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Windowgrille Spawner Tweak (#10348)
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@@ -261,3 +261,21 @@
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if(air_group)
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return 0 //Make sure air doesn't drain
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..()
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/obj/structure/grille/crescent/attack_hand()
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return
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/obj/structure/grille/crescent/attackby()
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return
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/obj/structure/grille/crescent/attack_generic()
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return
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/obj/structure/grille/crescent/ex_act(var/severity = 2.0)
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return
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/obj/structure/grille/crescent/hitby()
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return
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/obj/structure/grille/crescent/bullet_act()
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return
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@@ -1,96 +0,0 @@
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// Ported from Haine and WrongEnd with much gratitude!
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/* ._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._. */
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/*-=-=-=-=-=-=-=-=-=-=-=-=-=WHAT-EVER=-=-=-=-=-=-=-=-=-=-=-=-=-*/
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/* '~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~' */
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/obj/effect/wingrille_spawn
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name = "window grille spawner"
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icon = 'icons/obj/structures.dmi'
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icon_state = "wingrille"
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density = 1
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anchored = 1.0
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var/win_path = /obj/structure/window/basic
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var/activated
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// stops ZAS expanding zones past us, the windows will block the zone anyway
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/obj/effect/wingrille_spawn/CanPass()
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return 0
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/obj/effect/wingrille_spawn/attack_hand()
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attack_generic()
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/obj/effect/wingrille_spawn/attack_ghost()
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attack_generic()
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/obj/effect/wingrille_spawn/attack_generic()
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activate()
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/obj/effect/wingrille_spawn/Initialize(mapload)
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if (!win_path)
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return INITIALIZE_HINT_QDEL
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..()
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activate()
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return INITIALIZE_HINT_LATEQDEL
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/obj/effect/wingrille_spawn/proc/activate()
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if(activated) return
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if (!locate(/obj/structure/grille) in get_turf(src))
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var/obj/structure/grille/G = new /obj/structure/grille(src.loc)
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handle_grille_spawn(G)
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var/list/neighbours = list()
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for (var/dir in cardinal)
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var/turf/T = get_step(src, dir)
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var/obj/effect/wingrille_spawn/other = locate(/obj/effect/wingrille_spawn) in T
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if(!other)
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var/found_connection
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if(locate(/obj/structure/grille) in T)
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for(var/obj/structure/window/W in T)
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if(W.type == win_path && W.dir == get_dir(T,src))
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found_connection = 1
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qdel(W)
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if(!found_connection)
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var/obj/structure/window/new_win = new win_path(src.loc)
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new_win.set_dir(dir)
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handle_window_spawn(new_win)
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else
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neighbours |= other
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activated = 1
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/obj/effect/wingrille_spawn/proc/handle_window_spawn(var/obj/structure/window/W)
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return
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// Currently unused, could be useful for pre-wired electrified windows.
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/obj/effect/wingrille_spawn/proc/handle_grille_spawn(var/obj/structure/grille/G)
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return
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/obj/effect/wingrille_spawn/reinforced
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name = "reinforced window grille spawner"
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icon_state = "r-wingrille"
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win_path = /obj/structure/window/reinforced
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/obj/effect/wingrille_spawn/reinforced/crescent
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name = "Crescent window grille spawner"
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win_path = /obj/structure/window/reinforced/crescent
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/obj/effect/wingrille_spawn/phoron
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name = "phoron window grille spawner"
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icon_state = "p-wingrille"
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win_path = /obj/structure/window/phoronbasic
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/obj/effect/wingrille_spawn/reinforced_phoron
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name = "reinforced phoron window grille spawner"
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icon_state = "pr-wingrille"
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win_path = /obj/structure/window/phoronreinforced
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/obj/effect/wingrille_spawn/reinforced/polarized
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name = "polarized window grille spawner"
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color = "#444444"
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win_path = /obj/structure/window/reinforced/polarized
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var/id
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/obj/effect/wingrille_spawn/reinforced/polarized/handle_window_spawn(var/obj/structure/window/reinforced/polarized/P)
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if(id)
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P.id = id
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