Merge resolution, compile fixes with outdated glass paths/map.

This commit is contained in:
Zuhayr
2014-11-19 23:17:25 +10:30
33 changed files with 1715 additions and 1723 deletions

View File

@@ -159,7 +159,7 @@ obj/structure/door_assembly
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "\blue You welded the glass panel out!"
new /obj/item/stack/sheet/rglass(src.loc)
new /obj/item/stack/sheet/glass/reinforced(src.loc)
glass = 0
else if(!anchored)
user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
@@ -239,7 +239,7 @@ obj/structure/door_assembly
var/obj/item/stack/sheet/S = W
if (S)
if (S.get_amount() >= 1)
if(istype(S, /obj/item/stack/sheet/rglass))
if(istype(S, /obj/item/stack/sheet/glass/reinforced))
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
if(do_after(user, 40) && !glass)
@@ -303,4 +303,4 @@ obj/structure/door_assembly
name = "Wired "
if(2)
name = "Near Finished "
name += "[glass == 1 ? "Window " : ""][istext(glass) ? "[glass] Airlock" : base_name] Assembly"
name += "[glass == 1 ? "Window " : ""][istext(glass) ? "[glass] Airlock" : base_name] Assembly"

View File

@@ -85,8 +85,8 @@
return
//window placing begin
else if(istype(W,/obj/item/stack/sheet/rglass) || istype(W,/obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/ST = W
else if(istype(W,/obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/ST = W
var/dir_to_set = 1
if(loc == user.loc)
dir_to_set = user.dir
@@ -115,16 +115,10 @@
if(WINDOW.dir == dir_to_set)//checking this for a 2nd time to check if a window was made while we were waiting.
user << "<span class='notice'>There is already a window facing this way there.</span>"
return
var/wtype = ST.created_window
if (ST.use(1))
var/obj/structure/window/WD
if(istype(W, /obj/item/stack/sheet/rglass))
WD = new/obj/structure/window/reinforced(loc) //reinforced window
else
WD = new/obj/structure/window/basic(loc) //normal window
WD.dir = dir_to_set
WD.ini_dir = dir_to_set
WD.anchored = 0
WD.state = 0
var/obj/structure/window/WD = new wtype(loc, dir_to_set, 1)
user << "<span class='notice'>You place the [WD] on [src].</span>"
WD.update_icon()
return
@@ -193,4 +187,4 @@
visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
health -= damage
spawn(1) healthcheck()
return 1
return 1

View File

@@ -18,7 +18,6 @@ obj/structure/windoor_assembly
density = 0
dir = NORTH
var/ini_dir
var/obj/item/weapon/airlock_electronics/electronics = null
//Vars to help with the icon's name
@@ -26,9 +25,17 @@ obj/structure/windoor_assembly
var/secure = "" //Whether or not this creates a secure windoor
var/state = "01" //How far the door assembly has progressed in terms of sprites
obj/structure/windoor_assembly/New(dir=NORTH)
obj/structure/windoor_assembly/New(Loc, start_dir=NORTH, constructed=0)
..()
src.ini_dir = src.dir
if(constructed)
state = "01"
anchored = 0
switch(start_dir)
if(NORTH, SOUTH, EAST, WEST)
dir = start_dir
else //If the user is facing northeast. northwest, southeast, southwest or north, default to north
dir = NORTH
update_nearby_tiles(need_rebuild=1)
obj/structure/windoor_assembly/Del()
@@ -70,7 +77,7 @@ obj/structure/windoor_assembly/Del()
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "\blue You dissasembled the windoor assembly!"
new /obj/item/stack/sheet/rglass(get_turf(src), 5)
new /obj/item/stack/sheet/glass/reinforced(get_turf(src), 5)
if(secure)
new /obj/item/stack/rods(get_turf(src), 4)
del(src)
@@ -270,7 +277,6 @@ obj/structure/windoor_assembly/Del()
if(src.state != "01")
update_nearby_tiles(need_rebuild=1)
src.ini_dir = src.dir
update_icon()
return

View File

@@ -18,7 +18,6 @@
// var/silicate = 0 // number of units of silicate
// var/icon/silicateIcon = null // the silicated icon
/obj/structure/window/proc/take_damage(var/damage = 0, var/sound_effect = 1)
var/initialhealth = src.health
src.health = max(0, src.health - damage)
@@ -85,11 +84,16 @@
/obj/structure/window/meteorhit()
shatter()
//TODO: Make full windows a separate type of window.
//Once a full window, it will always be a full window, so there's no point
//having the same type for both.
/obj/structure/window/proc/is_full_window()
return (dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST)
/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(istype(mover) && mover.checkpass(PASSGLASS))
return 1
if(dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST)
if(is_full_window())
return 0 //full tile window, you can't move into it!
if(get_dir(loc, target) == dir)
return !density
@@ -245,7 +249,6 @@
dir = turn(dir, 90)
// updateSilicate()
update_nearby_tiles(need_rebuild=1)
ini_dir = dir
return
@@ -262,7 +265,6 @@
dir = turn(dir, 270)
// updateSilicate()
update_nearby_tiles(need_rebuild=1)
ini_dir = dir
return
@@ -282,10 +284,15 @@
*/
/obj/structure/window/New(Loc,re=0)
/obj/structure/window/New(Loc, start_dir=null, constructed=0)
..()
// if(re) reinf = re
//player-constructed windows
if (constructed)
anchored = 0
if (start_dir)
dir = start_dir
health = maxhealth
@@ -294,8 +301,6 @@
update_nearby_tiles(need_rebuild=1)
update_nearby_icons()
return
/obj/structure/window/Del()
density = 0
@@ -305,6 +310,7 @@
/obj/structure/window/Move()
var/ini_dir = dir
update_nearby_tiles(need_rebuild=1)
..()
dir = ini_dir
@@ -406,7 +412,14 @@
basestate = "rwindow"
maxhealth = 40
reinf = 1
glasstype = /obj/item/stack/sheet/rglass
glasstype = /obj/item/stack/sheet/glass/reinforced
/obj/structure/window/New(Loc, constructed=0)
..()
//player-constructed windows
if (constructed)
state = 0
/obj/structure/window/reinforced/tinted
name = "tinted window"