Merge branch 'Citadel-Station-13:master' into wingport

This commit is contained in:
BlueWildrose
2021-12-11 12:53:03 -07:00
committed by GitHub
23 changed files with 386 additions and 209 deletions

View File

@@ -60,83 +60,86 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons)
return
if(A.anchored || (A.move_resist > max_force_fulton))
return
to_chat(user, "<span class='notice'>You start attaching the pack to [A]...</span>")
if(do_after(user,50,target=A))
to_chat(user, "<span class='notice'>You attach the pack to [A] and activate it.</span>")
if(loc == user && istype(user.back, /obj/item/storage/backpack))
var/obj/item/storage/backpack/B = user.back
SEND_SIGNAL(B, COMSIG_TRY_STORAGE_INSERT, src, user, FALSE, FALSE)
uses_left--
if(uses_left <= 0)
user.transferItemToLoc(src, A, TRUE)
var/mutable_appearance/balloon
var/mutable_appearance/balloon2
var/mutable_appearance/balloon3
if(isliving(A))
var/mob/living/M = A
M.DefaultCombatKnockdown(320) // Keep them from moving during the duration of the extraction
M.buckled = 0 // Unbuckle them to prevent anchoring problems
else
A.anchored = TRUE
A.density = FALSE
var/obj/effect/extraction_holder/holder_obj = new(A.loc)
holder_obj.appearance = A.appearance
A.forceMove(holder_obj)
balloon2 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_expand")
balloon2.pixel_y = 10
balloon2.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.add_overlay(balloon2)
sleep(4)
balloon = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_balloon")
balloon.pixel_y = 10
balloon.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon2)
holder_obj.add_overlay(balloon)
playsound(holder_obj.loc, 'sound/items/fulext_deploy.wav', 50, 1, -3)
animate(holder_obj, pixel_z = 10, time = 20)
sleep(20)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
playsound(holder_obj.loc, 'sound/items/fultext_launch.wav', 50, 1, -3)
animate(holder_obj, pixel_z = 1000, time = 30)
if(ishuman(A))
var/mob/living/carbon/human/L = A
L.SetUnconscious(0)
L.drowsyness = 0
L.SetSleeping(0)
sleep(30)
var/list/flooring_near_beacon = list()
for(var/turf/open/floor in orange(1, beacon))
flooring_near_beacon += floor
holder_obj.forceMove(pick(flooring_near_beacon))
animate(holder_obj, pixel_z = 10, time = 50)
sleep(50)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
balloon3 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_retract")
balloon3.pixel_y = 10
balloon3.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon)
holder_obj.add_overlay(balloon3)
sleep(4)
holder_obj.cut_overlay(balloon3)
A.anchored = FALSE // An item has to be unanchored to be extracted in the first place.
A.density = initial(A.density)
animate(holder_obj, pixel_z = 0, time = 5)
sleep(5)
A.forceMove(holder_obj.loc)
qdel(holder_obj)
if(uses_left <= 0)
qdel(src)
attach_fulton(A, user, flag, params)
/obj/item/extraction_pack/proc/attach_fulton(atom/movable/A, mob/living/carbon/human/user, flag, params)
set waitfor = FALSE
to_chat(user, "<span class='notice'>You start attaching the pack to [A]...</span>")
if(do_after(user,50,target=A))
to_chat(user, "<span class='notice'>You attach the pack to [A] and activate it.</span>")
if(loc == user && istype(user.back, /obj/item/storage/backpack))
var/obj/item/storage/backpack/B = user.back
SEND_SIGNAL(B, COMSIG_TRY_STORAGE_INSERT, src, user, FALSE, FALSE)
uses_left--
if(uses_left <= 0)
user.transferItemToLoc(src, A, TRUE)
var/mutable_appearance/balloon
var/mutable_appearance/balloon2
var/mutable_appearance/balloon3
if(isliving(A))
var/mob/living/M = A
M.DefaultCombatKnockdown(320) // Keep them from moving during the duration of the extraction
M.buckled = 0 // Unbuckle them to prevent anchoring problems
else
A.anchored = TRUE
A.density = FALSE
var/obj/effect/extraction_holder/holder_obj = new(A.loc)
holder_obj.appearance = A.appearance
A.forceMove(holder_obj)
balloon2 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_expand")
balloon2.pixel_y = 10
balloon2.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.add_overlay(balloon2)
sleep(4)
balloon = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_balloon")
balloon.pixel_y = 10
balloon.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon2)
holder_obj.add_overlay(balloon)
playsound(holder_obj.loc, 'sound/items/fulext_deploy.wav', 50, 1, -3)
animate(holder_obj, pixel_z = 10, time = 20)
sleep(20)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
playsound(holder_obj.loc, 'sound/items/fultext_launch.wav', 50, 1, -3)
animate(holder_obj, pixel_z = 1000, time = 30)
if(ishuman(A))
var/mob/living/carbon/human/L = A
L.SetUnconscious(0)
L.drowsyness = 0
L.SetSleeping(0)
sleep(30)
var/list/flooring_near_beacon = list()
for(var/turf/open/floor in orange(1, beacon))
flooring_near_beacon += floor
holder_obj.forceMove(pick(flooring_near_beacon))
animate(holder_obj, pixel_z = 10, time = 50)
sleep(50)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
balloon3 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_retract")
balloon3.pixel_y = 10
balloon3.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon)
holder_obj.add_overlay(balloon3)
sleep(4)
holder_obj.cut_overlay(balloon3)
A.anchored = FALSE // An item has to be unanchored to be extracted in the first place.
A.density = initial(A.density)
animate(holder_obj, pixel_z = 0, time = 5)
sleep(5)
A.forceMove(holder_obj.loc)
qdel(holder_obj)
if(uses_left <= 0)
qdel(src)
/obj/item/fulton_core
name = "extraction beacon signaller"