Files
CHOMPStation2/code/game/objects/effects/portals.dm

77 lines
2.1 KiB
Plaintext

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 = 1
unacidable = 1//Can't destroy energy portals.
var/failchance = 5
var/obj/item/target = null
var/creator = null
anchored = 1.0
/obj/effect/portal/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/effect/portal/Crossed(AM as mob|obj)
//VOREStation Edit begin: SHADEKIN
var/mob/SK = AM
if(istype(SK))
if(SK.shadekin_phasing_check())
return
//VOREStation Edit end: SHADEKIN
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/effect/portal/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/effect/portal/New()
..() // Necessary for the list boilerplate to work
spawn(300)
qdel(src)
return
return
/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(istype(M, /mob/living))
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
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