/obj/structure/window/reinforced/fulltile/indestructible name = "robust window" move_resist = MOVE_FORCE_OVERPOWERING flags_1 = PREVENT_CLICK_UNDER_1 resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF /obj/structure/grille/indestructible desc = "A STRONG framework of hardened plasteel rods, that you cannot possibly get through. If you were an engineer you would be drooling over its construction right now." move_resist = MOVE_FORCE_OVERPOWERING obj_flags = CONDUCTS_ELECTRICITY resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF /obj/structure/grille/indestructible/Initialize(mapload) . = ..() AddElement(/datum/element/tool_blocker, TOOL_SCREWDRIVER, TOOL_ACT_PRIMARY) AddElement(/datum/element/tool_blocker, TOOL_WIRECUTTER, TOOL_ACT_PRIMARY) /obj/effect/spawner/structure/window/reinforced/indestructible spawn_list = list(/obj/structure/grille/indestructible, /obj/structure/window/reinforced/fulltile/indestructible) /obj/structure/barricade/security/murderdome name = "respawnable barrier" desc = "A barrier. Provides cover in firefights." /obj/structure/barricade/security/murderdome/make_debris() new /obj/effect/murderdome/dead_barricade(get_turf(src)) /obj/effect/murderdome/dead_barricade name = "dead barrier" desc = "It provided cover in fire fights. And now it's gone." icon = 'icons/obj/structures.dmi' icon_state = "barrier0" alpha = 100 /obj/effect/murderdome/dead_barricade/Initialize(mapload) . = ..() addtimer(CALLBACK(src, PROC_REF(respawn)), 3 MINUTES) /obj/effect/murderdome/dead_barricade/proc/respawn() if(!QDELETED(src)) new /obj/structure/barricade/security/murderdome(get_turf(src)) qdel(src)