/obj/structure/railing name = "railing" desc = "Basic railing meant to protect idiots like you from falling." icon = 'icons/obj/railings.dmi' icon_state = "railing" flags_1 = ON_BORDER_1 density = TRUE anchored = TRUE pass_flags_self = LETPASSTHROW|PASSSTRUCTURE /// armor more or less consistent with grille. max_integrity about one time and a half that of a grille. armor_type = /datum/armor/structure_railing max_integrity = 75 var/climbable = TRUE ///Initial direction of the railing. var/ini_dir /datum/armor/structure_railing melee = 50 bullet = 70 laser = 70 energy = 100 bomb = 10 /obj/structure/railing/corner //aesthetic corner sharp edges hurt oof ouch icon_state = "railing_corner" density = FALSE climbable = FALSE /obj/structure/railing/Initialize(mapload) . = ..() ini_dir = dir if(climbable) AddElement(/datum/element/climbable) if(density && flags_1 & ON_BORDER_1) // blocks normal movement from and to the direction it's facing. var/static/list/loc_connections = list( COMSIG_ATOM_EXIT = PROC_REF(on_exit), ) AddElement(/datum/element/connect_loc, loc_connections) AddComponent(/datum/component/simple_rotation, ROTATION_NEEDS_ROOM) /obj/structure/railing/attackby(obj/item/I, mob/living/user, params) ..() add_fingerprint(user) if(I.tool_behaviour == TOOL_WELDER && !user.combat_mode) if(atom_integrity < max_integrity) if(!I.tool_start_check(user, amount=0)) return to_chat(user, span_notice("You begin repairing [src]...")) if(I.use_tool(src, user, 40, volume=50)) atom_integrity = max_integrity to_chat(user, span_notice("You repair [src].")) else to_chat(user, span_warning("[src] is already in good condition!")) return /obj/structure/railing/AltClick(mob/user) return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation /obj/structure/railing/wirecutter_act(mob/living/user, obj/item/I) . = ..() if(!anchored) to_chat(user, span_warning("You cut apart the railing.")) I.play_tool_sound(src, 100) deconstruct() return TRUE /obj/structure/railing/deconstruct(disassembled) if(!(flags_1 & NODECONSTRUCT_1)) var/obj/item/stack/rods/rod = new /obj/item/stack/rods(drop_location(), 6) transfer_fingerprints_to(rod) return ..() ///Implements behaviour that makes it possible to unanchor the railing. /obj/structure/railing/wrench_act(mob/living/user, obj/item/I) . = ..() if(flags_1&NODECONSTRUCT_1) return to_chat(user, span_notice("You begin to [anchored ? "unfasten the railing from":"fasten the railing to"] the floor...")) if(I.use_tool(src, user, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_anchored), anchored))) set_anchored(!anchored) to_chat(user, span_notice("You [anchored ? "fasten the railing to":"unfasten the railing from"] the floor.")) return TRUE /obj/structure/railing/CanPass(atom/movable/mover, border_dir) . = ..() if(border_dir & dir) return . || mover.throwing || mover.movement_type & (FLYING | FLOATING) return TRUE /obj/structure/railing/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller, no_id = FALSE) if(!(to_dir & dir)) return TRUE return ..() /obj/structure/railing/proc/on_exit(datum/source, atom/movable/leaving, direction) SIGNAL_HANDLER if(leaving == src) return // Let's not block ourselves. if(!(direction & dir)) return if (!density) return if (leaving.throwing) return if (leaving.movement_type & (PHASING | FLYING | FLOATING)) return if (leaving.move_force >= MOVE_FORCE_EXTREMELY_STRONG) return leaving.Bump(src) return COMPONENT_ATOM_BLOCK_EXIT /obj/structure/railing/proc/check_anchored(checked_anchored) if(anchored == checked_anchored) return TRUE