//holographic signs and barriers /obj/structure/holosign name = "holo sign" icon = 'icons/effects/effects.dmi' anchored = TRUE max_integrity = 1 armor = list("melee" = 0, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20) var/obj/item/holosign_creator/projector var/init_vis_overlay = TRUE /obj/structure/holosign/Initialize(mapload, source_projector) . = ..() if(source_projector) projector = source_projector projector.signs += src if(init_vis_overlay) SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, plane, dir, alpha, RESET_ALPHA) //you see mobs under it, but you hit them like they are above it alpha = 0 /obj/structure/holosign/Destroy() if(projector) projector.signs -= src projector = null return ..() /obj/structure/holosign/attack_hand(mob/living/user) . = ..() if(.) return user.do_attack_animation(src, ATTACK_EFFECT_PUNCH) user.changeNext_move(CLICK_CD_MELEE) take_damage(5 , BRUTE, "melee", 1) /obj/structure/holosign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) playsound(loc, 'sound/weapons/egloves.ogg', 80, 1) if(BURN) playsound(loc, 'sound/weapons/egloves.ogg', 80, 1) /obj/structure/holosign/wetsign name = "wet floor sign" desc = "The words flicker as if they mean nothing." icon = 'icons/effects/effects.dmi' icon_state = "holosign" /obj/structure/holosign/barrier name = "holo barrier" desc = "A short holographic barrier which can only be passed by walking." icon_state = "holosign_sec" pass_flags = LETPASSTHROW density = TRUE max_integrity = 20 var/allow_walk = 1 //can we pass through it on walk intent /obj/structure/holosign/barrier/CanPass(atom/movable/mover, turf/target) if(!density) return 1 if(mover.pass_flags & (PASSGLASS|PASSTABLE|PASSGRILLE)) return 1 if(iscarbon(mover)) var/mob/living/carbon/C = mover if(allow_walk && C.m_intent == MOVE_INTENT_WALK) return 1 /obj/structure/holosign/barrier/engineering icon_state = "holosign_engi" rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE rad_insulation = RAD_LIGHT_INSULATION /obj/structure/holosign/barrier/atmos name = "holo fan" desc = "A holographic barrier resembling a tiny fan. Though it does not prevent solid objects from passing through, gas is kept out. Somehow." icon_state = "holo_fan" density = FALSE anchored = TRUE layer = ABOVE_NORMAL_TURF_LAYER CanAtmosPass = ATMOS_PASS_NO alpha = 150 init_vis_overlay = FALSE /obj/structure/holosign/barrier/atmos/Initialize() . = ..() air_update_turf(TRUE) /obj/structure/holosign/barrier/firelock name = "holo firelock" desc = "A holographic barrier resembling a firelock. Though it does not prevent solid objects or gas from passing through, temperature changes are kept out." icon_state = "holo_firelock" density = FALSE anchored = TRUE alpha = 150 resistance_flags = FIRE_PROOF /obj/structure/holosign/barrier/firelock/blocksTemperature() return TRUE /obj/structure/holosign/barrier/combifan name = "holo combifan" desc = "A holographic barrier resembling a blue-accented tiny fan. Though it does not prevent solid objects from passing through, gas and temperature changes are kept out." icon_state = "holo_combifan" max_integrity = 30 density = FALSE anchored = TRUE layer = ABOVE_NORMAL_TURF_LAYER alpha = 150 init_vis_overlay = FALSE CanAtmosPass = ATMOS_PASS_NO resistance_flags = FIRE_PROOF /obj/structure/holosign/barrier/combifan/blocksTemperature() return TRUE /obj/structure/holosign/barrier/combifan/Initialize() . = ..() air_update_turf(TRUE) /obj/structure/holosign/barrier/cyborg name = "Energy Field" desc = "A fragile energy field that blocks movement. Excels at blocking lethal projectiles." density = TRUE max_integrity = 10 allow_walk = 0 /obj/structure/holosign/barrier/cyborg/bullet_act(obj/item/projectile/P) take_damage((P.damage / 5) , BRUTE, "melee", 1) //Doesn't really matter what damage flag it is. if(istype(P, /obj/item/projectile/energy/electrode)) take_damage(10, BRUTE, "melee", 1) //Tasers aren't harmful. if(istype(P, /obj/item/projectile/beam/disabler)) take_damage(5, BRUTE, "melee", 1) //Disablers aren't harmful. return BULLET_ACT_HIT /obj/structure/holosign/barrier/medical name = "\improper PENLITE holobarrier" desc = "A holobarrier that uses biometrics to detect human viruses. Denies passing to personnel with easily-detected, malicious viruses. Good for quarantines." icon_state = "holo_medical" alpha = 125 //lazy :) var/force_allaccess = FALSE var/buzzcd = 0 /obj/structure/holosign/barrier/medical/examine(mob/user) . = ..() . += "The biometric scanners are [force_allaccess ? "off" : "on"]." /obj/structure/holosign/barrier/medical/CanPass(atom/movable/mover, turf/target) icon_state = "holo_medical" if(force_allaccess) return TRUE if(ishuman(mover)) var/mob/living/carbon/human/sickboi = mover var/threat = sickboi.check_virus() switch(threat) if(DISEASE_SEVERITY_MINOR, DISEASE_SEVERITY_MEDIUM, DISEASE_SEVERITY_HARMFUL, DISEASE_SEVERITY_DANGEROUS, DISEASE_SEVERITY_BIOHAZARD) if(buzzcd < world.time) playsound(get_turf(src),'sound/machines/buzz-sigh.ogg',65,1,4) buzzcd = (world.time + 60) icon_state = "holo_medical-deny" return FALSE else return TRUE //nice or benign diseases! return TRUE /obj/structure/holosign/barrier/medical/attack_hand(mob/living/user) if(CanPass(user) && user.a_intent == INTENT_HELP) force_allaccess = !force_allaccess to_chat(user, "You [force_allaccess ? "deactivate" : "activate"] the biometric scanners.") //warning spans because you can make the station sick! else return ..() /obj/structure/holosign/barrier/cyborg/hacked name = "Charged Energy Field" desc = "A powerful energy field that blocks movement. Energy arcs off it." max_integrity = 20 var/shockcd = 0 /obj/structure/holosign/barrier/cyborg/hacked/bullet_act(obj/item/projectile/P) take_damage(P.damage, BRUTE, "melee", 1) //Yeah no this doesn't get projectile resistance. return BULLET_ACT_HIT /obj/structure/holosign/barrier/cyborg/hacked/proc/cooldown() shockcd = FALSE /obj/structure/holosign/barrier/cyborg/hacked/attack_hand(mob/living/user) . = ..() if(.) return if(!shockcd) if(ismob(user)) var/mob/living/M = user M.electrocute_act(15,"Energy Barrier", flags = SHOCK_NOGLOVES) shockcd = TRUE addtimer(CALLBACK(src, .proc/cooldown), 5) /obj/structure/holosign/barrier/cyborg/hacked/Bumped(atom/movable/AM) if(shockcd) return if(!ismob(AM)) return var/mob/living/M = AM M.electrocute_act(15,"Energy Barrier", flags = SHOCK_NOGLOVES) shockcd = TRUE addtimer(CALLBACK(src, .proc/cooldown), 5)