mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-26 01:11:54 +00:00
/obj/effects is now /obj/effect. /obj/station_objects is now /obj/structure. Did a bit of minor blob work. The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly. Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up. The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
307 lines
7.8 KiB
Plaintext
307 lines
7.8 KiB
Plaintext
/*
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CONTAINS:
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Deployable items
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Barricades
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for reference:
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access_security = 1
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access_brig = 2
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access_armory = 3
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access_forensics_lockers= 4
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access_medical = 5
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access_morgue = 6
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access_tox = 7
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access_tox_storage = 8
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access_medlab = 9
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access_engine = 10
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access_engine_equip= 11
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access_maint_tunnels = 12
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access_external_airlocks = 13
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access_emergency_storage = 14
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access_change_ids = 15
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access_ai_upload = 16
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access_teleporter = 17
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access_eva = 18
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access_heads = 19
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access_captain = 20
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access_all_personal_lockers = 21
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access_chapel_office = 22
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access_tech_storage = 23
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access_atmospherics = 24
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access_bar = 25
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access_janitor = 26
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access_crematorium = 27
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access_kitchen = 28
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access_robotics = 29
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access_rd = 30
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access_cargo = 31
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access_construction = 32
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access_chemistry = 33
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access_cargo_bot = 34
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access_hydroponics = 35
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access_manufacturing = 36
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access_library = 37
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access_lawyer = 38
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access_virology = 39
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access_cmo = 40
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access_qm = 41
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access_court = 42
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access_clown = 43
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access_mime = 44
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*/
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//Barricades, maybe there will be a metal one later...
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/obj/structure/barricade/wooden
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name = "wooden barricade"
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desc = "This space is blocked off by a wooden barricade."
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icon = 'structures.dmi'
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icon_state = "woodenbarricade"
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anchored = 1.0
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density = 1.0
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var/health = 100.0
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var/maxhealth = 100.0
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/stack/sheet/wood))
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if (src.health < src.maxhealth)
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for(var/mob/O in viewers(src, null))
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O << "\red [user] begins to repair the [src]!"
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if(do_after(user,20))
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src.health = src.maxhealth
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W:use(1)
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for(var/mob/O in viewers(src, null))
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O << "\red [user] repairs the [src]!"
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return
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else
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return
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return
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else
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switch(W.damtype)
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if("fire")
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src.health -= W.force * 1
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if("brute")
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src.health -= W.force * 0.75
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else
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if (src.health <= 0)
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for(var/mob/O in viewers(src, null))
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O << "\red <B>The barricade is smashed appart!</B>"
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new /obj/item/stack/sheet/wood(get_turf(src))
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new /obj/item/stack/sheet/wood(get_turf(src))
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new /obj/item/stack/sheet/wood(get_turf(src))
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del(src)
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..()
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ex_act(severity)
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switch(severity)
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if(1.0)
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for(var/mob/O in viewers(src, null))
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O << "\red <B>The barricade is blown appart!</B>"
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del(src)
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return
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if(2.0)
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src.health -= 25
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if (src.health <= 0)
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for(var/mob/O in viewers(src, null))
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O << "\red <B>The barricade is blown appart!</B>"
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new /obj/item/stack/sheet/wood(get_turf(src))
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new /obj/item/stack/sheet/wood(get_turf(src))
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new /obj/item/stack/sheet/wood(get_turf(src))
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del(src)
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return
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meteorhit()
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for(var/mob/O in viewers(src, null))
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O << "\red <B>The barricade is smashed appart!</B>"
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new /obj/item/stack/sheet/wood(get_turf(src))
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new /obj/item/stack/sheet/wood(get_turf(src))
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new /obj/item/stack/sheet/wood(get_turf(src))
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del(src)
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return
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blob_act()
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src.health -= 25
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if (src.health <= 0)
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for(var/mob/O in viewers(src, null))
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O << "\red <B>The blob eats through the barricade!</B>"
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del(src)
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return
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CanPass(atom/movable/mover, turf/target, height=0, air_group=0)//So bullets will fly over and stuff.
