/obj/item/inflatable name = "inflatable wall" desc = "A folded membrane which rapidly expands into a large cubical shape on activation." icon = 'icons/obj/inflatable.dmi' icon_state = "folded_wall" w_class = WEIGHT_CLASS_NORMAL worth_intrinsic = 15 var/deploy_path = /obj/structure/inflatable /obj/item/inflatable/attack_self(mob/user, datum/event_args/actor/actor) . = ..() if(.) return inflate(user,user.loc) /obj/item/inflatable/afterattack(atom/target, mob/user, clickchain_flags, list/params) ..(target, user) if(!user) return if(!user.Adjacent(target)) to_chat(user,"You can't reach!") return if(istype(target, /turf)) inflate(user,target) /obj/item/inflatable/CtrlClick(mob/user) inflate(user,src.loc) /obj/item/inflatable/proc/inflate(var/mob/user,var/location) playsound(location, 'sound/items/zip.ogg', 75, 1) to_chat(user,"You inflate [src].") var/obj/structure/inflatable/R = new deploy_path(location) src.transfer_fingerprints_to(R) R.add_fingerprint(user) qdel(src) /obj/item/inflatable/door name = "inflatable door" desc = "A folded membrane which rapidly expands into a simple door on activation." icon = 'icons/obj/inflatable.dmi' icon_state = "folded_door" worth_intrinsic = 25 deploy_path = /obj/structure/inflatable/door /obj/item/inflatable/torn name = "torn inflatable wall" desc = "A folded membrane which rapidly expands into a large cubical shape on activation. It is too torn to be usable." icon = 'icons/obj/inflatable.dmi' icon_state = "folded_wall_torn" /obj/item/inflatable/torn/inflate(mob/user, location) to_chat(user, "The inflatable wall is too torn to be inflated!") add_fingerprint(user) /obj/item/inflatable/door/torn name = "torn inflatable door" desc = "A folded membrane which rapidly expands into a simple door on activation. It is too torn to be usable." icon = 'icons/obj/inflatable.dmi' icon_state = "folded_door_torn" /obj/item/inflatable/door/torn/inflate(mob/user, location) to_chat(user, "The inflatable door is too torn to be inflated!") add_fingerprint(user) //* inflatable storage case /obj/item/storage/briefcase/inflatable name = "inflatable barrier box" desc = "Contains inflatable walls and doors." icon_state = "inf_box" w_class = WEIGHT_CLASS_NORMAL max_combined_volume = WEIGHT_VOLUME_NORMAL * 7 insertion_whitelist = list(/obj/item/inflatable) suit_storage_class = SUIT_STORAGE_CLASS_HARDWEAR starts_with = list( /obj/item/inflatable = 4, /obj/item/inflatable/door = 3, )