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* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
194 lines
6.2 KiB
Plaintext
194 lines
6.2 KiB
Plaintext
/obj/item/extraction_pack
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name = "fulton extraction pack"
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desc = "A balloon that can be used to extract equipment or personnel to a Fulton Recovery Beacon. Anything not bolted down can be moved. Link the pack to a beacon by using the pack in hand."
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icon = 'icons/obj/fulton.dmi'
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icon_state = "extraction_pack"
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w_class = ITEMSIZE_NORMAL
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var/obj/structure/extraction_point/beacon
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var/list/beacon_networks = list("station")
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var/uses_left = 3
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var/can_use_indoors = FALSE
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var/safe_for_living_creatures = 1
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/obj/item/extraction_pack/examine()
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. = ..()
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. += "It has [uses_left] use\s remaining."
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/obj/item/extraction_pack/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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var/list/possible_beacons = list()
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for(var/obj/structure/extraction_point/EP as anything in GLOB.total_extraction_beacons)
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if(EP.beacon_network in beacon_networks)
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possible_beacons += EP
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if(!possible_beacons.len)
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to_chat(user, "There are no extraction beacons in existence!")
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return
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else
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var/A
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A = tgui_input_list(user, "Select a beacon to connect to", "Balloon Extraction Pack", possible_beacons)
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if(!A)
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return
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beacon = A
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to_chat(user, "You link the extraction pack to the beacon system.")
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/obj/item/extraction_pack/afterattack(atom/movable/A, mob/living/carbon/human/user, flag, params)
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if(!beacon)
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to_chat(user, "[src] is not linked to a beacon, and cannot be used.")
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return
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if(!can_use_indoors)
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var/turf/T = get_turf(A)
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if(T && !T.is_outdoors())
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to_chat(user, "[src] can only be used on things that are outdoors!")
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return
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if(!flag)
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return
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if(!istype(A))
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return
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else
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if(!safe_for_living_creatures && check_for_living_mobs(A))
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to_chat(user, "[src] is not safe for use with living creatures, they wouldn't survive the trip back!")
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return
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if(!isturf(A.loc)) // no extracting stuff inside other stuff
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return
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if(A.anchored)
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return
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to_chat(user, span_notice("You start attaching the pack to [A]..."))
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if(do_after(user, 5 SECONDS, target = A))
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to_chat(user, span_notice("You attach the pack to [A] and activate it."))
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/* No components, sorry. No convienence for you!
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if(loc == user && istype(user.back, /obj/item/storage/backpack))
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var/obj/item/storage/backpack/B = user.back
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B.SendSignal(COMSIG_TRY_STORAGE_INSERT, src, user, FALSE, FALSE)
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*/
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uses_left--
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if(uses_left <= 0)
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user.drop_from_inventory(src, A)
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var/mutable_appearance/balloon
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var/mutable_appearance/balloon2
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var/mutable_appearance/balloon3
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if(isliving(A))
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var/mob/living/M = A
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M.AdjustStunned(20) // Keep them from moving during the duration of the extraction
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if(M.buckled)
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M.buckled.unbuckle_mob(M)
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else
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A.anchored = TRUE
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A.density = FALSE
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var/obj/effect/extraction_holder/holder_obj = new(A.loc)
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holder_obj.appearance = A.appearance
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A.forceMove(holder_obj)
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balloon2 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_expand")
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balloon2.pixel_y = 10
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balloon2.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
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holder_obj.add_overlay(balloon2)
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sleep(4)
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balloon = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_balloon")
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balloon.pixel_y = 10
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balloon.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
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holder_obj.cut_overlay(balloon2)
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holder_obj.add_overlay(balloon)
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playsound(holder_obj, 'sound/items/fulext_deploy.wav', 50, 1, -3)
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animate(holder_obj, pixel_z = 10, time = 20)
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sleep(20)
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animate(holder_obj, pixel_z = 15, time = 10)
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sleep(10)
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animate(holder_obj, pixel_z = 10, time = 10)
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sleep(10)
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animate(holder_obj, pixel_z = 15, time = 10)
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sleep(10)
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animate(holder_obj, pixel_z = 10, time = 10)
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sleep(10)
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playsound(holder_obj, 'sound/items/fultext_launch.wav', 50, 1, -3)
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animate(holder_obj, pixel_z = 1000, time = 30)
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if(ishuman(A))
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var/mob/living/carbon/human/L = A
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L.AdjustStunned(20)
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L.drowsyness = 0
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sleep(30)
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var/list/flooring_near_beacon = list()
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for(var/turf/simulated/floor/floor in orange(1, beacon))
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flooring_near_beacon += floor
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holder_obj.forceMove(pick(flooring_near_beacon))
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animate(holder_obj, pixel_z = 10, time = 50)
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sleep(50)
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animate(holder_obj, pixel_z = 15, time = 10)
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sleep(10)
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animate(holder_obj, pixel_z = 10, time = 10)
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sleep(10)
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balloon3 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_retract")
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balloon3.pixel_y = 10
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balloon3.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
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holder_obj.cut_overlay(balloon)
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holder_obj.add_overlay(balloon3)
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sleep(4)
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holder_obj.cut_overlay(balloon3)
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A.anchored = FALSE // An item has to be unanchored to be extracted in the first place.
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A.density = initial(A.density)
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animate(holder_obj, pixel_z = 0, time = 5)
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sleep(5)
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A.forceMove(holder_obj.loc)
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qdel(holder_obj)
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if(uses_left <= 0)
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qdel(src)
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/obj/item/fulton_core
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name = "extraction beacon signaller"
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desc = "Emits a signal which Fulton recovery devices can lock onto. Activate in hand to create a beacon."
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icon = 'icons/obj/stock_parts.dmi'
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icon_state = "subspace_amplifier"
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/obj/item/fulton_core/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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var/turf/T = get_turf(user)
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var/outdoors = T.is_outdoors()
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if(do_after(user, 1.5 SECONDS, target = user) && !QDELETED(src))
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new /obj/structure/extraction_point(get_turf(user))
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qdel(src)
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/obj/structure/extraction_point
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name = "fulton recovery beacon"
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desc = "A beacon for the Fulton recovery system. Activate a pack in your hand to link it to a beacon."
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icon = 'icons/obj/fulton.dmi'
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icon_state = "extraction_point"
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anchored = TRUE
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density = FALSE
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var/beacon_network = "station"
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/obj/structure/extraction_point/Initialize(mapload)
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. = ..()
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name += " ([rand(100,999)]) ([get_area_name(src, TRUE)])"
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GLOB.total_extraction_beacons += src
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/obj/structure/extraction_point/Destroy()
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GLOB.total_extraction_beacons -= src
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. = ..()
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/obj/effect/extraction_holder
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name = "extraction holder"
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desc = "you shouldn't see this"
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var/atom/movable/stored_obj
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/obj/item/extraction_pack/proc/check_for_living_mobs(atom/A)
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if(isliving(A))
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var/mob/living/L = A
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if(L.stat != DEAD)
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return 1
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for(var/thing in A.GetAllContents())
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if(isliving(A))
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var/mob/living/L = A
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if(L.stat != DEAD)
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return 1
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return 0
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/obj/effect/extraction_holder/singularity_pull()
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return
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