/obj/item/inflatable name = "inflatable wall" desc = "A folded membrane which rapidly expands into a large cubical shape on activation." icon = 'icons/obj/inflatable.dmi' icon_state = "folded_wall" w_class = 3 attack_self(mob/user) playsound(loc, 'sound/items/zip.ogg', 75, 1) user << "\blue You inflate [src]." var/obj/structure/inflatable/R = new /obj/structure/inflatable(user.loc) src.transfer_fingerprints_to(R) R.add_fingerprint(user) qdel(src) /obj/structure/inflatable name = "inflatable wall" desc = "An inflated membrane. Do not puncture." density = 1 anchored = 1 opacity = 0 icon = 'icons/obj/inflatable.dmi' icon_state = "wall" var/health = 50.0 /obj/structure/inflatable/New(location) ..() update_nearby_tiles(need_rebuild=1) /obj/structure/inflatable/Destroy() update_nearby_tiles() ..() /obj/structure/inflatable/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) return 0 /obj/structure/inflatable/bullet_act(var/obj/item/projectile/Proj) if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN)) return health -= Proj.damage ..() if(health <= 0) deflate(1) return /obj/structure/inflatable/ex_act(severity) switch(severity) if(1.0) qdel(src) return if(2.0) deflate(1) return if(3.0) if(prob(50)) deflate(1) return /obj/structure/inflatable/blob_act() deflate(1) /obj/structure/inflatable/meteorhit() deflate(1) /obj/structure/inflatable/attack_hand(mob/user as mob) add_fingerprint(user) return /obj/structure/inflatable/attackby(obj/item/weapon/W as obj, mob/user as mob) if(!istype(W)) return if (can_puncture(W)) visible_message("\red [user] pierces [src] with [W]!") deflate(1) if(W.damtype == BRUTE || W.damtype == BURN) hit(W.force) ..() return /obj/structure/inflatable/proc/hit(var/damage, var/sound_effect = 1) health = max(0, health - damage) if(sound_effect) playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1) if(health <= 0) deflate(1) /obj/structure/inflatable/proc/deflate(var/violent=0) playsound(loc, 'sound/machines/hiss.ogg', 75, 1) if(violent) visible_message("[src] rapidly deflates!") var/obj/item/inflatable/torn/R = new /obj/item/inflatable/torn(loc) src.transfer_fingerprints_to(R) qdel(src) else //user << "\blue You slowly deflate the inflatable wall." visible_message("[src] slowly deflates.") spawn(50) var/obj/item/inflatable/R = new /obj/item/inflatable(loc) src.transfer_fingerprints_to(R) qdel(src) /obj/structure/inflatable/verb/hand_deflate() set name = "Deflate" set category = "Object" set src in oview(1) if(isobserver(usr)) //to stop ghosts from deflating return verbs -= /obj/structure/inflatable/verb/hand_deflate deflate() /obj/structure/inflatable/attack_generic(var/mob/user, var/damage, var/attack_verb) health -= damage user.do_attack_animation(src) if(health <= 0) user.visible_message("[user] [attack_verb] open the [src]!") spawn(1) deflate(1) else user.visible_message("[user] [attack_verb] at [src]!") return 1 /obj/item/inflatable/door/ name = "inflatable door" desc = "A folded membrane which rapidly expands into a simple door on activation." icon = 'icons/obj/inflatable.dmi' icon_state = "folded_door" attack_self(mob/user) playsound(loc, 'sound/items/zip.ogg', 75, 1) user << "\blue You inflate [src]." var/obj/structure/inflatable/door/R = new /obj/structure/inflatable/door(user.loc) src.transfer_fingerprints_to(R) R.add_fingerprint(user) qdel(src) /obj/structure/inflatable/door //Based on mineral door code name = "inflatable door" density = 1 anchored = 1 opacity = 0 icon = 'icons/obj/inflatable.dmi' icon_state = "door_closed" var/state = 0 //closed, 1 == open var/isSwitchingStates = 0 /obj/structure/inflatable/door/attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral if(isAI(user)) //so the AI can't open it return else if(isrobot(user)) //but cyborgs can if(get_dist(user,src) <= 1) //not remotely though return TryToSwitchState(user) /obj/structure/inflatable/door/attack_hand(mob/user as mob) return TryToSwitchState(user) /obj/structure/inflatable/door/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group) return state if(istype(mover, /obj/effect/beam)) return !opacity return !density /obj/structure/inflatable/door/proc/TryToSwitchState(atom/user) if(isSwitchingStates) return if(ismob(user)) var/mob/M = user if(world.time - user.last_bumped <= 60) return //NOTE do we really need that? if(M.client) if(iscarbon(M)) var/mob/living/carbon/C = M if(!C.handcuffed) SwitchState() else SwitchState() else if(istype(user, /obj/mecha)) SwitchState() /obj/structure/inflatable/door/proc/SwitchState() if(state) Close() else Open() update_nearby_tiles() /obj/structure/inflatable/door/proc/Open() isSwitchingStates = 1 flick("door_opening",src) sleep(10) density = 0 opacity = 0 state = 1 update_icon() isSwitchingStates = 0 /obj/structure/inflatable/door/proc/Close() isSwitchingStates = 1 flick("door_closing",src) sleep(10) density = 1 opacity = 0 state = 0 update_icon() isSwitchingStates = 0 /obj/structure/inflatable/door/update_icon() if(state) icon_state = "door_open" else icon_state = "door_closed" /obj/structure/inflatable/door/deflate(var/violent=0) playsound(loc, 'sound/machines/hiss.ogg', 75, 1) if(violent) visible_message("[src] rapidly deflates!") var/obj/item/inflatable/door/torn/R = new /obj/item/inflatable/door/torn(loc) src.transfer_fingerprints_to(R) qdel(src) else visible_message("[src] slowly deflates.") spawn(50) var/obj/item/inflatable/door/R = new /obj/item/inflatable/door(loc) src.transfer_fingerprints_to(R) qdel(src) /obj/item/inflatable/torn name = "torn inflatable wall" desc = "A folded membrane which rapidly expands into a large cubical shape on activation. It is too torn to be usable." icon = 'icons/obj/inflatable.dmi' icon_state = "folded_wall_torn" attack_self(mob/user) user << "\blue The inflatable wall is too torn to be inflated!" add_fingerprint(user) /obj/item/inflatable/door/torn name = "torn inflatable door" desc = "A folded membrane which rapidly expands into a simple door on activation. It is too torn to be usable." icon = 'icons/obj/inflatable.dmi' icon_state = "folded_door_torn" attack_self(mob/user) user << "\blue The inflatable door is too torn to be inflated!" add_fingerprint(user) /obj/item/weapon/storage/briefcase/inflatable name = "inflatable barrier box" desc = "Contains inflatable walls and doors." icon_state = "inf_box" item_state = "syringe_kit" max_storage_space = 28 can_hold = list(/obj/item/inflatable) New() ..() new /obj/item/inflatable/door(src) new /obj/item/inflatable/door(src) new /obj/item/inflatable/door(src) new /obj/item/inflatable(src) new /obj/item/inflatable(src) new /obj/item/inflatable(src) new /obj/item/inflatable(src)