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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request Requires #85491 to be merged first, as otherwise leaning on directional windows looks incredibly goofy You can now lean on both fulltile and directional windows, and its possible to easily extend this functionality to other objects. Dunno if this even deserves to be called a refactor so not marking it in any way. ## Why It's Good For The Game Just makes sense that you'd be able to do it ## Changelog 🆑 add: You can now lean on windows the same way you can lean on walls fix: You no longer stop leaning on walls after clicking on anything /🆑
965 lines
34 KiB
Plaintext
965 lines
34 KiB
Plaintext
/obj/structure/window
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name = "window"
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desc = "A directional window."
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icon = 'icons/obj/structures/smooth/windows/normal_thindow.dmi'
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icon_state = "window"
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density = TRUE
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layer = ABOVE_OBJ_LAYER //Just above doors
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can_be_unanchored = TRUE
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pressure_resistance = 4*ONE_ATMOSPHERE
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anchored = TRUE //initially is 0 for tile smoothing
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flags_1 = ON_BORDER_1
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obj_flags = CAN_BE_HIT | BLOCKS_CONSTRUCTION_DIR | IGNORE_DENSITY
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max_integrity = 50
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resistance_flags = ACID_PROOF
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armor_type = /datum/armor/structure_window
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can_atmos_pass = ATMOS_PASS_PROC
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rad_insulation = RAD_VERY_LIGHT_INSULATION
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pass_flags_self = PASSGLASS | PASSWINDOW
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set_dir_on_move = FALSE
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flags_ricochet = RICOCHET_HARD
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receive_ricochet_chance_mod = 0.5
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canSmoothWith = SMOOTH_GROUP_THINDOWS
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smoothing_groups = SMOOTH_GROUP_THINDOWS
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var/state = WINDOW_OUT_OF_FRAME
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var/reinf = FALSE
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var/heat_resistance = 800
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var/decon_speed = 30
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var/wtype = "glass"
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var/fulltile = FALSE
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var/glass_type = /obj/item/stack/sheet/glass
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var/shard_type = /obj/item/shard
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var/glass_amount = 1
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var/real_explosion_block //ignore this, just use explosion_block
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var/break_sound = SFX_SHATTER
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var/knock_sound = 'sound/effects/glassknock.ogg'
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var/bash_sound = 'sound/effects/glassbash.ogg'
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var/hit_sound = 'sound/effects/glasshit.ogg'
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/// If some inconsiderate jerk has had their blood spilled on this window, thus making it cleanable
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var/bloodied = FALSE
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///Datum that the shard and debris type is pulled from for when the glass is broken.
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var/datum/material/glass_material_datum = /datum/material/glass
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/// Whether or not we're disappearing but dramatically
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var/dramatically_disappearing = FALSE
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/// If we added a leaning component to ourselves
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var/added_leaning = FALSE
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/datum/armor/structure_window
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melee = 50
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fire = 80
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acid = 100
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/obj/structure/window/Initialize(mapload, direct)
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AddElement(/datum/element/blocks_explosives)
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if(!fulltile)
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blocks_emissive = EMISSIVE_BLOCK_NONE
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. = ..()
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if(direct)
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setDir(direct)
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if(reinf && anchored)
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state = RWINDOW_SECURE
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if(!reinf && anchored)
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state = WINDOW_SCREWED_TO_FRAME
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air_update_turf(TRUE, TRUE)
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if(fulltile)
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setDir(direct)
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obj_flags &= ~BLOCKS_CONSTRUCTION_DIR
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obj_flags &= ~IGNORE_DENSITY
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update_icon_state()
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AddElement(/datum/element/can_barricade)
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AddComponent(/datum/component/window_smoothing)
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else
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smoothing_flags = SMOOTH_BITMASK|SMOOTH_BORDER_OBJECT|SMOOTH_OBJ
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setDir(dir)
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AddElement(/datum/element/render_over_keep_hitbox, BELOW_OBJ_LAYER, /* use_position_layering = */ TRUE)
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//windows only block while reinforced and fulltile
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if(!reinf || !fulltile)
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set_explosion_block(0)
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flags_1 |= ALLOW_DARK_PAINTS_1
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RegisterSignal(src, COMSIG_OBJ_PAINTED, PROC_REF(on_painted))
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AddElement(/datum/element/atmos_sensitive, mapload)
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AddComponent(/datum/component/simple_rotation, ROTATION_NEEDS_ROOM, post_rotation = CALLBACK(src, PROC_REF(post_rotation)))
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var/static/list/loc_connections = list(
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COMSIG_ATOM_EXIT = PROC_REF(on_exit),
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)
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if (flags_1 & ON_BORDER_1)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/structure/window/mouse_drop_receive(atom/dropping, mob/user, params)
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. = ..()
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if (added_leaning)
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return
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/// For performance reasons and to cut down on init times we are "lazy-loading" the leaning component when someone drags their sprite onto us, and then calling dragging code again to trigger the component
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AddComponent(/datum/component/leanable, 11, same_turf = (flags_1 & ON_BORDER_1), lean_check = CALLBACK(src, PROC_REF(lean_check)))
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added_leaning = TRUE
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dropping.base_mouse_drop_handler(src, null, null, params)
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/obj/structure/window/proc/lean_check(mob/living/leaner, list/modifiers)
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if (!(flags_1 & ON_BORDER_1))
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return TRUE
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if (leaner.loc == loc)
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return dir == REVERSE_DIR(leaner.dir)
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return get_dir(src, leaner) == dir && leaner.dir == dir
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/obj/structure/window/setDir(newdir)
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. = ..()
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if(fulltile)
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return
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// Needed because render targets seem to shift larger then 32x32 icons down constantly. No idea why
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pixel_y = 0
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pixel_z = 16
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if(smoothing_flags & SMOOTH_BORDER_OBJECT)
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QUEUE_SMOOTH_NEIGHBORS(src)
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QUEUE_SMOOTH(src)
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/obj/structure/window/examine(mob/user)
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. = ..()
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switch(state)
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if(WINDOW_SCREWED_TO_FRAME)
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. += span_notice("The window is <b>screwed</b> to the frame.")
