Files
Bubberstation/code/game/objects/structures/holosign.dm
deathrobotpunch 6c749cf9a3 Holobarrier toggle removal (#79293)
## About The Pull Request
this PR removes the PENLITE holobarrier’s biometric scanner toggle
function activated by hitting the holobarrier.

## Why It's Good For The Game
This is good for the game as having the toggle is quite useless because
the only reason someone would have it up is to keep sick people out.

There is no point to turning off the biometric scanning because you may
as well have nothing put up in the first place.

This also prevents people from unknowingly turning it off allowing sick
patients to infect valuable medical staff.
## Changelog
:cl:deathrobotpunch1
del: Removed the biometric scanning toggle from the PENLITE holobarrier
/🆑
2023-10-31 17:05:51 -07:00

216 lines
6.5 KiB
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//holographic signs and barriers
/obj/structure/holosign
name = "holo sign"
icon = 'icons/effects/effects.dmi'
anchored = TRUE
max_integrity = 1
armor_type = /datum/armor/structure_holosign
// How can you freeze a trick of the light?
resistance_flags = FREEZE_PROOF
var/obj/item/holosign_creator/projector
var/use_vis_overlay = TRUE
/datum/armor/structure_holosign
bullet = 50
laser = 50
energy = 50
fire = 20
acid = 20
/obj/structure/holosign/Initialize(mapload, source_projector)
. = ..()
var/turf/our_turf = get_turf(src)
if(use_vis_overlay)
alpha = 0
SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, MUTATE_PLANE(GAME_PLANE_UPPER, our_turf), dir, add_appearance_flags = RESET_ALPHA) //you see mobs under it, but you hit them like they are above it
if(source_projector)
projector = source_projector
LAZYADD(projector.signs, src)
/obj/structure/holosign/Destroy()
if(projector)
LAZYREMOVE(projector.signs, src)
projector = null
return ..()
/obj/structure/holosign/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(.)
return
attack_holosign(user, modifiers)
/obj/structure/holosign/proc/attack_holosign(mob/living/user, list/modifiers)
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
user.changeNext_move(CLICK_CD_MELEE)
take_damage(5 , BRUTE, MELEE, 1)
/obj/structure/holosign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
playsound(loc, 'sound/weapons/egloves.ogg', 80, TRUE)
if(BURN)
playsound(loc, 'sound/weapons/egloves.ogg', 80, TRUE)
/obj/structure/holosign/wetsign
name = "wet floor sign"
desc = "The words flicker as if they mean nothing."
icon = 'icons/effects/effects.dmi'
icon_state = "holosign"
/obj/structure/holosign/barrier
name = "holobarrier"
desc = "A short holographic barrier which can only be passed by walking."
icon_state = "holosign_sec"
pass_flags_self = PASSTABLE | PASSGRILLE | PASSGLASS | LETPASSTHROW
density = TRUE
max_integrity = 20
var/allow_walk = TRUE //can we pass through it on walk intent
/obj/structure/holosign/barrier/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(.)
return
if(iscarbon(mover))
var/mob/living/carbon/C = mover
if(C.stat) // Lets not prevent dragging unconscious/dead people.
return TRUE
if(allow_walk && C.move_intent == MOVE_INTENT_WALK)
return TRUE
/obj/structure/holosign/barrier/wetsign
name = "wet floor holobarrier"
desc = "When it says walk it means walk."
icon = 'icons/effects/effects.dmi'
icon_state = "holosign"
max_integrity = 1
/obj/structure/holosign/barrier/wetsign/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(iscarbon(mover))
var/mob/living/carbon/C = mover
if(C.stat) // Lets not prevent dragging unconscious/dead people.
return TRUE
if(allow_walk && C.move_intent != MOVE_INTENT_WALK)
return FALSE
