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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request ~~Kept you waitin huh!~~ The projectile refactor is finally here, 4 years later. This PR (almost) completely rewrites projectile logic to be more maintainable and performant. ### Key changes: * Instead of moving by a fixed amount of pixels, potentially skipping tile corners and being performance-heavy, projectiles now use raymarching in order to teleport through tiles and only visually animate themselves. This allows us to do custom per-projectile animations and makes the code much more reliable, sane and maintainable. You (did not) serve us well, pixel_move. * Speed variable now measures how many tiles (if SSprojectiles has default values) a projectile passes in a tick instead of being a magical Kevinz Unit™️ coefficient. pixel_speed_multiplier has been retired because it never had a right to exist in the first place. __This means that downstreams will need to set all of their custom projectiles' speed values to ``pixel_speed_multiplier / speed``__ in order to prevent projectiles from inverting their speed. * Hitscans no longer operate with spartial vectors and instead only store key points in which the projectile impacted something or changed its angle. This should similarly make the code much easier to work with, as well as fixing some visual jank due to incorrect calculations. * Projectiles only delete themselves the ***next*** tick after impacting something or reaching their maximum range. Doing so allows them to finish their impact animation and hide themselves between ticks via animation chains. This means that projectiles no longer disappear ~a tile before hitting their target, and that we can finally make impact markers be consistent with where the projectile actually landed instead of being entirely random. <details> <summary>Here is an example of how this affects our slowest-moving projectile: Magic Missiles.</summary> Before: https://github.com/user-attachments/assets/06b3a980-4701-4aeb-aa3e-e21cd056020e After: https://github.com/user-attachments/assets/abe8ed5c-4b81-4120-8d2f-cf16ff5be915 </details> <details> <summary>And here is a much faster, and currently jankier, disabler SMG.</summary> Before: https://github.com/user-attachments/assets/2d84aef1-0c83-44ef-a698-8ec716587348 After: https://github.com/user-attachments/assets/2e7c1336-f611-404f-b3ff-87433398d238 </details> ### But how will this affect the ~~trout population~~ gameplay? Beyond improved visuals, smoother movement and a few minor bugfixes, this should not have a major gameplay impact. If something changed its behavior in an unexpected way or started looking odd, please make an issue report. Projectile impacts should now be consistent with their visual position, so hitting and dodging shots should be slightly easier and more intuitive. This PR should be testmerged extensively due to the amount of changes it brings and considerable difficulty in reviewing them. Please contact me to ensure its good to merge. Closes #71822 Closes #78547 Closes #78871 Closes #83901 Closes #87802 Closes #88073 ## Why It's Good For The Game Our core projectile code is an ungodly abomination that nobody except me, Kapu and Potato dared to poke in the past months (potentially longer). It is laggy, overcomplicated and absolutely unmaintaineable - while a lot of decisions made sense 4 years ago when we were attempting to introduce pixel movement, nowadays they are only acting as major roadblocks for any contributor who is attempting to make projectile behavior that differs from normal in any way. Huge thanks to Kapu and Potato (Lemon) on the discord for providing insights, ideas and advice throughout the past months regarding potential improvements to projectile code, almost all of which made it in. ## Changelog 🆑 qol: Projectiles now visually impact their targets instead of disappearing about a tile short of it. fix: Fixed multiple minor issues with projectile behavior refactor: Completely rewrote almost all of our projectile code - if anything broke or started looking/behaving oddly, make an issue report! /🆑
534 lines
16 KiB
Plaintext
534 lines
16 KiB
Plaintext
/*
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Miscellaneous traitor devices
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BATTERER
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RADIOACTIVE MICROLASER
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*/
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/*
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The Batterer, like a flashbang but 50% chance to knock people over. Can be either very
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effective or pretty fucking useless.
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*/
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/obj/item/batterer
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name = "mind batterer"
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desc = "A strange device with twin antennas."
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icon = 'icons/obj/devices/syndie_gadget.dmi'
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icon_state = "batterer"
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throwforce = 5
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w_class = WEIGHT_CLASS_TINY
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throw_speed = 3
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throw_range = 7
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obj_flags = CONDUCTS_ELECTRICITY
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inhand_icon_state = "electronic"
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lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
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var/times_used = 0 //Number of times it's been used.
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var/max_uses = 2
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/obj/item/batterer/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
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if(!user) return
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if(times_used >= max_uses)
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to_chat(user, span_danger("The mind batterer has been burnt out!"))