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if(WINDOW_IN_FRAME)
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. += span_notice("The window is <i>unscrewed</i> but <b>pried</b> into the frame.")
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if(WINDOW_OUT_OF_FRAME)
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if (anchored)
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. += span_notice("The window is <b>screwed</b> to the floor.")
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else
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. += span_notice("The window is <i>unscrewed</i> from the floor, and could be deconstructed by <b>wrenching</b>.")
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/obj/structure/window/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
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. = ..()
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if(fulltile)
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update_icon_state()
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/obj/structure/window/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
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if(the_rcd.mode == RCD_DECONSTRUCT)
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return list("delay" = 2 SECONDS, "cost" = 5)
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return FALSE
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/obj/structure/window/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, list/rcd_data)
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if(rcd_data[RCD_DESIGN_MODE] == RCD_DECONSTRUCT)
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qdel(src)
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return TRUE
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return FALSE
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/obj/structure/window/narsie_act()
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add_atom_colour(NARSIE_WINDOW_COLOUR, FIXED_COLOUR_PRIORITY)
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/obj/structure/window/singularity_pull(S, current_size)
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..()
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if(anchored && current_size >= STAGE_TWO)
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set_anchored(FALSE)
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if(current_size >= STAGE_FIVE)
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deconstruct(FALSE)
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/obj/structure/window/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(.)
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return
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if(fulltile)
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return FALSE
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if(border_dir == dir)
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return FALSE
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if(istype(mover, /obj/structure/window))
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var/obj/structure/window/moved_window = mover
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return valid_build_direction(loc, moved_window.dir, is_fulltile = moved_window.fulltile)
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if(istype(mover, /obj/structure/windoor_assembly) || istype(mover, /obj/machinery/door/window))
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return valid_build_direction(loc, mover.dir, is_fulltile = FALSE)
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return TRUE
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/obj/structure/window/proc/on_exit(datum/source, atom/movable/leaving, direction)
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SIGNAL_HANDLER
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if(leaving.movement_type & PHASING)
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return
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if(leaving == src)
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return // Let's not block ourselves.
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if (leaving.pass_flags & pass_flags_self)
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return
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if (fulltile)
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return
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if(direction == dir && density)
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leaving.Bump(src)
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return COMPONENT_ATOM_BLOCK_EXIT
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/obj/structure/window/attack_tk(mob/user)
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message(span_notice("Something knocks on [src]."))
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add_fingerprint(user)
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playsound(src, knock_sound, 50, TRUE)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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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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return
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. = ..()
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/obj/structure/window/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(!can_be_reached(user))
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return
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user.changeNext_move(CLICK_CD_MELEE)
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if(!user.combat_mode)
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user.visible_message(span_notice("[user] knocks on [src]."), \
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span_notice("You knock on [src]."))
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playsound(src, knock_sound, 50, TRUE)
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else
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user.visible_message(span_warning("[user] bashes [src]!"), \
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span_warning("You bash [src]!"))
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playsound(src, bash_sound, 100, TRUE)
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/obj/structure/window/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/window/attack_generic(mob/user, damage_amount = 0, damage_type = BRUTE, damage_flag = 0, sound_effect = 1) //used by attack_alien, attack_animal
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if(!can_be_reached(user))
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return
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return ..()
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/obj/structure/window/tool_act(mob/living/user, obj/item/tool, list/modifiers)
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if(!can_be_reached(user))
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return ITEM_INTERACT_SKIP_TO_ATTACK // Guess you get to hit it
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add_fingerprint(user)
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return ..()
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/obj/structure/window/welder_act(mob/living/user, obj/item/tool)
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if(atom_integrity >= max_integrity)
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to_chat(user, span_warning("[src] is already in good condition!"))
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return ITEM_INTERACT_SUCCESS
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if(!tool.tool_start_check(user, amount = 0))
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return FALSE
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to_chat(user, span_notice("You begin repairing [src]..."))
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if(tool.use_tool(src, user, 4 SECONDS, volume = 50))
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atom_integrity = max_integrity
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update_nearby_icons()
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to_chat(user, span_notice("You repair [src]."))
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return ITEM_INTERACT_SUCCESS
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/obj/structure/window/screwdriver_act(mob/living/user, obj/item/tool)
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switch(state)
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if(WINDOW_SCREWED_TO_FRAME)
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to_chat(user, span_notice("You begin to unscrew the window from the frame..."))
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if(tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
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state = WINDOW_IN_FRAME
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to_chat(user, span_notice("You unfasten the window from the frame."))
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if(WINDOW_IN_FRAME)
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to_chat(user, span_notice("You begin to screw the window to the frame..."))
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if(tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
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state = WINDOW_SCREWED_TO_FRAME
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to_chat(user, span_notice("You fasten the window to the frame."))
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if(WINDOW_OUT_OF_FRAME)
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if(anchored)
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to_chat(user, span_notice("You begin to unscrew the frame from the floor..."))
