mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-29 19:42:42 +00:00
Christ on a stick. SO MANY ERRORS. REEE. # Conflicts: # baystation12.dme # code/_helpers/lists.dm # code/_helpers/logging.dm # code/_helpers/text.dm # code/_onclick/click.dm # code/controllers/configuration.dm # code/controllers/master_controller.dm # code/datums/supplypacks.dm # code/game/antagonist/antagonist.dm # code/game/antagonist/antagonist_print.dm # code/game/antagonist/outsider/commando.dm # code/game/antagonist/outsider/ninja.dm # code/game/area/areas.dm # code/game/gamemodes/cult/cult_items.dm # code/game/gamemodes/game_mode.dm # code/game/jobs/access.dm # code/game/machinery/atmoalter/canister.dm # code/game/machinery/autolathe.dm # code/game/machinery/doors/airlock.dm # code/game/machinery/recharger.dm # code/game/machinery/suit_storage_unit.dm # code/game/mecha/mech_fabricator.dm # code/game/mecha/mecha.dm # code/game/objects/effects/spiders.dm # code/game/objects/items.dm # code/game/objects/items/devices/PDA/PDA.dm # code/game/objects/items/devices/flash.dm # code/game/objects/items/devices/lightreplacer.dm # code/game/objects/items/devices/paicard.dm # code/game/objects/items/devices/scanners.dm # code/game/objects/items/devices/suit_cooling.dm # code/game/objects/items/devices/uplink.dm # code/game/objects/items/robot/robot_upgrades.dm # code/game/objects/items/toys.dm # code/game/objects/items/weapons/cards_ids.dm # code/game/objects/items/weapons/handcuffs.dm # code/game/objects/items/weapons/manuals.dm # code/game/objects/items/weapons/material/kitchen.dm # code/game/objects/items/weapons/material/misc.dm # code/game/objects/items/weapons/material/swords.dm # code/game/objects/items/weapons/melee/energy.dm # code/game/objects/items/weapons/melee/misc.dm # code/game/objects/items/weapons/scrolls.dm # code/game/objects/items/weapons/storage/belt.dm # code/game/objects/items/weapons/stunbaton.dm # code/game/objects/items/weapons/tools.dm # code/game/objects/objs.dm # code/game/objects/structures/crates_lockers/closets.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/game/objects/structures/janicart.dm # code/game/sound.dm # code/game/turfs/simulated.dm # code/game/verbs/ooc.dm # code/global.dm # code/modules/admin/verbs/debug.dm # code/modules/admin/verbs/modifyvariables.dm # code/modules/client/client procs.dm # code/modules/client/preferences.dm # code/modules/clothing/clothing.dm # code/modules/clothing/head/hardhat.dm # code/modules/clothing/head/helmet.dm # code/modules/clothing/head/jobs.dm # code/modules/clothing/head/misc_special.dm # code/modules/clothing/shoes/jobs.dm # code/modules/clothing/spacesuits/alien.dm # code/modules/clothing/spacesuits/captain.dm # code/modules/clothing/spacesuits/miscellaneous.dm # code/modules/clothing/spacesuits/rig/rig_pieces.dm # code/modules/clothing/spacesuits/rig/suits/alien.dm # code/modules/clothing/spacesuits/spacesuits.dm # code/modules/clothing/spacesuits/void/merc.dm # code/modules/clothing/spacesuits/void/void.dm # code/modules/clothing/suits/armor.dm # code/modules/clothing/suits/jobs.dm # code/modules/clothing/suits/storage.dm # code/modules/clothing/suits/utility.dm # code/modules/clothing/suits/wiz_robe.dm # code/modules/clothing/under/jobs/security.dm # code/modules/economy/Events.dm # code/modules/economy/Events_Mundane.dm # code/modules/economy/economy_misc.dm # code/modules/events/blob.dm # code/modules/events/event.dm # code/modules/events/event_container.dm # code/modules/events/event_manager.dm # code/modules/events/money_lotto.dm # code/modules/events/prison_break.dm # code/modules/events/spacevine.dm # code/modules/hydroponics/trays/tray.dm # code/modules/mob/dead/observer/observer.dm # code/modules/mob/emote.dm # code/modules/mob/holder.dm # code/modules/mob/language/station.dm # code/modules/mob/living/bot/cleanbot.dm # code/modules/mob/living/carbon/alien/diona/diona.dm # code/modules/mob/living/carbon/alien/diona/diona_attacks.dm # code/modules/mob/living/carbon/give.dm # code/modules/mob/living/carbon/human/emote.