mirror of
https://github.com/Aurorastation/Aurora.3.git
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* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
248 lines
7.7 KiB
Plaintext
248 lines
7.7 KiB
Plaintext
/obj/structure/grille
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name = "grille"
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desc = "A flimsy lattice of metal rods, with screws to secure it to the floor."
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icon = 'icons/obj/structures.dmi'
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icon_state = "grille"
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density = 1
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anchored = 1
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flags = CONDUCT
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layer = 2.9
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explosion_resistance = 1
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var/health = 10
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var/destroyed = 0
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/obj/structure/grille/ex_act(severity)
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qdel(src)
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/obj/structure/grille/update_icon()
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if(destroyed)
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icon_state = "[initial(icon_state)]-b"
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else
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icon_state = initial(icon_state)
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/obj/structure/grille/Bumped(atom/user)
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if(ismob(user)) shock(user, 70)
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/obj/structure/grille/attack_hand(mob/user as mob)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
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user.do_attack_animation(src)
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var/damage_dealt = 1
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var/attack_message = "kicks"
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if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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if(H.species.can_shred(H))
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attack_message = "mangles"
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damage_dealt = 5
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if(shock(user, 70))
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return
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if(HULK in user.mutations)
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damage_dealt += 5
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else
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damage_dealt += 1
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attack_generic(user,damage_dealt,attack_message)
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/obj/structure/grille/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(istype(mover) && mover.checkpass(PASSGRILLE))
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return 1
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else
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if(istype(mover, /obj/item/projectile))
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return prob(30)
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else
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return !density
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/obj/structure/grille/bullet_act(var/obj/item/projectile/Proj)
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if(!Proj) return
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//Flimsy grilles aren't so great at stopping projectiles. However they can absorb some of the impact
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var/damage = Proj.get_structure_damage()
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var/passthrough = 0
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if(!damage) return
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//20% chance that the grille provides a bit more cover than usual. Support structure for example might take up 20% of the grille's area.
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//If they click on the grille itself then we assume they are aiming at the grille itself and the extra cover behaviour is always used.
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switch(Proj.damage_type)
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if(BRUTE)
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//bullets
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if(Proj.original == src || prob(20))
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Proj.damage *= between(0, Proj.damage/60, 0.5)
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if(prob(max((damage-10)/25, 0))*100)
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passthrough = 1
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else
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Proj.damage *= between(0, Proj.damage/60, 1)
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passthrough = 1
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if(BURN)
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//beams and other projectiles are either blocked completely by grilles or stop half the damage.
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if(!(Proj.original == src || prob(20)))
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Proj.damage *= 0.5
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passthrough = 1
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if(passthrough)
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. = PROJECTILE_CONTINUE
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damage = between(0, (damage - Proj.damage)*(Proj.damage_type == BRUTE? 0.4 : 1), 10) //if the bullet passes through then the grille avoids most of the damage
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src.health -= damage*0.2
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spawn(0) healthcheck() //spawn to make sure we return properly if the grille is deleted
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/obj/structure/grille/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(iswirecutter(W))
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if(!shock(user, 100))
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playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1)
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new /obj/item/stack/rods(get_turf(src), destroyed ? 1 : 2)
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qdel(src)
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else if((isscrewdriver(W)) && (istype(loc, /turf/simulated) || anchored))
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if(!shock(user, 90))
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playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
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anchored = !anchored
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user.visible_message("<span class='notice'>[user] [anchored ? "fastens" : "unfastens"] the grille.</span>", \
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"<span class='notice'>You have [anchored ? "fastened the grille to" : "unfastened the grill from"] the floor.</span>")
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else if(istype(W,/obj/item/stack/rods) && destroyed == 1)
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if(!shock(user, 90))
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var/obj/item/stack/rods/ROD = W
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health = 10
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density = 1
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destroyed = 0
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icon_state = "grille"
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ROD.use(1)
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user.visible_message("<span class='notice'>[user] repairs the grille.</span>", \
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"<span class='notice'>You have repaired the grille.</span>")
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return
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//window placing begin //TODO CONVERT PROPERLY TO MATERIAL DATUM
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else if(istype(W,/obj/item/stack/material))
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var/obj/item/stack/material/ST = W
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if(!ST.material.created_window)
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return 0
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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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else
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if( ( x == user.x ) || (y == user.y) ) //Only supposed to work for cardinal directions.
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if( x == user.x )
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if( y > user.y )
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dir_to_set = 2
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else
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dir_to_set = 1
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else if( y == user.y )
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if( x > user.x )
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dir_to_set = 8
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else
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dir_to_set = 4
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else
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user << "<span class='notice'>You can't reach.</span>"
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return //Only works for cardinal direcitons, diagonals aren't supposed to work like this.
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for(var/obj/structure/window/WINDOW in loc)
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if(WINDOW.dir == dir_to_set)
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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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user << "<span class='notice'>You start placing the window.</span>"
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if(do_after(user,20))
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for(var/obj/structure/window/WINDOW in loc)
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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.material.created_window
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if (ST.use(1))
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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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//window placing end
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else if(!(W.flags & CONDUCT) || !shock(user, 70))
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.do_attack_animation(src)
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playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
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switch(W.damtype)
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if("fire")
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health -= W.force
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if("brute")
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health -= W.force * 0.1
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healthcheck()
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..()
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return
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/obj/structure/grille/proc/healthcheck()
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if(health <= 0)
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if(!destroyed)
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density = 0
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destroyed = 1
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update_icon()
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new /obj/item/stack/rods(get_turf(src))
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else
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if(health <= -6)
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new /obj/item/stack/rods(get_turf(src))
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qdel(src)
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return
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return
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// shock user with probability prb (if all connections & power are working)
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// returns 1 if shocked, 0 otherwise
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/obj/structure/grille/proc/shock(mob/user as mob, prb)
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if(!anchored || destroyed) // anchored/destroyed grilles are never connected
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return 0
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if(!prob(prb))
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return 0
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if(!in_range(src, user))//To prevent TK and mech users from getting shocked
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return 0
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var/turf/T = get_turf(src)
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var/obj/structure/cable/C = T.get_cable_node()
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if(C)
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if(electrocute_mob(user, C, src))
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if(C.powernet)
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C.powernet.trigger_warning()
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spark(src, 3, alldirs)
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if(user.stunned)
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return 1
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else
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return 0
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return 0
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/obj/structure/grille/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(!destroyed)
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if(exposed_temperature > T0C + 1500)
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health -= 1
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healthcheck()
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..()
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/obj/structure/grille/attack_generic(var/mob/user, var/damage, var/attack_verb)
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visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
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user.do_attack_animation(src)
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health -= damage
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spawn(1) healthcheck()
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return 1
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// Used in mapping to avoid
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/obj/structure/grille/broken
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destroyed = 1
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icon_state = "grille-b"
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density = 0
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New()
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..()
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health = rand(-5, -1) //In the destroyed but not utterly threshold.
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healthcheck() //Send this to healthcheck just in case we want to do something else with it.
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/obj/structure/grille/cult
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name = "cult grille"
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desc = "A matrice built out of an unknown material, with some sort of force field blocking air around it"
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icon_state = "grillecult"
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health = 40 //Make it strong enough to avoid people breaking in too easily
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/obj/structure/grille/cult/CanPass(atom/movable/mover, turf/target, height = 1.5, air_group = 0)
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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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