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if(tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
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set_anchored(FALSE)
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to_chat(user, span_notice("You unfasten the frame from the floor."))
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else
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to_chat(user, span_notice("You begin to screw the frame to the floor..."))
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if(tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
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set_anchored(TRUE)
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to_chat(user, span_notice("You fasten the frame to the floor."))
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return ITEM_INTERACT_SUCCESS
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/obj/structure/window/wrench_act(mob/living/user, obj/item/tool)
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if(anchored)
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return FALSE
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if(reinf && state >= RWINDOW_FRAME_BOLTED)
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return FALSE
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to_chat(user, span_notice("You begin to disassemble [src]..."))
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if(!tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
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return ITEM_INTERACT_SUCCESS
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var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
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if (!QDELETED(G))
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G.add_fingerprint(user)
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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to_chat(user, span_notice("You successfully disassemble [src]."))
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qdel(src)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/window/crowbar_act(mob/living/user, obj/item/tool)
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if(!anchored)
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return FALSE
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switch(state)
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if(WINDOW_IN_FRAME)
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to_chat(user, span_notice("You begin to lever the window out of the frame..."))
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if(tool.use_tool(src, user, 10 SECONDS, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
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state = WINDOW_OUT_OF_FRAME
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to_chat(user, span_notice("You pry the window out of the frame."))
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set_anchored(FALSE)
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if(WINDOW_OUT_OF_FRAME)
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to_chat(user, span_notice("You begin to lever the window back into the frame..."))
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if(tool.use_tool(src, user, 5 SECONDS, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
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state = WINDOW_SCREWED_TO_FRAME
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to_chat(user, span_notice("You pry the window back into the frame."))
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else
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return FALSE
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return ITEM_INTERACT_SUCCESS
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/obj/structure/window/attackby(obj/item/I, mob/living/user, params)
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if(!can_be_reached(user))
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return TRUE //skip the afterattack
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add_fingerprint(user)
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return ..()
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/obj/structure/window/set_anchored(anchorvalue)
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. = ..()
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air_update_turf(TRUE, anchorvalue)
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update_nearby_icons()
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/obj/structure/window/proc/check_state(checked_state)
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if(state == checked_state)
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return TRUE
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/obj/structure/window/proc/check_anchored(checked_anchored)
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if(anchored == checked_anchored)
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return TRUE
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/obj/structure/window/proc/check_state_and_anchored(checked_state, checked_anchored)
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return check_state(checked_state) && check_anchored(checked_anchored)
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/obj/structure/window/proc/can_be_reached(mob/user)
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if(fulltile)
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return TRUE
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var/checking_dir = get_dir(user, src)
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if(!(checking_dir & dir))
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return TRUE // Only windows on the other side may be blocked by other things.
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checking_dir = REVERSE_DIR(checking_dir)
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for(var/obj/blocker in loc)
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if(!blocker.CanPass(user, checking_dir))
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return FALSE
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return TRUE
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/obj/structure/window/take_damage(damage_amount, damage_type = BRUTE, damage_flag = "", sound_effect = TRUE, attack_dir, armour_penetration = 0)
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. = ..()
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if(.) //received damage
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update_nearby_icons()
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/obj/structure/window/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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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, hit_sound, 75, TRUE)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
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if(BURN)
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playsound(src, 'sound/items/welder.ogg', 100, TRUE)
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/obj/structure/window/atom_deconstruct(disassembled = TRUE)
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if(!disassembled)
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playsound(src, break_sound, 70, TRUE)
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for(var/obj/item/shard/debris in spawn_debris(drop_location()))
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transfer_fingerprints_to(debris) // transfer fingerprints to shards only
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update_nearby_icons()
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///Spawns shard and debris decal based on the glass_material_datum, spawns rods if window is reinforned and number of shards/rods is determined by the window being fulltile or not.
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/obj/structure/window/proc/spawn_debris(location)
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var/datum/material/glass_material_ref = GET_MATERIAL_REF(glass_material_datum)
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var/obj/item/shard_type = glass_material_ref.shard_type
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var/obj/effect/decal/debris_type = glass_material_ref.debris_type
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var/list/dropped_debris = list()
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if(!isnull(shard_type))
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dropped_debris += new shard_type(location)
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if (fulltile)
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dropped_debris += new shard_type(location)
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if(!isnull(debris_type))
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dropped_debris += new debris_type(location)
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if (reinf)
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dropped_debris += new /obj/item/stack/rods(location, (fulltile ? 2 : 1))
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return dropped_debris
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/obj/structure/window/proc/post_rotation(mob/user, degrees)
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air_update_turf(TRUE, FALSE)
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/obj/structure/window/proc/on_painted(obj/structure/window/source, mob/user, obj/item/toy/crayon/spraycan/spraycan, is_dark_color)
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SIGNAL_HANDLER
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if(!spraycan.actually_paints)
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return
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if (is_dark_color && fulltile) //Opaque directional windows restrict vision even in directions they are not placed in, please don't do this
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set_opacity(255)
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else
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set_opacity(initial(opacity))
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/obj/structure/window/wash(clean_types)
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. = ..()
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if(!(clean_types & CLEAN_SCRUB))
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return
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set_opacity(initial(opacity))
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remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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for(var/atom/movable/cleanables as anything in src)
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if(cleanables == src)
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continue
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if(!cleanables.wash(clean_types))
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continue
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vis_contents -= cleanables
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bloodied = FALSE
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|
|
/obj/structure/window/Destroy()
|
|
set_density(FALSE)
|
|
air_update_turf(TRUE, FALSE)
|
|
update_nearby_icons()
|
|
return ..()
|
|
|
|
/obj/structure/window/Move()
|
|
var/turf/T = loc
|
|
. = ..()
|
|
if(anchored)
|
|
move_update_air(T)
|
|
|
|
/obj/structure/window/can_atmos_pass(turf/T, vertical = FALSE)
|
|
if(!anchored || !density)
|
|
return TRUE
|
|
return !(fulltile || dir == get_dir(loc, T))
|
|
|
|
//This proc is used to update the icons of nearby windows.
