mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-01 20:42:08 +00:00
* Wjohn's new plastitanium walls * Adds plastitanium windows and... Makes the infiltrator multi-area to test for bugs Fixes some smoothing issues Moves all infiltrator shuttles to centcom and removes them from station maps.
769 lines
25 KiB
Plaintext
769 lines
25 KiB
Plaintext
/obj/structure/window
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name = "window"
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desc = "A window."
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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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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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max_integrity = 25
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var/ini_dir = null
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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/glass_amount = 1
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var/mutable_appearance/crack_overlay
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var/list/debris = list()
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can_be_unanchored = TRUE
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resistance_flags = ACID_PROOF
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
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CanAtmosPass = ATMOS_PASS_PROC
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var/real_explosion_block //ignore this, just use explosion_block
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var/breaksound = "shatter"
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var/hitsound = 'sound/effects/Glasshit.ogg'
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/obj/structure/window/examine(mob/user)
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..()
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if(reinf)
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if(anchored && state == WINDOW_SCREWED_TO_FRAME)
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to_chat(user, "<span class='notice'>The window is <b>screwed</b> to the frame.</span>")
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else if(anchored && state == WINDOW_IN_FRAME)
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to_chat(user, "<span class='notice'>The window is <i>unscrewed</i> but <b>pried</b> into the frame.</span>")
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else if(anchored && state == WINDOW_OUT_OF_FRAME)
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to_chat(user, "<span class='notice'>The window is out of the frame, but could be <i>pried</i> in. It is <b>screwed</b> to the floor.</span>")
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else if(!anchored)
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to_chat(user, "<span class='notice'>The window is <i>unscrewed</i> from the floor, and could be deconstructed by <b>wrenching</b>.</span>")
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else
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if(anchored)
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to_chat(user, "<span class='notice'>The window is <b>screwed</b> to the floor.</span>")
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else
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to_chat(user, "<span class='notice'>The window is <i>unscrewed</i> from the floor, and could be deconstructed by <b>wrenching</b>.</span>")
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if(!anchored)
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to_chat(user, "<span class='notice'>Alt-click to rotate it clockwise.</span>")
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/obj/structure/window/Initialize(mapload, direct)
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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 = WINDOW_SCREWED_TO_FRAME
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ini_dir = dir
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air_update_turf(1)
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// Precreate our own debris
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var/shards = 1
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if(fulltile)
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shards++
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setDir()
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var/rods = 0
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if(reinf)
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rods++
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if(fulltile)
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rods++
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for(var/i in 1 to shards)
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debris += new /obj/item/shard(src)
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if(rods)
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debris += new /obj/item/stack/rods(src, rods)
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//windows only block while reinforced and fulltile, so we'll use the proc
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real_explosion_block = explosion_block
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explosion_block = EXPLOSION_BLOCK_PROC
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/obj/structure/window/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
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switch(the_rcd.mode)
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if(RCD_DECONSTRUCT)
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return list("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 5)
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return FALSE
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/obj/structure/window/rcd_act(mob/user, var/obj/item/construction/rcd/the_rcd)
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switch(the_rcd.mode)
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if(RCD_DECONSTRUCT)
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to_chat(user, "<span class='notice'>You deconstruct the window.</span>")
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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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for(var/obj/item/shard/shard in debris)
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shard.add_atom_colour(NARSIE_WINDOW_COLOUR, FIXED_COLOUR_PRIORITY)
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/obj/structure/window/ratvar_act()
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if(!fulltile)
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new/obj/structure/window/reinforced/clockwork(get_turf(src), dir)
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else
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new/obj/structure/window/reinforced/clockwork/fulltile(get_turf(src))
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qdel(src)
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/obj/structure/window/singularity_pull(S, current_size)
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..()
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if(current_size >= STAGE_FIVE)
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deconstruct(FALSE)
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/obj/structure/window/setDir(direct)
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if(!fulltile)
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..()
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else
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..(FULLTILE_WINDOW_DIR)
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/obj/structure/window/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(dir == FULLTILE_WINDOW_DIR)
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return 0 //full tile window, you can't move into it!
