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* fixes the flags of some shocks (#54906) ## About The Pull Request The shocks from the shock touch mutation now ignore insulated gloves, because you're touching your victim's body, not giving them a handshake. The shocks from punching charged energy fields (special holosigns from emagged cyborgs) now DON'T ignore insulated gloves, because you're literally punching them with your hand. The shocks from running into charged energy fields now DON'T ignore insulated gloves, to be consistent with things like electrified doors. The shocks from the on_mob_life() effect of liquid electricity now ignore insulated gloves, like the shocks from the on_mob_life() effect of teslium do (thanks for pointing this out, Angustmeta!). ## Why It's Good For The Game Logical sense and consistency in what forms of protection shocks check for are good things, I think. * fixes the flags of some shocks Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
201 lines
6.4 KiB
Plaintext
201 lines
6.4 KiB
Plaintext
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//holographic signs and barriers
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/obj/structure/holosign
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name = "holo sign"
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icon = 'icons/effects/effects.dmi'
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anchored = TRUE
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max_integrity = 1
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armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
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var/obj/item/holosign_creator/projector
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/obj/structure/holosign/Initialize(loc, source_projector)
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. = ..()
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alpha = 0
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SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, plane, dir, add_appearance_flags = RESET_ALPHA) //you see mobs under it, but you hit them like they are above it
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if(source_projector)
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projector = source_projector
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LAZYADD(projector.signs, src)
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/obj/structure/holosign/Destroy()
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if(projector)
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LAZYREMOVE(projector.signs, src)
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projector = null
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return ..()
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/obj/structure/holosign/attack_hand(mob/living/user)
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. = ..()
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if(.)
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return
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user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
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user.changeNext_move(CLICK_CD_MELEE)
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take_damage(5 , BRUTE, MELEE, 1)
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/obj/structure/holosign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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playsound(loc, 'sound/weapons/egloves.ogg', 80, TRUE)
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if(BURN)
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playsound(loc, 'sound/weapons/egloves.ogg', 80, TRUE)
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/obj/structure/holosign/wetsign
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name = "wet floor sign"
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desc = "The words flicker as if they mean nothing."
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icon = 'icons/effects/effects.dmi'
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icon_state = "holosign"
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/obj/structure/holosign/barrier
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name = "holobarrier"
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desc = "A short holographic barrier which can only be passed by walking."
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icon_state = "holosign_sec"
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pass_flags = LETPASSTHROW
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density = TRUE
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max_integrity = 20
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var/allow_walk = TRUE //can we pass through it on walk intent
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/obj/structure/holosign/barrier/CanAllowThrough(atom/movable/mover, turf/target)
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. = ..()
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if(.)
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return
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if(mover.pass_flags & (PASSGLASS|PASSTABLE|PASSGRILLE))
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return TRUE
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if(iscarbon(mover))
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var/mob/living/carbon/C = mover
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if(C.stat) // Lets not prevent dragging unconscious/dead people.
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return TRUE
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if(allow_walk && C.m_intent == MOVE_INTENT_WALK)
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return TRUE
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/obj/structure/holosign/barrier/wetsign
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name = "wet floor holobarrier"
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desc = "When it says walk it means walk."
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icon = 'icons/effects/effects.dmi'
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icon_state = "holosign"
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/obj/structure/holosign/barrier/wetsign/CanAllowThrough(atom/movable/mover, turf/target)
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. = ..()
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if(iscarbon(mover))
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var/mob/living/carbon/C = mover
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if(C.stat) // Lets not prevent dragging unconscious/dead people.
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return TRUE
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if(allow_walk && C.m_intent != MOVE_INTENT_WALK)
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return FALSE
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/obj/structure/holosign/barrier/engineering
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icon_state = "holosign_engi"
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flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
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rad_insulation = RAD_LIGHT_INSULATION
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/obj/structure/holosign/barrier/atmos
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name = "holofirelock"
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desc = "A holographic barrier resembling a firelock. Though it does not prevent solid objects from passing through, gas is kept out."
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icon_state = "holo_firelock"
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density = FALSE
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anchored = TRUE
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CanAtmosPass = ATMOS_PASS_NO
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alpha = 150
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flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
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rad_insulation = RAD_LIGHT_INSULATION
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/obj/structure/holosign/barrier/atmos/Initialize()
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. = ..()
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air_update_turf(TRUE)
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/obj/structure/holosign/barrier/cyborg
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name = "Energy Field"
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desc = "A fragile energy field that blocks movement. Excels at blocking lethal projectiles."
