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Paradise/code/game/objects/items/weapons/teleportation.dm
T
382a71df0d Renames all typepaths + names of implants to biochips (#23172)
* The fix

* Contraaaaaa

* Fixes CI

* Fixes the pads + cases

* Uplink datums

* Update code/datums/mind.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update code/__HELPERS/unsorted.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* Update code/modules/research/designs/medical_designs.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* Update code/modules/research/designs/medical_designs.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* Update code/modules/research/designs/medical_designs.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* Update code/modules/research/designs/medical_designs.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* Update code/modules/surgery/implant_removal.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* Outfits now use a proper variable name

* Fixes surgery (oops)

* More .dme changes

* Renames the folder

* Fixes bad merge

* Contra review

* Update code/game/objects/items/weapons/dice.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* Fixes CI fail

---------

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
2024-01-06 23:15:55 +00:00

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/* Teleportation devices.
* Contains:
* Hand-tele
*/
/*
* Hand-tele
*/
/obj/item/hand_tele
name = "hand tele"
desc = "A portable item using bluespace technology."
icon = 'icons/obj/device.dmi'
icon_state = "hand_tele"
item_state = "electronic"
throwforce = 0
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=10000)
origin_tech = "magnets=3;bluespace=4"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 30, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/icon_state_inactive = "hand_tele_inactive"
var/active_portals = 0
/// Variable contains next time hand tele can be used to make it not EMP proof
var/emp_timer = 0
/obj/item/hand_tele/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_PARENT_QDELETING, PROC_REF(alert_admins_on_destroy))
/obj/item/hand_tele/attack_self(mob/user)
var/turf/current_location = get_turf(user)//What turf is the user on?
if(emp_timer > world.time)
do_sparks(5, 0, loc)
to_chat(user, "<span class='warning'>[src] attempts to create a portal, but abruptly shuts off.</span>")
return
if(!current_location||!is_teleport_allowed(current_location.z))//If turf was not found or they're somewhere teleproof
to_chat(user, "<span class='notice'>\The [src] is malfunctioning.</span>")
return
var/list/L = list( )
for(var/obj/machinery/computer/teleporter/com in GLOB.machines)
if(com.target)
if(com.power_station && com.power_station.teleporter_hub && com.power_station.engaged)
L["[com.id] (Active)"] = com.target
else
L["[com.id] (Inactive)"] = com.target
var/list/turfs = list( )
var/area/A
for(var/turf/T in orange(10))
if(T.x>world.maxx-8 || T.x<8)
continue //putting them at the edge is dumb
if(T.y>world.maxy-8 || T.y<8)
continue
A = get_area(T)
if(A.tele_proof)
continue // Telescience-proofed areas require a beacon.
turfs += T
if(turfs.len)
L["None (Dangerous)"] = pick(turfs)
var/t1 = tgui_input_list(user, "Please select a teleporter to lock in on.", "Hand Teleporter", L)
if(!t1 || (!user.is_in_active_hand(src) || user.stat || user.restrained()))
return
if(active_portals >= 3)
user.show_message("<span class='notice'>\The [src] is recharging!</span>")
return
var/T = L[t1]
user.show_message("<span class='notice'>Locked In.</span>", 2)
var/obj/effect/portal/P = new /obj/effect/portal/hand_tele(get_turf(src), T, src, creation_mob = user)
try_move_adjacent(P)
active_portals++
add_fingerprint(user)
/obj/item/hand_tele/emp_act(severity)
make_inactive(severity)
return ..()
/obj/item/hand_tele/proc/make_inactive(severity)
icon_state = icon_state_inactive
var/time = rand(25 SECONDS, 30 SECONDS) * severity
emp_timer = world.time + time
addtimer(CALLBACK(src, PROC_REF(check_inactive), emp_timer), time)
/obj/item/hand_tele/proc/check_inactive(current_emp_timer)
if(emp_timer != current_emp_timer)
return
icon_state = initial(icon_state)
/obj/item/hand_tele/examine(mob/user)
. = ..()
if(emp_timer > world.time)
. += "<span class='warning'>It looks inactive.</span>"
/obj/item/hand_tele/portal_destroyed(obj/effect/portal/P)
active_portals--