Files
Bubberstation/code/game/objects/items/teleportation.dm
Sealed101 98d62825d9 Fixes qdeleted hand tele portals hogging space in hand tele's active_portal_pairs, preventing use (#87040)
## About The Pull Request

969d7ba1cd/code/game/objects/items/teleportation.dm (L254-L265)

Creating a portal on an active teleporter hub would try to teleport the
portal to the hub's target, but since `do_teleport()` deletes
`/obj/effect`, i.e. portals, the portal pair immediately gets qdel'd.
This happens in the `try_move_adjacent()` in the above code snippet when
the user-side portal is made and is moved in front of the user. They
properly remove themselves from the hand tele's
`active_portal_pairs`(well, they try to, but since they aren't yet added
in that list, they don't get removed), global portal list and whatever
else. However, the next line then adds the new portal pair to the hand
tele's `active_portal_pairs` again, but since we don't actually have
those anymore, they will never get deleted. Not cool.
So this PR ensures that the portals are not qdel'd before assigning them
to the list. If it fails to do so, the hand tele will produce a relevant
message, so hopefully the user won't try to bash their head against the
teleporter hub or similar again.
Also dmdocs some procs/vars with varying degree of helpfulness.

## Why It's Good For The Game

Fixes #67251

## Changelog

🆑
fix: fixed hand tele portals that have been deleted in the process of
opening a new portal pair clogging up hand tele's portal pair list. If
you try to create portals that would end up like this (i.e. on an active
teleporter hub), the hand tele will indicate that.
/🆑
2024-11-11 00:43:37 -08:00

589 lines
23 KiB
Plaintext

#define SOURCE_PORTAL 1
#define DESTINATION_PORTAL 2
/* Teleportation devices.
* Contains:
* Locator
* Hand-tele
*/
/*
* Locator
*/
/obj/item/locator
name = "bluespace locator"
desc = "Used to track portable teleportation beacons and targets with embedded tracking implants."
icon = 'icons/obj/devices/tracker.dmi'
icon_state = "locator"
var/temp = null
obj_flags = CONDUCTS_ELECTRICITY
w_class = WEIGHT_CLASS_SMALL
inhand_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
throw_speed = 3
throw_range = 7
custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 4)
var/tracking_range = 35
/obj/item/locator/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "BluespaceLocator", name)
ui.open()
/obj/item/locator/ui_data(mob/user)
var/list/data = list()
data["trackingrange"] = tracking_range;
// Get our current turf location.
var/turf/sr = get_turf(src)
if (sr)
// Check every teleport beacon.
var/list/tele_beacons = list()
for(var/obj/item/beacon/W in GLOB.teleportbeacons)
// Get the tracking beacon's turf location.
var/turf/tr = get_turf(W)
// Make sure it's on a turf and that its Z-level matches the tracker's Z-level
if (tr && tr.z == sr.z)
// Get the distance between the beacon's turf and our turf
var/distance = max(abs(tr.x - sr.x), abs(tr.y - sr.y))
// If the target is too far away, skip over this beacon.
if(distance > tracking_range)
continue
var/beacon_name
if(W.renamed)
beacon_name = W.name
else
var/area/A = get_area(W)
beacon_name = A.name
var/D = dir2text(get_dir(sr, tr))
tele_beacons += list(list(name = beacon_name, direction = D, distance = distance))
data["telebeacons"] = tele_beacons
var/list/track_implants = list()
for (var/obj/item/implant/beacon/tracking_beacon in GLOB.tracked_implants)
if (!tracking_beacon.imp_in || !isliving(tracking_beacon.loc))
continue
else
var/mob/living/living_mob = tracking_beacon.loc
if (living_mob.stat == DEAD)
if (living_mob.timeofdeath + tracking_beacon.lifespan_postmortem < world.time)
continue
var/turf/tr = get_turf(tracking_beacon)
var/distance = max(abs(tr.x - sr.x), abs(tr.y - sr.y))
if(distance > tracking_range)
continue
var/D = dir2text(get_dir(sr, tr))
track_implants += list(list(name = tracking_beacon.imp_in.name, direction = D, distance = distance))
data["trackimplants"] = track_implants
return data
#define PORTAL_LOCATION_DANGEROUS "portal_location_dangerous"
#define PORTAL_DANGEROUS_EDGE_LIMIT 8
/*
* Hand-tele
*/
/obj/item/hand_tele
name = "hand tele"
desc = "A portable item using blue-space technology. One of the buttons opens a portal, the other re-opens your last destination."
icon = 'icons/obj/devices/tracker.dmi'
icon_state = "hand_tele"
inhand_icon_state = "electronic"
worn_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
throwforce = 0
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 5
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5)
armor_type = /datum/armor/item_hand_tele
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
///List of portal pairs created by this hand tele
var/list/active_portal_pairs = list()
///Maximum concurrent active portal pairs allowed
var/max_portal_pairs = 3
/**
* Represents the last place we teleported to, for making quick portals.