/obj/structure/holosign/barrier/engineering
icon_state = "holosign_engi"
rad_insulation = RAD_LIGHT_INSULATION
max_integrity = 1
/obj/structure/holosign/barrier/atmos
name = "holofirelock"
desc = "A holographic barrier resembling a firelock. Though it does not prevent solid objects from passing through, gas is kept out."
icon_state = "holo_firelock"
density = FALSE
anchored = TRUE
can_atmos_pass = ATMOS_PASS_NO
alpha = 150
rad_insulation = RAD_LIGHT_INSULATION
resistance_flags = FIRE_PROOF | FREEZE_PROOF
/obj/structure/holosign/barrier/atmos/sturdy
name = "sturdy holofirelock"
max_integrity = 150
/obj/structure/holosign/barrier/atmos/tram
name = "tram atmos barrier"
max_integrity = 150
icon_state = "holo_tram"
/obj/structure/holosign/barrier/atmos/Initialize(mapload)
. = ..()
air_update_turf(TRUE, TRUE)
var/static/list/turf_traits = list(TRAIT_FIREDOOR_STOP)
AddElement(/datum/element/give_turf_traits, turf_traits)
/obj/structure/holosign/barrier/atmos/block_superconductivity() //Didn't used to do this, but it's "normal", and will help ease heat flow transitions with the players.
return TRUE
/obj/structure/holosign/barrier/atmos/Destroy()
air_update_turf(TRUE, FALSE)
return ..()
/obj/structure/holosign/barrier/cyborg
name = "Energy Field"
desc = "A fragile energy field that blocks movement. Excels at blocking lethal projectiles."
density = TRUE
max_integrity = 10
allow_walk = FALSE
armor_type = /datum/armor/structure_holosign/cyborg_barrier // Gets a special armor subtype which is extra good at defense.
/datum/armor/structure_holosign/cyborg_barrier
bullet = 80
laser = 80
energy = 80
melee = 20
/obj/structure/holosign/barrier/medical
name = "\improper PENLITE holobarrier"
desc = "A holobarrier that uses biometrics to detect human viruses. Denies passing to personnel with easily-detected, malicious viruses. Good for quarantines."
icon_state = "holo_medical"
alpha = 125 //lazy :)
max_integrity = 1
var/buzzcd = 0
/obj/structure/holosign/barrier/medical/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(istype(mover, /obj/vehicle/ridden))
for(var/M in mover.buckled_mobs)
if(ishuman(M))
if(!CheckHuman(M))
return FALSE
if(ishuman(mover))
return CheckHuman(mover)
return TRUE
/obj/structure/holosign/barrier/medical/Bumped(atom/movable/AM)
. = ..()
icon_state = "holo_medical"
if(ishuman(AM) && !CheckHuman(AM))
if(buzzcd < world.time)
playsound(get_turf(src),'sound/machines/buzz-sigh.ogg',65,TRUE,4)
buzzcd = (world.time + 60)
icon_state = "holo_medical-deny"
/obj/structure/holosign/barrier/medical/proc/CheckHuman(mob/living/carbon/human/sickboi)
var/threat = sickboi.check_virus()
if(get_disease_severity_value(threat) > get_disease_severity_value(DISEASE_SEVERITY_MINOR))
return FALSE
return TRUE
/obj/structure/holosign/barrier/cyborg/hacked
name = "Charged Energy Field"
desc = "A powerful energy field that blocks movement. Energy arcs off it."
max_integrity = 20
armor_type = /datum/armor/structure_holosign //Yeah no this doesn't get projectile resistance.
var/shockcd = 0
/obj/structure/holosign/barrier/cyborg/hacked/proc/cooldown()
shockcd = FALSE
/obj/structure/holosign/barrier/cyborg/hacked/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(.)
return
if(!shockcd)
if(ismob(user))
var/mob/living/M = user
M.electrocute_act(15,"Energy Barrier")
shockcd = TRUE
addtimer(CALLBACK(src, PROC_REF(cooldown)), 5)
/obj/structure/holosign/barrier/cyborg/hacked/Bumped(atom/movable/AM)
if(shockcd)
return
if(!ismob(AM))
return
var/mob/living/M = AM
M.electrocute_act(15,"Energy Barrier")
shockcd = TRUE
addtimer(CALLBACK(src, PROC_REF(cooldown)), 5)