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if(get_dir(loc, target) == dir)
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return !density
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if(istype(mover, /obj/structure/window))
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var/obj/structure/window/W = mover
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if(!valid_window_location(loc, W.ini_dir))
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return FALSE
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else if(istype(mover, /obj/structure/windoor_assembly))
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var/obj/structure/windoor_assembly/W = mover
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if(!valid_window_location(loc, W.ini_dir))
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return FALSE
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else if(istype(mover, /obj/machinery/door/window) && !valid_window_location(loc, mover.dir))
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return FALSE
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return 1
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/obj/structure/window/CheckExit(atom/movable/O as mob|obj, target)
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if(istype(O) && O.checkpass(PASSGLASS))
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return 1
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if(get_dir(O.loc, target) == dir)
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return 0
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return 1
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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 class='notice'>Something knocks on [src].</span>")
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add_fingerprint(user)
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playsound(src, 'sound/effects/Glassknock.ogg', 50, 1)
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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 1
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. = ..()
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/obj/structure/window/attack_hand(mob/user)
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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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user.visible_message("[user] knocks on [src].")
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add_fingerprint(user)
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playsound(src, 'sound/effects/Glassknock.ogg', 50, 1)
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/obj/structure/window/attack_paw(mob/user)
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return attack_hand(user)
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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, and attack_slime
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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/attackby(obj/item/I, mob/living/user, params)
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if(!can_be_reached(user))
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return 1 //skip the afterattack
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add_fingerprint(user)
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if(istype(I, /obj/item/weldingtool) && user.a_intent == INTENT_HELP)
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var/obj/item/weldingtool/WT = I
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if(obj_integrity < max_integrity)
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if(WT.remove_fuel(0,user))
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to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
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playsound(src, WT.usesound, 40, 1)
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if(do_after(user, 40*I.toolspeed, target = src))
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obj_integrity = max_integrity
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playsound(src, 'sound/items/Welder2.ogg', 50, 1)
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update_nearby_icons()
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to_chat(user, "<span class='notice'>You repair [src].</span>")
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else
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to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
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return
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if(!(flags_1&NODECONSTRUCT_1))
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if(istype(I, /obj/item/screwdriver))
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playsound(src, I.usesound, 75, 1)
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if(reinf)
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if(state == WINDOW_SCREWED_TO_FRAME || state == WINDOW_IN_FRAME)
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to_chat(user, "<span class='notice'>You begin to [state == WINDOW_SCREWED_TO_FRAME ? "unscrew the window from":"screw the window to"] the frame...</span>")
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if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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state = (state == WINDOW_IN_FRAME ? WINDOW_SCREWED_TO_FRAME : WINDOW_IN_FRAME)
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to_chat(user, "<span class='notice'>You [state == WINDOW_IN_FRAME ? "unfasten the window from":"fasten the window to"] the frame.</span>")
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else if(state == WINDOW_OUT_OF_FRAME)
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to_chat(user, "<span class='notice'>You begin to [anchored ? "unscrew the frame from":"screw the frame to"] the floor...</span>")
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if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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anchored = !anchored
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update_nearby_icons()
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to_chat(user, "<span class='notice'>You [anchored ? "fasten the frame to":"unfasten the frame from"] the floor.</span>")
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else //if we're not reinforced, we don't need to check or update state
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to_chat(user, "<span class='notice'>You begin to [anchored ? "unscrew the window from":"screw the window to"] the floor...</span>")
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if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_anchored, anchored)))
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anchored = !anchored
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update_nearby_icons()
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to_chat(user, "<span class='notice'>You [anchored ? "fasten the window to":"unfasten the window from"] the floor.</span>")
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return
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else if (istype(I, /obj/item/crowbar) && reinf && (state == WINDOW_OUT_OF_FRAME || state == WINDOW_IN_FRAME))
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to_chat(user, "<span class='notice'>You begin to lever the window [state == WINDOW_OUT_OF_FRAME ? "into":"out of"] the frame...</span>")
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playsound(src, I.usesound, 75, 1)
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if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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state = (state == WINDOW_OUT_OF_FRAME ? WINDOW_IN_FRAME : WINDOW_OUT_OF_FRAME)
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to_chat(user, "<span class='notice'>You pry the window [state == WINDOW_IN_FRAME ? "into":"out of"] the frame.</span>")
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return
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else if(istype(I, /obj/item/wrench) && !anchored)
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playsound(src, I.usesound, 75, 1)
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to_chat(user, "<span class='notice'> You begin to disassemble [src]...</span>")
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if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
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G.add_fingerprint(user)
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playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
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to_chat(user, "<span class='notice'>You successfully disassemble [src].</span>")
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qdel(src)
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return
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return ..()
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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/mech_melee_attack(obj/mecha/M)
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if(!can_be_reached())
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return
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..()
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/obj/structure/window/proc/can_be_reached(mob/user)
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if(!fulltile)
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if(get_dir(user,src) & dir)
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for(var/obj/O in loc)
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if(!O.CanPass(user, user.loc, 1))
