GLOBAL_LIST_BOILERPLATE(all_portals, /obj/effect/portal) /obj/effect/portal name = "portal" desc = "Looks unstable. Best to test it with the clown." icon = 'icons/obj/stationobjs.dmi' icon_state = "portal" density = TRUE unacidable = TRUE//Can't destroy energy portals. var/failchance = 5 var/obj/item/target = null var/creator = null anchored = TRUE var/event = FALSE // CHOMPAdd /obj/effect/portal/Bumped(mob/M as mob|obj) if(ismob(M) && !(isliving(M))) return //do not send ghosts, zshadows, ai eyes, etc spawn(0) src.teleport(M) return return /obj/effect/portal/Crossed(atom/movable/AM as mob|obj) // CHOMPEdit Start - Dephase kins on crossed if(AM.is_incorporeal()) if(event) if(iscarbon(AM)) var/mob/living/carbon/human/H = AM H.attack_dephase() else return // CHOMPEdit End if(ismob(AM) && !(isliving(AM))) return //do not send ghosts, zshadows, ai eyes, etc spawn(0) src.teleport(AM) return return /obj/effect/portal/attack_hand(mob/user as mob) if(istype(user) && !(isliving(user))) return //do not send ghosts, zshadows, ai eyes, etc spawn(0) src.teleport(user) return return /obj/effect/portal/Initialize() . = ..() QDEL_IN(src, 30 SECONDS) /obj/effect/portal/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)) //VOREStation Addition Start: Prevent taurriding abuse if(isliving(M)) var/mob/living/L = M if(LAZYLEN(L.buckled_mobs)) var/datum/riding/R = L.riding_datum for(var/rider in L.buckled_mobs) R.force_dismount(rider) //VOREStation Addition End: Prevent taurriding abuse // CHOMPAdd Start if(isbelly(target)) if(target == M) return if(istype(M, /mob/living)) var/mob/living/L = M if(L.can_be_drop_prey && L.devourable) do_teleport(M, target) return // CHOMPAdd End if(prob(failchance)) //oh dear a problem, put em in deep space src.icon_state = "portal1" do_teleport(M, locate(rand(5, world.maxx - 5), rand(5, world.maxy -5), 3), 0) else do_teleport(M, target, 1) ///You will appear adjacent to the beacon