|
|
/obj/structure/window/proc/update_nearby_icons()
|
|
update_appearance()
|
|
if(smoothing_flags & USES_SMOOTHING)
|
|
QUEUE_SMOOTH_NEIGHBORS(src)
|
|
|
|
/obj/structure/window/update_icon_state()
|
|
. = ..()
|
|
if(fulltile)
|
|
if(locate(/obj/structure/window_frame) in loc)
|
|
pixel_y = WINDOW_ON_FRAME_Y_OFFSET
|
|
else
|
|
pixel_y = WINDOW_OFF_FRAME_Y_OFFSET
|
|
else
|
|
switch(dir)
|
|
if(NORTH)
|
|
icon_state = "body-t"
|
|
if(SOUTH)
|
|
icon_state = "body-b"
|
|
if(EAST)
|
|
icon_state = "body-r"
|
|
if(WEST)
|
|
icon_state = "body-l"
|
|
|
|
//merges adjacent windows, handle cracking for fulltiles
|
|
/obj/structure/window/update_overlays(updates=ALL)
|
|
. = ..()
|
|
if(QDELETED(src))
|
|
return
|
|
|
|
if((updates & UPDATE_SMOOTHING) && (smoothing_flags & USES_SMOOTHING))
|
|
QUEUE_SMOOTH(src)
|
|
|
|
if(fulltile)
|
|
var/ratio = atom_integrity / max_integrity
|
|
ratio = CEILING(ratio*4, 1)
|
|
var/broken_icon = null
|
|
switch(ratio)
|
|
if(3)
|
|
broken_icon = 'icons/obj/structures/smooth/windows/window_broken_light.dmi'
|
|
if(2)
|
|
broken_icon = 'icons/obj/structures/smooth/windows/window_broken_medium.dmi'
|
|
if(1)
|
|
broken_icon = 'icons/obj/structures/smooth/windows/window_broken_heavy.dmi'
|
|
|
|
if(broken_icon)
|
|
. += mutable_appearance(broken_icon, "[smoothing_junction]", -(layer+0.1))
|
|
return .
|
|
|
|
var/list/states_to_apply = list()
|
|
var/handled_junctions = NONE
|
|
if(smoothing_junction & NORTHEAST_JUNCTION && smoothing_junction & SOUTHEAST_JUNCTION && smoothing_junction & EAST_JUNCTION)
|
|
handled_junctions |= NORTHEAST_JUNCTION | SOUTHEAST_JUNCTION | EAST_JUNCTION
|
|
switch(dir)
|
|
if(NORTH)
|
|
states_to_apply += "quad-tr"
|
|
if(SOUTH)
|
|
states_to_apply += "quad-br"
|
|
if(smoothing_junction & NORTHWEST_JUNCTION && smoothing_junction & SOUTHWEST_JUNCTION && smoothing_junction & WEST_JUNCTION)
|
|
handled_junctions |= NORTHWEST_JUNCTION | SOUTHWEST_JUNCTION | WEST_JUNCTION
|
|
switch(dir)
|
|
if(NORTH)
|
|
states_to_apply += "quad-tl"
|
|
if(SOUTH)
|
|
states_to_apply += "quad-bl"
|
|
if(smoothing_junction & SOUTHWEST_JUNCTION && smoothing_junction & SOUTHEAST_JUNCTION && smoothing_junction & SOUTH_JUNCTION)
|
|
handled_junctions |= SOUTHWEST_JUNCTION | SOUTHEAST_JUNCTION | SOUTH_JUNCTION
|
|
if(smoothing_junction & NORTHWEST_JUNCTION && smoothing_junction & NORTHEAST_JUNCTION && smoothing_junction & NORTH_JUNCTION)
|
|
handled_junctions |= NORTHWEST_JUNCTION | NORTHEAST_JUNCTION | NORTH_JUNCTION
|
|
|
|
if(smoothing_junction & NORTHWEST_JUNCTION && smoothing_junction & WEST_JUNCTION && !(handled_junctions & (NORTHWEST_JUNCTION|WEST_JUNCTION)))
|
|
switch(dir)
|
|
if(SOUTH)
|
|
handled_junctions |= NORTHWEST_JUNCTION | WEST_JUNCTION
|
|
states_to_apply += "up-triple-bl"
|
|
if(smoothing_junction & NORTHEAST_JUNCTION && smoothing_junction & EAST_JUNCTION && !(handled_junctions & (NORTHEAST_JUNCTION|EAST_JUNCTION)))
|
|
switch(dir)
|
|
if(SOUTH)
|
|
handled_junctions |= NORTHEAST_JUNCTION | EAST_JUNCTION
|
|
states_to_apply += "up-triple-br"
|
|
if(smoothing_junction & SOUTHWEST_JUNCTION && smoothing_junction & WEST_JUNCTION && !(handled_junctions & (SOUTHWEST_JUNCTION|WEST_JUNCTION)))
|
|
switch(dir)
|
|
if(NORTH)
|
|
handled_junctions |= SOUTHWEST_JUNCTION | WEST_JUNCTION
|
|
states_to_apply += "down-triple-tl"
|
|
if(smoothing_junction & SOUTHEAST_JUNCTION && smoothing_junction & EAST_JUNCTION && !(handled_junctions & (SOUTHEAST_JUNCTION|EAST_JUNCTION)))
|
|
switch(dir)
|
|
if(NORTH)
|
|
handled_junctions |= SOUTHEAST_JUNCTION | EAST_JUNCTION
|
|
states_to_apply += "down-triple-tr"
|
|
|
|
if(smoothing_junction & SOUTHEAST_JUNCTION && smoothing_junction & SOUTH_JUNCTION && !(handled_junctions & (SOUTHEAST_JUNCTION|SOUTH_JUNCTION)))
|
|
switch(dir)
|
|
if(WEST)
|
|
handled_junctions |= SOUTHEAST_JUNCTION | SOUTH_JUNCTION | EAST_JUNCTION
|
|
states_to_apply += "right-triple-bl"