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if(air_group || (height==0))
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return 1
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if(istype(mover) && mover.checkpass(PASSTABLE))
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return 1
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else
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return 0
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/* bullet_act(flag, A as obj)
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switch(flag)
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if (PROJECTILE_BULLET)
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src.health -= 20
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if (PROJECTILE_WEAKBULLET) //Detective's revolver fires marshmallows
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src.health -= 2
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if (PROJECTILE_LASER)
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src.health -= 20
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if (PROJECTILE_PULSE)
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src.health -=50
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if (src.health <= 0)
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src.explode()
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These should not block bullets/N */
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//Actual Deployable machinery stuff
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/obj/machinery/deployable
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name = "deployable"
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desc = "deployable"
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icon = 'objects.dmi'
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req_access = list(access_security)//I'm changing this until these are properly tested./N
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/obj/machinery/deployable/barrier
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name = "deployable barrier"
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desc = "A deployable barrier. Swipe your ID card to lock/unlock it."
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icon = 'objects.dmi'
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anchored = 0.0
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density = 1.0
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icon_state = "barrier0"
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var/health = 100.0
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var/maxhealth = 100.0
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var/locked = 0.0
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var/emagged = 0.0
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// req_access = list(access_maint_tunnels)
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New()
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..()
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src.icon_state = "barrier[src.locked]"
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/card/id/))
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if (src.allowed(user))
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if (src.emagged < 2.0)
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src.locked = !src.locked
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src.anchored = !src.anchored
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src.icon_state = "barrier[src.locked]"
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if ((src.locked == 1.0) && (src.emagged < 2.0))
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user << "Barrier lock toggled on."
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return
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else if ((src.locked == 0.0) && (src.emagged < 2.0))
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user << "Barrier lock toggled off."
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return
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else
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var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
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s.set_up(2, 1, src)
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s.start()
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for(var/mob/O in viewers(src, null))
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O << "\red BZZzZZzZZzZT"
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return
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return
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else if (istype(W, /obj/item/weapon/card/emag))
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if (src.emagged == 0)
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src.emagged = 1
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src.req_access = null
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user << "You break the ID authentication lock on the [src]."
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var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
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s.set_up(2, 1, src)
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s.start()
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for(var/mob/O in viewers(src, null))
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O << "\red BZZZZT"
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return
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else if (src.emagged == 1)
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src.emagged = 2
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user << "You short out the anchoring mechanism on the [src]."
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var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
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s.set_up(2, 1, src)
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s.start()
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for(var/mob/O in viewers(src, null))
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O << "\red BZZZZT"
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return
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else if (istype(W, /obj/item/weapon/wrench))
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if (src.health < src.maxhealth)
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src.health = src.maxhealth
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src.emagged = 0
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src.req_access = list(access_security)
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for(var/mob/O in viewers(src, null))
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O << "\red [user] repairs the [src]!"
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return
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else if (src.emagged > 0)
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src.emagged = 0
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src.req_access = list(access_security)
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for(var/mob/O in viewers(src, null))
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O << "\red [user] repairs the [src]!"
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return
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return
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else
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switch(W.damtype)
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if("fire")
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src.health -= W.force * 0.75
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if("brute")
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src.health -= W.force * 0.5
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else
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if (src.health <= 0)
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src.explode()
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..()
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ex_act(severity)
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switch(severity)
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if(1.0)
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src.explode()
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return
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if(2.0)
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src.health -= 25
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if (src.health <= 0)
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src.explode()
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return
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meteorhit()
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src.explode()
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return
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blob_act()
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src.health -= 25
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if (src.health <= 0)
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src.explode()
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return
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CanPass(atom/movable/mover, turf/target, height=0, air_group=0)//So bullets will fly over and stuff.
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if(air_group || (height==0))
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return 1
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if(istype(mover) && mover.checkpass(PASSTABLE))
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return 1
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else
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return 0
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/* bullet_act(flag, A as obj)
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switch(flag)
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if (PROJECTILE_BULLET)
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src.health -= 20
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if (PROJECTILE_WEAKBULLET) //Detective's revolver fires marshmallows
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src.health -= 2
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if (PROJECTILE_LASER)
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src.health -= 20
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if (PROJECTILE_PULSE)
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src.health -=50
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if (src.health <= 0)
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src.explode()
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These should not block bullets/N */
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proc/explode()
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for(var/mob/O in hearers(src, null))
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O.show_message("\red <B>[src] blows apart!</B>", 1)
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var/turf/Tsec = get_turf(src)
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/* var/obj/item/stack/rods/ =*/
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new /obj/item/stack/rods(Tsec)
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var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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explosion(src.loc,-1,-1,0)
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if(src)
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del(src) |