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* Add exception if item is in gripper * Add transformation from list to params, for corret work of melee_attack_chain function
562 lines
19 KiB
Plaintext
562 lines
19 KiB
Plaintext
/obj/structure/closet
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name = "closet"
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desc = "It's a basic storage unit."
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icon = 'icons/obj/closet.dmi'
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icon_state = "generic"
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density = TRUE
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max_integrity = 200
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integrity_failure = 50
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armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, RAD = 0, FIRE = 70, ACID = 60)
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var/icon_closed
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var/icon_opened
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/// Overwrites icon_state for the opened door sprite. Only necessary if the opened door sprite has a different name than the icon_state.
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var/opened_door_sprite
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/// Overwrites icon_state for the closed door sprite. Only necessary if the closed door sprite has a different name than the icon_state.
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var/closed_door_sprite
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/// Added to initial(icon_state) if not null. Used for IC customization, e.g. when painting cardboard boxes.
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var/custom_skin
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var/opened = FALSE
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var/welded = FALSE
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var/locked = FALSE
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var/large = TRUE
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var/can_be_emaged = FALSE
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var/wall_mounted //never solid (You can always pass over it)
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var/lastbang
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var/open_sound = 'sound/machines/closet_open.ogg'
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var/close_sound = 'sound/machines/closet_close.ogg'
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var/open_sound_volume = 35
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var/close_sound_volume = 50
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var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate then open it in a populated area to crash clients.
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var/material_drop = /obj/item/stack/sheet/metal
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var/material_drop_amount = 2
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var/transparent
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var/secure = FALSE
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/// The overlay for the closet's door
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var/obj/effect/overlay/closet_door/door_obj
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/// Whether or not this door is being animated
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var/is_animating_door = FALSE
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/// Vertical squish of the door
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var/door_anim_squish = 0.30
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/// The maximum angle the door will be drawn at
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var/door_anim_angle = 136
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/// X position of the closet door hinge
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var/door_hinge_x = -6.5
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/// Amount of time it takes for the door animation to play
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var/door_anim_time = 2.0 // set to 0 to make the door not animate at all
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/// Whether this closet uses a door overlay at all. If `FALSE`, it'll switch to a system where the entire icon_state is replaced with `[icon_state]_open` instead.
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var/enable_door_overlay = TRUE
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/// Whether this closet uses a door overlay for when it is opened
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var/has_opened_overlay = TRUE
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/// Whether this closet uses a door overlay for when it is closed
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var/has_closed_overlay = TRUE
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// Please dont override this unless you absolutely have to
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/obj/structure/closet/Initialize(mapload)
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. = ..()
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if(mapload && !opened)
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// Youre probably asking, why is this a 0 seconds timer AA?
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// Well, I will tell you. One day, all /obj/effect/spawner will use Initialize
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// This includes maint loot spawners. The problem with that is if a closet loads before a spawner,
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// the loot will just be in a pile. Adding a timer with 0 delay will cause it to only take in contents once the MC has loaded,
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// therefore solving the issue on mapload. During rounds, everything will happen as normal
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addtimer(CALLBACK(src, PROC_REF(take_contents)), 0)
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populate_contents() // Spawn all its stuff
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update_icon() // Set it to the right icon if needed
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/obj/structure/closet/update_icon()
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. = ..()
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if(!enable_door_overlay)
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if(opened)
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icon_state = "[initial(icon_state)][custom_skin]_open"
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else
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icon_state = "[initial(icon_state)][custom_skin]"
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/obj/structure/closet/proc/closet_update_overlays(list/new_overlays)
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. = new_overlays
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if(enable_door_overlay && !is_animating_door)
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if(opened && has_opened_overlay)
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var/mutable_appearance/door_overlay = mutable_appearance(icon, "[opened_door_sprite || icon_state]_opened", alpha = src.alpha)
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. += door_overlay
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door_overlay.overlays += emissive_blocker(door_overlay.icon, door_overlay.icon_state, alpha = door_overlay.alpha) // If we don't do this the door doesn't block emissives and it looks weird.
