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Bubberstation/code/modules/admin/fun_balloon.dm
nightred 15452cac44 [READY] Two Handed Component (#49422)
About The Pull Request

For an item to be two handed just add this handy component.

All existing two handed items have been converted to use this component.
Why It's Good For The Game

It has components and signals, and now you can make items two handed so simply.

/obj/item/shockpaddles/ComponentInitialize()
	. = ..()
	AddComponent(/datum/component/two_handed)
2020-03-04 11:26:01 +13:00

171 lines
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Plaintext

/obj/effect/fun_balloon
name = "fun balloon"
desc = "This is going to be a laugh riot."
icon = 'icons/obj/balloons.dmi'
icon_state = "syndballoon"
anchored = TRUE
var/popped = FALSE
/obj/effect/fun_balloon/Initialize()
. = ..()
SSobj.processing |= src
/obj/effect/fun_balloon/Destroy()
SSobj.processing -= src
. = ..()
/obj/effect/fun_balloon/process()
if(!popped && check() && !QDELETED(src))
popped = TRUE
effect()
pop()
/obj/effect/fun_balloon/proc/check()
return FALSE
/obj/effect/fun_balloon/proc/effect()
return
/obj/effect/fun_balloon/proc/pop()
visible_message("<span class='notice'>[src] pops!</span>")
playsound(get_turf(src), 'sound/items/party_horn.ogg', 50, TRUE, -1)
qdel(src)
//ATTACK GHOST IGNORING PARENT RETURN VALUE
/obj/effect/fun_balloon/attack_ghost(mob/user)
if(!user.client || !user.client.holder || popped)
return
var/confirmation = alert("Pop [src]?","Fun Balloon","Yes","No")
if(confirmation == "Yes" && !popped)
popped = TRUE
effect()
pop()
/obj/effect/fun_balloon/sentience
name = "sentience fun balloon"
desc = "When this pops, things are gonna get more aware around here."
var/effect_range = 3
var/group_name = "a bunch of giant spiders"
/obj/effect/fun_balloon/sentience/effect()
var/list/bodies = list()
for(var/mob/living/M in range(effect_range, get_turf(src)))
bodies += M
var/question = "Would you like to be [group_name]?"
var/list/candidates = pollCandidatesForMobs(question, ROLE_PAI, null, FALSE, 100, bodies)
while(LAZYLEN(candidates) && LAZYLEN(bodies))
var/mob/dead/observer/C = pick_n_take(candidates)
var/mob/living/body = pick_n_take(bodies)
to_chat(body, "<span class='warning'>Your mob has been taken over by a ghost!</span>")
message_admins("[key_name_admin(C)] has taken control of ([key_name_admin(body)])")
body.ghostize(0)
body.key = C.key
new /obj/effect/temp_visual/gravpush(get_turf(body))
/obj/effect/fun_balloon/sentience/emergency_shuttle
name = "shuttle sentience fun balloon"
var/trigger_time = 60
/obj/effect/fun_balloon/sentience/emergency_shuttle/check()
. = FALSE
if(SSshuttle.emergency && (SSshuttle.emergency.timeLeft() <= trigger_time) && (SSshuttle.emergency.mode == SHUTTLE_CALL))
. = TRUE
/obj/effect/fun_balloon/scatter
name = "scatter fun balloon"
desc = "When this pops, you're not going to be around here anymore."
var/effect_range = 5
/obj/effect/fun_balloon/scatter/effect()
for(var/mob/living/M in range(effect_range, get_turf(src)))
var/turf/T = find_safe_turf()
new /obj/effect/temp_visual/gravpush(get_turf(M))
M.forceMove(T)
to_chat(M, "<span class='notice'>Pop!</span>")
/obj/effect/station_crash
name = "station crash"
desc = "With no survivors!"
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "syndballoon"
anchored = TRUE
/obj/effect/station_crash/Initialize()
..()
for(var/S in SSshuttle.stationary)
var/obj/docking_port/stationary/SM = S
if(SM.id == "emergency_home")
var/new_dir = turn(SM.dir, 180)
SM.forceMove(get_ranged_target_turf(SM, new_dir, rand(3,15)))
break
return INITIALIZE_HINT_QDEL
//Arena
/obj/effect/forcefield/arena_shuttle
name = "portal"
timeleft = 0
var/list/warp_points
/obj/effect/forcefield/arena_shuttle/Initialize()
. = ..()
for(var/obj/effect/landmark/shuttle_arena_safe/exit in GLOB.landmarks_list)
warp_points += exit
/obj/effect/forcefield/arena_shuttle/Bumped(atom/movable/AM)
if(!isliving(AM))
return
var/mob/living/L = AM
if(L.pulling && istype(L.pulling, /obj/item/bodypart/head))
to_chat(L, "<span class='notice'>Your offering is accepted. You may pass.</span>")
qdel(L.pulling)
var/turf/LA = get_turf(pick(warp_points))
L.forceMove(LA)
L.hallucination = 0
to_chat(L, "<span class='reallybig redtext'>The battle is won. Your bloodlust subsides.</span>")
for(var/obj/item/chainsaw/doomslayer/chainsaw in L)
qdel(chainsaw)
else
to_chat(L, "<span class='warning'>You are not yet worthy of passing. Drag a severed head to the barrier to be allowed entry to the hall of champions.</span>")
/obj/effect/landmark/shuttle_arena_safe
name = "hall of champions"
desc = "For the winners."
/obj/effect/landmark/shuttle_arena_entrance
name = "the arena"
desc = "A lava filled battlefield."
/obj/effect/forcefield/arena_shuttle_entrance
name = "portal"
timeleft = 0
var/list/warp_points = list()
/obj/effect/forcefield/arena_shuttle_entrance/Bumped(atom/movable/AM)
if(!isliving(AM))
return
if(!warp_points.len)
for(var/obj/effect/landmark/shuttle_arena_entrance/S in GLOB.landmarks_list)
warp_points |= S
var/obj/effect/landmark/LA = pick(warp_points)
var/mob/living/M = AM
M.forceMove(get_turf(LA))
to_chat(M, "<span class='reallybig redtext'>You're trapped in a deadly arena! To escape, you'll need to drag a severed head to the escape portals.</span>")
INVOKE_ASYNC(src, .proc/do_bloodbath, M)
/obj/effect/forcefield/arena_shuttle_entrance/proc/do_bloodbath(mob/living/L)
var/obj/effect/mine/pickup/bloodbath/B = new (L)
B.mineEffect(L)
/area/shuttle_arena
name = "arena"
has_gravity = STANDARD_GRAVITY
requires_power = FALSE