mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-21 21:17:44 +01:00
Paper frames, but with new sprites. (#28452)
* Paper frames, take two * With entirely new sprites * and basemap * no directional doors also smoothing * changes requested * woops * deconstruct -> Destroy
This commit is contained in:
@@ -5,7 +5,7 @@
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name = "metal door"
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density = 1
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anchored = 1
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opacity = 1
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opacity = TRUE
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icon = 'icons/obj/doors/mineral_doors.dmi'
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icon_state = "metal"
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@@ -86,11 +86,11 @@
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/obj/structure/mineral_door/proc/Open()
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isSwitchingStates = 1
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playsound(loc, openSound, 100, 1)
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playsound(src, openSound, 100, 1)
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set_opacity(FALSE)
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flick("[initial_state]opening",src)
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sleep(10)
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density = 0
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opacity = 0
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state = 1
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air_update_turf(1)
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update_icon()
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@@ -110,7 +110,7 @@
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flick("[initial_state]closing",src)
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sleep(10)
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density = 1
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opacity = 1
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set_opacity(TRUE)
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state = 0
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air_update_turf(1)
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update_icon()
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@@ -175,11 +175,11 @@
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max_integrity = 100
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/obj/structure/mineral_door/transparent
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opacity = 0
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opacity = FALSE
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/obj/structure/mineral_door/transparent/Close()
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..()
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opacity = 0
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set_opacity(FALSE)
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/obj/structure/mineral_door/transparent/plasma
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name = "plasma door"
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@@ -219,3 +219,22 @@
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resistance_flags = FLAMMABLE
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obj_integrity = 200
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max_integrity = 200
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/obj/structure/mineral_door/paperframe
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name = "paper frame door"
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icon_state = "paperframe"
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openSound = 'sound/effects/doorcreaky.ogg'
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closeSound = 'sound/effects/doorcreaky.ogg'
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sheetType = /obj/item/stack/sheet/paperframes
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sheetAmount = 3
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resistance_flags = FLAMMABLE
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obj_integrity = 20
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max_integrity = 20
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/obj/structure/mineral_door/paperframe/Initialize()
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. = ..()
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queue_smooth_neighbors(src)
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/obj/structure/mineral_door/paperframe/Destroy()
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queue_smooth_neighbors(src)
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return ..()
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@@ -25,6 +25,8 @@
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 100)
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CanAtmosPass = ATMOS_PASS_PROC
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var/real_explosion_block //ignore this, just use explosion_block
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var/breaksound = "shatter"
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var/hitsound = 'sound/effects/Glasshit.ogg'
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/obj/structure/window/examine(mob/user)
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..()
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@@ -144,7 +146,7 @@
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message("<span class='notice'>Something knocks on [src].</span>")
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add_fingerprint(user)
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playsound(loc, 'sound/effects/glassknock.ogg', 50, 1)
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playsound(src, 'sound/effects/Glassknock.ogg', 50, 1)
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/obj/structure/window/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
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if(!can_be_reached(user))
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@@ -157,7 +159,7 @@
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message("[user] knocks on [src].")
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add_fingerprint(user)
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playsound(loc, 'sound/effects/glassknock.ogg', 50, 1)
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playsound(src, 'sound/effects/Glassknock.ogg', 50, 1)
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/obj/structure/window/attack_paw(mob/user)
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return attack_hand(user)
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@@ -178,10 +180,10 @@
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if(obj_integrity < max_integrity)
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if(WT.remove_fuel(0,user))
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to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
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playsound(loc, WT.usesound, 40, 1)
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playsound(src, WT.usesound, 40, 1)
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if(do_after(user, 40*I.toolspeed, target = src))
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obj_integrity = max_integrity
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playsound(loc, 'sound/items/welder2.ogg', 50, 1)
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playsound(src, 'sound/items/Welder2.ogg', 50, 1)
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update_nearby_icons()
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to_chat(user, "<span class='notice'>You repair [src].</span>")
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else
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@@ -190,7 +192,7 @@
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if(!(flags&NODECONSTRUCT))
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if(istype(I, /obj/item/weapon/screwdriver))
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playsound(loc, I.usesound, 75, 1)
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playsound(src, I.usesound, 75, 1)
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if(reinf)
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if(state == WINDOW_SCREWED_TO_FRAME || state == WINDOW_IN_FRAME)
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to_chat(user, "<span class='notice'>You begin to [state == WINDOW_SCREWED_TO_FRAME ? "unscrew the window from":"screw the window to"] the frame...</span>")
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@@ -214,19 +216,19 @@
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else if (istype(I, /obj/item/weapon/crowbar) && reinf && (state == WINDOW_OUT_OF_FRAME || state == WINDOW_IN_FRAME))
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to_chat(user, "<span class='notice'>You begin to lever the window [state == WINDOW_OUT_OF_FRAME ? "into":"out of"] the frame...</span>")
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playsound(loc, I.usesound, 75, 1)
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playsound(src, I.usesound, 75, 1)
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if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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state = (state == WINDOW_OUT_OF_FRAME ? WINDOW_IN_FRAME : WINDOW_OUT_OF_FRAME)
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to_chat(user, "<span class='notice'>You pry the window [state == WINDOW_IN_FRAME ? "into":"out of"] the frame.</span>")