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return
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log_combat(user, null, "knocked down people in the area", src)
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for(var/mob/living/carbon/human/M in urange(10, user, 1))
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if(prob(50))
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M.Paralyze(rand(200,400))
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to_chat(M, span_userdanger("You feel a tremendous, paralyzing wave flood your mind."))
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else
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to_chat(M, span_userdanger("You feel a sudden, electric jolt travel through your head."))
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playsound(src.loc, 'sound/misc/interference.ogg', 50, TRUE)
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to_chat(user, span_notice("You trigger [src]."))
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times_used += 1
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if(times_used >= max_uses)
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icon_state = "battererburnt"
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/*
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The radioactive microlaser, a device disguised as a health analyzer used to irradiate people.
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The strength of the radiation is determined by the 'intensity' setting, while the delay between
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the scan and the irradiation kicking in is determined by the wavelength.
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Each scan will cause the microlaser to have a brief cooldown period. Higher intensity will increase
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the cooldown, while higher wavelength will decrease it.
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Wavelength is also slightly increased by the intensity as well.
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*/
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/obj/item/healthanalyzer/rad_laser
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var/irradiate = TRUE
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var/stealth = FALSE
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var/used = FALSE // is it cooling down?
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var/intensity = 10 // how much damage the radiation does
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var/wavelength = 10 // time it takes for the radiation to kick in, in seconds
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/obj/item/healthanalyzer/rad_laser/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(!stealth || !irradiate)
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. = ..()
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if(!ishuman(interacting_with) || !irradiate)
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return .
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var/mob/living/carbon/human/human_target = interacting_with
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if(istype(human_target) && !used && SSradiation.wearing_rad_protected_clothing(human_target)) //intentionally not checking for TRAIT_RADIMMUNE here so that tatortot can still fuck up and waste their cooldown.
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to_chat(user, span_warning("[interacting_with]'s clothing is fully protecting [interacting_with.p_them()] from irradiation!"))
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return . | ITEM_INTERACT_BLOCKING
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if(!used)
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log_combat(user, interacting_with, "irradiated", src)
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var/cooldown = get_cooldown()
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used = TRUE
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icon_state = "health1"
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addtimer(VARSET_CALLBACK(src, used, FALSE), cooldown)
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addtimer(VARSET_CALLBACK(src, icon_state, "health"), cooldown)
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to_chat(user, span_warning("Successfully irradiated [interacting_with]."))
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addtimer(CALLBACK(src, PROC_REF(radiation_aftereffect), interacting_with, intensity), (wavelength+(intensity*4))*5)
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return . | ITEM_INTERACT_SUCCESS
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to_chat(user, span_warning("The radioactive microlaser is still recharging."))
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return . | ITEM_INTERACT_BLOCKING
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/obj/item/healthanalyzer/rad_laser/proc/radiation_aftereffect(mob/living/M, passed_intensity)
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if(QDELETED(M) || !ishuman(M) || HAS_TRAIT(M, TRAIT_RADIMMUNE))
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return
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if(passed_intensity >= 5)
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M.apply_effect(round(passed_intensity/0.075), EFFECT_UNCONSCIOUS) //to save you some math, this is a round(intensity * (4/3)) second long knockout
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/obj/item/healthanalyzer/rad_laser/proc/get_cooldown()
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return round(max(10, (stealth*30 + intensity*5 - wavelength/4)))
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/obj/item/healthanalyzer/rad_laser/attack_self(mob/user)
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interact(user)
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/obj/item/healthanalyzer/rad_laser/interact(mob/user)
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ui_interact(user)
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/obj/item/healthanalyzer/rad_laser/ui_state(mob/user)
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return GLOB.hands_state
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/obj/item/healthanalyzer/rad_laser/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "RadioactiveMicrolaser")
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ui.open()
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/obj/item/healthanalyzer/rad_laser/ui_data(mob/user)
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var/list/data = list()
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data["irradiate"] = irradiate
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data["stealth"] = stealth
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data["scanmode"] = scanmode
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data["intensity"] = intensity
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data["wavelength"] = wavelength
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data["on_cooldown"] = used
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data["cooldown"] = DisplayTimeText(get_cooldown())
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return data
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/obj/item/healthanalyzer/rad_laser/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if(.)
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return
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switch(action)
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if("irradiate")
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irradiate = !irradiate
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. = TRUE
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if("stealth")
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stealth = !stealth
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. = TRUE
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if("scanmode")
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scanmode = !scanmode
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. = TRUE
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if("radintensity")
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var/target = params["target"]
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var/adjust = text2num(params["adjust"])
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if(target == "min")
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target = 1
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. = TRUE
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else if(target == "max")
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target = 20
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. = TRUE
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else if(adjust)
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target = intensity + adjust
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. = TRUE
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else if(text2num(target) != null)
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target = text2num(target)
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. = TRUE
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if(.)
