mirror of
https://github.com/Bubberstation/Bubberstation.git
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* Add the system for managed global variables * Travis ban old globals * So you CAN inline proccall, that's neat * Fix that * master.dm * Remove the hack procs * Move InitGlobals to the proper spot * configuration.dm * Fix the missing pre-slash * clockcult.dm * This is probably for the best * Doy * Fix shit * Rest of the DEFINES tree * Fix * Use global. for access * Update find_references_in_globals Always hated that proc Whoever made it must've bee a r e a l idiot... * __HELPERS tree * Move global initialization to master. Fix the declaration * database.dm * Dat newline * I said DECLARATIVE order! * Here's something you can chew on @Iamgoofball * game_modes.dm * Fix this * genetics.dm * flavor_misc.dm * More stuff * Do it mso's way. Keep the controllers as global * Make master actually see it * Fix * Finish _globalvars/lists * Finish the rest of the _globalvars tree * This is weird * Migrate the controllers * SLOTH -> GLOB * Lighting globals * round_start_time -> ticker * PAI card list -> pai SS * record_id_num -> static * Diseases list -> SSdisease * More disease globals to the SS * More disease stuff * Emote list * Better and better * Bluh * So much stuff * Ahh * Wires * dview * station_areas * Teleportlocs * blood_splatter_icons * Stuff and such * More stuff * RAD IO * More stuff and such * Blob shit * Changeling stuff * Add "Balance" to changelogs * Balance for changelog compiler + Auto Tagging * Update the PR template * hivemind_bank * Bip * sacrificed * Good shit * Better define * More cult shit * Devil shit * Gang shit * > borers Fix shit * Rename the define * Nuke * Objectives * Sandbox * Multiverse sword * Announce systems * Stuff and such * TC con * Airlock * doppllllerrrrrr * holopads * Shut up byond you inconsistent fuck * Sneaky fuck * Burp * Bip * Fixnshit * Port without regard * askdlfjs; * asdfjasoidojfi * Protected globals and more * SO MANY * ajsimkvahsaoisd * akfdsiaopwimfeoiwafaw * gsdfigjosidjfgiosdg * AHHHHHHHHHHHHHHHHHHHHHHH!!!!! * facerolll * ASDFASDFASDF * Removes the unused parts of dmm_suite * WIP * Fix quote * asdfjauwfnkjs * afwlunhskjfda * asfjlaiwuefhaf * SO CLOSE * wwwweeeeeewwwww * agdgmoewranwg * HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!? * Fix syntax errors * 100 errors * Another 100 * So many... * Ugh * More shit * kilme * Stuuuuuufffff * ajrgmrlshio;djfa;sdkl * jkbhkhjbmjvjmh * soi soi soi * butt * TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING * lllllllllllllllllllllllllllllllllllllllllll * afsdijfiawhnflnjhnwsdfs * yugykihlugk,kj * time to go * STUFFF!!! * AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!! * ngoaijdjlfkamsdlkf * Break time * aufjsdklfalsjfi * CONTROL KAY AND PRAY * IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! * Goteem * Fix testing mode * This does not belong in this PR * Convert it to a controller * Eh, fuck this option * Revert controllerization Ill do it some other time * Fix * Working controllerization * FOR THE LOVE OF CHRIST PROTECT THE LOGS * Protect admins and deadmins * Use the inbuilt proc
180 lines
4.9 KiB
Plaintext
180 lines
4.9 KiB
Plaintext
/obj/effect/fun_balloon
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name = "fun balloon"
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desc = "This is going to be a laugh riot."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "syndballoon"
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anchored = TRUE
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var/popped = FALSE
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/obj/effect/fun_balloon/New()
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. = ..()
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SSobj.processing |= src
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/obj/effect/fun_balloon/Destroy()
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SSobj.processing -= src
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. = ..()
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/obj/effect/fun_balloon/process()
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if(!popped && check() && !QDELETED(src))
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popped = TRUE
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effect()
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pop()
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/obj/effect/fun_balloon/proc/check()
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return FALSE
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/obj/effect/fun_balloon/proc/effect()
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return
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/obj/effect/fun_balloon/proc/pop()
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visible_message("[src] pops!")
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playsound(get_turf(src), 'sound/items/party_horn.ogg', 50, 1, -1)
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qdel(src)
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/obj/effect/fun_balloon/attack_ghost(mob/user)
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if(!user.client || !user.client.holder || popped)
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return
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switch(alert("Pop [src]?","Fun Balloon","Yes","No"))
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if("Yes")
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effect()
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pop()
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/obj/effect/fun_balloon/sentience
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name = "sentience fun balloon"
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desc = "When this pops, things are gonna get more aware around here."
