Adds a closet breakout animation, fixes spamming the breakout proc

This commit is contained in:
mwerezak
2015-05-01 16:15:17 -04:00
parent 3509178aa8
commit b10c64d48b

View File

@@ -10,7 +10,7 @@
var/welded = 0 var/welded = 0
var/wall_mounted = 0 //never solid (You can always pass over it) var/wall_mounted = 0 //never solid (You can always pass over it)
var/health = 100 var/health = 100
var/lastbang var/breakout = 0 //if someone is currently breaking out. mutex
var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate
//then open it in a populated area to crash clients. //then open it in a populated area to crash clients.
var/open_sound = 'sound/machines/click.ogg' var/open_sound = 'sound/machines/click.ogg'
@@ -255,12 +255,6 @@
if(!src.open()) if(!src.open())
user << "<span class='notice'>It won't budge!</span>" user << "<span class='notice'>It won't budge!</span>"
if(!lastbang)
lastbang = 1
for (var/mob/M in hearers(src, null))
M << text("<FONT size=[]>BANG, bang!</FONT>", max(0, 5 - get_dist(src, M)))
spawn(30)
lastbang = 0
/obj/structure/closet/attack_hand(mob/user as mob) /obj/structure/closet/attack_hand(mob/user as mob)
src.add_fingerprint(user) src.add_fingerprint(user)
@@ -310,6 +304,8 @@
return 1 return 1
/obj/structure/closet/proc/req_breakout() /obj/structure/closet/proc/req_breakout()
if(breakout)
return 0 //Already breaking out.
if(opened) if(opened)
return 0 //Door's open... wait, why are you in it's contents then? return 0 //Door's open... wait, why are you in it's contents then?
if(!welded) if(!welded)
@@ -328,22 +324,30 @@
escapee << "<span class='warning'>You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time] minutes)</span>" escapee << "<span class='warning'>You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time] minutes)</span>"
visible_message("<span class='danger'>The [src] begins to shake violently!</span>") visible_message("<span class='danger'>The [src] begins to shake violently!</span>")
playsound(src.loc, 'sound/effects/grillehit.ogg', 100, 1)
breakout = 1 //can't think of a better way to do this right now.
for(var/i in 1 to (6*breakout_time * 2)) //minutes * 6 * 5seconds * 2 for(var/i in 1 to (6*breakout_time * 2)) //minutes * 6 * 5seconds * 2
playsound(src.loc, 'sound/effects/grillehit.ogg', 100, 1)
animate_shake()
if(!do_after(escapee, 50)) //5 seconds if(!do_after(escapee, 50)) //5 seconds
breakout = 0
return return
if(!escapee || escapee.stat || escapee.loc != src) if(!escapee || escapee.stat || escapee.loc != src)
breakout = 0
return //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened return //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened
//Perform the same set of checks as above for weld and lock status to determine if there is even still a point in 'resisting'... //Perform the same set of checks as above for weld and lock status to determine if there is even still a point in 'resisting'...
if(!req_breakout()) if(!req_breakout())
breakout = 0
return return
playsound(src.loc, 'sound/effects/grillehit.ogg', 100, 1)
//Well then break it! //Well then break it!
breakout = 0
escapee << "<span class='warning'>You successfully break out!</span>" escapee << "<span class='warning'>You successfully break out!</span>"
visible_message("<span class='danger'>\the [escapee] successfully broke out of \the [src]!</span>") visible_message("<span class='danger'>\the [escapee] successfully broke out of \the [src]!</span>")
playsound(src.loc, 'sound/effects/grillehit.ogg', 100, 1)
break_open() break_open()
animate_shake()
/obj/structure/closet/proc/break_open() /obj/structure/closet/proc/break_open()
welded = 0 welded = 0
@@ -353,3 +357,9 @@
var/obj/structure/bigDelivery/BD = loc var/obj/structure/bigDelivery/BD = loc
BD.unwrap() BD.unwrap()
open() open()
/obj/structure/closet/proc/animate_shake()
var/init_px = pixel_x
var/shake_dir = pick(-1, 1)
animate(src, transform=turn(matrix(), 8*shake_dir), pixel_x=init_px + 2*shake_dir, time=1)
animate(transform=null, pixel_x=init_px, time=6, easing=ELASTIC_EASING)