mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-05-13 10:20:48 +01:00
79bad427c8
* refactor: Movement cross/uncross implementation.
* wrong var name
* fix unit tests dropping PDAs into nowhere
* Add documentation.
* remove unused constants
* say which procs are off limits
* fix simpleanimal z change runtime
* helps not to leave merge conflicts
* kill me
* fix typecast
* fix projectile/table collision
* treadmills don't cause MC to crash anymore
* connect_loc is appropriate here
* fix windoors and teleporters
* fix bonfires and clarify docs
* fix proximity sensors
Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers
* lint
* fix: polarized access helper false positives
* Revert "fix: polarized access helper false positives"
This reverts commit 9814f98cf6.
* hopefully the right change for mindflayer steam
* Changes following cameras
* fix glass table collision
* appears to fix doorspam
* fix ore bags not picking up ore
* fix signatures of /Exited
* remove debug log
* remove duplicate signal registrar
* fix emptying bags into locations
* I don't trust these nested Move calls
* use connect_loc for upgraded resonator fields
* use moveToNullspace
* fix spiderweb crossing
* fix pass checking for windows from a tile off
* fix bluespace closet/transparency issues
* fix mechs not interacting with doors and probably other things
* fix debug
* fix telepete
* add some docs
* stop trying to shoehorn prox monitor into cards
* I should make sure things build
* kill override signal warning
* undef signal
* not many prox monitors survive going off like this
* small fixes to storage
* make moving wormholes respect signals
* use correct signals for pulse demon
* fix pulse heart too
* fix smoke signals
* may have fucked singulo projectile swerve
* fix singulo projectile arcing
* remove duplicate define
* just look at it
* hopefully last cleanups of incorrect signal usage
* fix squeaking
* may god have mercy on my soul
* Apply suggestions from code review
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* lewc review
* Apply suggestions from code review
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* burza review
* fix bad args for grenade assemblies
* Update code/__DEFINES/is_helpers.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
---------
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
520 lines
16 KiB
Plaintext
520 lines
16 KiB
Plaintext
#define SINGLE "single"
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#define VERTICAL "vertical"
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#define HORIZONTAL "horizontal"
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#define METAL 1
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#define WOOD 2
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#define SAND 3
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#define DROPWALL_UPTIME 1 MINUTES
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#define AUTO "automatic"
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//Barricades/cover
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/obj/structure/barricade
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name = "chest high wall"
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desc = "Looks like this would make good cover."
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anchored = TRUE
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density = TRUE
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max_integrity = 100
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var/proj_pass_rate = 50 //How many projectiles will pass the cover. Lower means stronger cover
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var/bar_material = METAL
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var/drop_amount = 3
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var/stacktype = /obj/item/stack/sheet/metal
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/// This variable is used to allow projectiles to always shoot through a barrier from a certain direction
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var/directional_blockage = FALSE
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//The list of directions to block a projectile from
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var/list/directional_list = list()
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/obj/structure/barricade/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/debris, DEBRIS_WOOD, -20, 10)
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/obj/structure/barricade/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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make_debris()
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qdel(src)
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/obj/structure/barricade/proc/make_debris()
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if(stacktype)
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new stacktype(get_turf(src), drop_amount)
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/obj/structure/barricade/welder_act(mob/user, obj/item/I)
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if(bar_material != METAL)
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return
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if(obj_integrity >= max_integrity)
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to_chat(user, "<span class='notice'>[src] does not need repairs.</span>")
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return
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if(user.a_intent == INTENT_HARM)
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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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WELDER_ATTEMPT_REPAIR_MESSAGE
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if(I.use_tool(src, user, 40, volume = I.tool_volume))
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WELDER_REPAIR_SUCCESS_MESSAGE
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obj_integrity = clamp(obj_integrity + 20, 0, max_integrity)
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update_icon()
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return TRUE
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/obj/structure/barricade/CanPass(atom/movable/mover, border_dir)//So bullets will fly over and stuff.