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else if(!opened && has_closed_overlay)
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. += "[closed_door_sprite || icon_state]_closed"
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if(opened)
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return
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if(welded)
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. += "welded"
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if(broken || !secure || is_animating_door)
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return
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//Overlay is similar enough for both that we can use the same mask for both
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. += emissive_appearance(icon, "locked", alpha = src.alpha)
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. += locked ? "locked" : "unlocked"
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/// Animates the closet door opening and closing
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/obj/structure/closet/proc/animate_door(closing = FALSE)
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if(!door_anim_time)
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return
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if(!door_obj)
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door_obj = new
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var/default_door_icon = "[closed_door_sprite || icon_state]_closed"
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vis_contents += door_obj
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door_obj.icon = icon
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door_obj.icon_state = default_door_icon
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is_animating_door = TRUE
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var/num_steps = door_anim_time / world.tick_lag
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for(var/step in 0 to num_steps)
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var/angle = door_anim_angle * (closing ? 1 - (step / num_steps) : (step / num_steps))
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var/matrix/door_transform = get_door_transform(angle)
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var/door_state
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var/door_layer
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if(angle >= 90)
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door_state = "[opened_door_sprite || icon_state]_back"
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door_layer = FLOAT_LAYER
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else
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door_state = "[closed_door_sprite || icon_state]_closed"
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door_layer = ABOVE_MOB_LAYER
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if(step == 0)
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door_obj.transform = door_transform
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door_obj.icon_state = door_state
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door_obj.layer = door_layer
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else if(step == 1)
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animate(door_obj, transform = door_transform, icon_state = door_state, layer = door_layer, time = world.tick_lag, flags = ANIMATION_END_NOW)
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else
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animate(transform = door_transform, icon_state = door_state, layer = door_layer, time = world.tick_lag)
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addtimer(CALLBACK(src, PROC_REF(end_door_animation)), door_anim_time, TIMER_UNIQUE|TIMER_OVERRIDE)
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/// Ends the door animation and removes the animated overlay
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/obj/structure/closet/proc/end_door_animation()
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is_animating_door = FALSE
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vis_contents -= door_obj
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update_icon()
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COMPILE_OVERLAYS(src)
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/// Calculates the matrix to be applied to the animated door overlay
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/obj/structure/closet/proc/get_door_transform(angle)
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var/matrix/door_matrix = matrix()
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door_matrix.Translate(-door_hinge_x, 0)
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door_matrix.Multiply(matrix(cos(angle), 0, 0, -sin(angle) * door_anim_squish, 1, 0))
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door_matrix.Translate(door_hinge_x, 0)
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return door_matrix
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// Override this to spawn your things in. This lets you use probabilities, and also doesnt cause init overrides
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/obj/structure/closet/proc/populate_contents()
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return
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// This is called on Initialize to add contents on the tile
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/obj/structure/closet/proc/take_contents()
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var/itemcount = 0
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for(var/obj/item/I in loc)
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if(I.density || I.anchored || I == src) continue
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I.forceMove(src)
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// Ensure the storage cap is respected
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if(++itemcount >= storage_capacity)
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break
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// Fix for #383 - C4 deleting fridges with corpses
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/obj/structure/closet/Destroy(force)
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if(!force)
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dump_contents()
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QDEL_NULL(door_obj)
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return ..()
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/obj/structure/closet/CanPass(atom/movable/mover, border_dir)
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if(wall_mounted)
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return TRUE
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return (!density)
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/obj/structure/closet/proc/can_open()
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if(welded)
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return FALSE
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return TRUE
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/obj/structure/closet/proc/can_close()
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for(var/obj/structure/closet/closet in get_turf(src))
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if(closet != src && closet.anchored != 1)
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return FALSE
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for(var/mob/living/simple_animal/hostile/megafauna/M in get_turf(src))
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return FALSE
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return TRUE
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/obj/structure/closet/proc/dump_contents()
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var/turf/T = get_turf(src)
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for(var/mob/AM1 in src) //Does the same as below but removes the mobs first to avoid forcing players to step on items in the locker (e.g. soap) when opened.
