/obj/structure/window_frame name = "steel window frame" desc = "A steel window frame." icon = 'icons/obj/smooth/window/full_window_frame_color.dmi' icon_state = "window_frame" color = COLOR_GRAY20 build_amt = 4 layer = LAYER_ABOVE_TABLE anchored = TRUE density = TRUE climbable = TRUE smooth = SMOOTH_MORE breakable = TRUE can_be_unanchored = TRUE canSmoothWith = list( /turf/simulated/wall, /turf/simulated/wall/r_wall, /turf/simulated/wall/shuttle/scc_space_ship, /turf/unsimulated/wall/steel, // Centcomm wall. /turf/unsimulated/wall/darkshuttlewall, // Centcomm wall. /turf/unsimulated/wall/riveted, // Centcomm wall. /obj/structure/window_frame, /obj/structure/window_frame/unanchored, /obj/structure/window_frame/empty, /obj/machinery/door ) blend_overlay = "wall" can_blend_with = list( /turf/simulated/wall, /obj/machinery/door ) obj_flags = OBJ_FLAG_MOVES_UNSUPPORTED var/should_check_mapload = TRUE var/has_glass_installed = FALSE var/glass_needed = 4 /obj/structure/window_frame/cardinal_smooth(adjacencies, var/list/dir_mods) dir_mods = handle_blending(adjacencies, dir_mods) return ..(adjacencies, dir_mods) /obj/structure/window_frame/Initialize(mapload) // If the window frame is mapped in, it should be considered to have glass spawned in it by a window spawner. . = ..() if(mapload && should_check_mapload) has_glass_installed = TRUE /obj/structure/window_frame/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group || (height == 0)) return TRUE if(istype(mover, /obj/structure/closet/crate)) return TRUE if(istype(mover) && mover.checkpass(PASSTABLE)) return TRUE if(locate(/obj/structure/window_frame) in get_turf(mover)) return TRUE return FALSE /obj/structure/window_frame/attackby(obj/item/W, mob/user) if((W.isscrewdriver()) && (istype(loc, /turf/simulated) || anchored)) if(has_glass_installed) to_chat(user, SPAN_NOTICE("You can't unfasten \the [src] if it has glass installed.")) return if(anchored) if(W.use_tool(src, user, 2 SECONDS, volume = 50)) anchored = FALSE to_chat(user, SPAN_NOTICE("You unfasten \the [src].")) update_icon() update_nearby_icons() return else if(W.use_tool(src, user, 2 SECONDS, volume = 50)) anchored = TRUE to_chat(user, SPAN_NOTICE("You fasten \the [src].")) dir = 2 update_icon() update_nearby_icons() return else if(W.iswelder()) if(has_glass_installed) to_chat(user, SPAN_NOTICE("You can't disassemble \the [src] if it has glass installed.")) return if(anchored) to_chat(user, SPAN_NOTICE("\The [src] needs to be unanchored to be able to be welded apart.")) return var/obj/item/weldingtool/WT = W if(!WT.isOn()) to_chat(user, SPAN_NOTICE("\The [WT] isn't turned on.")) return playsound(src, 'sound/items/Welder.ogg', 50, TRUE) user.visible_message( SPAN_WARNING("\The [user] starts welding \the [src] apart!"), SPAN_NOTICE("You start welding \the [src] apart..."), "You hear deconstruction." ) if(W.use_tool(src, user, 2 SECONDS, volume = 50)) if(!src || !WT.isOn()) return if(WT.use(0, user)) to_chat(user, SPAN_NOTICE("You use \the [WT] to weld apart \the [src].")) playsound(src, WT.usesound, 50, 1) new /obj/item/stack/material/steel(get_turf(src), 4) qdel(src) return else if(istype(W, /obj/item/stack/material) && W.get_material_name() == MATERIAL_GLASS_REINFORCED && anchored) if(has_glass_installed) to_chat(user, SPAN_NOTICE("\The [src] already has glass installed.")) return var/obj/item/stack/material/G = W if(do_after(user, 2 SECONDS)) if(G.use(glass_needed)) playsound(src, 'sound/items/Deconstruct.ogg', 50, 1) to_chat(user, SPAN_NOTICE("You place the [MATERIAL_GLASS_REINFORCED] in the window frame.")) new /obj/structure/window/full/reinforced(get_turf(src), constructed = TRUE) desc = "A steel window frame." has_glass_installed = TRUE return else to_chat(user, SPAN_NOTICE("You need at least [glass_needed] sheets of [MATERIAL_GLASS_REINFORCED] to install a window in \the [src].")) else if(istype(W, /obj/item/stack/material) && W.get_material_name() == MATERIAL_GLASS_REINFORCED_PHORON && anchored) if(has_glass_installed) to_chat(user, SPAN_NOTICE("\The [src] already has glass installed.")) return var/obj/item/stack/material/G = W if(do_after(user, 2 SECONDS)) if(G.use(glass_needed)) playsound(src, 'sound/items/Deconstruct.ogg', 50, 1) to_chat(user, SPAN_WARNING("You place the [MATERIAL_GLASS_REINFORCED_PHORON] in the window frame.")) new /obj/structure/window/full/phoron/reinforced(get_turf(src), constructed = TRUE) desc = "A steel window frame." has_glass_installed = TRUE return else to_chat(user, SPAN_WARNING("You need at least [glass_needed] sheets of [MATERIAL_GLASS_REINFORCED_PHORON] to finished the window.")) /obj/structure/window_frame/hitby(atom/movable/AM, speed) . = ..() var/obj/structure/window/W = locate() in get_turf(src) if(istype(W)) W.hitby(AM) /obj/structure/window_frame/unanchored // Used during in-game construction. should_check_mapload = FALSE // No glass. anchored = FALSE /obj/structure/window_frame/empty should_check_mapload = FALSE // No glass. /obj/structure/window_frame/shuttle icon = 'icons/obj/smooth/window/full_window_frame_color.dmi' color = null smooth = SMOOTH_MORE canSmoothWith = list( /turf/simulated/wall/shuttle, /turf/simulated/wall/shuttle/cardinal, /turf/simulated/wall/shuttle/dark, /turf/simulated/wall/shuttle/dark/cardinal, /obj/structure/window_frame/shuttle, /obj/machinery/door ) can_blend_with = list( /turf/simulated/wall/shuttle, /turf/simulated/wall/shuttle/cardinal, /obj/machinery/door ) /obj/structure/window_frame/shuttle/merc color = "#8b7d86" /obj/structure/window_frame/shuttle/khaki color = "#ac8b78" /obj/structure/window_frame/shuttle/purple color = "#7846b1" /obj/structure/window_frame/shuttle/red color = "#c24f4f" /obj/structure/window_frame/shuttle/blue color = "#6176a1"