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if(locate(/obj/structure/barricade) in get_turf(mover))
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return TRUE
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else if(istype(mover) && mover.checkpass(PASSBARRICADE))
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return TRUE
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else if(isprojectile(mover))
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if(!anchored)
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return TRUE
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var/obj/item/projectile/proj = mover
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if(directional_blockage)
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if(one_eighty_check(mover))
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return FALSE
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if(proj.firer && Adjacent(proj.firer))
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return TRUE
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if(prob(proj_pass_rate))
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return TRUE
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return FALSE
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if(isitem(mover)) //thrown items with the dropwall
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if(directional_blockage)
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if(one_eighty_check(mover))
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return FALSE
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return !density
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/obj/structure/barricade/proc/one_eighty_check(atom/movable/mover)
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return turn(mover.dir, 180) in directional_list
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/////BARRICADE TYPES///////
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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 = 'icons/obj/structures.dmi'
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icon_state = "woodenbarricade"
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bar_material = WOOD
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stacktype = /obj/item/stack/sheet/wood
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/obj/structure/barricade/wooden/attackby__legacy__attackchain(obj/item/I, mob/user)
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if(istype(I,/obj/item/stack/sheet/wood))
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var/obj/item/stack/sheet/wood/W = I
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if(W.get_amount() < 5)
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to_chat(user, "<span class='warning'>You need at least five wooden planks to make a wall!</span>")
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return
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else
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to_chat(user, "<span class='notice'>You start adding [I] to [src]...</span>")
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if(do_after(user, 50, target = src))
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if(!W.use(5))
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return
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var/turf/T = get_turf(src)
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T.ChangeTurf(/turf/simulated/wall/mineral/wood/nonmetal)
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qdel(src)
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return //return is need to prevent people from exploiting zero-hit cooldowns with the do_after here
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return ..()
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/obj/structure/barricade/wooden/crowbar_act(mob/living/user, obj/item/I)
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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user.visible_message("<span class='notice'>[user] starts ripping [src] down!</span>", "<span class='notice'>You struggle to pull [src] apart...</span>", "<span class='warning'>You hear wood splintering...</span>")
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if(!I.use_tool(src, user, 6 SECONDS, volume = I.tool_volume))
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return
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new /obj/item/stack/sheet/wood(get_turf(src), 5)
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qdel(src)
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/obj/structure/barricade/wooden/crude
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name = "crude plank barricade"
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desc = "This space is blocked off by a crude assortment of planks."
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icon_state = "woodenbarricade-old"
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drop_amount = 1
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max_integrity = 50
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proj_pass_rate = 65
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/obj/structure/barricade/wooden/crude/snow
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desc = "This space is blocked off by a crude assortment of planks. It seems to be covered in a layer of snow."
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icon_state = "woodenbarricade-snow-old"
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max_integrity = 75
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/obj/structure/barricade/sandbags
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name = "sandbags"
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desc = "Bags of sand. Self explanatory."
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icon = 'icons/obj/smooth_structures/sandbags.dmi'
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icon_state = "sandbags-0"
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base_icon_state = "sandbags"
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max_integrity = 280
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proj_pass_rate = 20
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pass_flags_self = LETPASSTHROW | PASSTAKE
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bar_material = SAND
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climbable = TRUE
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = list(SMOOTH_GROUP_SANDBAGS)
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canSmoothWith = list(SMOOTH_GROUP_SANDBAGS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_SECURITY_BARRICADE)
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stacktype = null
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/obj/structure/barricade/security
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name = "security barrier"
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desc = "A deployable barrier. Provides good cover in fire fights."
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icon = 'icons/obj/objects.dmi'
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icon_state = "barrier0"
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density = FALSE
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anchored = FALSE
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max_integrity = 180
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proj_pass_rate = 20
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armor = list(melee = 10, bullet = 50, laser = 50, energy = 50, bomb = 10, rad = 100, fire = 10, acid = 0)
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stacktype = null
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var/deploy_time = 40
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var/deploy_message = TRUE
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/obj/structure/barricade/security/Initialize(mapload)
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. = ..()
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addtimer(CALLBACK(src, PROC_REF(deploy)), deploy_time)
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/obj/structure/barricade/security/proc/deploy()
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icon_state = "barrier1"
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density = TRUE
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anchored = TRUE
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if(deploy_message)
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visible_message("<span class='warning'>[src] deploys!</span>")
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/obj/item/grenade/barrier
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name = "barrier grenade"
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desc = "Instant cover."
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icon = 'icons/obj/grenade.dmi'
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icon_state = "wallbang"
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item_state = "flashbang"
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actions_types = list(/datum/action/item_action/toggle_barrier_spread)
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var/mode = SINGLE
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/obj/item/grenade/barrier/examine(mob/user)
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. = ..()
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. += "<span class='notice'>Alt-click to toggle modes.</span>"
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/obj/item/grenade/barrier/AltClick(mob/living/carbon/user)
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if(!istype(user) || !user.Adjacent(src) || user.incapacitated())
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return
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toggle_mode(user)
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/obj/item/grenade/barrier/proc/toggle_mode(mob/user)
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switch(mode)
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if(SINGLE)
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mode = VERTICAL
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if(VERTICAL)
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mode = HORIZONTAL
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if(HORIZONTAL)
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mode = SINGLE
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to_chat(user, "[src] is now in [mode] mode.")
