Files
GS13NG/code/game/objects/items/devices/pressureplates.dm
Detective-Google bd37d45334 Ports TG Icemoon framework and map (#49680) (#12002)
* ports all the tg junk for icemoon, not yet changed to make it all compile

* fixes

* fixes

* fixes

* fixes

* fixes

* new stuff

* whew

* fixes

* it compiles, now to fix the maps

* fixes the maps

* fixes solars + removes the space tiles in the toxins burn chamber

* nukes the SpawnTerrain proc used for tg geysers

* linter fix

* fix

* fixes the non matching turf atmos (hopefully)

* more mapping fixes

* dmm2tgm

* unfucks changeturf for the more_caves

* fixes the volanic subtypes of the other thing

* fixes the stupid fucking tile placing list

* some map fixes, fixes the station_ruin loader shitting out errors this commit took 2 hours of my fucking life

* fixes a bunch of mismatch atmos in ruins

* fixes wendigo cave having no air

* backwards couch backwards couch

* fixes the SM up

* wendigos can't runtime when butchering if you can't butcher them 😎

* makes the wendigo fight have the same atmos as the surrounding icemoon

* Tweaks atmos mixture from o2=22;n2=82;TEMP=180 to o2=18;n2=63;TEMP=180, making lavaland weapons actually work

* makes the wendigo screech shake not completely aids

* fixes snowlegion portals dropping proper legions instead of skeles

* brings the engioutpost ruin over as well

* whoopps

* empty commit to reroll bots

* Fixes pirates, ops, the mining base, and gives pirates and ops drills

* fixes lone ops and ninjas

* fixes the snowed plating getting fucked when tiles are placed on it

* removes some OP junk from the wabbajack pool (aka removes non-antag headslugs again)

* more bug fixes

* empty commit to reroll bots

* hopefully finally kills the active turfs on the library ruin

Co-authored-by: kevinz000 <2003111+kevinz000@users.noreply.github.com>
2020-05-07 14:46:16 +02:00

85 lines
2.4 KiB
Plaintext

/obj/item/pressure_plate
name = "pressure plate"
desc = "An electronic device that triggers when stepped on."
icon = 'icons/obj/device.dmi'
item_state = "flash"
icon_state = "pressureplate"
level = 1
var/trigger_mob = TRUE
var/trigger_item = FALSE
var/specific_item = null
var/trigger_silent = FALSE
var/sound/trigger_sound = 'sound/effects/pressureplate.ogg'
var/obj/item/assembly/signaler/sigdev = null
var/roundstart_signaller = FALSE
var/roundstart_signaller_freq = FREQ_PRESSURE_PLATE
var/roundstart_signaller_code = 30
var/roundstart_hide = FALSE
var/removable_signaller = TRUE
var/active = FALSE
var/image/tile_overlay = null
var/can_trigger = TRUE
var/trigger_delay = 10
/obj/item/pressure_plate/Initialize()
. = ..()
tile_overlay = image(icon = 'icons/turf/floors.dmi', icon_state = "pp_overlay")
if(roundstart_signaller)
sigdev = new
sigdev.code = roundstart_signaller_code
sigdev.frequency = roundstart_signaller_freq
if(isopenturf(loc))
hide(TRUE)
/obj/item/pressure_plate/Crossed(atom/movable/AM)
. = ..()
if(!can_trigger || !active)
return
if(trigger_item && !istype(AM, specific_item))
return
if(trigger_mob && isliving(AM))
var/mob/living/L = AM
to_chat(L, "<span class='warning'>You feel something click beneath you!</span>")
else if(!trigger_item)
return
can_trigger = FALSE
addtimer(CALLBACK(src, .proc/trigger), trigger_delay)
/obj/item/pressure_plate/proc/trigger()
can_trigger = TRUE
if(istype(sigdev))
sigdev.signal()
/obj/item/pressure_plate/attackby(obj/item/I, mob/living/L)
if(istype(I, /obj/item/assembly/signaler) && !istype(sigdev) && removable_signaller && L.transferItemToLoc(I, src))
sigdev = I
to_chat(L, "<span class='notice'>You attach [I] to [src]!</span>")
return ..()
/obj/item/pressure_plate/attack_self(mob/living/L)
if(removable_signaller && istype(sigdev))
to_chat(L, "<span class='notice'>You remove [sigdev] from [src]</span>")
if(!L.put_in_hands(sigdev))
sigdev.forceMove(get_turf(src))
sigdev = null
return ..()
/obj/item/pressure_plate/hide(yes)
if(yes)
invisibility = INVISIBILITY_MAXIMUM
anchored = TRUE
icon_state = null
active = TRUE
can_trigger = TRUE
if(tile_overlay)
loc.add_overlay(tile_overlay)
else
invisibility = initial(invisibility)
anchored = FALSE
icon_state = initial(icon_state)
active = FALSE
if(tile_overlay)
loc.overlays -= tile_overlay