|
|
if(smoothing_junction & SOUTHWEST_JUNCTION && smoothing_junction & SOUTH_JUNCTION && !(handled_junctions & (SOUTHWEST_JUNCTION|SOUTH_JUNCTION)))
|
|
switch(dir)
|
|
if(EAST)
|
|
handled_junctions |= SOUTHWEST_JUNCTION | SOUTH_JUNCTION | WEST_JUNCTION
|
|
states_to_apply += "left-triple-br"
|
|
|
|
if(smoothing_junction & NORTHEAST_JUNCTION && smoothing_junction & NORTH_JUNCTION && !(handled_junctions & (NORTHEAST_JUNCTION|NORTH_JUNCTION)))
|
|
switch(dir)
|
|
if(WEST)
|
|
handled_junctions |= NORTHEAST_JUNCTION | NORTH_JUNCTION | EAST_JUNCTION
|
|
states_to_apply += "right-triple-tl"
|
|
if(smoothing_junction & NORTHWEST_JUNCTION && smoothing_junction & NORTH_JUNCTION && !(handled_junctions & (NORTHWEST_JUNCTION|NORTH_JUNCTION)))
|
|
switch(dir)
|
|
if(EAST)
|
|
handled_junctions |= NORTHWEST_JUNCTION | NORTH_JUNCTION | WEST_JUNCTION
|
|
states_to_apply += "left-triple-tr"
|
|
|
|
// These cases exist JUST to eat diagonal smooths for NORTH/SOUTH windows
|
|
if(smoothing_junction & SOUTHWEST_JUNCTION && smoothing_junction & NORTHWEST_JUNCTION)
|
|
switch(dir)
|
|
if(NORTH, SOUTH)
|
|
handled_junctions |= SOUTHWEST_JUNCTION | NORTHWEST_JUNCTION | WEST_JUNCTION | NORTH_JUNCTION | SOUTH_JUNCTION
|
|
if(smoothing_junction & SOUTHEAST_JUNCTION && smoothing_junction & NORTHEAST_JUNCTION)
|
|
switch(dir)
|
|
if(NORTH, SOUTH)
|
|
handled_junctions |= SOUTHEAST_JUNCTION | NORTHEAST_JUNCTION | EAST_JUNCTION | NORTH_JUNCTION | SOUTH_JUNCTION
|
|
|
|
// filter out everything on the tile opposing us
|
|
handled_junctions |= dir_to_all_junctions(dir)
|
|
|
|
if(smoothing_junction & NORTHWEST_JUNCTION && !(handled_junctions & NORTHWEST_JUNCTION))
|
|
handled_junctions |= NORTH_JUNCTION | WEST_JUNCTION
|
|
// Only gonna define dirs that allow a body to exist sanely
|
|
// So South is acceptable
|
|
// Also want to avoid double application
|
|
// hhhh
|
|
switch(dir)
|
|
if(SOUTH)
|
|
states_to_apply += "up-right-corner-bl"
|
|
if(smoothing_junction & NORTHEAST_JUNCTION && !(handled_junctions & NORTHEAST_JUNCTION))
|
|
handled_junctions |= NORTH_JUNCTION | EAST_JUNCTION
|
|
switch(dir)
|
|
if(SOUTH)
|
|
states_to_apply += "up-left-corner-br"
|
|
if(smoothing_junction & SOUTHWEST_JUNCTION && !(handled_junctions & SOUTHWEST_JUNCTION))
|
|
handled_junctions |= SOUTH_JUNCTION | WEST_JUNCTION
|
|
switch(dir)
|
|
if(NORTH)
|
|
states_to_apply += "down-right-corner-tl"
|
|
if(smoothing_junction & SOUTHEAST_JUNCTION && !(handled_junctions & SOUTHEAST_JUNCTION))
|
|
handled_junctions |= SOUTH_JUNCTION | EAST_JUNCTION
|
|
switch(dir)
|
|
if(NORTH)
|
|
states_to_apply += "down-left-corner-tr"
|
|
|
|
if(!(handled_junctions & WEST_JUNCTION))
|
|
if(smoothing_junction & WEST_JUNCTION)
|
|
switch(dir)
|
|
if(NORTH)
|
|
states_to_apply += "horizontal-cont-tl"
|
|
if(SOUTH)
|
|
states_to_apply += "horizontal-cont-bl"
|
|
else
|
|
switch(dir)
|
|
if(NORTH)
|
|
states_to_apply += "horizontal-edge-tl"
|
|
if(SOUTH)
|
|
states_to_apply += "horizontal-edge-bl"
|
|
|
|
if(!(handled_junctions & EAST_JUNCTION))
|
|
if(smoothing_junction & EAST_JUNCTION)
|
|
switch(dir)
|
|
if(NORTH)
|
|
states_to_apply += "horizontal-cont-tr"
|
|
if(SOUTH)
|
|
states_to_apply += "horizontal-cont-br"
|
|
else
|
|
switch(dir)
|
|
if(NORTH)
|
|
states_to_apply += "horizontal-edge-tr"
|
|
if(SOUTH)
|
|
states_to_apply += "horizontal-edge-br"
|
|
|
|
if(!(handled_junctions & SOUTH_JUNCTION))
|
|
if(smoothing_junction & SOUTH_JUNCTION)
|
|
switch(dir)
|
|
if(EAST)
|
|
states_to_apply += "vertical-cont-br"
|
|
if(WEST)
|
|
states_to_apply += "vertical-cont-bl"
|
|
else
|
|
switch(dir)
|
|
if(EAST)
|
|
states_to_apply += "vertical-edge-br"
|
|
if(WEST)
|
|
states_to_apply += "vertical-edge-bl"
|
|
|
|
if(!(handled_junctions & NORTH_JUNCTION))
|
|
if(smoothing_junction & NORTH_JUNCTION)
|
|
switch(dir)
|
|
if(EAST)
|
|
states_to_apply += "vertical-cont-tr"
|
|
