Files
Bubberstation/code/game/objects/effects/phased_mob.dm
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00

69 lines
2.5 KiB
Plaintext

/obj/effect/dummy/phased_mob
name = "water"
anchored = TRUE
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
invisibility = INVISIBILITY_OBSERVER
movement_type = FLOATING
var/movedelay = 0
var/movespeed = 0
/obj/effect/dummy/phased_mob/Destroy()
// Eject contents if deleted somehow
var/atom/dest = drop_location()
if(!dest) //You're in nullspace you clown
return ..()
var/area/destination_area = get_area(dest)
var/failed_areacheck = FALSE
if(destination_area.area_flags & NOTELEPORT)
failed_areacheck = TRUE
for(var/_phasing_in in contents)
var/atom/movable/phasing_in = _phasing_in
if(!failed_areacheck)
phasing_in.forceMove(drop_location())
else //this ONLY happens if someone uses a phasing effect to try to land in a NOTELEPORT zone after it is created, AKA trying to exploit.
if(isliving(phasing_in))
var/mob/living/living_cheaterson = phasing_in
to_chat(living_cheaterson, span_userdanger("This area has a heavy universal force occupying it, and you are scattered to the cosmos!"))
if(ishuman(living_cheaterson))
shake_camera(living_cheaterson, 20, 1)
addtimer(CALLBACK(living_cheaterson, /mob/living/carbon.proc/vomit), 2 SECONDS)
phasing_in.forceMove(find_safe_turf(z))
return ..()
/obj/effect/dummy/phased_mob/ex_act()
return FALSE
/obj/effect/dummy/phased_mob/bullet_act(blah)
return BULLET_ACT_FORCE_PIERCE
/obj/effect/dummy/phased_mob/relaymove(mob/living/user, direction)
var/turf/newloc = phased_check(user, direction)
if(!newloc)
return
setDir(direction)
forceMove(newloc)
/// Checks if the conditions are valid to be able to phase. Returns a turf destination if positive.
/obj/effect/dummy/phased_mob/proc/phased_check(mob/living/user, direction)
RETURN_TYPE(/turf)
if (movedelay > world.time || !direction)
return
var/turf/newloc = get_step(src,direction)
if(!newloc)
return
var/area/destination_area = newloc.loc
movedelay = world.time + movespeed
if(newloc.flags_1 & NOJAUNT)
to_chat(user, span_warning("Some strange aura is blocking the way."))
return
if(destination_area.area_flags & NOTELEPORT)
to_chat(user, span_danger("Some dull, universal force is blocking the way. It's overwhelmingly oppressive force feels dangerous."))
return
return newloc
/// React to signals by deleting the effect. Used for bloodcrawl.
/obj/effect/dummy/phased_mob/proc/deleteself(mob/living/source, obj/effect/decal/cleanable/phase_in_decal)
SIGNAL_HANDLER
qdel(src)