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Adrer 58137cd7b8 [FIX] It's possible to pick up stuff behind tables again (#26144)
* 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

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Co-authored-by: adrermail@gmail.com <adrermail@gmail.com>
2024-07-05 17:57:20 +00:00

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