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https://github.com/ParadiseSS13/Paradise.git
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Hand tele tweaks (#21224)
* hand tele tweaks * i need to sleep * updated portal description, removed hand tele ability to remove portals * added disabled icon state, removed dual portals * syndi teleporter stages + icons * Update code/game/objects/items/weapons/teleportation.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * Update code/game/objects/items/weapons/teleportation.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * Update code/game/objects/effects/portals.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * resolving conflict * no more races * Update code/game/objects/items/weapons/teleportation.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> --------- Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
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@@ -2,7 +2,7 @@
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/obj/effect/portal
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name = "portal"
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desc = "Looks unstable. Best to test it with the clown."
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desc = "Result of bluespace high tech development."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "portal"
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@@ -12,10 +12,11 @@
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/// The ckey of the mob which was responsible for the creation of the portal. For example, the mob who used a wormhole jaunter.
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var/creation_mob_ckey
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var/failchance = 5
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var/failchance = 0
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var/fail_icon = "portal1"
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var/precision = TRUE // how close to the portal you will teleport. FALSE = on the portal, TRUE = adjacent
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/// How close to the portal you will teleport. FALSE = on the portal, TRUE = adjacent
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var/precision = FALSE
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var/can_multitool_to_remove = FALSE
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var/ignore_tele_proof_area_setting = FALSE
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var/one_use = FALSE // Does this portal go away after one teleport?
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@@ -43,6 +44,7 @@
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if(!QDELETED(O))
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O.portal_destroyed(src)
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target = null
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do_sparks(5, 0, loc)
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return ..()
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/obj/effect/portal/singularity_pull()
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@@ -143,6 +145,44 @@
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do_sparks(5, 0, loc)
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qdel(src)
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#define UNSTABLE_TIME_DELAY 2 SECONDS
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/obj/effect/portal/hand_tele
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/// After you touch the portal, it will be unstable with high bad teleport chance, this variable contains time when it will be fine again
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var/unstable_time = 0
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/// If this is TRUE, you will not be able to teleport with that portal
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var/inactive = FALSE
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/obj/effect/portal/hand_tele/examine(mob/user, infix, suffix)
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. = ..()
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if(unstable_time > world.time)
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. += "<span class='warning'>[src] is shaking, it looks very unstable!</span>"
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/obj/effect/portal/hand_tele/can_teleport(atom/movable/M)
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if(inactive)
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return FALSE
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return ..()
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/obj/effect/portal/hand_tele/teleport(atom/movable/M)
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. = ..()
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adjust_unstable()
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/obj/effect/portal/hand_tele/proc/adjust_unstable()
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unstable_time = world.time + UNSTABLE_TIME_DELAY
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icon_state = fail_icon
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failchance = 33
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inactive = TRUE
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addtimer(CALLBACK(src, PROC_REF(check_unstable), unstable_time), UNSTABLE_TIME_DELAY)
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addtimer(VARSET_CALLBACK(src, inactive, FALSE), 0.5 SECONDS) // after unstable is setted you have 0.5 safe seconds to think if you want to use it
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/obj/effect/portal/hand_tele/proc/check_unstable(current_unstable_time)
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if(current_unstable_time != unstable_time)
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return
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icon_state = initial(icon_state)
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failchance = 0
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#undef UNSTABLE_TIME_DELAY
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/obj/effect/portal/redspace
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name = "redspace portal"
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desc = "A portal capable of bypassing bluespace interference."
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@@ -34,7 +34,7 @@
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name = "syndicate teleporter"
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desc = "A strange syndicate version of a cult veil shifter. Warranty voided if exposed to EMP."