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return 0
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return 1
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/obj/structure/window/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
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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, hitsound, 75, 1)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, 1)
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if(BURN)
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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/obj/structure/window/deconstruct(disassembled = TRUE)
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if(QDELETED(src))
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return
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if(!disassembled)
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playsound(src, breaksound, 70, 1)
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var/turf/T = loc
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if(!(flags_1 & NODECONSTRUCT_1))
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for(var/i in debris)
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var/obj/item/I = i
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I.loc = T
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transfer_fingerprints_to(I)
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qdel(src)
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update_nearby_icons()
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/obj/structure/window/verb/rotate()
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set name = "Rotate Window Counter-Clockwise"
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set category = "Object"
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set src in oview(1)
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if(usr.stat || !usr.canmove || usr.restrained())
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return
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if(anchored)
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to_chat(usr, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
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return FALSE
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var/target_dir = turn(dir, 90)
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if(!valid_window_location(loc, target_dir))
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to_chat(usr, "<span class='warning'>[src] cannot be rotated in that direction!</span>")
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return FALSE
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setDir(target_dir)
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air_update_turf(1)
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ini_dir = dir
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add_fingerprint(usr)
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return TRUE
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/obj/structure/window/verb/revrotate()
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set name = "Rotate Window Clockwise"
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set category = "Object"
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set src in oview(1)
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if(usr.stat || !usr.canmove || usr.restrained())
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return
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if(anchored)
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to_chat(usr, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
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return FALSE
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var/target_dir = turn(dir, 270)
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if(!valid_window_location(loc, target_dir))
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to_chat(usr, "<span class='warning'>[src] cannot be rotated in that direction!</span>")
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return FALSE
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setDir(target_dir)
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air_update_turf(1)
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ini_dir = dir
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add_fingerprint(usr)
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return TRUE
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/obj/structure/window/AltClick(mob/user)
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..()
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if(user.incapacitated())
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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if(!in_range(src, user))
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return
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else
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revrotate()
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/obj/structure/window/Destroy()
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density = FALSE
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air_update_turf(1)
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update_nearby_icons()
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return ..()
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/obj/structure/window/Move()
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var/turf/T = loc
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..()
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setDir(ini_dir)
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move_update_air(T)
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/obj/structure/window/CanAtmosPass(turf/T)
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if(get_dir(loc, T) == dir)
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return !density
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if(dir == FULLTILE_WINDOW_DIR)
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return !density
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return 1
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//This proc is used to update the icons of nearby windows.
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/obj/structure/window/proc/update_nearby_icons()
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update_icon()
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if(smooth)
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queue_smooth_neighbors(src)
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//merges adjacent full-tile windows into one
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/obj/structure/window/update_icon()
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if(!QDELETED(src))
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if(!fulltile)
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return
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var/ratio = obj_integrity / max_integrity
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ratio = Ceiling(ratio*4) * 25
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if(smooth)
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queue_smooth(src)
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cut_overlay(crack_overlay)
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if(ratio > 75)
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return
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crack_overlay = mutable_appearance('icons/obj/structures.dmi', "damage[ratio]", -(layer+0.1))
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add_overlay(crack_overlay)
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/obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > (T0C + heat_resistance))
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take_damage(round(exposed_volume / 100), BURN, 0, 0)
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..()
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/obj/structure/window/get_dumping_location(obj/item/storage/source,mob/user)
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return null
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/obj/structure/window/CanAStarPass(ID, to_dir)
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if(!density)
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return 1
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if((dir == FULLTILE_WINDOW_DIR) || (dir == to_dir))
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return 0
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return 1
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/obj/structure/window/GetExplosionBlock()
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return reinf && fulltile ? real_explosion_block : 0
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/obj/structure/window/spawner/east
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dir = EAST
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/obj/structure/window/spawner/west
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dir = WEST
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/obj/structure/window/spawner/north
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dir = NORTH
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/obj/structure/window/unanchored
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anchored = FALSE
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/obj/structure/window/reinforced
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name = "reinforced window"
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desc = "A window that is reinforced with metal rods."