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/obj/item/grenade/barrier/prime()
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new /obj/structure/barricade/security(get_turf(loc))
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switch(mode)
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if(VERTICAL)
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var/target_turf = get_step(src, NORTH)
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if(!(is_blocked_turf(target_turf)))
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new /obj/structure/barricade/security(target_turf)
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var/target_turf2 = get_step(src, SOUTH)
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if(!(is_blocked_turf(target_turf2)))
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new /obj/structure/barricade/security(target_turf2)
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if(HORIZONTAL)
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var/target_turf = get_step(src, EAST)
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if(!(is_blocked_turf(target_turf)))
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new /obj/structure/barricade/security(target_turf)
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var/target_turf2 = get_step(src, WEST)
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if(!(is_blocked_turf(target_turf2)))
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new /obj/structure/barricade/security(target_turf2)
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qdel(src)
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/obj/item/grenade/barrier/ui_action_click(mob/user)
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toggle_mode(user)
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/obj/structure/barricade/mime
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name = "floor"
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desc = "Is... this a floor?"
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icon = 'icons/effects/water.dmi'
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icon_state = "wet_floor_static"
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stacktype = /obj/item/stack/sheet/mineral/tranquillite
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/obj/structure/barricade/mime/mrcd
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stacktype = null
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/obj/structure/barricade/dropwall
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name = "dropwall"
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desc = "A temporary deployable energy shield powered by a generator. Breaking the generator will destroy all the shields connected to it."
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icon = 'icons/obj/dropwall.dmi'
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icon_state = "dropwall_dead" //sprite chosen in init
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armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, RAD = 100, FIRE = 10, ACID = 0) // Copied from the security barrier, but no melee armor
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density = FALSE
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directional_blockage = TRUE
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proj_pass_rate = 100 //don't worry about it, covered by directional blockage.
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stacktype = null
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/// This variable is used to tell the shield to ping it's owner when it is broke.
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var/core_shield = FALSE
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/// This variable is to tell the shield what it's source is.
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var/obj/structure/dropwall_generator/source = null
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explosion_block = 8 //should be enough for a potasium water nade that isn't a maxcap. If you stand next to a maxcap with this however, it will end poorly
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/obj/structure/barricade/dropwall/Initialize(mapload, owner, core, dir_1, dir_2)
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. = ..()
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source = owner
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core_shield = core
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directional_list += dir_1
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directional_list += dir_2
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if(dir_2)
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icon_state = "[dir2text(dir_1)][dir2text(dir_1 + dir_2)]"
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else
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icon_state = "[dir2text(dir_1)]"
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/obj/structure/barricade/dropwall/Destroy()
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if(core_shield)
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source.protected = FALSE
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source = null
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return ..()
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/obj/structure/barricade/dropwall/emp_act(severity)
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..()
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take_damage(40 / severity, BRUTE) //chances are the EMP will also hit the generator, we don't want it to double up too heavily
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/obj/structure/barricade/dropwall/bullet_act(obj/item/projectile/P)
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if(P.shield_buster)
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qdel(src)
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else
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return ..()
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/obj/item/grenade/barrier/dropwall
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name = "dropwall shield generator"
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desc = "This generator designed by Shellguard Munitions's spartan division is used to deploy a temporary cover that blocks projectiles and explosions from a direction, while allowing projectiles to pass freely from behind."
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actions_types = list(/datum/action/item_action/toggle_barrier_spread)
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icon = 'icons/obj/dropwall.dmi'
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icon_state = "dropwall"
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item_state = "grenade"
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mode = AUTO
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var/generator_type = /obj/structure/dropwall_generator
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var/uptime = DROPWALL_UPTIME
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/// If this is true we do not arm again, due to the sleep
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var/deployed = FALSE
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/// Mob who armed it. Needed for the get_dir proc
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var/armer
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/obj/item/grenade/barrier/dropwall/toggle_mode(mob/user)
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switch(mode)
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if(AUTO)
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mode = NORTH
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if(NORTH)
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mode = EAST
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if(EAST)
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mode = SOUTH
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if(SOUTH)
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mode = WEST
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if(WEST)
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mode = AUTO
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to_chat(user, "[src] is now in [mode == AUTO ? mode : dir2text(mode)] mode.")
