//GLOBAL_LIST_BOILERPLATE(all_portals, /obj/effect/portal) // No fucking idea what this proc does but it doesn't seem to // help when we need to refere to the global portals list. var/global/list/portals = list() // Just a list for portals <3 /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) // spawn(0) // src.teleport(M) // return // return teleport(M) /obj/effect/portal/Crossed(AM as mob|obj) // spawn(0) // src.teleport(AM) // return // return teleport(AM) /obj/effect/portal/attack_hand(mob/user as mob) // spawn(0) // src.teleport(user) // return // return teleport(user) /obj/effect/portal/New(loc, turf/target, creator=null, lifespan=300) //I'm actually concerned with the ammount of spaghet on my plate today. - Jon // spawn(300) // qdel(src) // return // return portals += src src.loc = loc src.target = target src.creator = creator if(lifespan > 0) spawn(lifespan) qdel(src) /obj/effect/portal/Destroy() portals -= src 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)) 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 // New addition to remove portals via multitools like on codebases like Paradise. - Jon /obj/effect/portal/attackby(obj/item/A, mob/user) if(istype(A, /obj/item/device/multitool)) qdel(src)