Files
Bubberstation/code/game/objects/effects/mines.dm
phil235 7e1efca13a Created two new procs to handle reviving mobs more easily:
- can_be_revived(), used so we don't revive a mob who would immediately die again (lack of brain organ for carbons).
- fully_heal(), called by revive when we want to completely heal a mob before trying to ressuscitate it.

I gave some arguments to revive() so the proc can be used by more than just the admin healing code (ai revived by the AI fixer console, drone revived by another drone clicking it, strange reagent ressuscitating you, borg revived by restart circuitboard, changeling using his revive ability, etc)

This fixes borg revival not updating its vision correctly and not updating the diagnostic HUD. Same fix for changeling revival.
2016-02-16 23:27:08 +01:00

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/obj/effect/mine
name = "dummy mine"
desc = "Better stay away from that thing."
density = 0
anchored = 1
layer = 3
icon = 'icons/obj/weapons.dmi'
icon_state = "uglymine"
var/triggered = 0
/obj/effect/mine/proc/mineEffect(mob/victim)
victim << "<span class='danger'>*click*</span>"
/obj/effect/mine/Crossed(AM as mob|obj)
if(isanimal(AM))
var/mob/living/simple_animal/SA = AM
if(!SA.flying)
triggermine(SA)
else
triggermine(AM)
/obj/effect/mine/proc/triggermine(mob/victim)
if(triggered)
return
visible_message("<span class='danger'>[victim] sets off \icon[src] [src]!</span>")
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
mineEffect(victim)
triggered = 1
qdel(src)
/obj/effect/mine/explosive
name = "explosive mine"
var/range_devastation = 0
var/range_heavy = 1
var/range_light = 2
var/range_flash = 3
/obj/effect/mine/explosive/mineEffect(mob/victim)
explosion(loc, range_devastation, range_heavy, range_light, range_flash)
/obj/effect/mine/stun
name = "stun mine"
var/stun_time = 8
/obj/effect/mine/stun/mineEffect(mob/victim)
if(isliving(victim))
victim.Weaken(stun_time)
/obj/effect/mine/kickmine
name = "kick mine"
/obj/effect/mine/kickmine/mineEffect(mob/victim)
if(isliving(victim) && victim.client)
victim << "<span class='userdanger'>You have been kicked FOR NO REISIN!</span>"
del(victim.client)
/obj/effect/mine/gas
name = "oxygen mine"
var/gas_amount = 360
var/gas_type = SPAWN_OXYGEN
/obj/effect/mine/gas/mineEffect(mob/victim)
atmos_spawn_air(gas_type, gas_amount)
/obj/effect/mine/gas/plasma
name = "plasma mine"
gas_type = SPAWN_TOXINS
/obj/effect/mine/gas/n2o
name = "\improper N2O mine"
gas_type = SPAWN_N2O
/obj/effect/mine/sound
name = "honkblaster 1000"
var/sound = 'sound/items/bikehorn.ogg'
/obj/effect/mine/sound/mineEffect(mob/victim)
playsound(loc, sound, 100, 1)
/obj/effect/mine/sound/bwoink
name = "bwoink mine"
sound = 'sound/effects/adminhelp.ogg'
/obj/effect/mine/pickup
name = "pickup"
desc = "pick me up"
icon = 'icons/effects/effects.dmi'
icon_state = "electricity2"
density = 0
var/duration = 0
/obj/effect/mine/pickup/New()
..()
animate(src, pixel_y = 4, time = 20, loop = -1)
/obj/effect/mine/pickup/triggermine(mob/victim)
if(triggered)
return
triggered = 1
invisibility = 101
mineEffect(victim)
qdel(src)
/obj/effect/mine/pickup/bloodbath
name = "Red Orb"
desc = "You feel angry just looking at it."
duration = 1200 //2min
color = "red"
/obj/effect/mine/pickup/bloodbath/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
return
victim << "<span class='reallybig redtext'>KILL EM ALL</span>"
var/old_color = victim.client.color
var/red_splash = list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0)
var/pure_red = list(0,0,0,0,0,0,0,0,0,1,0,0)
spawn(0)
new /obj/effect/hallucination/delusion(victim.loc,victim,force_kind="demon",duration=duration,skip_nearby=0)
var/obj/item/weapon/twohanded/required/chainsaw/chainsaw = new(victim.loc)
chainsaw.flags |= NODROP
victim.drop_r_hand()
victim.drop_l_hand()
victim.put_in_hands(chainsaw)
victim.reagents.add_reagent("adminordrazine",25)
victim.client.color = pure_red
animate(victim.client,color = red_splash, time = 10, easing = SINE_EASING|EASE_OUT)
sleep(10)
animate(victim.client,color = old_color, time = duration)//, easing = SINE_EASING|EASE_OUT)
sleep(duration)
victim << "<span class='notice'>You feel calm again.<span>"
qdel(chainsaw)
qdel(src)
/obj/effect/mine/pickup/healing
name = "Blue Orb"
desc = "You feel better just looking at it."
color = "blue"
/obj/effect/mine/pickup/healing/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
return
victim << "<span class='notice'>You feel great!</span>"
victim.revive(full_heal = 1, admin_revive = 1)
/obj/effect/mine/pickup/speed
name = "Yellow Orb"
desc = "You feel faster just looking at it."
color = "yellow"
duration = 300
/obj/effect/mine/pickup/speed/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
return
victim << "<span class='notice'>You feel fast!</span>"
victim.status_flags |= GOTTAGOREALLYFAST
sleep(duration)
victim.status_flags &= ~GOTTAGOREALLYFAST
victim << "<span class='notice'>You slow down.</span>"