Files
CHOMPStation2/code/modules/multiz/ladders_vr.dm
2021-07-16 17:44:40 +00:00

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/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 = TRUE
unacidable = TRUE//Can't destroy energy portals.
var/failchance = 0
anchored = TRUE
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(target, /obj/structure/portal_subtle))
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, 0) ///You will appear on the beacon
/obj/structure/portal_gateway
name = "portal"
desc = "Looks unstable. Best to test it with the clown."
icon = 'icons/obj/stationobjs_vr.dmi'
icon_state = "portalgateway"
density = TRUE
unacidable = TRUE//Can't destroy energy portals.
anchored = TRUE
/obj/structure/portal_gateway/Bumped(mob/M as mob|obj)
if(istype(M,/mob) && !(istype(M,/mob/living)))
return //do not send ghosts, zshadows, ai eyes, etc
var/obj/effect/landmark/dest = pick(eventdestinations)
if(dest)
M << 'sound/effects/phasein.ogg'
playsound(src, 'sound/effects/phasein.ogg', 100, 1)
M.forceMove(dest.loc)
if(istype(M, /mob/living) && dest.abductor)
var/mob/living/L = M
//Situations to get the mob out of
if(L.buckled)
L.buckled.unbuckle_mob()
if(istype(L.loc,/obj/mecha))
var/obj/mecha/ME = L.loc
ME.go_out()
else if(istype(L.loc,/obj/machinery/sleeper))
var/obj/machinery/sleeper/SL = L.loc
SL.go_out()
else if(istype(L.loc,/obj/machinery/recharge_station))
var/obj/machinery/recharge_station/RS = L.loc
RS.go_out()
if(!issilicon(L)) //Don't drop borg modules...
var/list/mob_contents = list() //Things which are actually drained as a result of the above not being null.
mob_contents |= L // The recursive check below does not add the object being checked to its list.
mob_contents |= recursive_content_check(L, mob_contents, recursion_limit = 3, client_check = 0, sight_check = 0, include_mobs = 1, include_objects = 1, ignore_show_messages = 1)
for(var/obj/item/weapon/holder/I in mob_contents)
var/obj/item/weapon/holder/H = I
var/mob/living/MI = H.held_mob
MI.forceMove(get_turf(H))
if(!issilicon(MI)) //Don't drop borg modules...
for(var/obj/item/II in MI)
if(istype(II,/obj/item/weapon/implant) || istype(II,/obj/item/device/nif))
continue
MI.drop_from_inventory(II, dest.loc)
var/obj/effect/landmark/finaldest = pick(awayabductors)
MI.forceMove(finaldest.loc)
sleep(1)
MI.Paralyse(10)
MI << 'sound/effects/bamf.ogg'
to_chat(MI,"<span class='warning'>You're starting to come to. You feel like you've been out for a few minutes, at least...</span>")
for(var/obj/item/I in L)
if(istype(I,/obj/item/weapon/implant) || istype(I,/obj/item/device/nif))
continue
L.drop_from_inventory(I, dest.loc)
var/obj/effect/landmark/finaldest = pick(awayabductors)
L.forceMove(finaldest.loc)
sleep(1)
L.Paralyse(10)
L << 'sound/effects/bamf.ogg'
to_chat(L,"<span class='warning'>You're starting to come to. You feel like you've been out for a few minutes, at least...</span>")
return