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target = round(target)
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intensity = clamp(target, 1, 20)
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if("radwavelength")
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var/target = params["target"]
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var/adjust = text2num(params["adjust"])
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if(target == "min")
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target = 0
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. = TRUE
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else if(target == "max")
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target = 120
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. = TRUE
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else if(adjust)
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target = wavelength + adjust
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. = TRUE
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else if(text2num(target) != null)
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target = text2num(target)
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. = TRUE
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if(.)
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target = round(target)
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wavelength = clamp(target, 0, 120)
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/datum/action/item_action/stealth_mode
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name = "Toggle Stealth"
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desc = "Makes you invisible to the naked eye."
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button_icon = 'icons/mob/actions/actions_minor_antag.dmi'
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button_icon_state = "ninja_cloak"
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/// Whether stealth is active or not
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var/stealth_engaged = FALSE
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/// The amount of time the stealth mode can be active for, drains to 0 when active
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var/charge = 30 SECONDS
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/// The maximum amount of time the stealth mode can be active for
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var/max_charge = 30 SECONDS
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/// The minimum alpha value for the stealth mode
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var/min_alpha = 0
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/// Whether the stealth mode recharges while active
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/// if TRUE standing in darkness will recharge even while active
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/// if FALSE it will not uncharge, but not recharge while in darkness
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var/recharge_while_active = TRUE
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/datum/action/item_action/stealth_mode/is_action_active(atom/movable/screen/movable/action_button/current_button)
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return stealth_engaged
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/datum/action/item_action/stealth_mode/Grant(mob/grant_to)
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. = ..()
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START_PROCESSING(SSobj, src)
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build_all_button_icons(UPDATE_BUTTON_STATUS)
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/datum/action/item_action/stealth_mode/Remove(mob/remove_from)
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if(!isnull(owner) && stealth_engaged)
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stealth_off()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/datum/action/item_action/stealth_mode/Trigger(trigger_flags)
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. = ..()
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if(!.)
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return
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if(stealth_engaged)
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stealth_off()
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else
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stealth_on()
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/datum/action/item_action/stealth_mode/proc/stealth_on()
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animate(owner, alpha = get_alpha(), time = 0.5 SECONDS)
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apply_wibbly_filters(owner)
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stealth_engaged = TRUE
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build_all_button_icons(UPDATE_BUTTON_STATUS|UPDATE_BUTTON_BACKGROUND)
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owner.balloon_alert(owner, "stealth mode engaged")
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/datum/action/item_action/stealth_mode/proc/stealth_off()
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owner.alpha = initial(owner.alpha)
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remove_wibbly_filters(owner)
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stealth_engaged = FALSE
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build_all_button_icons(UPDATE_BUTTON_STATUS|UPDATE_BUTTON_BACKGROUND)
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owner.balloon_alert(owner, "stealth mode disengaged")
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/datum/action/item_action/stealth_mode/proc/get_alpha()
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return clamp(255 - (255 * charge / max_charge), min_alpha, 255)
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/datum/action/item_action/stealth_mode/process(seconds_per_tick)
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if(!stealth_engaged)
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// Recharge over time
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charge = min(max_charge, charge + (max_charge * 0.04) * seconds_per_tick)
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build_all_button_icons(UPDATE_BUTTON_STATUS)
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return
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if(charge <= 0)
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stealth_off()
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return
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var/turf/our_turf = get_turf(owner)
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var/lumcount = our_turf?.get_lumcount() || 0
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if(lumcount > 0.3)
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// Decay charge while invisible+ in the light
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charge = max(0, charge - (max_charge * 0.05) * seconds_per_tick)
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build_all_button_icons(UPDATE_BUTTON_STATUS)
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else if(recharge_while_active)
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// Return charage while invisible + in the darkness + recharge_while_active
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charge = min(max_charge, charge + (max_charge * 0.1) * seconds_per_tick)
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build_all_button_icons(UPDATE_BUTTON_STATUS)
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animate(owner, alpha = get_alpha(), time = 1 SECONDS, flags = ANIMATION_PARALLEL)
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/datum/action/item_action/stealth_mode/update_button_status(atom/movable/screen/movable/action_button/current_button, force)
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. = ..()
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current_button.maptext_x = 9
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current_button.maptext = MAPTEXT_TINY_UNICODE("[round(charge / max_charge * 100, 0.01)]%")
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/datum/action/item_action/stealth_mode/weaker
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charge = 15 SECONDS
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max_charge = 15 SECONDS
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min_alpha = 20
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recharge_while_active = FALSE
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/obj/item/shadowcloak
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name = "cloaker belt"
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desc = "Makes you invisible for short periods of time. Recharges in darkness, even while active."
