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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
287 lines
7.4 KiB
Plaintext
287 lines
7.4 KiB
Plaintext
/obj/item/inflatable
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name = "inflatable wall"
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desc = "A folded membrane which rapidly expands into a large cubical shape on activation."
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_wall"
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drop_sound = 'sound/items/drop/rubber.ogg'
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w_class = ITEMSIZE_NORMAL
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var/deploy_path = /obj/structure/inflatable
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///Var used for attack_self chain
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var/special_handling = FALSE
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/obj/item/inflatable/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(special_handling)
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return FALSE
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inflate(user,user.loc)
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/obj/item/inflatable/afterattack(var/atom/A, var/mob/user)
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..(A, user)
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if(!user)
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return
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if(!user.Adjacent(A))
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to_chat(user, "You can't reach!")
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return
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if(istype(A, /turf))
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inflate(user,A)
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/obj/structure/inflatable
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name = "inflatable wall"
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desc = "An inflated membrane. Do not puncture."
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density = TRUE
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anchored = TRUE
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opacity = 0
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can_atmos_pass = ATMOS_PASS_DENSITY
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "wall"
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var/health = 50.0
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/obj/structure/inflatable/Initialize(mapload)
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. = ..()
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update_nearby_tiles(need_rebuild=1)
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/obj/structure/inflatable/Destroy()
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update_nearby_tiles()
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return ..()
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/obj/structure/inflatable/bullet_act(var/obj/item/projectile/Proj)
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var/proj_damage = Proj.get_structure_damage()
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if(!proj_damage) return
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health -= proj_damage
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..()
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if(health <= 0)
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puncture()
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return
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/obj/structure/inflatable/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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puncture()
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return
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if(3.0)
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if(prob(50))
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puncture()
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return
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/obj/structure/inflatable/blob_act()
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puncture()
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/obj/structure/inflatable/attack_hand(mob/user as mob)
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add_fingerprint(user)
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return
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/obj/structure/inflatable/attackby(obj/item/W as obj, mob/user as mob)
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if(!istype(W)) return
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if (can_puncture(W))
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visible_message(span_danger("[user] pierces [src] with [W]!"))
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puncture()
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if(W.damtype == BRUTE || W.damtype == BURN)
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hit(W.force)
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..()
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return
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/obj/structure/inflatable/proc/hit(var/damage, var/sound_effect = 1)
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health = max(0, health - damage)
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if(sound_effect)
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playsound(src, 'sound/effects/Glasshit.ogg', 75, 1)
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if(health <= 0)
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puncture()
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/obj/structure/inflatable/click_ctrl()
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hand_deflate()
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/obj/item/inflatable/proc/inflate(var/mob/user,var/location)
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playsound(location, 'sound/items/zip.ogg', 75, 1)
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to_chat(user, span_notice("You inflate [src]."))
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var/obj/structure/inflatable/R = new deploy_path(location)
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src.transfer_fingerprints_to(R)
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R.add_fingerprint(user)
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qdel(src)
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/obj/structure/inflatable/proc/deflate()
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playsound(src, 'sound/machines/hiss.ogg', 75, 1)
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//to_chat(user, span_notice("You slowly deflate the inflatable wall."))
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visible_message("[src] slowly deflates.")
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spawn(50)
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var/obj/item/inflatable/R = new /obj/item/inflatable(loc)
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src.transfer_fingerprints_to(R)
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qdel(src)
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/obj/structure/inflatable/proc/puncture()
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playsound(src, 'sound/machines/hiss.ogg', 75, 1)
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visible_message("[src] rapidly deflates!")
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var/obj/item/inflatable/torn/R = new /obj/item/inflatable/torn(loc)
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src.transfer_fingerprints_to(R)
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qdel(src)
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/obj/structure/inflatable/verb/hand_deflate()
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set name = "Deflate"
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set category = "Object"
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set src in oview(1)
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if(isobserver(usr) || usr.restrained() || !usr.Adjacent(src))
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return
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verbs -= /obj/structure/inflatable/verb/hand_deflate
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deflate()
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/obj/structure/inflatable/attack_generic(var/mob/user, var/damage, var/attack_verb)
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health -= damage
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user.do_attack_animation(src)
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if(health <= 0)
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user.visible_message(span_danger("[user] [attack_verb] open the [src]!"))