* Can be in the following states:
* - null, meaning either this hand tele hasn't been used yet, or the last place it was portalled to was removed.
* - PORTAL_LOCATION_DANGEROUS, meaning the last place it teleported to was the "None (Dangerous)" location.
* - A weakref to a /obj/machinery/computer/teleporter, meaning the last place it teleported to was a pre-setup location.
*/
var/last_portal_location
/datum/armor/item_hand_tele
bomb = 30
fire = 100
acid = 100
///Checks if the targeted portal was created by us, then causes it to expire, removing it
/obj/item/hand_tele/proc/try_dispel_portal(atom/target, mob/user)
if(is_parent_of_portal(target))
to_chat(user, span_notice("You dispel [target] with [src]!"))
var/obj/effect/portal/portal = target
portal.expire()
return TRUE
return FALSE
/obj/item/hand_tele/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(try_dispel_portal(interacting_with, user))
return ITEM_INTERACT_SUCCESS
return NONE
/obj/item/hand_tele/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
return interact_with_atom(interacting_with, user, modifiers)
/obj/item/hand_tele/interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
var/portal_location = last_portal_location
if (isweakref(portal_location))
var/datum/weakref/last_portal_location_ref = last_portal_location
portal_location = last_portal_location_ref.resolve()
if (isnull(portal_location))
to_chat(user, span_warning("[src] flashes briefly. No target is locked in."))
return ITEM_INTERACT_BLOCKING
try_create_portal_to(user, portal_location)
return ITEM_INTERACT_SUCCESS
/obj/item/hand_tele/ranged_interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
return interact_with_atom_secondary(interacting_with, user, modifiers)
/obj/item/hand_tele/attack_self(mob/user)
if (!can_teleport_notifies(user))
return
//SKYRAT EDIT BEGIN
var/turf/my_turf = get_turf(src)
if(is_away_level(my_turf.z))
to_chat(user, "<span class='warning'>[src] cannot be used here!</span>")
return
//SKYRAT EDIT END
var/list/locations = list()
for(var/obj/machinery/computer/teleporter/computer as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/computer/teleporter))
var/atom/target = computer.target_ref?.resolve()
if(!target)
computer.target_ref = null
continue
var/area/computer_area = get_area(target)
if(!computer_area || (computer_area.area_flags & NOTELEPORT))
continue
if(computer.power_station?.teleporter_hub && computer.power_station.engaged)
locations["[get_area(target)] (Active)"] = computer
else
locations["[get_area(target)] (Inactive)"] = computer
locations["None (Dangerous)"] = PORTAL_LOCATION_DANGEROUS
var/teleport_location_key = tgui_input_list(user, "Teleporter to lock on", "Hand Teleporter", sort_list(locations))
if (isnull(teleport_location_key))
return
if(user.get_active_held_item() != src || user.incapacitated)
return
// Not always a datum, but needed for IS_WEAKREF_OF to cast properly.
var/datum/teleport_location = locations[teleport_location_key]
if (!try_create_portal_to(user, teleport_location))
return
if (teleport_location == PORTAL_LOCATION_DANGEROUS)
last_portal_location = PORTAL_LOCATION_DANGEROUS
else if (!IS_WEAKREF_OF(teleport_location, last_portal_location))
if (isweakref(teleport_location))
var/datum/weakref/about_to_replace_location_ref = last_portal_location
var/obj/machinery/computer/teleporter/about_to_replace_location = about_to_replace_location_ref.resolve()
if (about_to_replace_location)
UnregisterSignal(about_to_replace_location, COMSIG_TELEPORTER_NEW_TARGET)
RegisterSignal(teleport_location, COMSIG_TELEPORTER_NEW_TARGET, PROC_REF(on_teleporter_new_target))
last_portal_location = WEAKREF(teleport_location)
/// Takes either PORTAL_LOCATION_DANGEROUS or an /obj/machinery/computer/teleport/computer.
