{"action":"created","comment":{"url":"https://api.github.com/repos/d3athrow/vgstation13/pulls/comments/63193547","id":63193547,"diff_hunk":"@@ -0,0 +1,294 @@\n+/obj/item/inflatable\n+\tname = \"inflatable\"\n+\tw_class = 2\n+\ticon = 'icons/obj/inflatable.dmi'\n+\tvar/deploy_path = null\n+\n+/obj/item/inflatable/attack_self(mob/user)\n+\tif(!deploy_path)\n+\t\treturn\n+\tplaysound(loc, 'sound/items/zip.ogg', 75, 1)\n+\tto_chat(user, \"<span class='notice'>You inflate \\the [src].</span>\")\n+\tvar/obj/structure/inflatable/R = new deploy_path(user.loc)\n+\tsrc.transfer_fingerprints_to(R)\n+\tR.add_fingerprint(user)\n+\tqdel(src)\n+\n+/obj/item/inflatable/wall\n+\tname = \"inflatable wall\"\n+\tdesc = \"A folded membrane which rapidly expands into a large cubical shape on activation.\"\n+\ticon_state = \"folded_wall\"\n+\tdeploy_path = /obj/structure/inflatable/wall\n+\n+/obj/item/inflatable/door/\n+\tname = \"inflatable door\"\n+\tdesc = \"A folded membrane which rapidly expands into a simple door on activation.\"\n+\ticon_state = \"folded_door\"\n+\tdeploy_path = /obj/structure/inflatable/door\n+\n+/obj/structure/inflatable\n+\tname = \"inflatable\"\n+\tdesc = \"An inflated membrane. Do not puncture.\"\n+\tdensity = 1\n+\tanchored = 1\n+\topacity = 0\n+\ticon = 'icons/obj/inflatable.dmi'\n+\ticon_state = \"wall\"\n+\tpenetration_dampening = 3\n+\n+\tvar/undeploy_path = null\n+\tvar/health = 50\n+\n+/obj/structure/inflatable/wall\n+\tname = \"inflatable wall\"\n+\tundeploy_path = /obj/item/inflatable/wall\n+\n+/obj/structure/inflatable/New(location)\n+\t..()\n+\tupdate_nearby_tiles(need_rebuild=1)\n+\n+/obj/structure/inflatable/Destroy()\n+\tupdate_nearby_tiles()\n+\t..()\n+\n+/obj/structure/inflatable/Cross(atom/movable/mover, turf/target, height=0, air_group=0)\n+\treturn 0\n+\n+/obj/structure/inflatable/bullet_act(var/obj/item/projectile/Proj)\n+\thealth -= Proj.damage\n+\t..()\n+\tif(health <= 0)\n+\t\tdeflate(1)\n+\treturn\n+\n+/obj/structure/inflatable/projectile_check()\n+\treturn PROJREACT_WINDOWS\n+\n+/obj/structure/inflatable/ex_act(severity)\n+\tswitch(severity)\n+\t\tif(1)\n+\t\t\tqdel(src)\n+\t\t\treturn\n+\t\tif(2)\n+\t\t\tdeflate(1)\n+\t\t\treturn\n+\t\tif(3)\n+\t\t\tif(prob(50))\n+\t\t\t\tdeflate(1)\n+\t\t\t\treturn\n+\n+/obj/structure/inflatable/attack_hand(mob/user)\n+\tuser.delayNextAttack(10)\n+\tadd_fingerprint(user)\n+\treturn\n+\n+/obj/structure/inflatable/attackby(obj/item/weapon/W, mob/user)\n+\tuser.delayNextAttack(10)\n+\tif(W.is_sharp())\n+\t\tvisible_message(\"<span class='danger'>[user] pierces [src] with [W]!</span>\")\n+\t\tdeflate(1)\n+\tif(W.damtype == BRUTE || W.damtype == BURN)\n+\t\thit(W.force)\n+\t\t..()\n+\treturn\n+\n+/obj/structure/inflatable/attack_alien(mob/user)\n+\tuser.delayNextAttack(10)\n+\tif(islarva(user))\n+\t\treturn\n+\tvisible_message(\"<span class='danger'>[user] rips [src] apart!</span>\")\n+\tdeflate(1)\n+\n+/obj/structure/inflatable/attack_animal(mob/user)\n+\tuser.delayNextAttack(10)\n+\tvar/mob/living/simple_animal/M = user\n+\tif(M.melee_damage_upper <= 0)\n+\t\treturn\n+\tuser.visible_message(\"<span class='danger'>[user] attacks [src]!</span>\")\n+\tattack_generic(M, M.melee_damage_upper)\n+\n+/obj/structure/inflatable/attack_slime(mob/user)\n+\tuser.delayNextAttack(10)\n+\tif(!isslimeadult(user))\n+\t\treturn\n+\tuser.visible_message(\"<span class='danger'>[user] glomps [src]!