mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-25 23:06:53 +01:00
cf585ef505
Makes ship combat significantly more destructive (and a bit deadlier), especially with non-explosive projectiles. **Additions:** - A shell that penetrates a solid (dense) structure will cause spalling. This spall does 2-30 damage, depending on range and has a high embed chance. These embedded chunks are large enough to be ripped out by hand. (But you probably shouldn't). The pilot's suit has 30 ballistic armor, so a prepared bridge crew can survive a lot of spall. - Adds a gun that shoots any ship weapon that admins can spawn. Useful for testing, or for adminbus where they don't want to have to spawn a whole overmap ship. - Made several structures destructible, vending machines, computer frames, grilles (these were just bugged) and watertanks (and their children). These structures could just block infinite shots and were common enough to serve as effective armor for the horizon. These now spawn shrapnel (of their material if it's set), in addition to sheets of steel when destroyed. - Added support for negative maim chance. This allows chosen projectiles to be prevented from decapitating. No more accidentally gibbing the bridge crew's heads. (Unless they get hit with something really really big). **Balance:** - All non-explosive anti ship rounds got significant buffs. Typically 2-3x Anti-Material numbers. - Armour piercing anti-ship rounds got massively increased penetration stats. Typically 4-8 from 1-2. - Doors now get destroyed in less hits, if they are hit by anti-material projectiles. Hits to destroy -= Antimaterial / 2 - Francisca frag shells now shoot less fragments but deal more damage. 394 projectiles for every shot was a bit laggy, now it's only 280. **Shields:** Shields now take more power. 13-14 megawatts for a 10 strength shield. Just inside the ship's generation capacity with both the INDRA and Supermatter running. Instead of deleting any projectile they are hit by, shields now have different failure modes. - Firstly, a piercing projectile has it's penetration reduced by the shield strength. Eg A shot that would go through 10 walls, only penetrates 4 after going through a 6 strength shield. - Secondly, a projectile has it's damage multiplied by 1 - shield strength / 10, then has shield strength subtracted from it's damage. Eg. A damage 100 projectile, hitting a 5 strength shield, has it's damaged reduced to 50, (100 * 0.5), then to 45. (50-5) - Thirdly, an explosive projectile (that does not penetrate per the first step) does not explode, but instead deals it's full damage to the shield. Hits to the shield now also damage the field itself, not just the shield tile. As such, a very big hit on the shield can bring the whole thing down, requiring an engineer to reset it. Shields can now be upgraded with research components. Additionally, shield generators can now support more than one capacitor. The roundstart capacitor on the Horizon is only good enough to support a 6 strength shield. The upgrades increase efficiency, strength loss over time and charge speed. **Overmap Targetting** Previously, shells would spawn within 20 tiles of their target and aim directly forwards. This was bugged for shots with burst, which would instead all aim inwards and mostly miss. This is the reason the Grauwolf (in addition to the explosion bug below) and Fransisca felt so useless, only one of every shell in a burst would hit. Shots now spawn at the map edge, based on the orientation of the projectile and ship. Diagonals are now accounted for. Shots are then aimed directly at the target selected on the console, with 3 degrees of dispersion. **Bugfixes:** - Fixes lots of explosions that didn't pass a turf to the explosions subsystem. This caused the explosion not to happen if the thing hit got qdeled before the subsystem could get the turf to spawn the explosion on. - Embedded shrapnel no longer gets the initial projectile name, this prevents it getting named shrapnelshrapnel. - Fixes a bunch of projectile piercing bugs, mostly with grilles and windows. Shots now go past window frames without hitting them. - Fixes shields not having a click delay when attacked. --------- Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com> Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
355 lines
11 KiB
Plaintext
355 lines
11 KiB
Plaintext
/obj/structure/grille
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name = "grille"
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desc = "A flimsy lattice of metal rods."