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/obj/item/grenade/barrier/dropwall/attack_self__legacy__attackchain(mob/user)
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. = ..()
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armer = user
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/obj/item/grenade/barrier/dropwall/end_throw()
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if(active)
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addtimer(CALLBACK(src, PROC_REF(prime)), 1) //Wait for the throw to fully end
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/obj/item/grenade/barrier/dropwall/prime()
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if(deployed)
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return
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if(mode == AUTO)
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mode = angle2dir_cardinal(get_angle(armer, get_turf(src)))
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new generator_type(get_turf(loc), mode, uptime)
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deployed = TRUE
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armer = null
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qdel(src)
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/obj/structure/dropwall_generator
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name = "deployed dropwall shield generator"
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desc = "This generator designed by Shellguard Munitions's spartan division is used to deploy a temporary cover that blocks projectiles and explosions from a direction, while allowing projectiles to pass freely from behind."
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icon = 'icons/obj/dropwall.dmi'
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icon_state = "dropwall_deployed"
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max_integrity = 25 // 2 shots
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var/list/connected_shields = list()
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/// This variable is used to prevent damage to it's core shield when it is up.
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var/protected = FALSE
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///The core shield that protects the generator
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var/obj/structure/barricade/dropwall/core_shield = null
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/// The type of dropwall
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var/barricade_type = /obj/structure/barricade/dropwall
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/obj/structure/dropwall_generator/Initialize(mapload, direction, uptime)
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. = ..()
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if(direction)
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deploy(direction, uptime)
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/obj/structure/dropwall_generator/Destroy()
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QDEL_LIST_CONTENTS(connected_shields)
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core_shield = null
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return ..()
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/obj/structure/dropwall_generator/proc/deploy(direction, uptime)
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anchored = TRUE
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protected = TRUE
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addtimer(CALLBACK(src, PROC_REF(power_out)), uptime)
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timer_overlay_proc(1)
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connected_shields += new barricade_type(get_turf(loc), src, TRUE, direction)
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core_shield = connected_shields[1]
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var/dir_left = turn(direction, -90)
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var/dir_right = turn(direction, 90)
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var/target_turf = get_step(src, dir_left)
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if(!is_blocked_turf(target_turf))
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connected_shields += new barricade_type(target_turf, src, FALSE, direction, dir_left)
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var/target_turf2 = get_step(src, dir_right)
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if(!is_blocked_turf(target_turf2))
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connected_shields += new barricade_type(target_turf2, src, FALSE, direction, dir_right)
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/obj/structure/dropwall_generator/attacked_by__legacy__attackchain(obj/item/I, mob/living/user) //No, you can not just go up to the generator and whack it. Central shield needs to go down first.
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if(protected)
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visible_message("<span class='warning'>[src]'s shield absorbs the blow!</span>")
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core_shield.take_damage(I.force, I.damtype, MELEE, TRUE)
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else
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return ..()
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/obj/structure/dropwall_generator/bullet_act(obj/item/projectile/P)
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if(!protected)
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return ..()
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else
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visible_message("<span class='warning'>[src]'s shield absorbs the blow!</span>")
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core_shield.take_damage(P.damage, P.damage_type, P.flag)
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/obj/structure/dropwall_generator/emp_act(severity)
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..()
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if(protected)
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for(var/obj/structure/barricade/dropwall/O in connected_shields)
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O.emp_act(severity)
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else
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qdel(src)
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/obj/structure/dropwall_generator/ex_act(severity)
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if(protected && severity > EXPLODE_DEVASTATE) //We would throw the explosion at the shield, but it is already getting hit
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return
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qdel(src)
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/obj/structure/dropwall_generator/proc/power_out()
|
|
visible_message("<span class='warning'>[src] runs out of power, causing its shields to fail!</span>")
|
|
new /obj/item/used_dropwall(get_turf(src))
|
|
qdel(src)
|
|
|
|
/obj/structure/dropwall_generator/proc/timer_overlay_proc(loops) // This proc will make the timer on the generator tick down like a clock, over 12 equally sized portions (12 times over 60 seconds, every 5 seconds by default)
|
|
add_overlay("[loops]")
|
|
if(loops != 1)
|
|
cut_overlay("[(loops - 1)]")
|
|
if(loops < 12)
|
|
addtimer(CALLBACK(src, PROC_REF(timer_overlay_proc), loops + 1), DROPWALL_UPTIME / 12)
|
|
|
|
|
|
/obj/item/used_dropwall
|
|
name = "broken dropwall generator"
|
|
desc = "This dropwall has ran out of charge, but some materials could possibly be reclaimed."
