mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-29 19:42:42 +00:00
Merge resolution, compile fixes with outdated glass paths/map.
This commit is contained in:
@@ -159,7 +159,7 @@ obj/structure/door_assembly
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if(do_after(user, 40))
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if(!src || !WT.isOn()) return
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user << "\blue You welded the glass panel out!"
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new /obj/item/stack/sheet/rglass(src.loc)
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new /obj/item/stack/sheet/glass/reinforced(src.loc)
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glass = 0
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else if(!anchored)
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user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
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@@ -239,7 +239,7 @@ obj/structure/door_assembly
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var/obj/item/stack/sheet/S = W
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if (S)
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if (S.get_amount() >= 1)
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if(istype(S, /obj/item/stack/sheet/rglass))
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if(istype(S, /obj/item/stack/sheet/glass/reinforced))
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
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if(do_after(user, 40) && !glass)
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@@ -303,4 +303,4 @@ obj/structure/door_assembly
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name = "Wired "
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if(2)
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name = "Near Finished "
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name += "[glass == 1 ? "Window " : ""][istext(glass) ? "[glass] Airlock" : base_name] Assembly"
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name += "[glass == 1 ? "Window " : ""][istext(glass) ? "[glass] Airlock" : base_name] Assembly"
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@@ -85,8 +85,8 @@
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return
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//window placing begin
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else if(istype(W,/obj/item/stack/sheet/rglass) || istype(W,/obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/ST = W
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else if(istype(W,/obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/ST = W
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var/dir_to_set = 1
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if(loc == user.loc)
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dir_to_set = user.dir
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@@ -115,16 +115,10 @@
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if(WINDOW.dir == dir_to_set)//checking this for a 2nd time to check if a window was made while we were waiting.
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user << "<span class='notice'>There is already a window facing this way there.</span>"
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return
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var/wtype = ST.created_window
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if (ST.use(1))
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var/obj/structure/window/WD
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if(istype(W, /obj/item/stack/sheet/rglass))
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WD = new/obj/structure/window/reinforced(loc) //reinforced window
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else
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WD = new/obj/structure/window/basic(loc) //normal window
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WD.dir = dir_to_set
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WD.ini_dir = dir_to_set
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WD.anchored = 0
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WD.state = 0
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var/obj/structure/window/WD = new wtype(loc, dir_to_set, 1)
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user << "<span class='notice'>You place the [WD] on [src].</span>"
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WD.update_icon()
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return
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@@ -193,4 +187,4 @@
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visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
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health -= damage
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spawn(1) healthcheck()
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return 1
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return 1
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@@ -18,7 +18,6 @@ obj/structure/windoor_assembly
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density = 0
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dir = NORTH
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var/ini_dir
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var/obj/item/weapon/airlock_electronics/electronics = null
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//Vars to help with the icon's name
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@@ -26,9 +25,17 @@ obj/structure/windoor_assembly
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var/secure = "" //Whether or not this creates a secure windoor
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var/state = "01" //How far the door assembly has progressed in terms of sprites
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obj/structure/windoor_assembly/New(dir=NORTH)
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obj/structure/windoor_assembly/New(Loc, start_dir=NORTH, constructed=0)
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..()
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src.ini_dir = src.dir
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if(constructed)
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state = "01"
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anchored = 0
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switch(start_dir)
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if(NORTH, SOUTH, EAST, WEST)
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dir = start_dir
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else //If the user is facing northeast. northwest, southeast, southwest or north, default to north
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dir = NORTH
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update_nearby_tiles(need_rebuild=1)
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obj/structure/windoor_assembly/Del()
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@@ -70,7 +77,7 @@ obj/structure/windoor_assembly/Del()
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if(do_after(user, 40))
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if(!src || !WT.isOn()) return
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user << "\blue You dissasembled the windoor assembly!"
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new /obj/item/stack/sheet/rglass(get_turf(src), 5)
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new /obj/item/stack/sheet/glass/reinforced(get_turf(src), 5)
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if(secure)
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new /obj/item/stack/rods(get_turf(src), 4)
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del(src)
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@@ -270,7 +277,6 @@ obj/structure/windoor_assembly/Del()
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if(src.state != "01")
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update_nearby_tiles(need_rebuild=1)
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src.ini_dir = src.dir
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update_icon()
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return
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@@ -18,7 +18,6 @@
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// var/silicate = 0 // number of units of silicate
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// var/icon/silicateIcon = null // the silicated icon
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/obj/structure/window/proc/take_damage(var/damage = 0, var/sound_effect = 1)
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var/initialhealth = src.health
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src.health = max(0, src.health - damage)
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@@ -85,11 +84,16 @@
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/obj/structure/window/meteorhit()
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shatter()
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//TODO: Make full windows a separate type of window.
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//Once a full window, it will always be a full window, so there's no point
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//having the same type for both.
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/obj/structure/window/proc/is_full_window()
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return (dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST)
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/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST)
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if(is_full_window())
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return 0 //full tile window, you can't move into it!
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if(get_dir(loc, target) == dir)
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return !density
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@@ -245,7 +249,6 @@
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dir = turn(dir, 90)
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// updateSilicate()
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update_nearby_tiles(need_rebuild=1)
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ini_dir = dir
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return
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@@ -262,7 +265,6 @@
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dir = turn(dir, 270)
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// updateSilicate()
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update_nearby_tiles(need_rebuild=1)
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ini_dir = dir
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return
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@@ -282,10 +284,15 @@
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*/
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/obj/structure/window/New(Loc,re=0)
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/obj/structure/window/New(Loc, start_dir=null, constructed=0)
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..()
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// if(re) reinf = re
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//player-constructed windows
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if (constructed)
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anchored = 0
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if (start_dir)
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dir = start_dir
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health = maxhealth
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@@ -294,8 +301,6 @@
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update_nearby_tiles(need_rebuild=1)
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update_nearby_icons()
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return
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/obj/structure/window/Del()
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density = 0
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@@ -305,6 +310,7 @@
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/obj/structure/window/Move()
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var/ini_dir = dir
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update_nearby_tiles(need_rebuild=1)
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..()
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dir = ini_dir
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@@ -406,7 +412,14 @@
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basestate = "rwindow"
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maxhealth = 40
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reinf = 1
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glasstype = /obj/item/stack/sheet/rglass
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glasstype = /obj/item/stack/sheet/glass/reinforced
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/obj/structure/window/New(Loc, constructed=0)
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..()
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//player-constructed windows
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if (constructed)
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state = 0
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/obj/structure/window/reinforced/tinted
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name = "tinted window"
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