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icon = 'icons/obj/structures.dmi'
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icon_state = "grille"
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density = TRUE
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anchored = TRUE
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pass_flags_self = PASSGRILLE
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obj_flags = OBJ_FLAG_CONDUCTABLE | OBJ_FLAG_MOVES_UNSUPPORTED
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explosion_resistance = 1
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layer = BELOW_WINDOW_LAYER
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maxhealth = OBJECT_HEALTH_FRAGILE
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armor = list(
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MELEE = ARMOR_MELEE_KNIVES,
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LASER = ARMOR_LASER_SMALL,
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ENERGY = ARMOR_ENERGY_SMALL
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)
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var/destroyed = 0
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/obj/structure/grille/get_damage_condition_hints(mob/user, distance, is_adjacent)
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if(health < initial(health))
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var/state
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var/current_damage = health / initial(health)
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switch(current_damage)
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if(0 to 0.3)
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state = SPAN_DANGER("The grille is barely in one piece!")
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if(0.3 to 0.8)
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state = SPAN_ALERT("The grille has taken some serious damage.")
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if(0.8 to 1)
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state = SPAN_NOTICE("The grille is in less than perfect condition.")
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. = state
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/obj/structure/grille/mechanics_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "A powered and knotted wire underneath this will cause the grille to shock anyone not wearing insulated gloves."
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/obj/structure/grille/assembly_hints(mob/user, distance, is_adjacent)
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. += ..()
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/obj/structure/grille/disassembly_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "These could be easily <b>cut</b> through."
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/obj/structure/grille/feedback_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "\the [src] [anchored ? "is" : "could be"] anchored to the floor with some <b>screws<b/>."
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/obj/structure/grille/over
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name = "over-frame grille"
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icon = 'icons/obj/smooth/window/grille_over.dmi'
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layer = BELOW_WINDOW_LAYER
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smoothing_flags = SMOOTH_MORE
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canSmoothWith = list(
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/turf/simulated/wall,
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/turf/simulated/wall/r_wall,
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/turf/unsimulated/wall/steel,
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/turf/unsimulated/wall/darkshuttlewall,
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/turf/unsimulated/wall/riveted,
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/turf/unsimulated/wall/fakepdoor,
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/obj/structure/window_frame,
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/obj/structure/window_frame/unanchored,
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/obj/structure/window_frame/empty,
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/obj/structure/window/full/reinforced,
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/obj/structure/window/full/reinforced/indestructible,
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/obj/structure/window/full/reinforced/polarized,
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/obj/structure/window/full/reinforced/polarized/indestructible,
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/obj/structure/window/full/phoron/reinforced,
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/obj/structure/window/shuttle/scc_space_ship,
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/turf/simulated/wall/shuttle/scc_space_ship,
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/obj/structure/machinery/door
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)
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blend_overlay = "wall"
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attach_overlay = "attach"
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can_blend_with = list(
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/turf/simulated/wall,
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/obj/structure/window_frame
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)
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/obj/structure/grille/over/Destroy()
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var/obj/structure/window_frame/window_frame = locate(/obj/structure/window_frame) in get_turf(src)
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if(window_frame)
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window_frame.has_grille_installed = FALSE
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return ..()
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/obj/structure/grille/over/cardinal_smooth(adjacencies, var/list/dir_mods)
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dir_mods = handle_blending(adjacencies, dir_mods)
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return ..(adjacencies, dir_mods)
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/obj/structure/grille/over/large //for external windows
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name = "large over-frame grille"
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icon = 'icons/obj/smooth/window/grille_over_large.dmi'
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can_blend_with = list(
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/turf/simulated/wall,
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/obj/structure/window_frame,
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/turf/simulated/wall/shuttle/scc_space_ship
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)
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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/CollidedWith(atom/bumped_atom)
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. = ..()
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if(ismob(bumped_atom))
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shock(bumped_atom, 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((user.mutations & HULK))
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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))
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return TRUE
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if(mover?.movement_type & PHASING)
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return TRUE
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if(istype(mover) && mover.pass_flags & PASSGRILLE)
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return TRUE
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else
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if(istype(mover, /obj/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(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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. = ..()
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if(. != BULLET_ACT_HIT)
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return .