/obj/item/hand_tele/proc/try_create_portal_to(mob/user, teleport_location)
if (length(active_portal_pairs) >= max_portal_pairs)
user.show_message(span_notice("[src] is recharging!"))
return
var/atom/teleport_target
if (teleport_location == PORTAL_LOCATION_DANGEROUS)
var/list/dangerous_turfs = list()
for(var/turf/dangerous_turf in urange(10, orange=1))
if(dangerous_turf.x > world.maxx - PORTAL_DANGEROUS_EDGE_LIMIT || dangerous_turf.x < PORTAL_DANGEROUS_EDGE_LIMIT)
continue //putting them at the edge is dumb
if(dangerous_turf.y > world.maxy - PORTAL_DANGEROUS_EDGE_LIMIT || dangerous_turf.y < PORTAL_DANGEROUS_EDGE_LIMIT)
continue
var/area/dangerous_area = dangerous_turf.loc
if(dangerous_area.area_flags & NOTELEPORT)
continue
dangerous_turfs += dangerous_turf
teleport_target = pick(dangerous_turfs)
else
var/obj/machinery/computer/teleporter/computer = teleport_location
var/atom/target = computer.target_ref?.resolve()
if(!target)
computer.target_ref = null
teleport_target = target
if (teleport_target == null)
to_chat(user, span_notice("[src] vibrates, then stops. Maybe you should try something else."))
return
var/area/teleport_area = get_area(teleport_target)
if (teleport_area.area_flags & NOTELEPORT)
to_chat(user, span_notice("[src] is malfunctioning."))
return
if (!can_teleport_notifies(user))
return
var/list/obj/effect/portal/created = create_portal_pair(get_turf(user), get_teleport_turf(get_turf(teleport_target)), 300, 1, null)
if(LAZYLEN(created) != 2)
return
var/obj/effect/portal/portal1 = created[1]
var/obj/effect/portal/portal2 = created[2]
RegisterSignal(portal1, COMSIG_QDELETING, PROC_REF(on_portal_destroy))
RegisterSignal(portal2, COMSIG_QDELETING, PROC_REF(on_portal_destroy))
try_move_adjacent(portal1, user.dir)
if(QDELETED(portal1) || QDELETED(portal2)) //in the event that something managed to delete the portal objects, i.e. something teleported them
to_chat(user, span_notice("[src] vibrates, but no portal seems to appear. Maybe you should try something else."))
return
active_portal_pairs[portal1] = portal2
investigate_log("was used by [key_name(user)] at [AREACOORD(user)] to create a portal pair with destinations [AREACOORD(portal1)] and [AREACOORD(portal2)].", INVESTIGATE_PORTAL)
add_fingerprint(user)
user.show_message(span_notice("Locked in."), MSG_AUDIBLE)
return TRUE
///Checks for whether creating a portal in our area is allowed or not,
///returning FALSE when in a NOTELEPORT area, an away mission or when the user is not on a turf.
///Is, for some reason, separate from the teleport target's check in try_create_portal_to()
/obj/item/hand_tele/proc/can_teleport_notifies(mob/user)
var/turf/current_location = get_turf(user)
var/area/current_area = current_location.loc
if (!current_location || (current_area.area_flags & NOTELEPORT) || is_away_level(current_location.z) || !isturf(user.loc))
to_chat(user, span_notice("[src] is malfunctioning."))
return FALSE
return TRUE
///Clears last teleport location when the teleporter providing our target location changes its target
/obj/item/hand_tele/proc/on_teleporter_new_target(datum/source)
SIGNAL_HANDLER
if (IS_WEAKREF_OF(source, last_portal_location))
last_portal_location = null
UnregisterSignal(source, COMSIG_TELEPORTER_NEW_TARGET)
///Removes a destroyed portal from active_portal_pairs list
/obj/item/hand_tele/proc/on_portal_destroy(obj/effect/portal/P)
SIGNAL_HANDLER
active_portal_pairs -= P //If this portal pair is made by us it'll be erased along with the other portal by the portal.
