//A locking mechanism that pulses when hit by a projectile. The base one responds to high-power lasers.
/obj/structure/prop/lock
name = "weird lock"
desc = "An esoteric object that responds to.. something."
icon = 'icons/obj/props/prism.dmi'
icon_state = "lock"
var/enabled = 0
var/lockID = null
var/list/linked_objects = list()
/obj/structure/prop/lock/Destroy()
if(linked_objects.len)
for(var/obj/O in linked_objects)
if(istype(O, /obj/machinery/door/blast/puzzle))
var/obj/machinery/door/blast/puzzle/P = O
P.locks -= src
linked_objects -= P
..()
/obj/structure/prop/lock/proc/toggle_lock()
enabled = !enabled
if(enabled)
icon_state = "[initial(icon_state)]-active"
else
icon_state = "[initial(icon_state)]"
/obj/structure/prop/lock/projectile
name = "beam lock"
desc = "An esoteric object that responds to high intensity light."
var/projectile_key = /obj/item/projectile/beam
var/timed = 0
var/timing = 0
var/time_limit = 1500 // In ticks. Ten is one second.
interaction_message = "The object remains inert to your touch."
/obj/structure/prop/lock/projectile/bullet_act(var/obj/item/projectile/Proj)
if(!istype(Proj, projectile_key) || timing)
return
if(istype(Proj, /obj/item/projectile/beam/heavylaser/cannon) || istype(Proj, /obj/item/projectile/beam/emitter) || (Proj.damage >= 80 && Proj.damtype == BURN))
toggle_lock()
visible_message("\The [src] [enabled ? "disengages" : "engages"] its locking mechanism.")
if(timed)
timing = 1
spawn(time_limit)
toggle_lock()