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58137cd7b8
* Replica syndicate space suit sprites
* Revert "Replica syndicate space suit sprites"
This reverts commit 1fb5cf68ac.
* You can grab stuff through tables again
* I must please the linter
* Morgue trays as well
---------
Co-authored-by: adrermail@gmail.com <adrermail@gmail.com>
99 lines
3.1 KiB
Plaintext
99 lines
3.1 KiB
Plaintext
/obj/item/beach_ball
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name = "beach ball"
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icon = 'icons/misc/beach.dmi'
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desc = "An inflatable ball of fun, enjoyed on many beaches."
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icon_state = "ball"
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item_state = "beachball"
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density = FALSE
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anchored = FALSE
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w_class = WEIGHT_CLASS_NORMAL
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force = 0
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throwforce = 0
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throw_speed = 1
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throw_range = 20
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flags = CONDUCT
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/// Whether `attack_self` will move ("dribble") it to the other hand
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var/dribbleable = FALSE // Most balls do not have a dribble animation
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/obj/item/beach_ball/attack_self(mob/user)
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if(!dribbleable)
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return
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if(!user.get_inactive_hand()) // We ballin
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user.unEquip(src)
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user.put_in_inactive_hand(src)
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else
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to_chat(user, "<span class='warning'>You can't dribble to an occupied hand!</span>")
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/obj/item/beach_ball/baseball
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name = "baseball"
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desc = "Take me out to the ball game."
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icon = 'icons/obj/basketball.dmi'
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icon_state = "baseball"
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item_state = "baseball"
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w_class = WEIGHT_CLASS_SMALL
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/obj/item/beach_ball/dodgeball
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name = "dodgeball"
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desc = "Used for playing the most violent and degrading of childhood games. This one is connected to the laser tag armour system."
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icon = 'icons/obj/basketball.dmi'
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icon_state = "dodgeball"
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item_state = "dodgeball"
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dribbleable = TRUE
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var/list/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
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/obj/item/beach_ball/dodgeball/throw_impact(atom/hit_atom)
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. = ..()
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var/mob/living/carbon/human/M = hit_atom
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if(ishuman(hit_atom) && (M.wear_suit?.type in suit_types))
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if(M.is_holding(src))
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return
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playsound(src, 'sound/items/dodgeball.ogg', 50, 1)
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M.KnockDown(6 SECONDS)
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/obj/item/beach_ball/holoball
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name = "basketball"
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desc = "Here's your chance, do your dance at the Space Jam."
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icon = 'icons/obj/basketball.dmi'
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icon_state = "basketball"
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item_state = "basketball"
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dribbleable = TRUE
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w_class = WEIGHT_CLASS_BULKY //Stops people from hiding it in their bags/pockets
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/obj/structure/holohoop
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name = "basketball hoop"
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desc = "Boom, Shakalaka!"
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icon = 'icons/obj/basketball.dmi'
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icon_state = "hoop"
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anchored = TRUE
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density = TRUE
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pass_flags_self = LETPASSTHROW | PASSTAKE
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/obj/structure/holohoop/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/grab) && get_dist(src, user) <= 1)
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var/obj/item/grab/G = W
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if(G.state < GRAB_AGGRESSIVE)
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to_chat(user, "<span class='warning'>You need a better grip to do that!</span>")
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return
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G.affecting.forceMove(loc)
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G.affecting.Weaken(10 SECONDS)
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visible_message("<span class='warning'>[G.assailant] dunks [G.affecting] into [src]!</span>")
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qdel(W)
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return
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else if(isitem(W) && get_dist(src,user) <= 1)
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user.drop_item(src)
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visible_message("<span class='notice'>[user] dunks [W] into [src]!</span>")
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return
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/obj/structure/holohoop/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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if(isitem(AM) && !isprojectile(AM))
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var/atom/movable/thrower = throwingdatum?.get_thrower()
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if(prob(50) || HAS_TRAIT(thrower, TRAIT_BADASS))
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AM.forceMove(get_turf(src))
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visible_message("<span class='notice'>Swish! [AM] lands in [src].</span>")
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else
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visible_message("<span class='danger'>[AM] bounces off of [src]'s rim!</span>")
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return ..()
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else
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return ..()
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