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if(!hitting_projectile)
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return BULLET_ACT_BLOCK
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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 = hitting_projectile.get_structure_damage()
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var/passthrough = 0
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if(piercing_hit)
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return BULLET_ACT_FORCE_PIERCE //Shots that would have penetrated anyway don't get the damage reduction or chance to not penetrate.
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if(!damage)
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return BULLET_ACT_BLOCK
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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(hitting_projectile.damage_type)
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if(DAMAGE_BRUTE)
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//bullets
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if(hitting_projectile.original == src || prob(20))
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hitting_projectile.damage *= between(0, hitting_projectile.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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hitting_projectile.damage *= between(0, hitting_projectile.damage/60, 1)
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passthrough = 1
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if(DAMAGE_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(!(hitting_projectile.original == src || prob(20)))
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hitting_projectile.damage *= 0.5
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passthrough = 1
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if(passthrough)
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. = BULLET_ACT_FORCE_PIERCE
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damage = between(0, (damage - hitting_projectile.damage)*(hitting_projectile.damage_type == DAMAGE_BRUTE? 0.4 : 1), 10) //if the bullet passes through then the grille avoids most of the damage
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add_damage(damage * 0.2)
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/obj/structure/grille/attackby(obj/item/attacking_item, mob/user)
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if(attacking_item.tool_behaviour == TOOL_WIRECUTTER)
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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(istype(attacking_item, /obj/item/gun/energy/plasmacutter))
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var/obj/item/gun/energy/plasmacutter/PC = attacking_item
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if(PC.check_power_and_message(user))
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return
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PC.use_resource(user, 1)
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playsound(loc, PC.fire_sound, 100, TRUE)
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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((attacking_item.tool_behaviour == TOOL_SCREWDRIVER) && (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_NOTICE("[user] [anchored ? "fastens" : "unfastens"] the grille."), \
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SPAN_NOTICE("You have [anchored ? "fastened the grille to" : "unfastened the grill from"] the floor."))
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return
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else if(istype(attacking_item,/obj/item/stack/rods) && destroyed == 1)
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if(!shock(user, 90))
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var/obj/item/stack/rods/ROD = attacking_item
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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_NOTICE("[user] repairs the grille."), \
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SPAN_NOTICE("You have repaired the grille."))
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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(attacking_item,/obj/item/stack/material))
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var/obj/item/stack/material/ST = attacking_item
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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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to_chat(user, SPAN_NOTICE("You can't reach."))
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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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to_chat(user, SPAN_NOTICE("There is already a window facing this way there."))
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return
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to_chat(user, SPAN_NOTICE("You start placing the window."))
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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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to_chat(user, SPAN_NOTICE("There is already a window facing this way there."))
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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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to_chat(user, SPAN_NOTICE("You place the [WD] on [src]."))
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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(!(attacking_item.obj_flags & OBJ_FLAG_CONDUCTABLE) || !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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add_damage(attacking_item.force)
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..()
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/obj/structure/grille/on_death(damage, damage_flags, damage_type, armor_penetration, obj/weapon)
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if(!destroyed)
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density = FALSE
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destroyed = TRUE
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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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. = ..()
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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, GLOB.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(exposed_temperature, exposed_volume)
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if(!destroyed)
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if(exposed_temperature > T0C + 1500)
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add_damage(1)
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..()
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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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/obj/structure/grille/broken/New()
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..()
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add_damage(rand(-5, -1)) //In the destroyed but not utterly threshold.
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/obj/structure/grille/diagonal
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icon_state = "grille_diagonal"
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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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maxhealth = OBJECT_HEALTH_VERY_LOW //Make it strong enough to avoid people breaking in too easily
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appearance_flags = NO_CLIENT_COLOR
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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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/obj/structure/grille/crescent/attack_hand()
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return
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/obj/structure/grille/crescent/attackby()
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return
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/obj/structure/grille/crescent/attack_generic(mob/user, damage, attack_message, environment_smash, armor_penetration, attack_flags, damage_type)
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return
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/obj/structure/grille/crescent/ex_act(var/severity = 2.0)
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return
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/obj/structure/grille/crescent/hitby(atom/movable/hitting_atom, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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return
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