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https://github.com/CHOMPStation2/CHOMPStation2.git
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It is also a structure, which should make it easier to use in buildmode. Current uses vanilla portal sprite.
58 lines
1.5 KiB
Plaintext
58 lines
1.5 KiB
Plaintext
/obj/structure/portal_subtle
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name = "portal"
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desc = "Looks unstable. Best to test it with the clown."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "portal"
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density = 1
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unacidable = 1//Can't destroy energy portals.
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var/failchance = 0
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anchored = 1
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var/obj/structure/portal/target
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/obj/structure/portal/Destroy()
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if(target)
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target.target = null
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target = null
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return ..()
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/obj/structure/portal/Bumped(mob/M as mob|obj)
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if(istype(M,/mob) && !(istype(M,/mob/living)))
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return //do not send ghosts, zshadows, ai eyes, etc
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spawn(0)
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src.teleport(M)
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return
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return
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/obj/structure/portal/Crossed(AM as mob|obj)
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if(istype(AM,/mob) && !(istype(AM,/mob/living)))
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return //do not send ghosts, zshadows, ai eyes, etc
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spawn(0)
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src.teleport(AM)
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return
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return
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/obj/structure/portal/attack_hand(mob/user as mob)
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if(istype(user) && !(istype(user,/mob/living)))
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return //do not send ghosts, zshadows, ai eyes, etc
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spawn(0)
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src.teleport(user)
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return
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return
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/obj/structure/portal/proc/teleport(atom/movable/M as mob|obj)
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if(istype(M, /obj/effect)) //sparks don't teleport
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return
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if (M.anchored&&istype(M, /obj/mecha))
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return
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if (icon_state == "portal1")
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return
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if (!( target ))
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qdel(src)
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return
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if (istype(M, /atom/movable))
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if(prob(failchance)) //oh dear a problem, put em in deep space
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src.icon_state = "portal1"
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do_noeffect_teleport(M, locate(rand(5, world.maxx - 5), rand(5, world.maxy -5), 3), 0)
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else
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do_noeffect_teleport(M, target, 0) ///You will appear adjacent to the beacon
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