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_defense.dm # code/modules/mob/living/carbon/human/inventory.dm # code/modules/mob/living/carbon/human/life.dm # code/modules/mob/living/carbon/human/species/outsider/vox.dm # code/modules/mob/living/carbon/human/species/station/golem.dm # code/modules/mob/living/carbon/human/species/station/station.dm # code/modules/mob/living/carbon/human/update_icons.dm # code/modules/mob/living/carbon/metroid/metroid.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_defense.dm # code/modules/mob/living/living_defines.dm # code/modules/mob/living/silicon/ai/ai.dm # code/modules/mob/living/silicon/pai/admin.dm # code/modules/mob/living/silicon/pai/pai.dm # code/modules/mob/living/silicon/robot/drone/drone.dm # code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm # code/modules/mob/living/silicon/robot/emote.dm # code/modules/mob/living/silicon/robot/robot_items.dm # code/modules/mob/living/silicon/robot/robot_modules.dm # code/modules/mob/living/silicon/silicon.dm # code/modules/mob/living/simple_animal/bees.dm # code/modules/mob/living/simple_animal/friendly/cat.dm # code/modules/mob/living/simple_animal/friendly/corgi.dm # code/modules/mob/living/simple_animal/friendly/farm_animals.dm # code/modules/mob/living/simple_animal/friendly/mouse.dm # code/modules/mob/living/simple_animal/friendly/spiderbot.dm # code/modules/mob/living/simple_animal/hostile/hostile.dm # code/modules/mob/living/simple_animal/simple_animal.dm # code/modules/mob/logout.dm # code/modules/mob/mob.dm # code/modules/mob/mob_grab_specials.dm # code/modules/mob/mob_helpers.dm # code/modules/mob/new_player/sprite_accessories.dm # code/modules/organs/organ.dm # code/modules/organs/organ_alien.dm # code/modules/organs/organ_external.dm # code/modules/paperwork/faxmachine.dm # code/modules/projectiles/ammunition/boxes.dm # code/modules/projectiles/ammunition/bullets.dm # code/modules/projectiles/guns/energy/nuclear.dm # code/modules/projectiles/guns/energy/rifle.dm # code/modules/projectiles/guns/energy/special.dm # code/modules/projectiles/guns/projectile.dm # code/modules/projectiles/guns/projectile/automatic.dm # code/modules/projectiles/guns/projectile/pistol.dm # code/modules/projectiles/guns/projectile/revolver.dm # code/modules/projectiles/guns/projectile/shotgun.dm # code/modules/projectiles/projectile/bullets.dm # code/modules/projectiles/projectile/special.dm # code/modules/reagents/reagent_containers.dm # code/modules/reagents/reagent_containers/food/drinks.dm # code/modules/research/designs.dm # code/modules/research/destructive_analyzer.dm # code/modules/research/rdconsole.dm # code/modules/spells/artifacts.dm # code/modules/spells/spellbook.dm # code/modules/tables/tables.dm # code/world.dm # config/example/config.txt # icons/mob/items_lefthand.dmi # icons/mob/items_righthand.dmi # icons/obj/lighting.dmi
318 lines
9.9 KiB
Plaintext
318 lines
9.9 KiB
Plaintext
/obj/structure/girder
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icon_state = "girder"
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anchored = 1
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density = 1
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layer = 2
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w_class = 5
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var/state = 0
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var/health = 200
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var/cover = 50 //how much cover the girder provides against projectiles.
