/obj/effect/portal name = "portal" desc = "Looks unstable. Best to test it with the clown." icon = 'icons/obj/stationobjs.dmi' icon_state = "portal" density = 1 unacidable = 1//Can't destroy energy portals. var/failchance = 5 var/obj/item/target = null var/creator = null anchored = 1.0 var/precision = 1 // how close to the portal you will teleport. 0 = on the portal, 1 = adjacent var/can_multitool_to_remove = 0 /obj/effect/portal/Bumped(mob/M as mob|obj) src.teleport(M) /obj/effect/portal/New(loc, turf/target, creator) portals += src src.loc = loc src.target = target src.creator = creator spawn(300) qdel(src) return /obj/effect/portal/Destroy() portals -= src if(istype(creator, /obj/item/weapon/hand_tele)) var/obj/item/weapon/hand_tele/O = creator O.active_portals-- else if(istype(creator, /obj/item/weapon/gun/energy/wormhole_projector)) var/obj/item/weapon/gun/energy/wormhole_projector/P = creator P.portal_destroyed(src) creator = null return ..() /obj/effect/portal/proc/teleport(atom/movable/M as mob|obj) if(istype(M, /obj/effect)) //sparks don't teleport return if(M.anchored&&istype(M, /obj/mecha)) return if(!( target )) qdel(src) return if(istype(M, /atom/movable)) if(prob(failchance)) //oh dear a problem, put em in deep space src.icon_state = "portal1" do_teleport(M, locate(rand(5, world.maxx - 5), rand(5, world.maxy -5), 3), 0) else do_teleport(M, target, precision) ///You will appear adjacent to the beacon /obj/effect/portal/attackby(obj/item/A, mob/user) if(istype(A, /obj/item/device/multitool) && can_multitool_to_remove) qdel(src)