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cordon.dm
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/turf/cordon
name = "cordon"
icon = 'icons/turf/walls.dmi'
icon_state = "cordon"
invisibility = INVISIBILITY_ABSTRACT
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
explosion_block = INFINITY
rad_insulation = RAD_FULL_INSULATION
opacity = TRUE
density = TRUE
blocks_air = TRUE
space_lit = TRUE
bullet_bounce_sound = null
turf_flags = NOJAUNT
baseturfs = /turf/cordon
/turf/cordon/AfterChange()
. = ..()
SSair.high_pressure_delta -= src
/turf/cordon/attack_ghost(mob/dead/observer/user)
return FALSE
/turf/cordon/acid_act(acidpwr, acid_volume, acid_id)
return FALSE
/turf/cordon/Melt()
to_be_destroyed = FALSE
return src
/turf/cordon/singularity_act()
return FALSE
/turf/cordon/ScrapeAway(amount, flags)
return src // :devilcat:
/turf/cordon/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
SHOULD_CALL_PARENT(FALSE) // Fuck you
return BULLET_ACT_HIT
/turf/cordon/Adjacent(atom/neighbor, atom/target, atom/movable/mover)
return FALSE
/turf/cordon/Bumped(atom/movable/bumped_atom)
. = ..()
if(HAS_TRAIT(bumped_atom, TRAIT_FREE_HYPERSPACE_SOFTCORDON_MOVEMENT)) //we could feasibly reach the border, so just dont
dump_in_space(bumped_atom)
/// Area used in conjuction with the cordon turf to create a fully functioning world border.
/area/misc/cordon
name = "CORDON"
icon_state = "cordon"
static_lighting = FALSE
base_lighting_alpha = 255
unique = TRUE
hidden = TRUE
area_flags = NOTELEPORT
requires_power = FALSE
/area/misc/cordon/Entered(atom/movable/arrived, area/old_area)
. = ..()
for(var/mob/living/enterer as anything in arrived.get_all_contents_type(/mob/living))
to_chat(enterer, span_userdanger("This was a bad idea..."))
enterer.dust(TRUE, FALSE, TRUE)
/// This type of cordon will block ghosts from passing through it. Useful for stuff like Away Missions, where you feasibly want to block ghosts from entering to keep a certain map section a secret.
/turf/cordon/secret
name = "secret cordon (ghost blocking)"
/turf/cordon/secret/attack_ghost(mob/dead/observer/user)
return FALSE