/obj/structure/portal_subtle name = "portal" desc = "Looks unstable. Best to test it with the clown." icon = 'icons/obj/stationobjs.dmi' icon_state = "portal" density = 1 unacidable = 1//Can't destroy energy portals. var/failchance = 0 anchored = 1 var/obj/structure/portal_subtle/target /obj/structure/portal_subtle/Destroy() if(target) target.target = null target = null return ..() /obj/structure/portal_subtle/Bumped(mob/M as mob|obj) if(istype(M,/mob) && !(istype(M,/mob/living))) return //do not send ghosts, zshadows, ai eyes, etc spawn(0) src.teleport(M) return return /obj/structure/portal_subtle/Crossed(AM as mob|obj) if(istype(AM,/mob) && !(istype(AM,/mob/living))) return //do not send ghosts, zshadows, ai eyes, etc spawn(0) src.teleport(AM) return return /obj/structure/portal_subtle/attack_hand(mob/user as mob) if(istype(user) && !(istype(user,/mob/living))) return //do not send ghosts, zshadows, ai eyes, etc spawn(0) src.teleport(user) return return /obj/structure/portal_subtle/proc/teleport(atom/movable/M as mob|obj) if(istype(M, /obj/effect)) //sparks don't teleport return if (M.anchored&&istype(M, /obj/mecha)) return if (icon_state == "portal1") return if (!( target )) qdel(src) return if (istype(M, /atom/movable)) if(prob(failchance)) //oh dear a problem, put em in deep space src.icon_state = "portal1" do_noeffect_teleport(M, locate(rand(5, world.maxx - 5), rand(5, world.maxy -5), 3), 0) else do_noeffect_teleport(M, target, 1) ///You will appear adjacent to the beacon