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AM1.forceMove(T)
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if(throwing) // you keep some momentum when getting out of a thrown closet
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step(AM1, dir)
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for(var/atom/movable/AM2 in src)
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AM2.forceMove(T)
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if(throwing) // you keep some momentum when getting out of a thrown closet
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step(AM2, dir)
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if(throwing)
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throwing.finalize(FALSE)
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/obj/structure/closet/extinguish_light(force)
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for(var/atom/A in contents)
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A.extinguish_light(force)
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/obj/structure/closet/proc/open(mob/user)
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if(!can_open())
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return
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if(opened)
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return
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welded = FALSE
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locked = FALSE
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playsound(loc, open_sound, open_sound_volume, TRUE, -3)
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opened = TRUE
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density = FALSE
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dump_contents()
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if(enable_door_overlay)
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animate_door(FALSE)
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update_appearance()
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return TRUE
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/obj/structure/closet/proc/close(mob/user)
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if(!opened)
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return FALSE
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if(!can_close())
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return FALSE
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var/itemcount = 0
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var/temp_capacity = storage_capacity
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if(user && user.mind && HAS_TRAIT(user.mind, TRAIT_PACK_RAT))
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temp_capacity *= 1.5
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//Cham Projector Exception
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for(var/obj/effect/dummy/chameleon/AD in loc)
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if(itemcount >= temp_capacity)
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break
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AD.forceMove(src)
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itemcount++
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for(var/obj/item/I in loc)
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if(itemcount >= temp_capacity)
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break
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if(!I.anchored)
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I.forceMove(src)
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itemcount++
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for(var/mob/M in loc)
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if(itemcount >= temp_capacity)
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break
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if(isobserver(M))
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continue
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if(istype(M, /mob/living/simple_animal/bot/mulebot) || iscameramob(M))
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continue
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if(M.buckled || M.anchored || M.has_buckled_mobs())
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continue
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if(is_ai(M))
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continue
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M.forceMove(src)
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itemcount++
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opened = FALSE
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playsound(loc, close_sound, close_sound_volume, TRUE, -3)
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if(enable_door_overlay)
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animate_door(TRUE)
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update_appearance()
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density = TRUE
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return TRUE
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/obj/structure/closet/proc/toggle(mob/user)
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if(!(opened ? close(user) : open()))
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to_chat(user, "<span class='notice'>It won't budge!</span>")
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/obj/structure/closet/proc/bust_open()
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welded = FALSE //applies to all lockers
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locked = FALSE //applies to critter crates and secure lockers only
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broken = TRUE //applies to secure lockers only
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open()
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/obj/structure/closet/deconstruct(disassembled = TRUE)
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if(ispath(material_drop) && material_drop_amount && !(flags & NODECONSTRUCT))
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new material_drop(loc, material_drop_amount)
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qdel(src)
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/obj/structure/closet/obj_break(damage_flag)
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if(!broken && !(flags & NODECONSTRUCT))
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bust_open()
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/obj/structure/closet/attackby__legacy__attackchain(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/rcs) && !opened)
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var/obj/item/rcs/E = W
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E.try_send_container(user, src)
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return
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if(opened)
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if(istype(W, /obj/item/grab))
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var/obj/item/grab/G = W
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if(large)
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MouseDrop_T(G.affecting, user) //act like they were dragged onto the closet
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else
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to_chat(user, "<span class='notice'>[src] is too small to stuff [G.affecting] into!</span>")
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if(istype(W, /obj/item/tk_grab))
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return FALSE
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if(user.a_intent != INTENT_HELP) // Stops you from putting your baton in the closet on accident
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return
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if(isrobot(user) && !istype(W.loc, /obj/item/gripper))
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return
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if(!user.drop_item()) //couldn't drop the item
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to_chat(user, "<span class='notice'>\The [W] is stuck to your hand, you cannot put it in \the [src]!</span>")
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return
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if(W.loc != user.loc)
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// It went somewhere else, don't teleport it back.
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return
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if(W)
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W.forceMove(loc)
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return TRUE // It's resolved. No afterattack needed. Stops you from emagging lockers when putting in an emag
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else if(can_be_emaged && (istype(W, /obj/item/card/emag) || istype(W, /obj/item/melee/energy/blade) && !broken))
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emag_act(user)
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else if(istype(W, /obj/item/stack/package_wrap))
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return
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else if(user.a_intent != INTENT_HARM)
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closed_item_click(user)
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else
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return ..()
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// What happens when the closet is attacked by a random item not on harm mode
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/obj/structure/closet/proc/closed_item_click(mob/user)
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attack_hand(user)
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/obj/structure/closet/welder_act(mob/user, obj/item/I)
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. = TRUE
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if(!opened && user.loc == src)
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to_chat(user, "<span class='warning'>You can't weld [src] from inside!</span>")
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return
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if(!I.tool_use_check(user, 0))
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return
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if(opened)
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WELDER_ATTEMPT_SLICING_MESSAGE
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if(I.use_tool(src, user, 40, volume = I.tool_volume))
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WELDER_SLICING_SUCCESS_MESSAGE
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deconstruct(TRUE)
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return
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else
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var/adjective = welded ? "open" : "shut"
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user.visible_message("<span class='notice'>[user] begins welding [src] [adjective]...</span>", "<span class='notice'>You begin welding [src] [adjective]...</span>", "<span class='warning'>You hear welding.</span>")
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if(I.use_tool(src, user, 15, volume = I.tool_volume))
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if(opened)
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to_chat(user, "<span class='notice'>Keep [src] shut while doing that!</span>")
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return
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user.visible_message("<span class='notice'>[user] welds [src] [adjective]!</span>", "<span class='notice'>You weld [src] [adjective]!</span>")
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welded = !welded
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update_icon()
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return
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/obj/structure/closet/MouseDrop_T(atom/movable/O, mob/living/user)
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..()
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if(is_screen_atom(O)) //fix for HUD elements making their way into the world -Pete
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return
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if(O.loc == user)
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return
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if(user.restrained() || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
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return
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if((!istype(O, /atom/movable) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src)))
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return
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if(!ishuman(user) && !isrobot(user)) //No ghosts, you cannot shove people into fucking lockers
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return
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if(user.loc==null) // just in case someone manages to get a closet into the blue light dimension, as unlikely as that seems
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return
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if(!isturf(user.loc)) // are you in a container/closet/pod/etc?
