#define STASIS_TOGGLE_COOLDOWN 50 /obj/machinery/stasis name = "Lifeform Stasis Unit" desc = "A not so comfortable looking bed with some nozzles at the top and bottom. It will keep someone in stasis." icon = 'icons/obj/machines/stasis.dmi' icon_state = "stasis" density = FALSE can_buckle = TRUE buckle_lying = 90 circuit = /obj/item/circuitboard/machine/stasis idle_power_usage = 40 active_power_usage = 340 var/stasis_enabled = TRUE var/last_stasis_sound = FALSE var/stasis_can_toggle = 0 var/mattress_state = "stasis_on" var/obj/effect/overlay/vis/mattress_on /obj/machinery/stasis/examine(mob/user) . = ..() var/turn_on_or_off = stasis_enabled ? "turn off" : "turn on" . += "Alt-click to [turn_on_or_off] the machine." /obj/machinery/stasis/proc/play_power_sound() var/_running = stasis_running() if(last_stasis_sound != _running) var/sound_freq = rand(5120, 8800) if(_running) playsound(src, 'sound/machines/synth_yes.ogg', 50, TRUE, frequency = sound_freq) else playsound(src, 'sound/machines/synth_no.ogg', 50, TRUE, frequency = sound_freq) last_stasis_sound = _running /obj/machinery/stasis/AltClick(mob/user) if(world.time >= stasis_can_toggle && user.canUseTopic(src)) stasis_enabled = !stasis_enabled stasis_can_toggle = world.time + STASIS_TOGGLE_COOLDOWN playsound(src, 'sound/machines/click.ogg', 60, TRUE) play_power_sound() update_icon() /obj/machinery/stasis/Exited(atom/movable/AM, atom/newloc) if(AM == occupant) var/mob/living/L = AM if(L.IsInStasis()) thaw_them(L) . = ..() /obj/machinery/stasis/proc/stasis_running() return stasis_enabled && is_operational() /obj/machinery/stasis/update_icon() . = ..() var/_running = stasis_running() var/list/overlays_to_remove = managed_vis_overlays if(mattress_state) if(!mattress_on || !managed_vis_overlays) mattress_on = SSvis_overlays.add_vis_overlay(src, icon, mattress_state, layer, plane, dir, alpha = 0, unique = TRUE) if(mattress_on.alpha ? !_running : _running) //check the inverse of _running compared to truthy alpha, to see if they differ var/new_alpha = _running ? 255 : 0 var/easing_direction = _running ? EASE_OUT : EASE_IN animate(mattress_on, alpha = new_alpha, time = 50, easing = CUBIC_EASING|easing_direction) overlays_to_remove = managed_vis_overlays - mattress_on SSvis_overlays.remove_vis_overlay(src, overlays_to_remove) if(occupant) SSvis_overlays.add_vis_overlay(src, 'icons/obj/machines/stasis.dmi', "tubes", LYING_MOB_LAYER + 0.1, plane, dir) //using vis_overlays instead of normal overlays for mouse_opacity here if(stat & BROKEN) icon_state = "stasis_broken" return if(panel_open || stat & MAINT) icon_state = "stasis_maintenance" return icon_state = "stasis" /obj/machinery/stasis/obj_break(damage_flag) . = ..() play_power_sound() update_icon() /obj/machinery/stasis/power_change() . = ..() play_power_sound() update_icon() /obj/machinery/stasis/proc/chill_out(mob/living/target) if(target != occupant) return var/freq = rand(24750, 26550) playsound(src, 'sound/effects/spray.ogg', 5, TRUE, 2, frequency = freq) target.SetStasis(TRUE) target.ExtinguishMob() use_power = ACTIVE_POWER_USE /obj/machinery/stasis/proc/thaw_them(mob/living/target) target.SetStasis(FALSE) if(target == occupant) use_power = IDLE_POWER_USE /obj/machinery/stasis/post_buckle_mob(mob/living/L) if(!can_be_occupant(L)) return occupant = L if(stasis_running()) chill_out(L) update_icon() /obj/machinery/stasis/post_unbuckle_mob(mob/living/L) thaw_them(L) if(L == occupant) occupant = null update_icon() /obj/machinery/stasis/process() if( !( occupant && isliving(occupant)) ) use_power = IDLE_POWER_USE return var/mob/living/L_occupant = occupant if(stasis_running()) if(!L_occupant.IsInStasis()) chill_out(L_occupant) else if(L_occupant.IsInStasis()) thaw_them(L_occupant) /obj/machinery/stasis/screwdriver_act(mob/living/user, obj/item/I) . = default_deconstruction_screwdriver(user, "stasis_maintenance", "stasis", I) update_icon() /obj/machinery/stasis/crowbar_act(mob/living/user, obj/item/I) return default_deconstruction_crowbar(I) /obj/machinery/stasis/attack_robot(mob/user) if(Adjacent(user) && occupant) unbuckle_mob(occupant) else ..() #undef STASIS_TOGGLE_COOLDOWN