/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 = 3 /obj/item/inflatable/attack_self(mob/user) playsound(loc, 'sound/items/zip.ogg', 75, 1) to_chat(user, "\blue You inflate [src].") var/obj/structure/inflatable/R = new /obj/structure/inflatable(user.loc) src.transfer_fingerprints_to(R) R.add_fingerprint(user) qdel(src) /obj/structure/inflatable name = "inflatable wall" desc = "An inflated membrane. Do not puncture." density = 1 anchored = 1 opacity = 0 icon = 'icons/obj/inflatable.dmi' icon_state = "wall" var/health = 50.0 /obj/structure/inflatable/initialize(location) ..() air_update_turf(1) /obj/structure/inflatable/Destroy() air_update_turf(1) return ..() /obj/structure/inflatable/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) return 0 /obj/structure/inflatable/CanAtmosPass(turf/T) return !density /obj/structure/inflatable/bullet_act(var/obj/item/projectile/Proj) health -= Proj.damage ..() if(health <= 0) deflate(1) return /obj/structure/inflatable/ex_act(severity) switch(severity) if(1.0) qdel(src) return if(2.0) deflate(1) return if(3.0) if(prob(50)) deflate(1) return /obj/structure/inflatable/blob_act() deflate(1) /obj/structure/inflatable/attack_hand(mob/user as mob) add_fingerprint(user) return /obj/structure/inflatable/proc/attack_generic(mob/user as mob, damage = 0) //used by attack_alien, attack_animal, and attack_slime health -= damage if(health <= 0) user.visible_message("[user] tears open [src]!") deflate(1) else //for nicer text~ user.visible_message("[user] tears at [src]!") /obj/structure/inflatable/attack_alien(mob/user as mob) if(islarva(user)) return attack_generic(user, 15) /obj/structure/inflatable/attack_animal(mob/user as mob) if(!isanimal(user)) return var/mob/living/simple_animal/M = user if(M.melee_damage_upper <= 0) return attack_generic(M, M.melee_damage_upper) /obj/structure/inflatable/attack_slime(mob/user as mob) var/mob/living/carbon/slime/S = user if(!S.is_adult) return attack_generic(user, rand(10, 15)) /obj/structure/inflatable/attackby(obj/item/weapon/W as obj, mob/user as mob, params) if(!istype(W)) return if(can_puncture(W)) visible_message("\red [user] pierces [src] with [W]!") deflate(1) if(W.damtype == BRUTE || W.damtype == BURN) hit(W.force) ..() return /obj/structure/inflatable/proc/hit(var/damage, var/sound_effect = 1) health = max(0, health - damage) if(sound_effect) playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1) if(health <= 0) deflate(1) /obj/structure/inflatable/AltClick() if(usr.stat || usr.restrained()) return if(!Adjacent(usr)) return deflate() /obj/structure/inflatable/proc/deflate(var/violent=0) playsound(loc, 'sound/machines/hiss.ogg', 75, 1) if(violent) visible_message("[src] rapidly deflates!") var/obj/item/inflatable/torn/R = new /obj/item/inflatable/torn(loc) src.transfer_fingerprints_to(R) qdel(src) else visible_message("[src] slowly deflates.") spawn(50) var/obj/item/inflatable/R = new /obj/item/inflatable(loc) src.transfer_fingerprints_to(R) qdel(src) /obj/structure/inflatable/verb/hand_deflate() set name = "Deflate" set category = "Object" set src in oview(1) if(usr.stat || usr.restrained()) return deflate() /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" /obj/item/inflatable/door/attack_self(mob/user) playsound(loc, 'sound/items/zip.ogg', 75, 1) to_chat(user, "\blue You inflate [src].") var/obj/structure/inflatable/door/R = new /obj/structure/inflatable/door(user.loc) src.transfer_fingerprints_to(R) R.add_fingerprint(user) qdel(src) /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" 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 as mob) return TryToSwitchState(user) /obj/structure/inflatable/door/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group) return state if(istype(mover, /obj/effect/beam)) return !opacity return !density /obj/structure/inflatable/door/CanAtmosPass(turf/T) return !density /obj/structure/inflatable/door/proc/TryToSwitchState(atom/user) if(isSwitchingStates) return if(ismob(user)) var/mob/M = user if(world.time - user.last_bumped <= 60) return //NOTE do we really need that? if(M.client) if(iscarbon(M)) var/mob/living/carbon/C = M if(!C.handcuffed) SwitchState() else SwitchState() else if(istype(user, /obj/mecha)) SwitchState() /obj/structure/inflatable/door/proc/SwitchState() if(state) Close() else Open() air_update_turf(1) /obj/structure/inflatable/door/proc/Open() isSwitchingStates = 1 //playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1) flick("door_opening",src) sleep(10) density = 0 opacity = 0 state = 1 update_icon() isSwitchingStates = 0 /obj/structure/inflatable/door/proc/Close() isSwitchingStates = 1 //playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1) flick("door_closing",src) sleep(10) density = 1 opacity = 0 state = 0 update_icon() isSwitchingStates = 0 /obj/structure/inflatable/door/update_icon() if(state) icon_state = "door_open" else icon_state = "door_closed" /obj/structure/inflatable/door/deflate(var/violent=0) playsound(loc, 'sound/machines/hiss.ogg', 75, 1) if(violent) visible_message("[src] rapidly deflates!") var/obj/item/inflatable/door/torn/R = new /obj/item/inflatable/door/torn(loc) src.transfer_fingerprints_to(R) qdel(src) else visible_message("[src] slowly deflates.") spawn(50) var/obj/item/inflatable/door/R = new /obj/item/inflatable/door(loc) src.transfer_fingerprints_to(R) qdel(src) air_update_turf(1) /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/attack_self(mob/user) to_chat(user, "The inflatable wall is too torn to be inflated!") 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/attack_self(mob/user) to_chat(user, "The inflatable door is too torn to be inflated!") add_fingerprint(user) /obj/item/weapon/storage/briefcase/inflatable name = "inflatable barrier box" desc = "Contains inflatable walls and doors." icon_state = "inf_box" item_state = "syringe_kit" max_combined_w_class = 21 w_class = 3 /obj/item/weapon/storage/briefcase/inflatable/New() ..() new /obj/item/inflatable/door(src) new /obj/item/inflatable/door(src) new /obj/item/inflatable/door(src) new /obj/item/inflatable(src) new /obj/item/inflatable(src) new /obj/item/inflatable(src) new /obj/item/inflatable(src)