/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 /obj/item/inflatable/detailed_examine() return "Inflate by using it in your hand. The inflatable barrier will inflate on your tile. To deflate it, use the 'deflate' verb." /obj/item/inflatable/attack_self(mob/user) playsound(loc, 'sound/items/zip.ogg', 75, 1) to_chat(user, "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 max_integrity = 50 icon = 'icons/obj/inflatable.dmi' icon_state = "wall" var/torn = /obj/item/inflatable/torn var/intact = /obj/item/inflatable /obj/structure/inflatable/detailed_examine() return "To remove these safely, use the 'deflate' verb. Hitting these with any objects will probably puncture and break it forever." /obj/structure/inflatable/Initialize(location) ..() air_update_turf(TRUE) /obj/structure/inflatable/Destroy() var/turf/T = get_turf(src) . = ..() T.air_update_turf(TRUE) /obj/structure/inflatable/CanPass(atom/movable/mover, turf/target, height=0) return 0 /obj/structure/inflatable/CanAtmosPass(turf/T) return !density /obj/structure/inflatable/attack_hand(mob/user) add_fingerprint(user) /obj/structure/inflatable/attackby(obj/item/I, mob/living/user, params) if(I.sharp || is_type_in_typecache(I, GLOB.pointed_types)) user.do_attack_animation(src, used_item = I) deconstruct(FALSE) return FALSE return ..() /obj/structure/inflatable/AltClick() if(usr.stat || usr.restrained()) return if(!Adjacent(usr)) return deconstruct(TRUE) /obj/structure/inflatable/deconstruct(disassembled = TRUE) playsound(loc, 'sound/machines/hiss.ogg', 75, 1) if(!disassembled) visible_message("[src] rapidly deflates!") var/obj/item/inflatable/torn/R = new torn(loc) transfer_fingerprints_to(R) qdel(src) else visible_message("[src] slowly deflates.") addtimer(CALLBACK(src, .proc/deflate), 5 SECONDS) /obj/structure/inflatable/proc/deflate() var/obj/item/inflatable/R = new intact(loc) 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 deconstruct(TRUE) /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, "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" torn = /obj/item/inflatable/door/torn intact = /obj/item/inflatable/door var/state = 0 //closed, 1 == open var/isSwitchingStates = 0 /obj/structure/inflatable/door/detailed_examine() return "Click the door to open or close it. It only stops air while closed.
\ To remove these safely, use the 'deflate' verb. Hitting these with any objects will probably puncture and break it forever." /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) 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/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/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 = WEIGHT_CLASS_NORMAL /obj/item/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)