) obj_source.name = replacetext(obj_source.name, "frozen ", "") obj_source.remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, GLOB.freon_color_matrix) obj_source.alpha += 25 if (isinternalorgan(source)) var/obj/item/organ/internal/organ = source organ.organ_flags &= ~ORGAN_FROZEN else if (isbodypart(source)) for(var/obj/item/organ/internal/organ in obj_source.contents) organ.organ_flags &= ~ORGAN_FROZEN return ..() ///signal handler for COMSIG_OBJ_UNFREEZE that forces us to detach from the target /datum/element/frozen/proc/on_unfreeze(datum/source) SIGNAL_HANDLER Detach(source) ///signal handler for COMSIG_MOVABLE_POST_THROW that shatters our target after impacting after a throw /datum/element/frozen/proc/shatter_on_throw(datum/target) SIGNAL_HANDLER var/obj/obj_target = target obj_target.visible_message(span_danger("[obj_target] shatters into a million pieces!")) obj_target.flags_1 |= NODECONSTRUCT_1 // disable item spawning obj_target.deconstruct(FALSE) // call pre-deletion specialized code -- internals release gas etc /// signal handler for COMSIG_MOVABLE_MOVED that unfreezes our target if it moves onto an open turf thats hotter than /// our melting temperature. /datum/element/frozen/proc/on_moved(datum/target) SIGNAL_HANDLER var/atom/movable/movable_target = target if(movable_target.throwing) return if(!isopenturf(movable_target.loc)) return var/turf/open/turf_loc = movable_target.loc if(turf_loc.air?.temperature >= T0C)//unfreezes target Detach(target)