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var/effect_range = 3
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var/group_name = "a bunch of giant spiders"
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/obj/effect/fun_balloon/sentience/effect()
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var/list/bodies = list()
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for(var/mob/living/M in range(effect_range, get_turf(src)))
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bodies += M
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var/question = "Would you like to be [group_name]?"
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var/list/candidates = pollCandidatesForMobs(question, "pAI", null, FALSE, 100, bodies)
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while(candidates.len && bodies.len)
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var/mob/dead/observer/ghost = pick_n_take(candidates)
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var/mob/living/body = pick_n_take(bodies)
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to_chat(body, "Your mob has been taken over by a ghost!")
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message_admins("[key_name_admin(ghost)] has taken control of ([key_name_admin(body)])")
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body.ghostize(0)
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body.key = ghost.key
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new /obj/effect/overlay/temp/gravpush(get_turf(body))
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/obj/effect/fun_balloon/sentience/emergency_shuttle
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name = "shuttle sentience fun balloon"
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var/trigger_time = 60
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/obj/effect/fun_balloon/sentience/emergency_shuttle/check()
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. = FALSE
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if(SSshuttle.emergency && (SSshuttle.emergency.timeLeft() <= trigger_time) && (SSshuttle.emergency.mode == SHUTTLE_CALL))
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. = TRUE
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/obj/effect/fun_balloon/scatter
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name = "scatter fun balloon"
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desc = "When this pops, you're not going to be around here anymore."
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var/effect_range = 5
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/obj/effect/fun_balloon/scatter/effect()
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for(var/mob/living/M in range(effect_range, get_turf(src)))
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var/turf/T = find_safe_turf()
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new /obj/effect/overlay/temp/gravpush(get_turf(M))
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M.forceMove(T)
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to_chat(M, "<span class='notice'>Pop!</span>")
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/obj/effect/station_crash
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name = "station crash"
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desc = "With no survivors!"
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icon = 'icons/obj/weapons.dmi'
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icon_state = "syndballoon"
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anchored = TRUE
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/obj/effect/station_crash/New()
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for(var/S in SSshuttle.stationary)
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var/obj/docking_port/stationary/SM = S
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if(SM.id == "emergency_home")
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var/new_dir = turn(SM.dir, 180)
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SM.loc = get_ranged_target_turf(SM, new_dir, rand(3,15))
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break
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qdel(src)
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//Shuttle Build
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/obj/effect/shuttle_build
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name = "shuttle_build"
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desc = "Some assembly required"
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icon = 'icons/obj/weapons.dmi'
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icon_state = "syndballoon"
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anchored = TRUE
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/obj/effect/shuttle_build/New()
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SSshuttle.emergency.dock(SSshuttle.getDock("emergency_home"))
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qdel(src)
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//Arena
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/obj/effect/forcefield/arena_shuttle
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name = "portal"
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var/list/warp_points = list()
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/obj/effect/forcefield/arena_shuttle/Bumped(mob/M as mob|obj)
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if(!warp_points.len)
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warp_points = get_area_turfs(/area/shuttle/escape)
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for(var/turf/T in warp_points)
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for(var/atom/movable/AM in T)
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if(AM.density && AM.anchored)
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warp_points -= T
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break
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if(!isliving(M))
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return
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else
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var/mob/living/L = M
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if(L.pulling && istype(L.pulling, /obj/item/bodypart/head))
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to_chat(L, "Your offering is accepted. You may pass.")
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qdel(L.pulling)
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var/turf/LA = pick(warp_points)
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L.forceMove(LA)
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L.hallucination = 0
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to_chat(L, "<span class='reallybig redtext'>The battle is won. Your bloodlust subsides.</span>")
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for(var/obj/item/weapon/twohanded/required/chainsaw/doomslayer/chainsaw in L)
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qdel(chainsaw)
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else
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to_chat(L, "You are not yet worthy of passing. Drag a severed head to the barrier to be allowed entry to the hall of champions.")
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/obj/effect/landmark/shuttle_arena_safe
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name = "hall of champions"
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desc = "For the winners."
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/obj/effect/landmark/shuttle_arena_entrance
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name = "the arena"
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desc = "A lava filled battlefield."
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/obj/effect/forcefield/arena_shuttle_entrance
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name = "portal"
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var/list/warp_points = list()
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/obj/effect/forcefield/arena_shuttle_entrance/Bumped(mob/M as mob|obj)
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if(!warp_points.len)
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for(var/obj/effect/landmark/shuttle_arena_entrance/S in GLOB.landmarks_list)
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warp_points |= S
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if(!isliving(M))
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return
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var/obj/effect/landmark/LA = pick(warp_points)
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M.forceMove(get_turf(LA))
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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>")
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spawn()
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var/obj/effect/mine/pickup/bloodbath/B = new(M)
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B.mineEffect(M)
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/area/shuttle_arena
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name = "arena"
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has_gravity = 1
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requires_power = 0
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