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-Centcom announcement proc merged with generic priority announcement proc -Re-added the Captain Announces accompanied by a new pleasant sound, instead of the generic priority announcement -Captain Announcements will automatically generate a newscaster article -Priority announcements without any defined accompanying sound will play a generic "Attention" soundbyte as an audio cue -Communications consoles will display who is currently logged in
98 lines
2.2 KiB
Plaintext
98 lines
2.2 KiB
Plaintext
/*
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Immovable rod random event.
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The rod will spawn at some location outside the station, and travel in a straight line to the opposite side of the station
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Everything solid in the way will be ex_act()'d
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In my current plan for it, 'solid' will be defined as anything with density == 1
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--NEOFite
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*/
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/datum/round_event_control/immovable_rod
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name = "Immovable Rod"
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typepath = /datum/round_event/immovable_rod
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max_occurrences = 5
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/datum/round_event/immovable_rod
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announceWhen = 5
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/datum/round_event/immovable_rod/announce()
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priority_announce("What the fuck was that?!", "General Alert")
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/datum/round_event/immovable_rod/start()
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var/startx = 0
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var/starty = 0
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var/endy = 0
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var/endx = 0
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var/startside = pick(cardinal)
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switch(startside)
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if(NORTH)
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starty = 187
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startx = rand(41, 199)
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endy = 38
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endx = rand(41, 199)
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if(EAST)
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starty = rand(38, 187)
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startx = 199
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endy = rand(38, 187)
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endx = 41
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if(SOUTH)
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starty = 38
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startx = rand(41, 199)
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endy = 187
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endx = rand(41, 199)
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else
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starty = rand(38, 187)
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startx = 41
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endy = rand(38, 187)
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endx = 199
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//rod time!
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new /obj/effect/immovablerod(locate(startx, starty, 1), locate(endx, endy, 1))
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/obj/effect/immovablerod
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name = "Immovable Rod"
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desc = "What the fuck is that?"
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icon = 'icons/obj/objects.dmi'
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icon_state = "immrod"
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throwforce = 100
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density = 1
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anchored = 1
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var/z_original = 0
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var/destination
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New(atom/start, atom/end)
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loc = start
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z_original = z
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destination = end
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if(end && end.z==z_original)
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walk_towards(src, destination, 1)
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Move()
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if(z != z_original || loc == destination)
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qdel(src)
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return ..()
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Bump(atom/clong)
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if (istype(clong, /turf) && !istype(clong, /turf/unsimulated))
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if(clong.density)
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clong.ex_act(2)
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for (var/mob/O in hearers(src, null))
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O.show_message("CLANG", 2)
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else if (istype(clong, /obj))
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if(clong.density)
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clong.ex_act(2)
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for (var/mob/O in hearers(src, null))
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O.show_message("CLANG", 2)
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else if (istype(clong, /mob))
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if(clong.density || prob(10))
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clong.meteorhit(src)
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else
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qdel(src)
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if(clong && prob(25))
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src.loc = clong.loc
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