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return
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else if(istype(I, /obj/item/weapon/wrench) && !anchored)
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playsound(loc, I.usesound, 75, 1)
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playsound(src, I.usesound, 75, 1)
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to_chat(user, "<span class='notice'> You begin to disassemble [src]...</span>")
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if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
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G.add_fingerprint(user)
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playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
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playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
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to_chat(user, "<span class='notice'>You successfully disassemble [src].</span>")
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qdel(src)
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return
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@@ -265,18 +267,18 @@
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
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playsound(src, hitsound, 75, 1)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, 1)
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if(BURN)
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playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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/obj/structure/window/deconstruct(disassembled = TRUE)
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if(QDELETED(src))
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return
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if(!disassembled)
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playsound(src, "shatter", 70, 1)
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playsound(src, breaksound, 70, 1)
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var/turf/T = loc
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if(!(flags & NODECONSTRUCT))
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for(var/i in debris)
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@@ -429,7 +431,6 @@
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name = "tinted window"
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icon_state = "twindow"
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opacity = 1
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/obj/structure/window/reinforced/tinted/frosted
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name = "frosted window"
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icon_state = "fwindow"
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@@ -548,9 +549,7 @@
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if(fulltile)
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made_glow = TRUE
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..()
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for(var/obj/item/I in debris)
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debris -= I
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qdel(I)
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QDEL_LIST(debris)
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var/amount_of_gears = 2
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if(fulltile)
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new /obj/effect/temp_visual/ratvar/window(get_turf(src))
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@@ -599,3 +598,80 @@
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/obj/structure/window/reinforced/clockwork/fulltile/unanchored
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anchored = FALSE
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/obj/structure/window/paperframe
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name = "paper frame"
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desc = "A fragile separator made of thin wood and paper."
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icon = 'icons/obj/smooth_structures/paperframes.dmi'
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icon_state = "frame"
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dir = FULLTILE_WINDOW_DIR
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opacity = TRUE
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max_integrity = 15
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obj_integrity = 15
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fulltile = TRUE
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flags = PREVENT_CLICK_UNDER
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smooth = SMOOTH_TRUE
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canSmoothWith = list(/obj/structure/window/paperframe, /obj/structure/mineral_door/paperframe)
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glass_amount = 2
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glass_type = /obj/item/stack/sheet/paperframes
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heat_resistance = 233
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decon_speed = 10
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CanAtmosPass = ATMOS_PASS_YES
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resistance_flags = FLAMMABLE
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
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breaksound = 'sound/items/poster_ripped.ogg'
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hitsound = 'sound/weapons/slashmiss.ogg'
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var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "torn", layer = ABOVE_OBJ_LAYER - 0.1)
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var/static/mutable_appearance/paper = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "paper", layer = ABOVE_OBJ_LAYER - 0.1)
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/obj/structure/window/paperframe/Initialize()
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. = ..()
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QDEL_LIST(debris)
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var/papers = rand(1,4)
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debris += new /obj/item/stack/sheet/mineral/wood()
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for(var/i in 1 to papers)
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debris += new /obj/item/weapon/paper/natural()
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update_icon()
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/obj/structure/window/paperframe/attack_hand(mob/user)
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add_fingerprint(user)
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if(user.a_intent != INTENT_HARM)
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message("[user] knocks on [src].")
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playsound(src, "pageturn", 50, 1)
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else
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take_damage(4,BRUTE,"melee", 0)
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playsound(src, hitsound, 50, 1)
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if(!QDELETED(src))
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user.visible_message("<span class='danger'>[user] tears a hole in [src].</span>")
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update_icon()
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/obj/structure/window/paperframe/update_icon()
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if(obj_integrity < max_integrity)
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cut_overlay(paper)
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add_overlay(torn)
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set_opacity(FALSE)
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else
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cut_overlay(torn)
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add_overlay(paper)
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set_opacity(TRUE)
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queue_smooth(src)
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/obj/structure/window/paperframe/attackby(obj/item/weapon/W, mob/user)
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if(W.is_hot())
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fire_act(W.is_hot())
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return
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if(user.a_intent == INTENT_HARM)
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return ..()
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if(istype(W, /obj/item/weapon/paper) && obj_integrity < max_integrity)
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user.visible_message("[user] starts to patch the holes in \the [src].")
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if(do_after(user, 20, target = src))
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obj_integrity = min(obj_integrity+4,max_integrity)
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qdel(W)
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user.visible_message("[user] patches some of the holes in \the [src].")
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if(obj_integrity == max_integrity)
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update_icon()
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return
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..()
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update_icon()
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