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density = TRUE
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max_integrity = 10
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allow_walk = FALSE
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/obj/structure/holosign/barrier/cyborg/bullet_act(obj/projectile/P)
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take_damage((P.damage / 5) , BRUTE, MELEE, 1) //Doesn't really matter what damage flag it is.
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if(istype(P, /obj/projectile/energy/electrode))
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take_damage(10, BRUTE, MELEE, 1) //Tasers aren't harmful.
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if(istype(P, /obj/projectile/beam/disabler))
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take_damage(5, BRUTE, MELEE, 1) //Disablers aren't harmful.
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return BULLET_ACT_HIT
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/obj/structure/holosign/barrier/medical
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name = "\improper PENLITE holobarrier"
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desc = "A holobarrier that uses biometrics to detect human viruses. Denies passing to personnel with easily-detected, malicious viruses. Good for quarantines."
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icon_state = "holo_medical"
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alpha = 125 //lazy :)
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var/force_allaccess = FALSE
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var/buzzcd = 0
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/obj/structure/holosign/barrier/medical/examine(mob/user)
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. = ..()
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. += "<span class='notice'>The biometric scanners are <b>[force_allaccess ? "off" : "on"]</b>.</span>"
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/obj/structure/holosign/barrier/medical/CanAllowThrough(atom/movable/mover, turf/target)
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. = ..()
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if(force_allaccess)
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return TRUE
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if(istype(mover, /obj/vehicle/ridden))
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for(var/M in mover.buckled_mobs)
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if(ishuman(M))
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if(!CheckHuman(M))
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return FALSE
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if(ishuman(mover))
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return CheckHuman(mover)
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return TRUE
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/obj/structure/holosign/barrier/medical/Bumped(atom/movable/AM)
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. = ..()
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icon_state = "holo_medical"
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if(ishuman(AM) && !CheckHuman(AM))
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if(buzzcd < world.time)
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playsound(get_turf(src),'sound/machines/buzz-sigh.ogg',65,TRUE,4)
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buzzcd = (world.time + 60)
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icon_state = "holo_medical-deny"
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/obj/structure/holosign/barrier/medical/proc/CheckHuman(mob/living/carbon/human/sickboi)
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var/threat = sickboi.check_virus()
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if(get_disease_severity_value(threat) > get_disease_severity_value(DISEASE_SEVERITY_MINOR))
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return FALSE
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return TRUE
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/obj/structure/holosign/barrier/medical/attack_hand(mob/living/user)
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if(CanPass(user) && user.a_intent == INTENT_HELP)
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force_allaccess = !force_allaccess
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to_chat(user, "<span class='warning'>You [force_allaccess ? "deactivate" : "activate"] the biometric scanners.</span>") //warning spans because you can make the station sick!
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else
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return ..()
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/obj/structure/holosign/barrier/cyborg/hacked
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name = "Charged Energy Field"
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desc = "A powerful energy field that blocks movement. Energy arcs off it."
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max_integrity = 20
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var/shockcd = 0
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/obj/structure/holosign/barrier/cyborg/hacked/bullet_act(obj/projectile/P)
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take_damage(P.damage, BRUTE, MELEE, 1) //Yeah no this doesn't get projectile resistance.
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return BULLET_ACT_HIT
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/obj/structure/holosign/barrier/cyborg/hacked/proc/cooldown()
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shockcd = FALSE
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/obj/structure/holosign/barrier/cyborg/hacked/attack_hand(mob/living/user)
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. = ..()
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if(.)
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return
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if(!shockcd)
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if(ismob(user))
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var/mob/living/M = user
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M.electrocute_act(15,"Energy Barrier")
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shockcd = TRUE
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addtimer(CALLBACK(src, .proc/cooldown), 5)
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/obj/structure/holosign/barrier/cyborg/hacked/Bumped(atom/movable/AM)
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if(shockcd)
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return
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if(!ismob(AM))
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return
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var/mob/living/M = AM
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M.electrocute_act(15,"Energy Barrier")
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shockcd = TRUE
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addtimer(CALLBACK(src, .proc/cooldown), 5)
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