//Chain link fences //Sprites ported from /VG/ #define CUT_TIME 100 #define CLIMB_TIME 150 #define NO_HOLE 0 //section is intact #define MEDIUM_HOLE 1 //medium hole in the section - can climb through #define LARGE_HOLE 2 //large hole in the section - can walk through #define MAX_HOLE_SIZE LARGE_HOLE /obj/structure/fence name = "fence" desc = "A chain link fence. Not as effective as a wall, but generally it keeps people out." density = TRUE anchored = TRUE icon = 'icons/obj/fence.dmi' icon_state = "straight" var/cuttable = TRUE var/hole_size= NO_HOLE var/invulnerable = FALSE /obj/structure/fence/Initialize(mapload) . = ..() update_cut_status() /obj/structure/fence/examine(mob/user) . = ..() switch(hole_size) if(MEDIUM_HOLE) . += "There is a large hole in \the [src]." if(LARGE_HOLE) . += "\The [src] has been completely cut through." /obj/structure/fence/end icon_state = "end" cuttable = FALSE /obj/structure/fence/corner icon_state = "corner" cuttable = FALSE /obj/structure/fence/post icon_state = "post" cuttable = FALSE /obj/structure/fence/cut/medium icon_state = "straight_cut2" hole_size = MEDIUM_HOLE /obj/structure/fence/cut/large icon_state = "straight_cut3" hole_size = LARGE_HOLE /obj/structure/fence/attackby(obj/item/W, mob/user) if(W.tool_behaviour == TOOL_WIRECUTTER) if(!cuttable) to_chat(user, span_warning("This section of the fence can't be cut!")) return if(invulnerable) to_chat(user, span_warning("This fence is too strong to cut through!")) return var/current_stage = hole_size if(current_stage >= MAX_HOLE_SIZE) to_chat(user, span_warning("This fence has too much cut out of it already!")) return user.visible_message(span_danger("\The [user] starts cutting through \the [src] with \the [W]."),\ span_danger("You start cutting through \the [src] with \the [W].")) if(do_after(user, CUT_TIME*W.toolspeed, target = src)) if(current_stage == hole_size) switch(++hole_size) if(MEDIUM_HOLE) visible_message(span_notice("\The [user] cuts into \the [src] some more.")) to_chat(user, span_info("You could probably fit yourself through that hole now. Although climbing through would be much faster if you made it even bigger.")) AddElement(/datum/element/climbable) if(LARGE_HOLE) visible_message(span_notice("\The [user] completely cuts through \the [src].")) to_chat(user, span_info("The hole in \the [src] is now big enough to walk through.")) RemoveElement(/datum/element/climbable) update_cut_status() return TRUE /obj/structure/fence/proc/update_cut_status() if(!cuttable) return var/new_density = TRUE switch(hole_size) if(NO_HOLE) icon_state = initial(icon_state) if(MEDIUM_HOLE) icon_state = "straight_cut2" if(LARGE_HOLE) icon_state = "straight_cut3" new_density = FALSE set_density(new_density) //FENCE DOORS /obj/structure/fence/door name = "fence door" desc = "Not very useful without a real lock." icon_state = "door_closed" cuttable = FALSE var/open = FALSE /obj/structure/fence/door/Initialize(mapload) . = ..() if(open) //SKYRAT EDIT CHANGE update_door_status() /obj/structure/fence/door/opened icon_state = "door_opened" open = TRUE density = TRUE /obj/structure/fence/door/attack_hand(mob/user, list/modifiers) if(can_open(user)) toggle(user) return TRUE /obj/structure/fence/door/proc/toggle(mob/user) open = !open visible_message(span_notice("\The [user] [open ? "opens" : "closes"] \the [src].")) update_door_status() playsound(src, 'sound/machines/click.ogg', 100, TRUE) /obj/structure/fence/door/proc/update_door_status() set_density(!density) icon_state = density ? "door_closed" : "door_opened" /obj/structure/fence/door/proc/can_open(mob/user) return TRUE #undef CUT_TIME #undef CLIMB_TIME #undef NO_HOLE #undef MEDIUM_HOLE #undef LARGE_HOLE #undef MAX_HOLE_SIZE