</span>\")\n+\tattack_generic(user, rand(10, 15))\n+\n+/obj/structure/inflatable/proc/hit(var/damage, var/sound_effect = 1)\n+\thealth = max(0, health - damage)\n+\tif(sound_effect)\n+\t\tplaysound(loc, 'sound/effects/attackblob.ogg', 75, 1)\n+\tif(health <= 0)\n+\t\tdeflate(1)\n+\n+/obj/structure/inflatable/CtrlClick()\n+\thand_deflate()\n+\n+/obj/structure/inflatable/proc/deflate(var/violent=0)\n+\tplaysound(loc, 'sound/machines/hiss.ogg', 75, 1)\n+\tif(violent)\n+\t\tvisible_message(\"[src] rapidly deflates!\")\n+\t\tvar/obj/item/inflatable/torn/R = new /obj/item/inflatable/torn(loc)\n+\t\tsrc.transfer_fingerprints_to(R)\n+\t\tqdel(src)\n+\telse\n+\t\tif(!undeploy_path)\n+\t\t\treturn\n+\t\tvisible_message(\"\\The [src] slowly deflates.\")\n+\t\tspawn(50)\n+\t\t\tvar/obj/item/inflatable/R = new undeploy_path(src.loc)\n+\t\t\tsrc.transfer_fingerprints_to(R)\n+\t\t\tqdel(src)\n+\n+/obj/structure/inflatable/verb/hand_deflate()\n+\tset name = \"Deflate\"\n+\tset category = \"Object\"\n+\tset src in oview(1)\n+\n+\tif(isobserver(usr) || usr.restrained() || !usr.Adjacent(src))\n+\t\treturn\n+\n+\tverbs -= /obj/structure/inflatable/verb/hand_deflate\n+\tdeflate()\n+\n+/obj/structure/inflatable/proc/attack_generic(var/mob/user, var/damage, var/attack_verb)\n+\thealth -= damage\n+\tif(health <= 0)\n+\t\tspawn(1) deflate(1)\n+\treturn 1\n+\n+/obj/structure/inflatable/door\n+\tname = \"inflatable door\"\n+\tdensity = 1\n+\tanchored = 1\n+\topacity = 0\n+\n+\ticon_state = \"door_closed\"\n+\tundeploy_path = /obj/item/inflatable/door\n+\n+\tvar/state = 0 //closed, 1 == open\n+\tvar/isSwitchingStates = 0\n+\n+/obj/structure/inflatable/door/attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral\n+\tif(isAI(user)) //so the AI can't open it\n+\t\treturn\n+\telse if(isrobot(user)) //but cyborgs can\n+\t\tif(get_dist(user,src) <= 1) //not remotely though\n+\t\t\treturn TryToSwitchState(user)\n+\n+/obj/structure/inflatable/door/attack_hand(mob/user as mob)\n+\treturn TryToSwitchState(user)\n+\n+/obj/structure/inflatable/door/Cross(atom/movable/mover, turf/target, height=0, air_group=0)\n+\tif(air_group)\n+\t\treturn state\n+\tif(istype(mover, /obj/effect/beam))\n+\t\treturn !opacity\n+\treturn !density\n+\n+/obj/structure/inflatable/door/proc/TryToSwitchState(atom/user)\n+\tif(isSwitchingStates) return\n+\tif(ismob(user))\n+\t\tvar/mob/M = user\n+\t\tif(M.client)\n+\t\t\tif(iscarbon(M))\n+\t\t\t\tvar/mob/living/carbon/C = M\n+\t\t\t\tif(!C.handcuffed)\n+\t\t\t\t\tSwitchState()\n+\t\t\telse\n+\t\t\t\tSwitchState()\n+\telse if(istype(user, /obj/mecha))\n+\t\tSwitchState()\n+\n+/obj/structure/inflatable/door/proc/SwitchState()\n+\tif(state)\n+\t\tClose()\n+\telse\n+\t\tOpen()\n+\tupdate_nearby_tiles()\n+\n+/obj/structure/inflatable/door/proc/Open()\n+\tisSwitchingStates = 1\n+\tflick(\"door_opening\",src)\n+\tplaysound(loc, 'sound/effects/attackblob.ogg', 75, 1)\n+\tsleep(10)\n+\tdensity = 0\n+\topacity = 0\n+\tstate = 1\n+\tupdate_icon()\n+\tisSwitchingStates = 0\n+\n+/obj/structure/inflatable/door/proc/Close()\n+\tisSwitchingStates = 1\n+\tflick(\"door_closing\",src)\n+\tplaysound(loc, 'sound/effects/attackblob.ogg', 75, 1)\n+\tsleep(10)\n+\tdensity = 1\n+\topacity = 0\n+\tstate = 0\n+\tupdate_icon()\n+\tisSwitchingStates = 0\n+\n+/obj/structure/inflatable/proc/update_nearby_tiles()\n+\tif (isnull(air_master))\n+\t\treturn 0\n+\n+\tvar/T = loc","path":"code/game/objects/structures/inflatable.dm","position":236,"original_position":236,"commit_id":"d8324690cfb3bbfb579fb5f91c8b026d44abae8b","original_commit_id":"d8324690cfb3bbfb579fb5f91c8b026d44abae8b","user":{"login":"PJB3005","id":8107459,"avatar_url":"https://avatars.githubusercontent.com/u/8107459?v=3","gravatar_id":"","url":"https://api.github.com/users/PJB3005","html_url":"https://github.com/PJB3005","followers_url":"https://api.github.com/users/PJB3005/followers","following_url":"https://api.github.com/users/PJB3005/following{/other_user}","gists_url":"https://api.github.com/users/PJB3005/gists{/gist_id}","starred_url":"https://api.github.com/users/PJB3005/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/PJB3005/subscriptions","organizations_url":"https://api.github.com/users/PJB3005/orgs","repos_url":"https://api.github.com/users/PJB3005/repos","events_url":"https://api.github.com/users/PJB3005/events{/privacy}","received_events_url":"https://api.github.com/users/PJB3005/received_events","type":"User","site_admin":false},"body":"No need to cast this.","created_at":"2016-05-13T14:36:38Z","updated_at":"2016-05-13T14:36:38Z","html_url":"https://github.com/d3athrow/vgstation13/pull/10029#discussion_r63193547","pull_request_url":"https://api.github.com/repos/d3athrow/vgstation13/pulls/10029","_links":{"self":{"href":"https://api.github.com/repos/d3athrow/vgstation13/pulls/comments/63193547"},"html":{"href":"https://github.com/d3athrow/vgstation13/pull/10029#discussion_r63193547"},"pull_request":{"href":"https://api.github.com/repos/d3athrow/vgstation13/pulls/10029"}}},"pull_request":{"url":"https://api.github.com/repos/d3athrow/vgstation13/pulls/10029","id":69934160,"html_url":"https://github.com/d3athrow/vgstation13/pull/10029","diff_url":"https://github.com/d3athrow/vgstation13/pull/10029.diff","patch_url":"https://github.com/d3athrow/vgstation13/pull/10029.patch","issue_url":"https://api.github.com/repos/d3athrow/vgstation13/issues/10029","number":10029,"state":"open","locked":false,"title":"(Badly) Ports inflatable walls and doors from bay","user":{"login":"Konater","id":7538670,"avatar_url":"https://avatars.githubusercontent.com/u/7538670?v=3","gravatar_id":"","url":"https://api.github.com/users/Konater","html_url":"https://github.com/Konater","followers_url":"https://api.github.com/users/Konater/followers","following_url":"https://api.github.com/users/Konater/following{/other_user}","gists_url":"https://api.github.com/users/Konater/gists{/gist_id}","starred_url":"https://api.github.com/users/Konater/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Konater/subscriptions","organizations_url":"https://api.github.com/users/Konater/orgs","repos_url":"https://api.github.com/users/Konater/repos","events_url":"https://api.github.com/users/Konater/events{/privacy}","received_events_url":"https://api.github.com/users/Konater/received_events","type":"User","site_admin":false},"body":"Engineering now gets some instant walls and doors to enter breached areas without depressurising the area you came from, you can find them in your lockers or order more from cargo.\r\n\r\n![inflatables](https://cloud.githubusercontent.com/assets/7538670/15235880/3f51ee00-18b7-11e6-8879-f83ca7604fbd.png)\r\n\r\nThis entire thing was a copy and paste job to get working so it may be worth having someone check it over.\r\nI tested sharp stuff instantly deflating, making sure it blocks air, the sounds, making sure they spawned on the supply shuttle and in the lockers, spawning myself as a xeno/slime/spider to check I could attack them and stuff\r\nThey block lasers and projectiles, I'm not actually sure how they work on 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