if(WEST)
|
|
states_to_apply += "vertical-cont-tl"
|
|
else
|
|
switch(dir)
|
|
if(EAST)
|
|
states_to_apply += "vertical-edge-tr"
|
|
if(WEST)
|
|
states_to_apply += "vertical-edge-tl"
|
|
|
|
for(var/window_state in states_to_apply)
|
|
. += mutable_appearance(icon, window_state)
|
|
|
|
// We can't use typical emissive blocking because of the pixel offset, remove when that's fixed please
|
|
var/list/states_to_block = states_to_apply + icon_state
|
|
for(var/blocked_state in states_to_block)
|
|
// Cancels out the pixel offset we apply to the parent
|
|
// (Which is needed because render_target is bugged)
|
|
var/mutable_appearance/blocker = emissive_blocker(icon, blocked_state, offset_spokesman = src)
|
|
blocker.pixel_z = -pixel_z
|
|
. += blocker
|
|
|
|
/obj/structure/window/set_smoothed_icon_state(new_junction)
|
|
if(fulltile)
|
|
return ..()
|
|
smoothing_junction = new_junction
|
|
|
|
/obj/structure/window/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
|
|
return exposed_temperature > T0C + heat_resistance
|
|
|
|
/obj/structure/window/atmos_expose(datum/gas_mixture/air, exposed_temperature)
|
|
take_damage(round(air.return_volume() / 100), BURN, 0, 0)
|
|
|
|
/obj/structure/window/get_dumping_location()
|
|
return null
|
|
|
|
/obj/structure/window/CanAStarPass(to_dir, datum/can_pass_info/pass_info)
|
|
if(!density)
|
|
return TRUE
|
|
if(fulltile || (dir == to_dir))
|
|
return FALSE
|
|
|
|
return TRUE
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/spawner)
|
|
|
|
/obj/structure/window/proc/temporary_shatter(time_to_go = 1 SECONDS, time_to_return = 4 SECONDS, take_grill = TRUE)
|
|
if(dramatically_disappearing)
|
|
return
|
|
|
|
// do a cute breaking animation
|
|
var/static/time_interval = 2 DECISECONDS //per how many steps should we do damage?
|
|
for(var/damage_step in 1 to (floor(time_to_go / time_interval) - 1)) //10 ds / 2 ds = 5 damage steps, minus 1 so we dont actually break it
|
|
// slowly drain our total health for the illusion of shattering
|
|
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, take_damage), floor(atom_integrity / (time_to_go / time_interval))), time_interval * damage_step)
|
|
|
|
//dissapear in 1 second
|
|
dramatically_disappearing = TRUE
|
|
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), loc, break_sound, 70, TRUE), time_to_go) //SHATTER SOUND
|
|
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/movable, moveToNullspace)), time_to_go) //woosh
|
|
|
|
// come back in 1 + 4 seconds
|
|
addtimer(VARSET_CALLBACK(src, atom_integrity, atom_integrity), time_to_go + time_to_return) //set the health back (icon is updated on move)
|
|
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/movable, forceMove), loc), time_to_go + time_to_return) //we back boys
|
|
addtimer(VARSET_CALLBACK(src, dramatically_disappearing, FALSE), time_to_go + time_to_return) //also set the var back
|
|
|
|
var/obj/structure/window_frame/frame = take_grill ? (locate(/obj/structure/window_frame) in loc) : null
|
|
if(frame)
|
|
frame.temporary_shatter(time_to_go, time_to_return)
|
|
|
|
/obj/structure/window/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
|
|
. = ..()
|
|
|
|
if(loc)
|
|
update_nearby_icons()
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/spawner, 0)
|
|
|
|
/obj/structure/window/unanchored
|
|
anchored = FALSE
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/unanchored/spawner)
|
|
|
|
/obj/structure/window/half
|
|
can_atmos_pass = ATMOS_PASS_YES
|
|
icon = 'icons/obj/structures/smooth/windows/half_thindow.dmi'
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/half)
|
|
|
|
/obj/structure/window/half/unanchored
|
|
anchored = FALSE
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/half/unanchored)
|
|
|
|
/obj/structure/window/reinforced
|
|
name = "reinforced window"
|
|
desc = "A window that is reinforced with metal rods."