/obj/item/hand_tele/proc/is_parent_of_portal(obj/effect/portal/P)
if(!istype(P))
return FALSE
if(active_portal_pairs[P])
return SOURCE_PORTAL
for(var/i in active_portal_pairs)
if(active_portal_pairs[i] == P)
return DESTINATION_PORTAL
return FALSE
/obj/item/hand_tele/suicide_act(mob/living/user)
if(iscarbon(user))
user.visible_message(span_suicide("[user] is creating a weak portal and sticking [user.p_their()] head through! It looks like [user.p_theyre()] trying to commit suicide!"))
var/mob/living/carbon/itemUser = user
var/obj/item/bodypart/head/head = itemUser.get_bodypart(BODY_ZONE_HEAD)
if(head)
head.drop_limb()
var/list/safeLevels = SSmapping.levels_by_any_trait(list(ZTRAIT_SPACE_RUINS, ZTRAIT_LAVA_RUINS, ZTRAIT_STATION, ZTRAIT_MINING))
head.forceMove(locate(rand(1, world.maxx), rand(1, world.maxy), pick(safeLevels)))
itemUser.visible_message(span_suicide("The portal snaps closed taking [user]'s head with it!"))
else
itemUser.visible_message(span_suicide("[user] looks even further depressed as they realize they do not have a head...and suddenly dies of shame!"))
return BRUTELOSS
/obj/item/syndicate_teleporter
name = "experimental teleporter"
desc = "A reverse-engineered version of the Nanotrasen handheld teleporter. Lacks the advanced safety features of its counterpart. A three-headed serpent can be seen on the back."
icon = 'icons/obj/devices/tracker.dmi'
icon_state = "syndi-tele"
throwforce = 5
w_class = WEIGHT_CLASS_SMALL
throw_speed = 4
throw_range = 10
obj_flags = CONDUCTS_ELECTRICITY
inhand_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
//Uses of the device left
var/charges = 4
//The maximum number of stored uses
var/max_charges = 4
///Minimum distance to teleport user forward
var/minimum_teleport_distance = 4
///Maximum distance to teleport user forward
var/maximum_teleport_distance = 8
//How far the emergency teleport checks for a safe position
var/parallel_teleport_distance = 3
// How much blood lost per teleport (out of base 560 blood)
var/bleed_amount = 20
/obj/item/syndicate_teleporter/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/syndicate_teleporter/Destroy(force)
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/syndicate_teleporter/examine(mob/user)
. = ..()
. += span_notice("[src] has <b>[charges]</b> out of [max_charges] charges left.")
/obj/item/syndicate_teleporter/attack_self(mob/user)
. = ..()
if(.)
return
attempt_teleport(user = user, triggered_by_emp = FALSE)
return TRUE
/obj/item/syndicate_teleporter/process(seconds_per_tick, times_fired)
if(SPT_PROB(10, seconds_per_tick) && charges < max_charges)
charges++
if(ishuman(loc))
var/mob/living/carbon/human/holder = loc
balloon_alert(holder, "teleporter beeps")
playsound(src, 'sound/machines/beep/twobeep.ogg', 10, TRUE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0)
/obj/item/syndicate_teleporter/emp_act(severity)
. = ..()
if(!prob(50/severity))
return
var/teleported_something = FALSE
if(ishuman(loc))
var/mob/living/carbon/human/holder = loc
balloon_alert(holder, "teleporter buzzes!")
attempt_teleport(user = holder, triggered_by_emp = TRUE)
else
var/turf/teleport_turf = get_turf(src)
for(var/mob/living/mob_on_same_tile in teleport_turf)
if(!teleported_something)
teleported_something = TRUE
attempt_teleport(user = mob_on_same_tile, triggered_by_emp = TRUE, not_holding_tele = TRUE)
if(!teleported_something)
visible_message(span_danger("[src] blinks out of existence!"))
do_sparks(2, 1, src)
qdel(src)
/**
* Tries to teleport the user forward based on random number between min/max teleport distance vars.
* If destination is closed turf, try to save user from gibbing via a panic teleport.
* Wearing bag of holding or triggering teleport via EMP removes panic teleport, higher chance of being gibbed.
* Mobs on same tile as destination get telefragged.
