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2018-10-22 18:54:26 +01:00

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//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)