Files
Paradise/code/game/objects/devices/chameleonproj.dm
T
mport2004@gmail.com 46a7143e3a Energy projectiles work again.
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-11 07:52:30 +00:00

109 lines
2.8 KiB
Plaintext

/obj/effect/dummy/chameleon
name = ""
desc = ""
density = 0
anchored = 1
var/can_move = 1
var/obj/item/device/chameleon/master = null
attackby()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
master.disrupt()
attack_hand()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
master.disrupt()
ex_act()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
master.disrupt()
bullet_act()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
..()
master.disrupt()
relaymove(var/mob/user, direction)
if(can_move)
can_move = 0
spawn(10) can_move = 1
step(src,direction)
return
/obj/item/device/chameleon
name = "chameleon-projector"
icon_state = "shield0"
flags = FPRINT | TABLEPASS| CONDUCT | USEDELAY | ONBELT
item_state = "electronic"
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = 2.0
origin_tech = "syndicate=4;magnets=4"
var/can_use = 1
var/obj/effect/dummy/chameleon/active_dummy = null
var/saved_item = "/obj/item/weapon/shard"
dropped()
disrupt()
attack_self()
toggle()
afterattack(atom/target, mob/user , flag)
if(istype(target,/obj/item))
playsound(src, 'flash.ogg', 100, 1, 1)
user << "\blue Scanned [target]."
saved_item = target.type
proc/toggle()
if(!can_use || !saved_item) return
if(active_dummy)
playsound(src, 'pop.ogg', 100, 1, 1)
for(var/atom/movable/A in active_dummy)
A.loc = get_turf(active_dummy)
if(ismob(A))
if(A:client)
A:client:eye = A
del(active_dummy)
active_dummy = null
usr << "\blue You deactivate the [src]."
var/obj/effect/overlay/T = new/obj/effect/overlay(get_turf(src))
T.icon = 'effects.dmi'
flick("emppulse",T)
spawn(8) del(T)
else
playsound(src, 'pop.ogg', 100, 1, 1)
var/obj/O = new saved_item (src)
if(!O) return
var/obj/effect/dummy/chameleon/C = new/obj/effect/dummy/chameleon(get_turf(src))
C.name = O.name
C.desc = O.desc
C.icon = O.icon
C.icon_state = O.icon_state
C.dir = O.dir
usr.loc = C
C.master = src
src.active_dummy = C
del(O)
usr << "\blue You activate the [src]."
var/obj/effect/overlay/T = new/obj/effect/overlay(get_turf(src))
T.icon = 'effects.dmi'
flick("emppulse",T)
spawn(8) del(T)
proc/disrupt()
if(active_dummy)
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
spark_system.start()
for(var/atom/movable/A in active_dummy)
A.loc = get_turf(active_dummy)
if(ismob(A))
if(A:client)
A:client:eye = A
del(active_dummy)
active_dummy = null
can_use = 0
spawn(100) can_use = 1