**/
/obj/item/syndicate_teleporter/proc/attempt_teleport(mob/user, triggered_by_emp = FALSE, not_holding_tele = FALSE)
if(!charges && !triggered_by_emp)
balloon_alert(user, "recharging!")
return
var/turf/current_location = get_turf(user)
if(malfunctioning(user, current_location))
if(not_holding_tele)
return
balloon_alert(user, "malfunctioning!")
return
var/teleport_distance = rand(minimum_teleport_distance, maximum_teleport_distance)
var/turf/destination = get_teleport_loc(current_location, user, teleport_distance)
var/bagholdingcheck = FALSE
if(iscarbon(user))
var/mob/living/carbon/teleporting_guy = user
if(locate(/obj/item/storage/backpack/holding) in teleporting_guy.get_all_gear())
bagholdingcheck = TRUE
if(isclosedturf(destination))
if(!triggered_by_emp && !bagholdingcheck)
panic_teleport(user, destination) //We're in a wall, engage emergency parallel teleport.
else
if(bagholdingcheck && !not_holding_tele)
to_chat(user, span_warning("The bluespace interface on your bag of holding interferes with the teleport!"))
get_fragged(user, destination, not_holding_tele) //EMP teleported you into a wall? Wearing a BoH? You're dead.
else
telefrag(destination, user)
do_teleport(user, destination, channel = TELEPORT_CHANNEL_FREE)
charges = max(charges - 1, 0)
new /obj/effect/temp_visual/teleport_abductor/syndi_teleporter(current_location)
new /obj/effect/temp_visual/teleport_abductor/syndi_teleporter(destination)
if(make_bloods(current_location, destination, user))
new /obj/effect/temp_visual/circle_wave/syndi_teleporter/bloody(destination)
else
new /obj/effect/temp_visual/circle_wave/syndi_teleporter(destination)
playsound(current_location, SFX_PORTAL_ENTER, 50, 1, SHORT_RANGE_SOUND_EXTRARANGE)
playsound(destination, 'sound/effects/phasein.ogg', 25, 1, SHORT_RANGE_SOUND_EXTRARANGE)
playsound(destination, SFX_PORTAL_ENTER, 50, 1, SHORT_RANGE_SOUND_EXTRARANGE)
/obj/item/syndicate_teleporter/proc/malfunctioning(mob/guy_teleporting, turf/current_location)
var/area/current_area = get_area(current_location)
if(!current_location)
return TRUE
if(current_area.area_flags & NOTELEPORT)
return TRUE
if(is_away_level(current_location.z))
return TRUE
if(is_centcom_level(current_location.z))
return TRUE
if(is_reserved_level(current_location.z))
return TRUE
if(!isturf(guy_teleporting.loc))
return TRUE
return FALSE
/**
* Checks parallel_teleport_distance amount of tiles parallel to user's teleport destination.
* If no valid closed turfs found, gib user.
**/
/obj/item/syndicate_teleporter/proc/panic_teleport(mob/user, turf/destination)
var/turf/mobloc = get_turf(user)
var/turf/emergency_destination = get_teleport_loc(destination, user, distance = 0, closed_turf_check = TRUE, errorx = parallel_teleport_distance)
if(emergency_destination)
telefrag(emergency_destination, user)
do_teleport(user, emergency_destination, channel = TELEPORT_CHANNEL_FREE)
charges = max(charges - 1, 0)
new /obj/effect/temp_visual/teleport_abductor/syndi_teleporter(mobloc)
new /obj/effect/temp_visual/teleport_abductor/syndi_teleporter(emergency_destination)
balloon_alert(user, "emergency teleport triggered!")
if(make_bloods(destination, emergency_destination, user))
new /obj/effect/temp_visual/circle_wave/syndi_teleporter/bloody(destination)
else
new /obj/effect/temp_visual/circle_wave/syndi_teleporter(destination)
playsound(mobloc, SFX_PORTAL_ENTER, 50, 1, SHORT_RANGE_SOUND_EXTRARANGE)
playsound(emergency_destination, 'sound/effects/phasein.ogg', 25, 1, SHORT_RANGE_SOUND_EXTRARANGE)
playsound(emergency_destination, SFX_PORTAL_ENTER, 50, 1, SHORT_RANGE_SOUND_EXTRARANGE)
playsound(src, 'sound/machines/warning-buzzer.ogg', 25, TRUE)
else //We tried to save. We failed. Death time.