|
|
icon = 'icons/obj/structures/smooth/windows/reinforced_thindow.dmi'
|
|
reinf = TRUE
|
|
heat_resistance = 1600
|
|
armor_type = /datum/armor/window_reinforced
|
|
max_integrity = 75
|
|
explosion_block = 1
|
|
damage_deflection = 11
|
|
state = RWINDOW_SECURE
|
|
glass_type = /obj/item/stack/sheet/rglass
|
|
rad_insulation = RAD_LIGHT_INSULATION
|
|
receive_ricochet_chance_mod = 1.1
|
|
|
|
//this is shitcode but all of construction is shitcode and needs a refactor, it works for now
|
|
//If you find this like 4 years later and construction still hasn't been refactored, I'm so sorry for this
|
|
|
|
//Adding a timestamp, I found this in 2020, I hope it's from this year -Lemon
|
|
//2021 AND STILLLL GOING STRONG
|
|
//2022 BABYYYYY ~lewc
|
|
//2023 ONE YEAR TO GO! -LT3
|
|
/datum/armor/window_reinforced
|
|
melee = 80
|
|
bomb = 25
|
|
fire = 80
|
|
acid = 100
|
|
|
|
/obj/structure/window/reinforced/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
|
|
if(the_rcd.mode == RCD_DECONSTRUCT)
|
|
return list("delay" = 3 SECONDS, "cost" = 15)
|
|
return FALSE
|
|
|
|
/obj/structure/window/reinforced/attackby_secondary(obj/item/tool, mob/user, params)
|
|
switch(state)
|
|
if(RWINDOW_SECURE)
|
|
if(tool.tool_behaviour == TOOL_WELDER)
|
|
if(tool.tool_start_check(user))
|
|
user.visible_message(span_notice("[user] holds \the [tool] to the security screws on \the [src]..."),
|
|
span_notice("You begin heating the security screws on \the [src]..."))
|
|
if(tool.use_tool(src, user, 15 SECONDS, volume = 100))
|
|
to_chat(user, span_notice("The security screws are glowing white hot and look ready to be removed."))
|
|
state = RWINDOW_BOLTS_HEATED
|
|
addtimer(CALLBACK(src, PROC_REF(cool_bolts)), 30 SECONDS)
|
|
else if (tool.tool_behaviour)
|
|
to_chat(user, span_warning("The security screws need to be heated first!"))
|
|
|
|
if(RWINDOW_BOLTS_HEATED)
|
|
if(tool.tool_behaviour == TOOL_SCREWDRIVER)
|
|
user.visible_message(span_notice("[user] digs into the heated security screws and starts removing them..."),
|
|
span_notice("You dig into the heated screws hard and they start turning..."))
|
|
if(tool.use_tool(src, user, 50, volume = 50))
|
|
state = RWINDOW_BOLTS_OUT
|
|
to_chat(user, span_notice("The screws come out, and a gap forms around the edge of the pane."))
|
|
else if (tool.tool_behaviour)
|
|
to_chat(user, span_warning("The security screws need to be removed first!"))
|
|
|
|
if(RWINDOW_BOLTS_OUT)
|
|
if(tool.tool_behaviour == TOOL_CROWBAR)
|
|
user.visible_message(span_notice("[user] wedges \the [tool] into the gap in the frame and starts prying..."),
|
|
span_notice("You wedge \the [tool] into the gap in the frame and start prying..."))
|
|
if(tool.use_tool(src, user, 40, volume = 50))
|
|
state = RWINDOW_POPPED
|
|
to_chat(user, span_notice("The panel pops out of the frame, exposing some thin metal bars that looks like they can be cut."))
|
|
else if (tool.tool_behaviour)
|
|
to_chat(user, span_warning("The gap needs to be pried first!"))
|
|
|
|
if(RWINDOW_POPPED)
|
|
if(tool.tool_behaviour == TOOL_WIRECUTTER)
|
|
user.visible_message(span_notice("[user] starts cutting the exposed bars on \the [src]..."),
|
|
span_notice("You start cutting the exposed bars on \the [src]"))
|
|
if(tool.use_tool(src, user, 20, volume = 50))
|
|
state = RWINDOW_BARS_CUT
|
|
to_chat(user, span_notice("The panels falls out of the way exposing the frame bolts."))
|
|
else if (tool.tool_behaviour)
|
|
to_chat(user, span_warning("The bars need to be cut first!"))
|
|
|
|
if(RWINDOW_BARS_CUT)
|
|
if(tool.tool_behaviour == TOOL_WRENCH)
|
|
user.visible_message(span_notice("[user] starts unfastening \the [src] from the frame..."),
|
|
span_notice("You start unfastening the bolts from the frame..."))
|
|
if(tool.use_tool(src, user, 40, volume = 50))
|
|
to_chat(user, span_notice("You unscrew the bolts from the frame and the window pops loose."))
|
|
state = WINDOW_OUT_OF_FRAME
|
|
set_anchored(FALSE)
|
|
else if (tool.tool_behaviour)
|
|
to_chat(user, span_warning("The bolts need to be loosened first!"))
|
|
|
|
|
|
if (tool.tool_behaviour)
|
|
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
|
|
|
|
return ..()
|
|
|
|
/obj/structure/window/reinforced/crowbar_act(mob/living/user, obj/item/tool)
|
|
if(!anchored)
|
|
return FALSE
|
|
if(state != WINDOW_OUT_OF_FRAME)
|
|
return FALSE
|
|
to_chat(user, span_notice("You begin to lever the window back into the frame..."))
|
|
if(tool.use_tool(src, user, 10 SECONDS, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
|
|
state = RWINDOW_SECURE
|
|
to_chat(user, span_notice("You pry the window back into the frame."))