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return
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if(!opened)
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return
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if(istype(O, /obj/structure/closet))
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return
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step_towards(O, loc)
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if(user != O)
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user.visible_message("<span class='danger'>[user] stuffs [O] into [src]!</span>", "<span class='danger'>You stuff [O] into [src]!</span>")
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add_fingerprint(user)
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return TRUE
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/obj/structure/closet/attack_ai(mob/user)
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if(isrobot(user) && Adjacent(user)) //Robots can open/close it, but not the AI
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attack_hand(user)
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/obj/structure/closet/relaymove(mob/user)
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if(user.stat || !isturf(loc))
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return
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if(!open())
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to_chat(user, "<span class='notice'>It won't budge!</span>")
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if(!lastbang)
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lastbang = 1
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for(var/mob/M in hearers(src, null))
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to_chat(M, "<FONT size=[max(0, 5 - get_dist(src, M))]>BANG, bang!</FONT>")
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spawn(30)
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lastbang = 0
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/obj/structure/closet/attack_hand(mob/user)
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add_fingerprint(user)
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toggle(user)
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/obj/structure/closet/attack_animal(mob/living/user)
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if(user.a_intent == INTENT_HARM || welded || locked)
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return ..()
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if(!user.mind) // Stops mindless mobs from opening lockers + endlessly opening/closing crates instead of attacking
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return ..()
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if(user.mob_size < MOB_SIZE_HUMAN)
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return ..()
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add_fingerprint(user)
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toggle(user)
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/obj/structure/closet/attack_alien(mob/user)
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if(user.a_intent == INTENT_HARM || welded || locked)
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return ..()
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if(!user.mind)
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return ..()
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add_fingerprint(user)
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toggle(user)
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/obj/structure/closet/attack_ghost(mob/user)
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if(user.can_advanced_admin_interact())
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toggle(user)
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// tk grab then use on self
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/obj/structure/closet/attack_self_tk(mob/user)
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add_fingerprint(user)
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toggle(user)
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/obj/structure/closet/update_overlays()
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. = ..()
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closet_update_overlays(.)
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// Objects that try to exit a locker by stepping were doing so successfully,
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// and due to an oversight in turf/Enter() were going through walls. That
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// should be independently resolved, but this is also an interesting twist.
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/obj/structure/closet/Exit(atom/movable/AM)
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open()
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if(AM.loc == src)
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return FALSE
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return TRUE
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/obj/structure/closet/container_resist(mob/living/L)
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var/breakout_time = 2 MINUTES
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if(opened)
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if(L.loc == src)
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L.forceMove(get_turf(src)) // Let's just be safe here
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return //Door's open... wait, why are you in it's contents then?
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if(!welded)
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open() //for cardboard boxes
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return //closed but not welded...
|
|
// else Meh, lets just keep it at 2 minutes for now
|
|
// breakout_time++ //Harder to get out of welded lockers than locked lockers
|
|
|
|
//okay, so the closet is either welded or locked... resist!!!
|
|
to_chat(L, "<span class='warning'>You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time / 600] minutes)</span>")
|
|
for(var/mob/O in viewers(usr.loc))
|
|
O.show_message("<span class='danger'>[src] begins to shake violently!</span>", 1)
|
|
|
|
|
|
spawn(0)
|
|
if(do_after(L, breakout_time, target = src, allow_moving = TRUE, allow_moving_target = TRUE))
|
|
if(!src || !L || L.stat != CONSCIOUS || L.loc != src || opened) //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened
|
|
return
|
|
|
|
//Perform the same set of checks as above for weld and lock status to determine if there is even still a point in 'resisting'...
