//holographic signs and barriers /obj/structure/holosign name = "holo sign" icon = 'icons/effects/effects.dmi' anchored = TRUE max_integrity = 1 armor = list("melee" = 0, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0) var/obj/item/holosign_creator/projector /obj/structure/holosign/New(loc, source_projector) if(source_projector) projector = source_projector projector.signs += src ..() /obj/structure/holosign/Destroy() if(projector) projector.signs -= src projector = null return ..() /obj/structure/holosign/attack_hand(mob/living/user) . = ..() if(.) return user.do_attack_animation(src) user.changeNext_move(CLICK_CD_MELEE) take_damage(5 , BRUTE, "melee", 1) /obj/structure/holosign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) playsound(loc, 'sound/weapons/egloves.ogg', 80, 1) if(BURN) playsound(loc, 'sound/weapons/egloves.ogg', 80, 1) /obj/structure/holosign/wetsign name = "wet floor sign" desc = "The words flicker as if they mean nothing." icon_state = "holosign" /obj/structure/holosign/barrier name = "holo barrier" desc = "A short holographic barrier which can only be passed by walking." icon_state = "holosign_sec" pass_flags = LETPASSTHROW density = TRUE max_integrity = 20 var/allow_walk = TRUE //can we pass through it on walk intent /obj/structure/holosign/barrier/CanPass(atom/movable/mover, turf/target) if(!density) return TRUE if(mover.pass_flags & (PASSGLASS|PASSTABLE|PASSGRILLE)) return TRUE if(iscarbon(mover)) var/mob/living/carbon/C = mover if(allow_walk && C.m_intent == MOVE_INTENT_WALK) return TRUE /obj/structure/holosign/barrier/engineering icon_state = "holosign_engi" /obj/structure/holosign/barrier/atmos name = "holo firelock" desc = "A holographic barrier resembling a firelock. Though it does not prevent solid objects from passing through, gas is kept out." icon_state = "holo_firelock" density = FALSE layer = ABOVE_MOB_LAYER anchored = TRUE layer = ABOVE_MOB_LAYER alpha = 150 /obj/structure/holosign/barrier/atmos/New() ..() air_update_turf(TRUE) /obj/structure/holosign/barrier/atmos/CanAtmosPass(turf/T) return FALSE /obj/structure/holosign/barrier/atmos/Destroy() var/turf/T = get_turf(src) . = ..() T.air_update_turf(TRUE) /obj/structure/holosign/barrier/cyborg name = "Energy Field" desc = "A fragile energy field that blocks movement. Excels at blocking lethal projectiles." density = TRUE max_integrity = 10 allow_walk = FALSE /obj/structure/holosign/barrier/cyborg/bullet_act(obj/item/projectile/P) take_damage((P.damage / 5) , BRUTE, "melee", 1) //Doesn't really matter what damage flag it is. if(istype(P, /obj/item/projectile/energy/electrode)) take_damage(10, BRUTE, "melee", 1) //Tasers aren't harmful. if(istype(P, /obj/item/projectile/beam/disabler)) take_damage(5, BRUTE, "melee", 1) //Disablers aren't harmful. /obj/structure/holosign/barrier/cyborg/hacked name = "Charged Energy Field" desc = "A powerful energy field that blocks movement. Energy arcs off it." max_integrity = 20 var/shockcd = 0 /obj/structure/holosign/barrier/cyborg/hacked/bullet_act(obj/item/projectile/P) take_damage(P.damage, BRUTE, "melee", 1) //Yeah no this doesn't get projectile resistance. /obj/structure/holosign/barrier/cyborg/hacked/proc/cooldown() shockcd = FALSE /obj/structure/holosign/barrier/cyborg/hacked/attack_hand(mob/living/user) . = ..() if(.) return if(!shockcd) if(isliving(user)) var/mob/living/M = user M.electrocute_act(15, "Energy Barrier", safety = TRUE) shockcd = TRUE addtimer(CALLBACK(src, .proc/cooldown), 5) /obj/structure/holosign/barrier/cyborg/hacked/Bumped(atom/movable/AM) if(shockcd) return if(!isliving(AM)) return var/mob/living/M = AM M.electrocute_act(15, "Energy Barrier", safety = TRUE) shockcd = TRUE addtimer(CALLBACK(src, .proc/cooldown), 5)