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icon = 'icons/obj/device.dmi'
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icon_state = "syndi-tele"
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icon_state = "syndi-tele-4"
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throwforce = 5
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w_class = WEIGHT_CLASS_SMALL
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throw_speed = 4
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@@ -42,6 +42,13 @@
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flags = CONDUCT
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item_state = "electronic"
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origin_tech = "magnets=3;combat=3;syndicate=3"
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var/list/icons_charges = list(
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"syndi-tele-0",
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"syndi-tele-1",
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"syndi-tele-2",
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"syndi-tele-3",
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"syndi-tele-4",
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)
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var/tp_range = 8
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var/inner_tp_range = 3
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var/charges = 4
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@@ -67,6 +74,7 @@
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/obj/item/teleporter/process()
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if(prob(10) && charges < max_charges)
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charges++
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update_icon_charges()
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/obj/item/teleporter/emp_act(severity)
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var/teleported_something = FALSE
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@@ -87,6 +95,12 @@
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do_sparks(2, 1, src)
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qdel(src)
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/obj/item/teleporter/proc/update_icon_charges()
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if(charges + 1 > length(icons_charges))
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icon_state = initial(icon_state)
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return
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icon_state = icons_charges[charges + 1]
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/obj/item/teleporter/proc/attempt_teleport(mob/user, EMP_D = FALSE)
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dir_correction(user)
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if(!charges && !EMP_D) //If it's empd, you are moving no matter what.
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@@ -119,6 +133,7 @@
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to_chat(M, "<span class='danger'>[src] will not work here!</span>")
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if(charges > 0) //While we want EMP triggered teleports to drain charge, we also do not want it to go negative charge, as such we need this check here
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charges--
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update_icon_charges()
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var/turf/destination = pick(turfs)
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if(tile_check(destination) || flawless) // Why is there so many bloody floor types
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var/turf/fragging_location = destination
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@@ -107,7 +107,10 @@ Frequency:
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origin_tech = "magnets=3;bluespace=4"
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 30, RAD = 0, FIRE = 100, ACID = 100)
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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var/icon_state_inactive = "hand_tele_inactive"
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var/active_portals = 0
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/// Variable contains next time hand tele can be used to make it not EMP proof
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var/emp_timer = 0
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/obj/item/hand_tele/Initialize(mapload)
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. = ..()
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@@ -115,6 +118,10 @@ Frequency:
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/obj/item/hand_tele/attack_self(mob/user)
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var/turf/current_location = get_turf(user)//What turf is the user on?
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if(emp_timer > world.time)
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do_sparks(5, 0, loc)
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to_chat(user, "<span class='warning'>[src] attempts to create a portal, but abruptly shuts off.</span>")
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return
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if(!current_location||!is_teleport_allowed(current_location.z))//If turf was not found or they're somewhere teleproof
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to_chat(user, "<span class='notice'>\The [src] is malfunctioning.</span>")
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return
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@@ -146,10 +153,30 @@ Frequency:
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return
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var/T = L[t1]
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user.show_message("<span class='notice'>Locked In.</span>", 2)
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var/obj/effect/portal/P = new /obj/effect/portal(get_turf(src), T, src, creation_mob = user)
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var/obj/effect/portal/P = new /obj/effect/portal/hand_tele(get_turf(src), T, src, creation_mob = user)
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try_move_adjacent(P)
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active_portals++
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add_fingerprint(user)
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/obj/item/hand_tele/emp_act(severity)
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make_inactive(severity)
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return ..()
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/obj/item/hand_tele/proc/make_inactive(severity)
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icon_state = icon_state_inactive
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var/time = rand(25 SECONDS, 30 SECONDS) * severity
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emp_timer = world.time + time
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addtimer(CALLBACK(src, PROC_REF(check_inactive), emp_timer), time)
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/obj/item/hand_tele/proc/check_inactive(current_emp_timer)
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if(emp_timer != current_emp_timer)
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return
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icon_state = initial(icon_state)
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/obj/item/hand_tele/examine(mob/user)
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. = ..()
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if(emp_timer > world.time)
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. += "<span class='warning'>It looks inactive.</span>"
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/obj/item/hand_tele/portal_destroyed(obj/effect/portal/P)
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active_portals--
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