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var/material/reinf_material
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var/reinforcing = 0
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/obj/structure/girder/displaced
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icon_state = "displaced"
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anchored = 0
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health = 50
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cover = 25
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/obj/structure/girder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart", var/wallbreaker)
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if(!damage || !wallbreaker)
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return 0
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user.do_attack_animation(src)
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visible_message("<span class='danger'>[user] [attack_message] the [src]!</span>")
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spawn(1) dismantle()
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return 1
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/obj/structure/girder/bullet_act(var/obj/item/projectile/Proj)
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//Girders only provide partial cover. There's a chance that the projectiles will just pass through. (unless you are trying to shoot the girder)
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if(Proj.original != src && !prob(cover))
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return PROJECTILE_CONTINUE //pass through
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var/damage = Proj.get_structure_damage()
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if(!damage)
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return
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if(!istype(Proj, /obj/item/projectile/beam))
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damage *= 0.4 //non beams do reduced damage
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health -= damage
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..()
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if(health <= 0)
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dismantle()
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return
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/obj/structure/girder/proc/reset_girder()
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anchored = 1
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cover = initial(cover)
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health = min(health,initial(health))
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state = 0
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icon_state = initial(icon_state)
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reinforcing = 0
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if(reinf_material)
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reinforce_girder()
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/obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench) && state == 0)
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if(anchored && !reinf_material)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "<span class='notice'>Now disassembling the girder...</span>"
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if(do_after(user,40))
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if(!src) return
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user << "<span class='notice'>You dissasembled the girder!</span>"
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dismantle()
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else if(!anchored)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "<span class='notice'>Now securing the girder...</span>"
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if(get_turf(user, 40))
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user << "<span class='notice'>You secured the girder!</span>"
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reset_girder()
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else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,30))
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if(!src) return
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user << "<span class='notice'>You slice apart the girder!</span>"
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dismantle()
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else if(istype(W, /obj/item/weapon/melee/energy))
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var/obj/item/weapon/melee/energy/WT = W
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if(WT.active)
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,30))
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if(!src) return
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user << "<span class='notice'>You slice apart the girder!</span>"
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dismantle()
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else
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user << "<span class='notice'>You need to activate the weapon to do that!</span>"
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return
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else if(istype(W, /obj/item/weapon/melee/energy/blade))
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,30))
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if(!src) return
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user << "<span class='notice'>You slice apart the girder!</span>"
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dismantle()
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else if(istype(W, /obj/item/weapon/melee/chainsword))
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var/obj/item/weapon/melee/chainsword/WT = W
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if(WT.active)
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,60))
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if(!src) return
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user << "<span class='notice'>You slice apart the girder!</span>"
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dismantle()
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else
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user << "<span class='notice'>You need to activate the weapon to do that!</span>"
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return
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else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
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user << "<span class='notice'>You drill through the girder!</span>"
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dismantle()
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else if(istype(W, /obj/item/weapon/screwdriver))
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if(state == 2)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user << "<span class='notice'>Now unsecuring support struts...</span>"
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if(do_after(user,40))
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if(!src) return
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user << "<span class='notice'>You unsecured the support struts!</span>"
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state = 1
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else if(anchored && !reinf_material)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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reinforcing = !reinforcing
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user << "<span class='notice'>\The [src] can now be [reinforcing? "reinforced" : "constructed"]!</span>"
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else if(istype(W, /obj/item/weapon/wirecutters) && state == 1)
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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user << "<span class='notice'>Now removing support struts...</span>"
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if(do_after(user,40))
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if(!src) return
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user << "<span class='notice'>You removed the support struts!</span>"
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reinf_material.place_dismantled_product(get_turf(src))
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reinf_material = null
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reset_girder()
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else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored)
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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user << "<span class='notice'>Now dislodging the girder...</span>"
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if(do_after(user, 40))
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if(!src) return
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user << "<span class='notice'>You dislodged the girder!</span>"
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icon_state = "displaced"
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anchored = 0
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health = 50
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cover = 25
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else if(istype(W, /obj/item/stack/material))
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if(reinforcing && !reinf_material)
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if(!reinforce_with_material(W, user))
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return ..()
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else
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if(!construct_wall(W, user))
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return ..()
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else
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return ..()
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/obj/structure/girder/proc/construct_wall(obj/item/stack/material/S, mob/user)
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if(S.get_amount() < 2)
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user << "<span class='notice'>There isn't enough material here to construct a wall.</span>"
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return 0
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var/material/M = name_to_material[S.default_type]
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if(!istype(M))
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return 0
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var/wall_fake
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add_hiddenprint(usr)
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if(M.integrity < 50)
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user << "<span class='notice'>This material is too soft for use in wall construction.</span>"
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return 0
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user << "<span class='notice'>You begin adding the plating...</span>"
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if(!do_after(user,40) || !S.use(2))
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return 1 //once we've gotten this far don't call parent attackby()
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if(anchored)
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user << "<span class='notice'>You added the plating!</span>"
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else
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user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
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wall_fake = 1
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var/turf/Tsrc = get_turf(src)
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Tsrc.ChangeTurf(/turf/simulated/wall)
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var/turf/simulated/wall/T = get_turf(src)
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T.set_material(M, reinf_material)
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if(wall_fake)
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T.can_open = 1
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T.add_hiddenprint(usr)
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qdel(src)
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return 1
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/obj/structure/girder/proc/reinforce_with_material(obj/item/stack/material/S, mob/user) //if the verb is removed this can be renamed.