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
/obj/structure/window/proc/cool_bolts()
|
|
if(state == RWINDOW_BOLTS_HEATED)
|
|
state = RWINDOW_SECURE
|
|
visible_message(span_notice("The bolts on \the [src] look like they've cooled off..."))
|
|
|
|
/obj/structure/window/reinforced/examine(mob/user)
|
|
. = ..()
|
|
|
|
switch(state)
|
|
if(RWINDOW_SECURE)
|
|
. += span_notice("It's been screwed in with one way screws, you'd need to <b>heat them</b> to have any chance of backing them out.")
|
|
if(RWINDOW_BOLTS_HEATED)
|
|
. += span_notice("The screws are glowing white hot, and you'll likely be able to <b>unscrew them</b> now.")
|
|
if(RWINDOW_BOLTS_OUT)
|
|
. += span_notice("The screws have been removed, revealing a small gap you could fit a <b>prying tool</b> in.")
|
|
if(RWINDOW_POPPED)
|
|
. += span_notice("The main plate of the window has popped out of the frame, exposing some bars that look like they can be <b>cut</b>.")
|
|
if(RWINDOW_BARS_CUT)
|
|
. += span_notice("The main pane can be easily moved out of the way to reveal some <b>bolts</b> holding the frame in.")
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/reinforced/spawner)
|
|
|
|
/obj/structure/window/reinforced/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/reinforced/unanchored/spawner)
|
|
|
|
/obj/structure/window/reinforced/half
|
|
can_atmos_pass = ATMOS_PASS_YES
|
|
icon = 'icons/obj/structures/smooth/windows/reinforced_half_thindow.dmi'
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/reinforced/half)
|
|
|
|
/obj/structure/window/reinforced/half/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/reinforced/half/unanchored)
|
|
|
|
// You can't rust glass! So only reinforced glass can be impacted.
|
|
/obj/structure/window/reinforced/rust_heretic_act()
|
|
add_atom_colour(COLOR_RUSTED_GLASS, FIXED_COLOUR_PRIORITY)
|
|
AddElement(/datum/element/rust)
|
|
set_armor(/datum/armor/none)
|
|
take_damage(get_integrity() * 0.5)
|
|
modify_max_integrity(max_integrity * 0.5)
|
|
|
|
/obj/structure/window/plasma
|
|
name = "plasma window"
|
|
desc = "A window made out of a plasma-silicate alloy. It looks insanely tough to break and burn through."
|
|
icon = 'icons/obj/structures/smooth/windows/plasma_thindow.dmi'
|
|
reinf = FALSE
|
|
heat_resistance = 25000
|
|
armor_type = /datum/armor/window_plasma
|
|
max_integrity = 200
|
|
explosion_block = 1
|
|
glass_type = /obj/item/stack/sheet/plasmaglass
|
|
rad_insulation = RAD_MEDIUM_INSULATION
|
|
glass_material_datum = /datum/material/alloy/plasmaglass
|
|
|
|
/datum/armor/window_plasma
|
|
melee = 80
|
|
bullet = 5
|
|
bomb = 45
|
|
fire = 99
|
|
acid = 100
|
|
|
|
/obj/structure/window/plasma/Initialize(mapload, direct)
|
|
. = ..()
|
|
RemoveElement(/datum/element/atmos_sensitive)
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/plasma/spawner)
|
|
|
|
/obj/structure/window/plasma/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/reinforced/plasma
|
|
name = "reinforced plasma window"
|
|
desc = "A window made out of a plasma-silicate alloy and a rod matrix. It looks hopelessly tough to break and is most likely nigh fireproof."
|
|
icon = 'icons/obj/structures/smooth/windows/plasma_reinforced_thindow.dmi'
|
|
reinf = TRUE
|
|
heat_resistance = 50000
|
|
armor_type = /datum/armor/reinforced_plasma
|
|
max_integrity = 500
|
|
damage_deflection = 21
|
|
explosion_block = 2
|
|
glass_type = /obj/item/stack/sheet/plasmarglass
|
|
rad_insulation = RAD_HEAVY_INSULATION
|
|
glass_material_datum = /datum/material/alloy/plasmaglass
|
|
|
|
/datum/armor/reinforced_plasma
|
|
melee = 80
|
|
bullet = 20
|
|
bomb = 60
|
|
fire = 99
|
|
acid = 100
|
|
|
|
/obj/structure/window/reinforced/plasma/block_superconductivity()
|
|
return TRUE
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/reinforced/plasma/spawner)
|
|
|
|
/obj/structure/window/reinforced/plasma/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/reinforced/tinted
|
|
name = "tinted window"
|
|
icon = 'icons/obj/structures/smooth/windows/tinted_thindow.dmi'
|
|
|
|
/obj/structure/window/reinforced/tinted/Initialize(mapload, direct)
|
|
. = ..()
|
|
if(fulltile)
|
|
set_opacity(TRUE)
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/reinforced/tinted/spawner)
|
|
|
|
/obj/structure/window/reinforced/tinted/frosted
|
|
name = "frosted window"
|
|
icon = 'icons/obj/structures/smooth/windows/frosted_thindow.dmi'
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/reinforced/tinted/frosted/spawner)
|