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/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,"<span class='notice'>You inflate [src].</span>")
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, "<span class='notice'>The inflatable wall is too torn to be inflated!</span>")
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, "<span class='notice'>The inflatable door is too torn to be inflated!</span>")
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,
)