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kyunkyunkyun b0463d3c83 Convert most spans to defines (#31080)
* spanish?

* aaaagain

* keep maptext

* Update robot_items.dm

* Update span_defines.dm

* compiles

* Update silicon_mob.dm

* compile
2025-12-13 23:55:48 +00:00

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/obj/structure/closet/coffin
name = "coffin"
desc = "It's a burial receptacle for the dearly departed."
icon_state = "coffin"
enable_door_overlay = FALSE
door_anim_time = 0
resistance_flags = FLAMMABLE
max_integrity = 70
material_drop = /obj/item/stack/sheet/wood
open_sound = 'sound/machines/wooden_closet_open.ogg'
close_sound = 'sound/machines/wooden_closet_close.ogg'
open_sound_volume = 25
/obj/structure/closet/coffin/sarcophagus
name = "sarcophagus"
icon_state = "sarc"
open_sound = 'sound/effects/stonedoor_openclose.ogg'
close_sound = 'sound/effects/stonedoor_openclose.ogg'
material_drop = /obj/item/stack/sheet/mineral/sandstone
/obj/structure/closet/coffin/vampire
max_integrity = 500
anchored = TRUE
armor = list(MELEE = 200, BULLET = 200, LASER = 80, ENERGY = 200, BOMB = 200, RAD = 200, FIRE = 80, ACID = 200) // just burn it
custom_fire_overlay = " " // gets rid of regular SSfires overlay, setting it on fire uses something completely different
/// Owner of the coffin
var/mob/vampire
/// Is the coffin being set on fire?
var/igniting = FALSE
/// Last time the vampire was warned of the attack
COOLDOWN_DECLARE(fire_act_cooldown)
/obj/structure/closet/coffin/vampire/Initialize(mapload, mob/user)
. = ..()
name = "\proper the coffin of [user.mind.name]"
desc += "<br>This coffin's owner may not actually have been dear to anyone, or even departed quite yet.<br>\
[SPAN_WARNING("It appears impervious to everything but lasers and fire! Especially fire!")]"
vampire = user
/obj/structure/closet/coffin/vampire/welder_act(mob/user, obj/item/I)
if(igniting)
return ITEM_INTERACT_COMPLETE
if(!I.tool_use_check(user, 30)) // it's a cursed coffin, you will need something better than a maintenance welder to ignite it
return ITEM_INTERACT_COMPLETE
igniting = TRUE
to_chat(user, SPAN_NOTICE("You attempt to set [src] on fire with [I]."))
to_chat(vampire, SPAN_WARNING("Your lair is being attacked!"))
if(do_after(user, 15 SECONDS, target = src))
fire_act()
igniting = FALSE
return ITEM_INTERACT_COMPLETE
/obj/structure/closet/coffin/vampire/bullet_act(obj/projectile/P)
if(!P.immolate)
return ..()
fire_act()
return ..()
/obj/structure/closet/coffin/vampire/fire_act()
. = ..()
if(!COOLDOWN_FINISHED(src, fire_act_cooldown))
return
to_chat(vampire, SPAN_WARNING("Your lair is being attacked!"))
switch(rand(1, 4))
if(1)
visible_message(SPAN_DANGER("The wood howls as fire bursts out from seemingly nowhere!"))
playsound(src, "sound/goonstation/voice/howl.ogg", 30)
if(2 to 3)
visible_message(SPAN_DANGER("The wood hisses as fire bursts out from seemingly nowhere!"))
if(prob(50))
playsound(src, "sound/effects/unathihiss.ogg", 30)
else
playsound(src, "sound/effects/tajaranhiss.ogg", 30)
if(4)
visible_message(SPAN_DANGER("The wood growls as fire bursts out from seemingly nowhere!"))
playsound(src, 'sound/goonstation/voice/growl3.ogg', 30)
var/turf/new_fire = pick(oview(2, src))
new /obj/effect/fire(get_turf(new_fire), T20C, 30 SECONDS, 1)
new /obj/effect/fire(loc, T20C, 30 SECONDS, 1)
COOLDOWN_START(src, fire_act_cooldown, 10 SECONDS)
/obj/structure/closet/coffin/vampire/burn()
playsound(src, 'sound/hallucinations/wail.ogg', 20, extrarange = SOUND_RANGE_SET(5))
visible_message(SPAN_DANGER("Fire bursts out from [name] as it falls apart!"))
for(var/turf/T in range(1, src))
new /obj/effect/fire(T, T20C, 30 SECONDS, 1)
..()