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if(reinf_material)
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user << "<span class='notice'>\The [src] is already reinforced.</span>"
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return 0
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if(S.get_amount() < 2)
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user << "<span class='notice'>There isn't enough material here to reinforce the girder.</span>"
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return 0
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var/material/M = name_to_material[S.default_type]
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if(!istype(M) || M.integrity < 50)
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user << "You cannot reinforce \the [src] with that; it is too soft."
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return 0
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user << "<span class='notice'>Now reinforcing...</span>"
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if (!do_after(user,40) || !S.use(2))
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return 1 //don't call parent attackby() past this point
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user << "<span class='notice'>You added reinforcement!</span>"
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reinf_material = M
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reinforce_girder()
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return 1
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/obj/structure/girder/proc/reinforce_girder()
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cover = reinf_material.hardness
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health = 500
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state = 2
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icon_state = "reinforced"
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reinforcing = 0
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/obj/structure/girder/proc/dismantle()
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new /obj/item/stack/material/steel(get_turf(src))
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qdel(src)
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/obj/structure/girder/attack_hand(mob/user as mob)
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if (HULK in user.mutations)
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visible_message("<span class='danger'>[user] smashes [src] apart!</span>")
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dismantle()
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return
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return ..()
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/obj/structure/girder/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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if (prob(30))
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dismantle()
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return
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else
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health -= rand(60,180)
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if(3.0)
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if (prob(5))
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dismantle()
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return
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else
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health -= rand(40,80)
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else
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if(health <= 0)
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dismantle()
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return
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/obj/structure/girder/cult
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icon= 'icons/obj/cult.dmi'
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icon_state= "cultgirder"
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health = 250
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cover = 70
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/obj/structure/girder/cult/dismantle()
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new /obj/effect/decal/remains/human(get_turf(src))
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qdel(src)
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/obj/structure/girder/cult/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "<span class='notice'>Now disassembling the girder...</span>"
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if(do_after(user,40))
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user << "<span class='notice'>You dissasembled the girder!</span>"
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dismantle()
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else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,30))
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user << "<span class='notice'>You slice apart the girder!</span>"
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dismantle()
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else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
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user << "<span class='notice'>You drill through the girder!</span>"
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new /obj/effect/decal/remains/human(get_turf(src))
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dismantle()
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else if(istype(W, /obj/item/weapon/melee/energy))
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var/obj/item/weapon/melee/energy/WT = W
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if(WT.active)
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,30))
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user << "<span class='notice'>You slice apart the girder!</span>"
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dismantle()
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else
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user << "<span class='notice'>You need to activate the weapon to do that!</span>"
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return
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else if(istype(W, /obj/item/weapon/melee/energy/blade))
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,30))
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user << "<span class='notice'>You slice apart the girder!</span>"
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dismantle()
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else if(istype(W, /obj/item/weapon/melee/chainsword))
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var/obj/item/weapon/melee/chainsword/WT = W
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if(WT.active)
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,60))
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user << "<span class='notice'>You slice apart the girder!</span>"
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dismantle()
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else
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user << "<span class='notice'>You need to activate the weapon to do that!</span>"
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return
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