Files
Aurora.3/code/game/objects/stacks/glass.dm
mport2004@gmail.com 17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00

176 lines
4.5 KiB
Plaintext

/*
CONTAINS:
GLASS SHEET
REINFORCED GLASS SHEET
SHARDS
*/
/proc/construct_window(mob/usr as mob, obj/item/stack/sheet/src as obj)
if (!( istype(usr.loc, /turf/simulated) ))
return
if ( ! (istype(usr, /mob/living/carbon/human) || \
istype(usr, /mob/living/silicon) || \
istype(usr, /mob/living/carbon/monkey) && ticker && ticker.mode.name == "monkey") )
usr << "\red You don't have the dexterity to do this!"
return 1
var/reinf = istype(src, /obj/item/stack/sheet/rglass)
var/title = reinf?"Sheet Reinf. Glass":"Sheet-Glass"
title += " ([src.amount] sheet\s left)"
switch(alert(title, "Would you like full tile glass or one direction?", "one direct", "full (2 sheets)", "cancel", null))
if("one direct")
if (src.amount < 1)
return 1
var/list/directions = new/list(cardinal)
for (var/obj/structure/window/win in usr.loc)
directions-=win.dir
if(!(win.ini_dir in cardinal))
usr << "\red Can't let you do that."
return 1
var/dir_to_set = 2
//yes, this could probably be done better but hey... it works...
for(var/obj/structure/window/WT in usr.loc)
if (WT.dir == dir_to_set)
dir_to_set = 4
for(var/obj/structure/window/WT in usr.loc)
if (WT.dir == dir_to_set)
dir_to_set = 1
for(var/obj/structure/window/WT in usr.loc)
if (WT.dir == dir_to_set)
dir_to_set = 8
for(var/obj/structure/window/WT in usr.loc)
if (WT.dir == dir_to_set)
dir_to_set = 2
var/obj/structure/window/W
if(reinf)
W = new /obj/structure/window/reinforced( usr.loc, reinf )
W.state = 0
else
W = new /obj/structure/window/basic( usr.loc, reinf )
W.dir = dir_to_set
W.ini_dir = W.dir
W.anchored = 0
src.use(1)
if("full (2 sheets)")
if (src.amount < 2)
return 1
if (locate(/obj/structure/window) in usr.loc)
usr << "\red Can't let you do that."
return 1
var/obj/structure/window/W
if(reinf)
W = new /obj/structure/window/reinforced( usr.loc, reinf )
W.state = 0
else
W = new /obj/structure/window/basic( usr.loc, reinf )
W.dir = SOUTHWEST
W.ini_dir = SOUTHWEST
W.anchored = 0
src.use(2)
else
//do nothing
return
// GLASS
/obj/item/stack/sheet/glass/attack_self(mob/user as mob)
construct_window(usr, src)
/obj/item/stack/sheet/glass/attackby(obj/item/W, mob/user)
..()
if(istype(W,/obj/item/weapon/cable_coil))
var/obj/item/weapon/cable_coil/CC = W
if(CC.amount < 5)
user << "\b There is not enough wire in this coil. You need 5 lengths."
CC.amount -= 5
amount -= 1
user << "\blue You attack wire to the [name]."
new/obj/item/stack/light_w(user.loc)
if(CC.amount <= 0)
user.u_equip(CC)
del(CC)
if(src.amount <= 0)
user.u_equip(src)
del(src)
else if( istype(W, /obj/item/stack/rods) )
var/obj/item/stack/rods/V = W
var/obj/item/stack/sheet/rglass/RG = new (user.loc)
RG.add_fingerprint(user)
RG.add_to_stacks(user)
V.use(1)
var/obj/item/stack/sheet/glass/G = src
src = null
var/replace = (user.get_inactive_hand()==G)
G.use(1)
if (!G && !RG && replace)
user.put_in_hand(RG)
else
return ..()
// REINFORCED GLASS
/obj/item/stack/sheet/rglass/attack_self(mob/user as mob)
construct_window(usr, src)
// SHARDS
/obj/item/weapon/shard/Bump()
spawn( 0 )
if (prob(20))
src.force = 15
else
src.force = 4
..()
return
return
/obj/item/weapon/shard/New()
//****RM
//world<<"New shard at [x],[y],[z]"
src.icon_state = pick("large", "medium", "small")
switch(src.icon_state)
if("small")
src.pixel_x = rand(1, 18)
src.pixel_y = rand(1, 18)
if("medium")
src.pixel_x = rand(1, 16)
src.pixel_y = rand(1, 16)
if("large")
src.pixel_x = rand(1, 10)
src.pixel_y = rand(1, 5)
else
return
/obj/item/weapon/shard/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ( istype(W, /obj/item/weapon/weldingtool) && W:welding )
W:eyecheck(user)
new /obj/item/stack/sheet/glass( user.loc )
//SN src = null
del(src)
return
return ..()
/obj/item/weapon/shard/HasEntered(AM as mob|obj)
if(ismob(AM))
var/mob/M = AM
M << "\red <B>You step in the broken glass!</B>"
playsound(src.loc, 'glass_step.ogg', 50, 1)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(!H.shoes)
var/datum/organ/external/affecting = H.organs[pick("l_foot", "r_foot")]
H.weakened = max(3, H.weakened)
affecting.take_damage(5, 0)
H.UpdateDamageIcon()
H.updatehealth()
..()