|
|
icon = 'icons/obj/dropwall.dmi'
|
|
icon_state = "dropwall_dead"
|
|
item_state = "grenade"
|
|
materials = list(MAT_METAL = 500, MAT_GLASS = 300) //plasma burned up for power or something, plus not that much to reclaim
|
|
|
|
/obj/item/storage/box/syndie_kit/dropwall
|
|
name = "dropwall generator box"
|
|
|
|
/obj/item/storage/box/syndie_kit/dropwall/populate_contents()
|
|
for(var/I in 1 to 5)
|
|
new /obj/item/grenade/barrier/dropwall(src)
|
|
|
|
/obj/item/grenade/barrier/dropwall/firewall
|
|
name = "firewall shield generator"
|
|
generator_type = /obj/structure/dropwall_generator/firewall
|
|
|
|
/obj/structure/dropwall_generator/firewall
|
|
name = "deployed firewall shield generator"
|
|
barricade_type = /obj/structure/barricade/dropwall/firewall
|
|
|
|
/obj/structure/barricade/dropwall/firewall
|
|
|
|
/obj/structure/barricade/dropwall/firewall/Initialize(mapload, owner, core, dir_1, dir_2)
|
|
. = ..()
|
|
var/target_matrix = list(
|
|
2, 0, 0, 0,
|
|
0, 1, 0, 0,
|
|
2, 0, 0, 0,
|
|
0, 0, 0, 1
|
|
)
|
|
color = target_matrix
|
|
var/static/list/loc_connections = list(
|
|
COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered),
|
|
)
|
|
AddElement(/datum/element/connect_loc, loc_connections)
|
|
|
|
/obj/structure/barricade/dropwall/firewall/proc/on_atom_entered(datum/source, atom/movable/entered)
|
|
if(!isprojectile(entered))
|
|
return
|
|
var/obj/item/projectile/P = entered
|
|
P.immolate ++
|
|
|
|
/obj/item/grenade/turret
|
|
name = "Pop-Up Turret grenade"
|
|
desc = "Inflates into a Pop-Up turret, shoots everyone on sight who wasn't the primer."
|
|
icon = 'icons/obj/grenade.dmi'
|
|
icon_state = "wallbang"
|
|
item_state = "flashbang"
|
|
var/owner_uid
|
|
|
|
/obj/item/grenade/turret/attack_self__legacy__attackchain(mob/user)
|
|
owner_uid = user.UID()
|
|
return ..()
|
|
|
|
/obj/item/grenade/turret/prime()
|
|
var/obj/machinery/porta_turret/inflatable_turret/turret = new(get_turf(loc))
|
|
turret.owner_uid = owner_uid
|
|
qdel(src)
|
|
|
|
/obj/structure/barricade/foam
|
|
name = "foam blockage"
|
|
desc = "This foam blocks the airlock from being opened."
|
|
icon = 'icons/obj/foam_blobs.dmi'
|
|
icon_state = "foamed_1"
|
|
layer = DOOR_HELPER_LAYER
|
|
// The integrity goes up with 25 per level, with an extra 25 when going from 4 to 5
|
|
obj_integrity = 25
|
|
max_integrity = 25
|
|
/// What level is the foam at?
|
|
var/foam_level = 1
|
|
|
|
/obj/structure/barricade/foam/Destroy()
|
|
for(var/obj/machinery/door/airlock in loc.contents)
|
|
airlock.foam_level = 0
|
|
return ..()
|
|
|
|
/obj/structure/barricade/foam/examine(mob/user)
|
|
. = ..()
|
|
. += "It would need [(5 - foam_level)] more blobs of foam to fully block the airlock."
|
|
|
|
/obj/structure/barricade/foam/CanPass(atom/movable/mover, border_dir)
|
|
return istype(mover, /obj/item/projectile/c_foam) // Only c_foam blobs hit the airlock underneat/pass through the foam. The rest is hitting the barricade
|
|
|
|
/obj/structure/barricade/foam/welder_act(mob/user, obj/item/I)
|
|
return FALSE
|
|
|
|
#undef SINGLE
|
|
#undef VERTICAL
|
|
#undef HORIZONTAL
|
|
|
|
#undef METAL
|
|
#undef WOOD
|
|
#undef SAND
|
|
|
|
|
|
#undef DROPWALL_UPTIME
|
|
|
|
#undef AUTO
|