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icon = 'icons/obj/clothing/belts.dmi'
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icon_state = "utility"
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inhand_icon_state = "utility"
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lefthand_file = 'icons/mob/inhands/equipment/belt_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/belt_righthand.dmi'
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worn_icon_state = "utility"
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slot_flags = ITEM_SLOT_BELT
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attack_verb_continuous = list("whips", "lashes", "disciplines")
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attack_verb_simple = list("whip", "lash", "discipline")
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actions_types = list(/datum/action/item_action/stealth_mode)
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/obj/item/shadowcloak/item_action_slot_check(slot, mob/user)
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return slot & slot_flags
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/obj/item/shadowcloak/weaker
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name = "stealth belt"
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desc = "Makes you nigh-invisible to the naked eye for a short period of time. \
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Lasts indefinitely in darkness, but will not recharge unless inactive."
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actions_types = list(/datum/action/item_action/stealth_mode/weaker)
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/// Checks if a given atom is in range of a radio jammer, returns TRUE if it is.
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/proc/is_within_radio_jammer_range(atom/source)
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for(var/obj/item/jammer/jammer as anything in GLOB.active_jammers)
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if(IN_GIVEN_RANGE(source, jammer, jammer.range))
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return TRUE
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return FALSE
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/obj/item/jammer
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name = "radio jammer"
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desc = "Device used to disrupt nearby radio communication. Alternate function creates a powerful distruptor wave which disables all nearby listening devices."
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icon = 'icons/obj/devices/syndie_gadget.dmi'
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icon_state = "jammer"
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var/active = FALSE
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var/range = 12
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var/jam_cooldown_duration = 15 SECONDS
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COOLDOWN_DECLARE(jam_cooldown)
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/obj/item/jammer/Initialize(mapload)
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. = ..()
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register_context()
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/obj/item/jammer/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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context[SCREENTIP_CONTEXT_LMB] = "Release distruptor wave"
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context[SCREENTIP_CONTEXT_RMB] = "Toggle"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/item/jammer/attack_self(mob/user, modifiers)
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. = ..()
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if (!COOLDOWN_FINISHED(src, jam_cooldown))
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user.balloon_alert(user, "on cooldown!")
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return
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user.balloon_alert(user, "distruptor wave released!")
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to_chat(user, span_notice("You release a distruptor wave, disabling all nearby radio devices."))
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for (var/atom/potential_owner in view(7, user))
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disable_radios_on(potential_owner)
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COOLDOWN_START(src, jam_cooldown, jam_cooldown_duration)
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/obj/item/jammer/attack_self_secondary(mob/user, modifiers)
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. = ..()
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to_chat(user, span_notice("You [active ? "deactivate" : "activate"] [src]."))
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user.balloon_alert(user, "[active ? "deactivated" : "activated"] the jammer")
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active = !active
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if(active)
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GLOB.active_jammers |= src
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else
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GLOB.active_jammers -= src
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update_appearance()
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/obj/item/jammer/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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. = ..()
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if(. & ITEM_INTERACT_ANY_BLOCKER)
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return
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if (!(interacting_with in view(7, user)))
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user.balloon_alert(user, "out of reach!")
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return
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interacting_with.balloon_alert(user, "radio distrupted!")
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to_chat(user, span_notice("You release a directed distruptor wave, disabling all radio devices on [interacting_with]."))
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disable_radios_on(interacting_with)
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return ITEM_INTERACT_SUCCESS
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/obj/item/jammer/proc/disable_radios_on(atom/target)
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for (var/obj/item/radio/radio in target.get_all_contents() + target)
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radio.set_broadcasting(FALSE)
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/obj/item/jammer/Destroy()
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GLOB.active_jammers -= src
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return ..()
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/obj/item/storage/toolbox/emergency/turret
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desc = "You feel a strange urge to hit this with a wrench."
