Files
VOREStation/code/game/objects/structures/inflatable.dm
Cameron Lennox d5849910e5 Begin clickcode attack_self fix (#18797)
* 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
2025-12-29 13:21:10 -05:00

287 lines
7.4 KiB
Plaintext

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