Files
Paradise/code/game/objects/effects/effects.dm
Qwertytoforty 8dcb2c1a0f Prevents final summon rune by being cleaned by normal methods (#16224)
* Prevents final summon rune by being cleaned by normal methods

* Makes it a proc

* Moves cleanable, makes it work with space cleaner
2021-07-08 22:20:32 +01:00

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//objects in /obj/effect should never be things that are attackable, use obj/structure instead.
//Effects are mostly temporary visual effects like sparks, smoke, as well as decals, etc...
/obj/effect
icon = 'icons/effects/effects.dmi'
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
move_resist = INFINITY
anchored = 1
can_be_hit = FALSE
/obj/effect/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
return
/obj/effect/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE)
return FALSE
/obj/effect/singularity_act()
qdel(src)
return FALSE
/obj/effect/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
return
/obj/effect/acid_act()
return
/obj/effect/proc/is_cleanable() //Called when you want to clean something, and usualy delete it after
return FALSE
/obj/effect/mech_melee_attack(obj/mecha/M)
return 0
/obj/effect/blob_act(obj/structure/blob/B)
return
/obj/effect/experience_pressure_difference()
return
/obj/effect/ex_act(severity)
switch(severity)
if(1)
qdel(src)
if(2)
if(prob(60))
qdel(src)
if(3)
if(prob(25))
qdel(src)
/**
* # The abstract object
*
* This is an object that is intended to able to be placed, but that is completely invisible.
* The object should be immune to all forms of damage, or things that can delete it, such as the singularity, or explosions.
*/
/obj/effect/abstract
name = "Abstract object"
invisibility = INVISIBILITY_ABSTRACT
layer = TURF_LAYER
density = FALSE
icon = null
icon_state = null
// Most of these overrides procs below are overkill, but better safe than sorry.
/obj/effect/abstract/swarmer_act()
return
/obj/effect/abstract/bullet_act(obj/item/projectile/P)
return
/obj/effect/abstract/decompile_act(obj/item/matter_decompiler/C, mob/user)
return
/obj/effect/abstract/singularity_act()
return
/obj/effect/abstract/narsie_act()
return
/obj/effect/abstract/ex_act(severity)
return
/obj/effect/decal
plane = FLOOR_PLANE
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/no_scoop = FALSE //if it has this, don't let it be scooped up
var/no_clear = FALSE //if it has this, don't delete it when its' scooped up
var/list/scoop_reagents = null
/obj/effect/decal/Initialize(mapload)
. = ..()
if(scoop_reagents)
create_reagents(100)
reagents.add_reagent_list(scoop_reagents)
/obj/effect/decal/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/reagent_containers/glass) || istype(I, /obj/item/reagent_containers/food/drinks))
scoop(I, user)
/obj/effect/decal/proc/scoop(obj/item/I, mob/user)
if(reagents && I.reagents && !no_scoop)
if(!reagents.total_volume)
to_chat(user, "<span class='notice'>There isn't enough [src] to scoop up!</span>")
return
if(I.reagents.total_volume >= I.reagents.maximum_volume)
to_chat(user, "<span class='notice'>[I] is full!</span>")
return
to_chat(user, "<span class='notice'>You scoop [src] into [I]!</span>")
reagents.trans_to(I, reagents.total_volume)
if(!reagents.total_volume && !no_clear) //scooped up all of it
qdel(src)
/obj/effect/decal/ex_act()
if(reagents)
for(var/datum/reagent/R in reagents.reagent_list)
R.on_ex_act()
qdel(src)
/obj/effect/decal/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
if(reagents)
reagents.temperature_reagents(exposed_temperature)
if(!(resistance_flags & FIRE_PROOF)) //non fire proof decal or being burned by lava
qdel(src)
/obj/effect/decal/blob_act(obj/structure/blob/B)
if(B && B.loc == loc)
qdel(src)