Files
CHOMPStation2/code/modules/tables/interactions.dm
Zuhayr f93ea6a78f Tweaks to previous commits.
More tweaks to IPC fixes.
Merge resolution/compile fixes.

Further work on properly integrating, updating and fixing prosthetic options.

Repathed internal organs to organ/internal.

More work on full synthetics, changelings, overheating.

Working on getting organs to qdel properly and spawn properly when robotized.

Finalized some overheating values, added remaining prosthetic icons.

Finalizing the testing version of the full prosthetic bodies branch.

Added suit cyclers to the autolathe and map.

Fixing runtime errors.

Fixing errors.

Changelog.

Replacing limb and organ strings with constants.

Prevented brainless species from becoming full cyborgs.

Fixed issues with brain/MMIs renaming themselves inappropriately.

Various fixes and oversights.
2015-12-24 21:13:40 +10:30

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/obj/structure/table/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(istype(mover,/obj/item/projectile))
return (check_cover(mover,target))
if (flipped == 1)
if (get_dir(loc, target) == dir)
return !density
else
return 1
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
if(locate(/obj/structure/table) in get_turf(mover))
return 1
return 0
//checks if projectile 'P' from turf 'from' can hit whatever is behind the table. Returns 1 if it can, 0 if bullet stops.
/obj/structure/table/proc/check_cover(obj/item/projectile/P, turf/from)
var/turf/cover
if(flipped==1)
cover = get_turf(src)
else if(flipped==0)
cover = get_step(loc, get_dir(from, loc))
if(!cover)
return 1
if (get_dist(P.starting, loc) <= 1) //Tables won't help you if people are THIS close
return 1
if (get_turf(P.original) == cover)
var/chance = 20
if (ismob(P.original))
var/mob/M = P.original
if (M.lying)
chance += 20 //Lying down lets you catch less bullets
if(flipped==1)
if(get_dir(loc, from) == dir) //Flipped tables catch mroe bullets
chance += 20
else
return 1 //But only from one side
if(prob(chance))
health -= P.damage/2
if (health > 0)
visible_message("<span class='warning'>[P] hits \the [src]!</span>")
return 0
else
visible_message("<span class='warning'>[src] breaks down!</span>")
break_to_parts()
return 1
return 1
/obj/structure/table/CheckExit(atom/movable/O as mob|obj, target as turf)
if(istype(O) && O.checkpass(PASSTABLE))
return 1
if (flipped==1)
if (get_dir(loc, target) == dir)
return !density
else
return 1
return 1
/obj/structure/table/MouseDrop_T(obj/O as obj, mob/user as mob)
if ((!( istype(O, /obj/item/weapon) ) || user.get_active_hand() != O))
return ..()
if(isrobot(user))
return
user.drop_item()
if (O.loc != src.loc)
step(O, get_dir(O, src))
return
/obj/structure/table/attackby(obj/item/W as obj, mob/user as mob)
if (!W) return
// Handle harm intent grabbing/tabling.
if(istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
if (istype(G.affecting, /mob/living))
var/mob/living/M = G.affecting
var/obj/occupied = turf_is_crowded()
if(occupied)
user << "<span class='danger'>There's \a [occupied] in the way.</span>"
return
if (G.state < 2)
if(user.a_intent == I_HURT)
if (prob(15)) M.Weaken(5)
M.apply_damage(8,def_zone = BP_HEAD)
visible_message("<span class='danger'>[G.assailant] slams [G.affecting]'s face against \the [src]!</span>")
if(material)
playsound(loc, material.tableslam_noise, 50, 1)
else
playsound(loc, 'sound/weapons/tablehit1.ogg', 50, 1)
var/list/L = take_damage(rand(1,5))
// Shards. Extra damage, plus potentially the fact YOU LITERALLY HAVE A PIECE OF GLASS/METAL/WHATEVER IN YOUR FACE
for(var/obj/item/weapon/material/shard/S in L)
if(prob(50))
M.visible_message("<span class='danger'>\The [S] slices [M]'s face messily!</span>",
"<span class='danger'>\The [S] slices your face messily!</span>")
M.apply_damage(10, def_zone = BP_HEAD)
if(prob(2))
M.embed(S, def_zone = BP_HEAD)
else
user << "<span class='danger'>You need a better grip to do that!</span>"
return
else
G.affecting.loc = src.loc
G.affecting.Weaken(5)
visible_message("<span class='danger'>[G.assailant] puts [G.affecting] on \the [src].</span>")
qdel(W)
return
// Handle dismantling or placing things on the table from here on.
if(isrobot(user))
return
if(W.loc != user) // This should stop mounted modules ending up outside the module.
return
if(istype(W, /obj/item/weapon/melee/energy/blade))
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src.loc)
spark_system.start()
playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
playsound(src.loc, "sparks", 50, 1)
user.visible_message("<span class='danger'>\The [src] was sliced apart by [user]!</span>")
break_to_parts()
return
if(istype(W, /obj/item/weapon/melee/arm_blade))
user.visible_message("<span class='danger'>\The [src] was sliced apart by [user]!</span>")
break_to_parts()
return
if(can_plate && !material)
user << "<span class='warning'>There's nothing to put \the [W] on! Try adding plating to \the [src] first.</span>"
return
user.drop_item(src.loc)
return
/obj/structure/table/attack_tk() // no telehulk sorry
return