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S.P.L.U.R.T-Station-13/code/game/objects/structures/holosign.dm

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//holographic signs and barriers
/obj/structure/holosign
name = "holo sign"
icon = 'icons/effects/effects.dmi'
anchored = TRUE
max_integrity = 1
armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
var/obj/item/holosign_creator/projector
var/init_vis_overlay = TRUE
rad_flags = RAD_NO_CONTAMINATE
/obj/structure/holosign/Initialize(mapload, source_projector)
. = ..()
if(source_projector)
projector = source_projector
projector.signs += src
if(init_vis_overlay)
SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, plane, dir, alpha, RESET_ALPHA) //you see mobs under it, but you hit them like they are above it
alpha = 0
/obj/structure/holosign/Destroy()
if(projector)
projector.signs -= src
projector = null
return ..()
/obj/structure/holosign/on_attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..()
if(.)
return
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
user.DelayNextAction(CLICK_CD_MELEE)
take_damage(5 , BRUTE, MELEE, 1)
/obj/structure/holosign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
playsound(loc, 'sound/weapons/egloves.ogg', 80, 1)
if(BURN)
playsound(loc, 'sound/weapons/egloves.ogg', 80, 1)
/obj/structure/holosign/wetsign
name = "wet floor sign"
desc = "The words flicker as if they mean nothing."
icon = 'icons/effects/effects.dmi'
icon_state = "holosign"
/obj/structure/holosign/barrier
name = "holo barrier"
desc = "A short holographic barrier which can only be passed by walking."
icon_state = "holosign_sec"
pass_flags_self = PASSTABLE | PASSGRILLE | PASSGLASS | LETPASSTHROW
density = TRUE
max_integrity = 20
var/allow_walk = 1 //can we pass through it on walk intent
/obj/structure/holosign/barrier/CanAllowThrough(atom/movable/mover, turf/target)
. = ..()
if(.)
return
if(iscarbon(mover))
var/mob/living/carbon/C = mover
if(allow_walk && C.m_intent == MOVE_INTENT_WALK)
return TRUE
/obj/structure/holosign/barrier/engineering
icon_state = "holosign_engi"
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
rad_insulation = RAD_LIGHT_INSULATION
/obj/structure/holosign/barrier/atmos
name = "holo fan"
desc = "A holographic barrier resembling a tiny fan. Though it does not prevent solid objects from passing through, gas is kept out. Somehow."
icon_state = "holo_fan"
density = FALSE
anchored = TRUE
layer = ABOVE_NORMAL_TURF_LAYER
CanAtmosPass = ATMOS_PASS_NO
alpha = 150
init_vis_overlay = FALSE
/obj/structure/holosign/barrier/atmos/Initialize(mapload)
. = ..()
air_update_turf(TRUE)
/obj/structure/holosign/barrier/firelock
name = "holo firelock"
desc = "A holographic barrier resembling a firelock. Though it does not prevent solid objects or gas from passing through, temperature changes are kept out."
icon_state = "holo_firelock"
density = FALSE
anchored = TRUE
alpha = 150
resistance_flags = FIRE_PROOF
/obj/structure/holosign/barrier/firelock/BlockThermalConductivity()
return TRUE
/obj/structure/holosign/barrier/firelock/Initialize(mapload)
. = ..()
air_update_turf(TRUE)
/obj/structure/holosign/barrier/combifan
name = "holo combifan"
desc = "A holographic barrier resembling a blue-accented tiny fan. Though it does not prevent solid objects from passing through, gas and temperature changes are kept out."
icon_state = "holo_combifan"
max_integrity = 30
density = FALSE
anchored = TRUE
layer = ABOVE_NORMAL_TURF_LAYER
alpha = 150
init_vis_overlay = FALSE
CanAtmosPass = ATMOS_PASS_NO
resistance_flags = FIRE_PROOF
/obj/structure/holosign/barrier/combifan/BlockThermalConductivity()
return TRUE
/obj/structure/holosign/barrier/combifan/Initialize(mapload)
. = ..()
air_update_turf(TRUE)
/obj/structure/holosign/barrier/cyborg
name = "Energy Field"
desc = "A fragile energy field that blocks movement. Excels at blocking lethal projectiles."