get_fragged(user, destination)
///Force move victim to destination, explode destination, drop all victim's items, gib them
/obj/item/syndicate_teleporter/proc/get_fragged(mob/living/victim, turf/destination, not_holding_tele = FALSE)
var/turf/mobloc = get_turf(victim)
victim.forceMove(destination)
new /obj/effect/temp_visual/teleport_abductor/syndi_teleporter(mobloc)
new /obj/effect/temp_visual/teleport_abductor/syndi_teleporter(destination)
playsound(mobloc, SFX_PORTAL_ENTER, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
playsound(destination, SFX_PORTAL_ENTER, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
playsound(destination, 'sound/effects/magic/disintegrate.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
if(!not_holding_tele)
to_chat(victim, span_userdanger("You teleport into [destination], [src] tries to save you, but..."))
else
to_chat(victim, span_userdanger("You teleport into [destination]."))
destination.ex_act(EXPLODE_HEAVY)
victim.unequip_everything()
victim.investigate_log("has been gibbed by [src].", INVESTIGATE_DEATHS)
victim.gib(DROP_ALL_REMAINS)
///Damage and stun all mobs in fragging_location turf, called after a teleport
/obj/item/syndicate_teleporter/proc/telefrag(turf/fragging_location, mob/user) // Don't let this gib. Never let this gib.
for(var/mob/living/victim in fragging_location)//Hit everything in the turf
victim.apply_damage(20, BRUTE)
victim.Paralyze(6 SECONDS)
to_chat(victim, span_warning("[user] teleports into you, knocking you to the floor with the bluespace wave!"))
victim.throw_at(get_step_rand(victim), 1, 1, user, spin = TRUE)
///Bleed and make blood splatters at tele start and end points
/obj/item/syndicate_teleporter/proc/make_bloods(turf/old_location, turf/new_location, mob/living/user)
if(HAS_TRAIT(user, TRAIT_NOBLOOD))
return FALSE
user.add_splatter_floor(old_location)
user.add_splatter_floor(new_location)
if(!iscarbon(user))
return FALSE
var/mob/living/carbon/carbon_user = user
// always lose a bit
carbon_user.bleed(bleed_amount * 0.25)
// sometimes lose a lot
// average evens out to 10 per teleport, but the randomness spices things up
if(prob(25) && bleed_amount)
playsound(src, 'sound/effects/wounds/pierce1.ogg', 40, vary = TRUE)
visible_message(span_warning("Blood visibly spurts out of [user] as [src] fails to teleport [user.p_their()] body properly!"), \
span_boldwarning("Blood visibly spurts out of you as [src] fails to teleport your body properly!"))
carbon_user.bleed(bleed_amount * 0.75)
carbon_user.spray_blood(pick(GLOB.alldirs), rand(1, 3))
return TRUE
return FALSE
// retval used for picking wave type
/// Visual effect spawned when teleporting
/obj/effect/temp_visual/circle_wave/syndi_teleporter
duration = 0.25 SECONDS
color = COLOR_SYNDIE_RED
max_alpha = 100
amount_to_scale = 0.8
/obj/effect/temp_visual/circle_wave/syndi_teleporter/bloody
duration = 0.25 SECONDS
color = COLOR_VIVID_RED
max_alpha = 160
amount_to_scale = 1
/obj/item/paper/syndicate_teleporter
name = "Teleporter Guide"
default_raw_text = {"
<b>Instructions on your new prototype teleporter:</b><br>
<br>
This teleporter will teleport the user 4-8 meters in the direction they are facing.<br>
<br>
It has 4 charges, and will recharge over time randomly. No, sticking the teleporter into an APC, microwave, or electrified airlock will not make it charge faster.<br>
<br>
<b>Warning:</b> Teleporting into walls will activate a failsafe teleport parallel up to 3 meters, but the user will be ripped apart if it fails to find a safe location.<br>
<br>
Do not expose the teleporter to electromagnetic pulses. Unwanted malfunctions may occur.
<br>
Final word of caution: the technology involved is experimental in nature. Although many years of research have allowed us to prevent leaving your organs behind, it simply cannot account for all of the liquid in your body.
"}
/obj/item/storage/box/syndie_kit/syndicate_teleporter
name = "syndicate teleporter kit"
/obj/item/storage/box/syndie_kit/syndicate_teleporter/PopulateContents()
new /obj/item/syndicate_teleporter(src)
new /obj/item/paper/syndicate_teleporter(src)
/obj/effect/temp_visual/teleport_abductor/syndi_teleporter
duration = 5
#undef PORTAL_LOCATION_DANGEROUS
#undef PORTAL_DANGEROUS_EDGE_LIMIT
#undef SOURCE_PORTAL
#undef DESTINATION_PORTAL