/obj/structure/plasticflaps name = "plastic flaps" desc = "Definitely can't get past those. No way." icon = 'icons/obj/stationobjs.dmi' icon_state = "plasticflaps" armor = list(melee = 100, bullet = 80, laser = 80, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 50, acid = 50) density = FALSE anchored = TRUE layer = ABOVE_MOB_LAYER var/state = PLASTIC_FLAPS_NORMAL /obj/structure/plasticflaps/examine(mob/user) . = ..() switch(state) if(PLASTIC_FLAPS_NORMAL) to_chat(user, "[src] are screwed to the floor.") if(PLASTIC_FLAPS_DETACHED) to_chat(user, "[src] are no longer screwed to the floor, and the flaps can be cut apart.") /obj/structure/plasticflaps/attackby(obj/item/W, mob/user, params) add_fingerprint(user) if(istype(W, /obj/item/screwdriver)) if(state == PLASTIC_FLAPS_NORMAL) playsound(src.loc, W.usesound, 100, 1) user.visible_message("[user] unscrews [src] from the floor.", "You start to unscrew [src] from the floor...", "You hear rustling noises.") if(do_after(user, 100*W.toolspeed, target = src)) if(state != PLASTIC_FLAPS_NORMAL) return state = PLASTIC_FLAPS_DETACHED anchored = FALSE to_chat(user, "You unscrew [src] from the floor.") else if(state == PLASTIC_FLAPS_DETACHED) playsound(src.loc, W.usesound, 100, 1) user.visible_message("[user] screws [src] to the floor.", "You start to screw [src] to the floor...", "You hear rustling noises.") if(do_after(user, 40*W.toolspeed, target = src)) if(state != PLASTIC_FLAPS_DETACHED) return state = PLASTIC_FLAPS_NORMAL anchored = TRUE to_chat(user, "You screw [src] from the floor.") else if(istype(W, /obj/item/wirecutters)) if(state == PLASTIC_FLAPS_DETACHED) playsound(src.loc, W.usesound, 100, 1) user.visible_message("[user] cuts apart [src].", "You start to cut apart [src].", "You hear cutting.") if(do_after(user, 50*W.toolspeed, target = src)) if(state != PLASTIC_FLAPS_DETACHED) return to_chat(user, "You cut apart [src].") var/obj/item/stack/sheet/plastic/five/P = new(loc) P.add_fingerprint(user) qdel(src) else . = ..() /obj/structure/plasticflaps/CanAStarPass(ID, to_dir, caller) if(isliving(caller)) if(isbot(caller)) return 1 var/mob/living/M = caller if(!M.ventcrawler && M.mob_size != MOB_SIZE_TINY) return 0 return 1 //diseases, stings, etc can pass /obj/structure/plasticflaps/CanPass(atom/movable/A, turf/T) if(istype(A) && A.checkpass(PASSGLASS)) return prob(60) var/obj/structure/bed/B = A if(istype(A, /obj/structure/bed) && (B.has_buckled_mobs() || B.density))//if it's a bed/chair and is dense or someone is buckled, it will not pass return 0 if(istype(A, /obj/structure/closet/cardboard)) var/obj/structure/closet/cardboard/C = A if(C.move_delay) return 0 if(istype(A, /obj/mecha)) return 0 else if(isliving(A)) // You Shall Not Pass! var/mob/living/M = A if(isbot(A)) //Bots understand the secrets return 1 if(M.buckled && istype(M.buckled, /mob/living/simple_animal/bot/mulebot)) // mulebot passenger gets a free pass. return 1 if(!M.lying && !M.ventcrawler && M.mob_size != MOB_SIZE_TINY) //If your not laying down, or a ventcrawler or a small creature, no pass. return 0 return ..() /obj/structure/plasticflaps/deconstruct(disassembled = TRUE) if(!(flags_1 & NODECONSTRUCT_1)) new /obj/item/stack/sheet/plastic/five(loc) qdel(src) /obj/structure/plasticflaps/mining //A specific type for mining that doesn't allow airflow because of them damn crates name = "airtight plastic flaps" desc = "Heavy duty, airtight, plastic flaps." CanAtmosPass = ATMOS_PASS_NO /obj/structure/plasticflaps/mining/New() air_update_turf(1) . = ..() /obj/structure/plasticflaps/mining/Destroy() var/atom/oldloc = loc . = ..() if (oldloc) oldloc.air_update_turf(1)