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spawn(1) puncture()
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else
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user.visible_message(span_danger("[user] [attack_verb] at [src]!"))
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return 1
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/obj/structure/inflatable/take_damage(var/damage)
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health -= damage
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if(health <= 0)
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visible_message(span_danger("The [src] deflates!"))
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spawn(1) puncture()
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return 1
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/obj/item/inflatable/door/
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name = "inflatable door"
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desc = "A folded membrane which rapidly expands into a simple door on activation."
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_door"
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deploy_path = /obj/structure/inflatable/door
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/obj/structure/inflatable/door //Based on mineral door code
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name = "inflatable door"
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density = TRUE
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anchored = TRUE
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opacity = 0
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "door_closed"
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var/state = 0 //closed, 1 == open
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var/isSwitchingStates = 0
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/obj/structure/inflatable/door/attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral
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if(isAI(user)) //so the AI can't open it
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return
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else if(isrobot(user)) //but cyborgs can
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if(get_dist(user,src) <= 1) //not remotely though
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return TryToSwitchState(user)
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/obj/structure/inflatable/door/attack_hand(mob/user as mob)
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return TryToSwitchState(user)
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/obj/structure/inflatable/door/CanPass(atom/movable/mover, turf/target)
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if(istype(mover, /obj/effect/beam))
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return !opacity
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return !density
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/obj/structure/inflatable/door/proc/TryToSwitchState(atom/user)
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if(isSwitchingStates) return
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if(ismob(user))
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var/mob/M = user
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if(M.client)
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(!C.handcuffed)
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SwitchState()
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else
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SwitchState()
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else if(istype(user, /obj/mecha))
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SwitchState()
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/obj/structure/inflatable/door/proc/SwitchState()
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if(state)
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Close()
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else
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Open()
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update_nearby_tiles()
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/obj/structure/inflatable/door/proc/Open()
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isSwitchingStates = 1
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flick("door_opening",src)
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sleep(10)
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density = FALSE
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opacity = 0
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state = 1
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update_icon()
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isSwitchingStates = 0
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/obj/structure/inflatable/door/proc/Close()
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isSwitchingStates = 1
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flick("door_closing",src)
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sleep(10)
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density = TRUE
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opacity = 0
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state = 0
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update_icon()
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isSwitchingStates = 0
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/obj/structure/inflatable/door/update_icon()
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if(state)
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icon_state = "door_open"
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else
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icon_state = "door_closed"
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/obj/structure/inflatable/door/deflate()
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playsound(src, 'sound/machines/hiss.ogg', 75, 1)
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visible_message("[src] slowly deflates.")
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spawn(50)
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var/obj/item/inflatable/door/R = new /obj/item/inflatable/door(loc)
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src.transfer_fingerprints_to(R)
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qdel(src)
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/obj/structure/inflatable/door/puncture()
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playsound(src, 'sound/machines/hiss.ogg', 75, 1)
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visible_message("[src] rapidly deflates!")
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var/obj/item/inflatable/door/torn/R = new /obj/item/inflatable/door/torn(loc)
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src.transfer_fingerprints_to(R)
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qdel(src)
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/obj/item/inflatable/torn
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name = "torn inflatable wall"
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desc = "A folded membrane which rapidly expands into a large cubical shape on activation. It is too torn to be usable."
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_wall_torn"
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special_handling = TRUE
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/obj/item/inflatable/torn/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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to_chat(user, span_notice("The inflatable wall is too torn to be inflated!"))
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add_fingerprint(user)
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/obj/item/inflatable/door/torn
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name = "torn inflatable door"
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desc = "A folded membrane which rapidly expands into a simple door on activation. It is too torn to be usable."
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_door_torn"
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special_handling = TRUE
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/obj/item/inflatable/door/torn/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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to_chat(user, span_notice("The inflatable door is too torn to be inflated!"))
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add_fingerprint(user)
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/obj/item/storage/briefcase/inflatable
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name = "inflatable barrier box"
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desc = "Contains inflatable walls and doors."
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icon_state = "inf_box"
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w_class = ITEMSIZE_NORMAL
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max_storage_space = ITEMSIZE_COST_NORMAL * 7
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can_hold = list(/obj/item/inflatable)
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starts_with = list(/obj/item/inflatable/door = 3, /obj/item/inflatable = 4)
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