density = TRUE
max_integrity = 10
allow_walk = 0
/obj/structure/holosign/barrier/cyborg/bullet_act(obj/item/projectile/P)
take_damage((P.damage / 5) , BRUTE, MELEE, 1) //Doesn't really matter what damage flag it is.
if(istype(P, /obj/item/projectile/energy/electrode))
take_damage(10, BRUTE, MELEE, 1) //Tasers aren't harmful.
if(istype(P, /obj/item/projectile/beam/disabler))
take_damage(5, BRUTE, MELEE, 1) //Disablers aren't harmful.
return BULLET_ACT_HIT
/obj/structure/holosign/barrier/medical
name = "\improper PENLITE holobarrier"
desc = "A holobarrier that uses biometrics to detect human viruses. Denies passing to personnel with easily-detected, malicious viruses. Good for quarantines."
icon_state = "holo_medical"
alpha = 125 //lazy :)
var/force_allaccess = FALSE
var/buzzcd = 0
/obj/structure/holosign/barrier/medical/examine(mob/user)
. = ..()
. += "<span class='notice'>The biometric scanners are <b>[force_allaccess ? "off" : "on"]</b>.</span>"
/obj/structure/holosign/barrier/medical/CanAllowThrough(atom/movable/mover, turf/target)
icon_state = "holo_medical"
if(force_allaccess)
return TRUE
if(ishuman(mover))
var/mob/living/carbon/human/sickboi = mover
var/threat = sickboi.check_virus()
switch(threat)
if(DISEASE_SEVERITY_MINOR, DISEASE_SEVERITY_MEDIUM, DISEASE_SEVERITY_HARMFUL, DISEASE_SEVERITY_DANGEROUS, DISEASE_SEVERITY_BIOHAZARD)
if(buzzcd < world.time)
playsound(get_turf(src),'sound/machines/buzz-sigh.ogg',65,TRUE,4)
buzzcd = (world.time + 60)
icon_state = "holo_medical-deny"
return FALSE
else
return TRUE //nice or benign diseases!
return TRUE
/obj/structure/holosign/barrier/medical/on_attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
if(CanPass(user) && user.a_intent == INTENT_HELP)
force_allaccess = !force_allaccess
to_chat(user, "<span class='warning'>You [force_allaccess ? "deactivate" : "activate"] the biometric scanners.</span>") //warning spans because you can make the station sick!
else
return ..()
/obj/structure/holosign/barrier/cyborg/hacked
name = "Charged Energy Field"
desc = "A powerful energy field that blocks movement. Energy arcs off it."
max_integrity = 20
var/shockcd = 0
/obj/structure/holosign/barrier/cyborg/hacked/bullet_act(obj/item/projectile/P)
take_damage(P.damage, BRUTE, MELEE, 1) //Yeah no this doesn't get projectile resistance.
return BULLET_ACT_HIT
/obj/structure/holosign/barrier/cyborg/hacked/proc/cooldown()
shockcd = FALSE
/obj/structure/holosign/barrier/cyborg/hacked/on_attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..()
if(.)
return
if(!shockcd)
if(ismob(user))
var/mob/living/M = user
M.electrocute_act(15,"Energy Barrier", flags = SHOCK_NOGLOVES)
shockcd = TRUE
addtimer(CALLBACK(src, .proc/cooldown), 5)
/obj/structure/holosign/barrier/cyborg/hacked/Bumped(atom/movable/AM)
if(shockcd)
return
if(!ismob(AM))
return
var/mob/living/M = AM
M.electrocute_act(15,"Energy Barrier", flags = SHOCK_NOGLOVES)
shockcd = TRUE
addtimer(CALLBACK(src, .proc/cooldown), 5)