/obj/structure/inflatable name = "inflatable wall" desc = "An inflated membrane. Do not puncture." density = 1 anchored = 1 opacity = 0 CanAtmosPass = ATMOS_PASS_DENSITY icon = 'icons/obj/inflatable.dmi' icon_state = "wall" integrity = 30 integrity_max = 30 armor_type = /datum/armor/none hit_sound_brute = 'sound/effects/Glasshit.ogg' var/item_type = /obj/item/inflatable var/torn_type = /obj/item/inflatable/torn /obj/structure/inflatable/Initialize(mapload) . = ..() update_nearby_tiles() /obj/structure/inflatable/Destroy() update_nearby_tiles() return ..() /obj/structure/inflatable/blob_act() puncture() /obj/structure/inflatable/CtrlClick() hand_deflate() /obj/structure/inflatable/proc/deflate() playsound(loc, 'sound/machines/hiss.ogg', 75, 1) //to_chat(user, "You slowly deflate the inflatable wall.") visible_message("[src] slowly deflates.") spawn(50) var/obj/item/inflatable/R = new item_type(loc) src.transfer_fingerprints_to(R) qdel(src) /obj/structure/inflatable/proc/puncture() playsound(loc, 'sound/machines/hiss.ogg', 75, 1) visible_message("[src] rapidly deflates!") var/obj/item/inflatable/torn/R = new torn_type(loc) src.transfer_fingerprints_to(R) qdel(src) /obj/structure/inflatable/verb/hand_deflate() set name = "Deflate" set category = VERB_CATEGORY_OBJECT set src in oview(1) if(isobserver(usr) || usr.restrained() || !usr.Adjacent(src)) return remove_obj_verb(src, /obj/structure/inflatable/verb/hand_deflate) deflate() /obj/structure/inflatable/deconstructed(method) . = ..() visible_message(SPAN_WARNING("\the [src] deflates!")) /obj/structure/inflatable/drop_products(method, atom/where) . = ..() if(method != ATOM_DECONSTRUCT_DESTROYED) new item_type(where) else new torn_type(where) /obj/structure/inflatable/door //Based on mineral door code name = "inflatable door" density = 1 anchored = 1 opacity = 0 icon = 'icons/obj/inflatable.dmi' icon_state = "door_closed" item_type = /obj/item/inflatable/door torn_type = /obj/item/inflatable/door/torn var/state = 0 //closed, 1 == open var/isSwitchingStates = 0 /obj/structure/inflatable/door/attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral if(isAI(user)) //so the AI can't open it return else if(isrobot(user)) //but cyborgs can if(get_dist(user,src) <= 1) //not remotely though return TryToSwitchState(user) /obj/structure/inflatable/door/attack_hand(mob/user, datum/event_args/actor/clickchain/e_args) return TryToSwitchState(user) /obj/structure/inflatable/door/CanAllowThrough(atom/movable/mover, turf/target) . = ..() if(istype(mover, /obj/effect/beam)) return !opacity return !density /obj/structure/inflatable/door/proc/TryToSwitchState(atom/user) if(isSwitchingStates) return if(ismob(user)) var/mob/M = user if(M.client) if(iscarbon(M)) var/mob/living/carbon/C = M if(!C.handcuffed) SwitchState() else SwitchState() else if(istype(user, /obj/vehicle/sealed/mecha)) SwitchState() /obj/structure/inflatable/door/proc/SwitchState() if(state) Close() else Open() update_nearby_tiles() /obj/structure/inflatable/door/proc/Open() isSwitchingStates = 1 flick("door_opening",src) sleep(10) set_density(FALSE) set_opacity(FALSE) state = 1 update_icon() isSwitchingStates = 0 /obj/structure/inflatable/door/proc/Close() isSwitchingStates = 1 flick("door_closing",src) sleep(10) set_density(TRUE) set_opacity(FALSE) state = 0 update_icon() isSwitchingStates = 0 /obj/structure/inflatable/door/update_icon() if(state) icon_state = "door_open" else icon_state = "door_closed"