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d5849910e5
* 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
140 lines
3.8 KiB
Plaintext
140 lines
3.8 KiB
Plaintext
GLOBAL_LIST_EMPTY(active_radio_jammers)
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/proc/is_jammed(var/obj/radio)
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var/turf/Tr = get_turf(radio)
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if(!Tr) return 0 //Nullspace radios don't get jammed.
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var/area/our_area = get_area(Tr)
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if(our_area.no_comms)
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return TRUE
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for(var/obj/item/radio_jammer/J as anything in GLOB.active_radio_jammers)
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var/turf/Tj = get_turf(J)
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if(J.on && Tj.z == Tr.z) //If we're on the same Z, it's worth checking.
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var/dist = get_dist(Tj,Tr)
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if(dist <= J.jam_range)
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return list("jammer" = J, "distance" = dist)
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/obj/item/radio_jammer
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name = "subspace jammer"
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desc = "Primarily for blocking subspace communications, preventing the use of headsets, PDAs, and communicators. Also masks suit sensors." // Added suit sensor jamming
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icon = 'icons/obj/device.dmi'
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icon_state = "jammer0"
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var/active_state = "jammer1"
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var/last_overlay_percent = null // Stores overlay icon_state to avoid excessive recreation of overlays.
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var/on = 0
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var/jam_range = 7
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var/obj/item/cell/device/weapon/power_source
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var/tick_cost = 5 //VOREStation Edit - For the ERPs.
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origin_tech = list(TECH_ILLEGAL = 7, TECH_BLUESPACE = 5) //Such technology! Subspace jamming!
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pickup_sound = 'sound/items/pickup/device.ogg'
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drop_sound = 'sound/items/drop/device.ogg'
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/obj/item/radio_jammer/Initialize(mapload)
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. = ..()
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power_source = new(src)
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update_icon() // So it starts with the full overlay.
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/obj/item/radio_jammer/Destroy()
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if(on)
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turn_off()
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QDEL_NULL(power_source)
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return ..()
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/obj/item/radio_jammer/get_cell()
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return power_source
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/obj/item/radio_jammer/proc/turn_off(mob/user)
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if(user)
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to_chat(user,span_warning("\The [src] deactivates."))
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STOP_PROCESSING(SSobj, src)
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GLOB.active_radio_jammers -= src
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on = FALSE
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update_icon()
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/obj/item/radio_jammer/proc/turn_on(mob/user)
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if(user)
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to_chat(user,span_notice("\The [src] is now active."))
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START_PROCESSING(SSobj, src)
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GLOB.active_radio_jammers += src
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on = TRUE
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update_icon()
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/obj/item/radio_jammer/process()
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if(!power_source || !power_source.check_charge(tick_cost))
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var/mob/living/notify
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if(isliving(loc))
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notify = loc
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turn_off(notify)
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else
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power_source.use(tick_cost)
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update_icon()
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/obj/item/radio_jammer/attack_hand(mob/user)
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if(user.get_inactive_hand() == src && power_source)
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to_chat(user,span_notice("You eject \the [power_source] from \the [src]."))
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user.put_in_hands(power_source)
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power_source = null
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turn_off()
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else
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return ..()
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/obj/item/radio_jammer/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(on)
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turn_off(user)
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else
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if(power_source)
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turn_on(user)
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else
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to_chat(user,span_warning("\The [src] has no power source!"))
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/obj/item/radio_jammer/attackby(obj/W, mob/user)
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if(istype(W,/obj/item/cell/device/weapon) && !power_source)
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power_source = W
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power_source.update_icon() //Why doesn't a cell do this already? :|
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user.unEquip(power_source)
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power_source.forceMove(src)
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update_icon()
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to_chat(user,span_notice("You insert \the [power_source] into \the [src]."))
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/obj/item/radio_jammer/update_icon()
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if(on)
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icon_state = active_state
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else
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icon_state = initial(icon_state)
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var/overlay_percent = 0
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if(power_source)
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overlay_percent = between(0, round( power_source.percent() , 25), 100)
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else
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overlay_percent = 0
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// Only Cut() if we need to.
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if(overlay_percent != last_overlay_percent)
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cut_overlays()
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add_overlay("jammer_overlay_[overlay_percent]")
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last_overlay_percent = overlay_percent
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//Unlimited use, unlimited range jammer for admins. Turn it on, drop it somewhere, it works.
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/obj/item/radio_jammer/admin
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jam_range = 255
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tick_cost = 0
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///Checks to see if the clothing is in a belly that jams sensors or blocks tracking.
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/proc/is_vore_jammed(atom/current)
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while(current.loc)
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if(isbelly(current.loc))
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var/obj/belly/B = current.loc
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if(B.mode_flags & DM_FLAG_JAMSENSORS)
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return TRUE
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current = current.loc
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return FALSE
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