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/obj/item/storage/toolbox/emergency/turret/PopulateContents()
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new /obj/item/screwdriver(src)
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new /obj/item/wrench/combat(src)
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new /obj/item/weldingtool(src)
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new /obj/item/crowbar(src)
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new /obj/item/analyzer(src)
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new /obj/item/wirecutters(src)
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/obj/item/storage/toolbox/emergency/turret/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(!istype(tool, /obj/item/wrench/combat))
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return NONE
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if(!user.combat_mode)
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return NONE
|
|
if(!tool.toolspeed)
|
|
return ITEM_INTERACT_BLOCKING
|
|
balloon_alert(user, "constructing...")
|
|
if(!tool.use_tool(src, user, 2 SECONDS, volume = 20))
|
|
return ITEM_INTERACT_BLOCKING
|
|
|
|
balloon_alert(user, "constructed!")
|
|
user.visible_message(
|
|
span_danger("[user] bashes [src] with [tool]!"),
|
|
span_danger("You bash [src] with [tool]!"),
|
|
null,
|
|
COMBAT_MESSAGE_RANGE,
|
|
)
|
|
|
|
playsound(src, 'sound/items/tools/drill_use.ogg', 80, TRUE, -1)
|
|
var/obj/machinery/porta_turret/syndicate/toolbox/turret = new(get_turf(loc))
|
|
set_faction(turret, user)
|
|
turret.toolbox = src
|
|
forceMove(turret)
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
|
|
/obj/item/storage/toolbox/emergency/turret/proc/set_faction(obj/machinery/porta_turret/turret, mob/user)
|
|
turret.faction = list("[REF(user)]")
|
|
|
|
/obj/item/storage/toolbox/emergency/turret/nukie/set_faction(obj/machinery/porta_turret/turret, mob/user)
|
|
turret.faction = list(ROLE_SYNDICATE)
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox
|
|
icon_state = "toolbox_off"
|
|
base_icon_state = "toolbox"
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox/Initialize(mapload)
|
|
. = ..()
|
|
underlays += image(icon = icon, icon_state = "[base_icon_state]_frame")
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox
|
|
integrity_failure = 0
|
|
max_integrity = 100
|
|
shot_delay = 0.5 SECONDS
|
|
stun_projectile = /obj/projectile/bullet/toolbox_turret
|
|
lethal_projectile = /obj/projectile/bullet/toolbox_turret
|
|
subsystem_type = /datum/controller/subsystem/processing/projectiles
|
|
ignore_faction = TRUE
|
|
/// The toolbox we store.
|
|
var/obj/item/toolbox
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox/examine(mob/user)
|
|
. = ..()
|
|
if(faction_check(faction, user.faction))
|
|
. += span_notice("You can repair it by <b>left-clicking</b> with a combat wrench.")
|
|
. += span_notice("You can fold it by <b>right-clicking</b> with a combat wrench.")
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox/target(atom/movable/target)
|
|
if(!target)
|
|
return
|
|
|
|
if(shootAt(target))
|
|
setDir(get_dir(base, target))
|
|
|
|
return TRUE
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox/attackby(obj/item/attacking_item, mob/living/user, params)
|
|
if(!istype(attacking_item, /obj/item/wrench/combat))
|
|
return ..()
|
|
|
|
if(!attacking_item.toolspeed)
|
|
return
|
|
|
|
if(user.combat_mode)
|
|
balloon_alert(user, "deconstructing...")
|
|
if(!attacking_item.use_tool(src, user, 5 SECONDS, volume = 20))
|
|
return
|
|
|
|
deconstruct(TRUE)
|
|
attacking_item.play_tool_sound(src, 50)
|
|
balloon_alert(user, "deconstructed!")
|
|
|
|
else
|
|
if(atom_integrity == max_integrity)
|
|
balloon_alert(user, "already repaired!")
|
|
return
|
|
|
|
balloon_alert(user, "repairing...")
|
|
while(atom_integrity != max_integrity)
|
|
if(!attacking_item.use_tool(src, user, 2 SECONDS, volume = 20))
|
|
return
|
|
|
|
repair_damage(10)
|
|
|
|
balloon_alert(user, "repaired!")
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox/on_deconstruction(disassembled)
|
|
if(disassembled)
|
|
var/atom/movable/old_toolbox = toolbox
|
|
toolbox = null
|
|
old_toolbox.forceMove(drop_location())
|
|
|
|
else
|
|
new /obj/effect/gibspawner/robot(drop_location())
|
|
|
|
return ..()
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox/Destroy()
|
|
toolbox = null
|
|
return ..()
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox/Exited(atom/movable/gone, direction)
|
|
. = ..()
|
|
if(gone == toolbox)
|
|
toolbox = null
|
|
qdel(src)
|
|
|
|
/obj/machinery/porta_turret/syndicate/toolbox/ui_status(mob/user, datum/ui_state/state)
|
|
if(faction_check(user.faction, faction))
|
|
return ..()
|
|
|
|
return UI_CLOSE
|
|
|
|
/obj/projectile/bullet/toolbox_turret
|
|
damage = 10
|
|
speed = 1.6
|