|
|
if(!welded)
|
|
return
|
|
|
|
//Well then break it!
|
|
welded = FALSE
|
|
update_icon()
|
|
to_chat(usr, "<span class='warning'>You successfully break out!</span>")
|
|
for(var/mob/O in viewers(L.loc))
|
|
O.show_message("<span class='danger'>\the [usr] successfully broke out of \the [src]!</span>", 1)
|
|
if(istype(loc, /obj/structure/big_delivery)) //nullspace ect.. read the comment above
|
|
var/obj/structure/big_delivery/BD = loc
|
|
BD.attack_hand(usr)
|
|
open()
|
|
|
|
/obj/structure/closet/get_remote_view_fullscreens(mob/user)
|
|
if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
|
|
user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/stretch/impaired, 1)
|
|
|
|
/obj/structure/closet/ex_act(severity)
|
|
for(var/atom/A in contents)
|
|
A.ex_act(severity)
|
|
CHECK_TICK
|
|
..()
|
|
|
|
/obj/structure/closet/singularity_act()
|
|
dump_contents()
|
|
..()
|
|
|
|
/obj/structure/closet/AllowDrop()
|
|
return TRUE
|
|
|
|
/obj/structure/closet/force_eject_occupant(mob/target)
|
|
// Its okay to silently teleport mobs out of lockers, since the only thing affected is their contents list.
|
|
return
|
|
|
|
/obj/structure/closet/shove_impact(mob/living/target, mob/living/attacker)
|
|
if(opened && can_close())
|
|
target.forceMove(src)
|
|
visible_message("<span class='danger'>[attacker] shoves [target] inside [src]!</span>", "<span class='warning'>You hear a thud, and something clangs shut.</span>")
|
|
close(attacker)
|
|
add_attack_logs(attacker, target, "shoved into [src]")
|
|
return TRUE
|
|
|
|
if(!opened && can_open())
|
|
open()
|
|
visible_message("<span class='danger'>[attacker] shoves [target] against [src], knocking it open!</span>")
|
|
target.KnockDown(3 SECONDS)
|
|
return TRUE
|
|
|
|
return ..()
|
|
|
|
/obj/structure/closet/bluespace
|
|
name = "bluespace closet"
|
|
desc = "An experimental storage unit which defies several conventional laws of physics. It appears to only tenuously exist on this plane of reality, allowing it to phase through anything less solid than a wall."
|
|
density = FALSE
|
|
icon_state = "bluespace"
|
|
storage_capacity = 60
|
|
var/materials = list(MAT_METAL = 5000, MAT_PLASMA = 2500, MAT_TITANIUM = 500, MAT_BLUESPACE = 500)
|
|
|
|
/obj/structure/closet/bluespace/Initialize(mapload)
|
|
. = ..()
|
|
var/static/list/loc_connections = list(
|
|
COMSIG_ATOM_ENTERED = PROC_REF(UpdateTransparency),
|
|
COMSIG_ATOM_EXITED = PROC_REF(UpdateTransparency),
|
|
)
|
|
|
|
AddElement(/datum/element/connect_loc, loc_connections)
|
|
|
|
/obj/structure/closet/bluespace/proc/UpdateTransparency()
|
|
SIGNAL_HANDLER // COMSIG_ATOM_ENTERED + COMSIG_ATOM_EXITED
|
|
transparent = FALSE
|
|
if(!get_turf(loc))
|
|
return
|
|
|
|
for(var/atom/A in loc)
|
|
if(A.density && A != src)
|
|
transparent = TRUE
|
|
alpha = 180
|
|
update_icon()
|
|
return
|
|
alpha = 255
|
|
update_icon()
|
|
|
|
/obj/structure/closet/bluespace/Move(NewLoc, direct) // Allows for "phasing" throug objects but doesn't allow you to stuff your EOC homebois in one of these and push them through walls.
|
|
var/turf/T = get_turf(NewLoc)
|
|
if(T.density)
|
|
return
|
|
for(var/atom/A in T.contents)
|
|
if(A.density && isairlock(A))
|
|
return
|
|
|
|
. = ..()
|
|
|
|
UpdateTransparency()
|
|
|
|
/obj/structure/closet/bluespace/close()
|
|
. = ..()
|
|
density = FALSE
|