mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-31 20:11:56 +00:00
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)
88 lines
3.4 KiB
Plaintext
88 lines
3.4 KiB
Plaintext
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/obj/vehicle/ridden/secway
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name = "secway"
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desc = "A brave security cyborg gave its life to help you look like a complete tool."
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icon_state = "secway"
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max_integrity = 60
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armor = list(MELEE = 10, BULLET = 0, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
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key_type = /obj/item/key/security
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integrity_failure = 0.5
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///This stores a banana that, when used on the secway, prevents the vehicle from moving until it is removed.
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var/obj/item/food/grown/banana/eddie_murphy
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/obj/vehicle/ridden/secway/Initialize()
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. = ..()
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AddElement(/datum/element/ridable, /datum/component/riding/vehicle/secway)
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/obj/vehicle/ridden/secway/obj_break()
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START_PROCESSING(SSobj, src)
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return ..()
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/obj/vehicle/ridden/secway/process(delta_time)
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if(obj_integrity >= integrity_failure * max_integrity)
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return PROCESS_KILL
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if(DT_PROB(10, delta_time))
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return
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var/datum/effect_system/smoke_spread/smoke = new
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smoke.set_up(0, src)
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smoke.start()
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/obj/vehicle/ridden/secway/welder_act(mob/living/user, obj/item/I)
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. = ..()
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if(.)
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return
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if(obj_integrity >= max_integrity)
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to_chat(user, span_notice("It is fully repaired already!"))
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return
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if(!I.use_tool(src, user, 0, volume = 50, amount = 1))
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return
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user.visible_message(span_notice("[user] repairs some damage to [name]."), span_notice("You repair some damage to \the [src]."))
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obj_integrity += min(10, max_integrity-obj_integrity)
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if(obj_integrity >= max_integrity)
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to_chat(user, span_notice("It looks to be fully repaired now."))
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STOP_PROCESSING(SSobj, src)
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/obj/vehicle/ridden/secway/attackby(obj/item/W, mob/living/user, params)
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if(!istype(W, /obj/item/food/grown/banana))
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return ..()
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// ignore the occupants because they're presumably too distracted to notice the guy stuffing fruit into their vehicle's exhaust. do segways have exhausts? they do now!
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user.visible_message(span_warning("[user] begins stuffing [W] into [src]'s tailpipe."), span_warning("You begin stuffing [W] into [src]'s tailpipe..."), ignored_mobs = occupants)
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if(!do_after(user, 3 SECONDS, src))
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return TRUE
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if(user.transferItemToLoc(W, src))
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user.visible_message(span_warning("[user] stuffs [W] into [src]'s tailpipe."), span_warning("You stuff [W] into [src]'s tailpipe."), ignored_mobs = occupants)
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eddie_murphy = W
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return TRUE
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/obj/vehicle/ridden/secway/attack_hand(mob/living/user, list/modifiers)
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if(!eddie_murphy)
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return ..()
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user.visible_message(span_warning("[user] begins cleaning [eddie_murphy] out of [src]."), span_warning("You begin cleaning [eddie_murphy] out of [src]..."))
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if(!do_after(user, 60, target = src))
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return ..()
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user.visible_message(span_warning("[user] cleans [eddie_murphy] out of [src]."), span_warning("You manage to get [eddie_murphy] out of [src]."))
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eddie_murphy.forceMove(drop_location())
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eddie_murphy = null
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/obj/vehicle/ridden/secway/examine(mob/user)
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. = ..()
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if(eddie_murphy)
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. += span_warning("Something appears to be stuck in its exhaust...")
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/obj/vehicle/ridden/secway/obj_destruction()
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explosion(src, devastation_range = -1, light_impact_range = 2, flame_range = 3, flash_range = 4)
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return ..()
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/obj/vehicle/ridden/secway/Destroy()
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STOP_PROCESSING(SSobj,src)
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return ..()
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//bullets will have a 60% chance to hit any riders
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/obj/vehicle/ridden/secway/bullet_act(obj/projectile/P)
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if(!buckled_mobs || prob(40))
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return ..()
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for(var/mob/rider as anything in buckled_mobs)
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rider.bullet_act(P)
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return TRUE
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