Files
Bubberstation/code/game/objects/structures/holosign.dm
Kyle Spier-Swenson bee4b132a3 [READY]Makes addtimer use callbacks (#22660)
* Makes addtimer use callbacks

* I broke the comment

* I fucked up the regex

* this was a silly idea.
2017-01-04 16:02:56 +13:00

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//holographic signs and barriers
/obj/structure/holosign
name = "holo sign"
icon = 'icons/effects/effects.dmi'
anchored = 1
obj_integrity = 1
max_integrity = 1
armor = list(melee = 0, bullet = 50, laser = 50, energy = 50, bomb = 0, bio = 0, rad = 0, fire = 20, acid = 20)
var/obj/item/weapon/holosign_creator/projector
/obj/structure/holosign/New(loc, source_projector)
if(source_projector)
projector = source_projector
projector.signs += src
..()
/obj/structure/holosign/Destroy()
if(projector)
projector.signs -= src
projector = null
return ..()
/obj/structure/holosign/attack_hand(mob/living/user)
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
user.changeNext_move(CLICK_CD_MELEE)
take_damage(5 , BRUTE, "melee", 1)
/obj/structure/holosign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
playsound(loc, 'sound/weapons/Egloves.ogg', 80, 1)
if(BURN)
playsound(loc, 'sound/weapons/Egloves.ogg', 80, 1)
/obj/structure/holosign/wetsign
name = "wet floor sign"
desc = "The words flicker as if they mean nothing."
icon = 'icons/effects/effects.dmi'
icon_state = "holosign"
/obj/structure/holosign/barrier
name = "holo barrier"
desc = "A short holographic barrier which can only be passed by walking."
icon_state = "holosign_sec"
pass_flags = LETPASSTHROW
density = 1
obj_integrity = 20
max_integrity = 20
var/allow_walk = 1 //can we pass through it on walk intent
/obj/structure/holosign/barrier/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(!density)
return 1
if(air_group || (height==0))
return 1
if(mover.pass_flags & (PASSGLASS|PASSTABLE|PASSGRILLE))
return 1
if(iscarbon(mover))
var/mob/living/carbon/C = mover
if(allow_walk && C.m_intent == MOVE_INTENT_WALK)
return 1
/obj/structure/holosign/barrier/engineering
icon_state = "holosign_engi"
/obj/structure/holosign/barrier/cyborg
name = "Energy Field"
desc = "A fragile energy field that blocks movement. Excels at blocking lethal projectiles."
density = 1
obj_integrity = 10
max_integrity = 10
allow_walk = 0
/obj/structure/holosign/barrier/cyborg/bullet_act(obj/item/projectile/P)
take_damage((P.damage / 5) , BRUTE, "melee", 1) //Doesn't really matter what damage flag it is.
if(istype(P, /obj/item/projectile/energy/electrode))
take_damage(10, BRUTE, "melee", 1) //Tasers aren't harmful.
if(istype(P, /obj/item/projectile/beam/disabler))
take_damage(5, BRUTE, "melee", 1) //Disablers aren't harmful.
/obj/structure/holosign/barrier/cyborg/hacked
name = "Charged Energy Field"
desc = "A powerful energy field that blocks movement. Energy arcs off it"
obj_integrity = 20
max_integrity = 20
var/shockcd = 0
/obj/structure/holosign/barrier/cyborg/hacked/bullet_act(obj/item/projectile/P)
take_damage(P.damage, BRUTE, "melee", 1) //Yeah no this doesn't get projectile resistance.
/obj/structure/holosign/barrier/cyborg/hacked/proc/cooldown()
shockcd = FALSE
/obj/structure/holosign/barrier/cyborg/hacked/attack_hand(mob/living/user)
if(!shockcd)
if(ismob(user))
var/mob/living/M = user
M.electrocute_act(15,"Energy Barrier", safety=1)
shockcd = TRUE
addtimer(CALLBACK(src, .proc/cooldown), 5)
/obj/structure/holosign/barrier/cyborg/hacked/Bumped(atom/user)
if(!shockcd)
if(ismob(user))
var/mob/living/M = user
M.electrocute_act(15,"Energy Barrier", safety=1)
shockcd = TRUE
addtimer(CALLBACK(src, .proc/cooldown), 5)