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icon_state = "rwindow"
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reinf = TRUE
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heat_resistance = 1600
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
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max_integrity = 50
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explosion_block = 1
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glass_type = /obj/item/stack/sheet/rglass
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/obj/structure/window/reinforced/spawner/east
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dir = EAST
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/obj/structure/window/reinforced/spawner/west
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dir = WEST
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/obj/structure/window/reinforced/spawner/north
|
|
dir = NORTH
|
|
|
|
/obj/structure/window/reinforced/unanchored
|
|
anchored = FALSE
|
|
|
|
/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_state = "plasmawindow"
|
|
reinf = FALSE
|
|
heat_resistance = 25000
|
|
armor = list("melee" = 75, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100, "fire" = 00, "acid" = 100)
|
|
max_integrity = 150
|
|
explosion_block = 1
|
|
glass_type = /obj/item/stack/sheet/plasmaglass
|
|
|
|
/obj/structure/window/plasma/spawner/east
|
|
dir = EAST
|
|
|
|
/obj/structure/window/plasma/spawner/west
|
|
dir = WEST
|
|
|
|
/obj/structure/window/plasma/spawner/north
|
|
dir = NORTH
|
|
|
|
/obj/structure/window/plasma/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/plasma/reinforced
|
|
name = "reinforced plasma window"
|
|
desc = "A window made out of a plasma-silicate alloy and a rod matrice. It looks hopelessly tough to break and is most likely nigh fireproof."
|
|
icon_state = "plasmarwindow"
|
|
reinf = TRUE
|
|
heat_resistance = 50000
|
|
armor = list("melee" = 85, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
|
|
max_integrity = 500
|
|
explosion_block = 2
|
|
glass_type = /obj/item/stack/sheet/plasmarglass
|
|
|
|
/obj/structure/window/plasma/reinforced/spawner/east
|
|
dir = EAST
|
|
|
|
/obj/structure/window/plasma/reinforced/spawner/west
|
|
dir = WEST
|
|
|
|
/obj/structure/window/plasma/reinforced/spawner/north
|
|
dir = NORTH
|
|
|
|
/obj/structure/window/plasma/reinforced/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/reinforced/tinted
|
|
name = "tinted window"
|
|
icon_state = "twindow"
|
|
opacity = 1
|
|
/obj/structure/window/reinforced/tinted/frosted
|
|
name = "frosted window"
|
|
icon_state = "fwindow"
|
|
|
|
/* Full Tile Windows (more obj_integrity) */
|
|
|
|
/obj/structure/window/fulltile
|
|
icon = 'icons/obj/smooth_structures/window.dmi'
|
|
icon_state = "window"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
max_integrity = 50
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
smooth = SMOOTH_TRUE
|
|
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/fulltile/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/plasma/fulltile
|
|
icon = 'icons/obj/smooth_structures/plasma_window.dmi'
|
|
icon_state = "plasmawindow"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
max_integrity = 100
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
smooth = SMOOTH_TRUE
|
|
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/plasma/fulltile/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/plasma/reinforced/fulltile
|
|
icon = 'icons/obj/smooth_structures/rplasma_window.dmi'
|
|
icon_state = "rplasmawindow"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
max_integrity = 1000
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
smooth = SMOOTH_TRUE
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/plasma/reinforced/fulltile/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/reinforced/fulltile
|
|
icon = 'icons/obj/smooth_structures/reinforced_window.dmi'
|
|
icon_state = "r_window"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
max_integrity = 100
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
smooth = SMOOTH_TRUE
|
|
|
|
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
|
|
level = 3
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/reinforced/fulltile/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/reinforced/tinted/fulltile
|
|
icon = 'icons/obj/smooth_structures/tinted_window.dmi'
|
|
icon_state = "tinted_window"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
smooth = SMOOTH_TRUE
|
|
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
|
|
level = 3
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/reinforced/fulltile/ice
|
|
icon = 'icons/obj/smooth_structures/rice_window.dmi'
|
|
icon_state = "ice_window"
|
|
max_integrity = 150
|
|
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
|
|
level = 3
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/shuttle
|
|
name = "shuttle window"
|
|
desc = "A reinforced, air-locked pod window."
|
|
icon = 'icons/obj/smooth_structures/shuttle_window.dmi'
|
|
icon_state = "shuttle_window"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
max_integrity = 100
|
|
wtype = "shuttle"
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
reinf = TRUE
|
|
heat_resistance = 1600
|
|
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
|
|
smooth = SMOOTH_TRUE
|
|
canSmoothWith = null
|
|
explosion_block = 3
|
|
level = 3
|
|
glass_type = /obj/item/stack/sheet/rglass
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/shuttle/narsie_act()
|
|
add_atom_colour("#3C3434", FIXED_COLOUR_PRIORITY)
|
|
|
|
/obj/structure/window/shuttle/tinted
|
|
opacity = TRUE
|
|
|
|
/obj/structure/window/plastitanium
|
|
name = "plastitanium window"
|
|
desc = "An evil looking window of plasma and titanium."
|
|
icon = 'icons/obj/smooth_structures/plastitanium_window.dmi'
|
|
icon_state = "plastitanium_window"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
max_integrity = 100
|
|
wtype = "shuttle"
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
reinf = TRUE
|
|
heat_resistance = 1600
|
|
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
|
|
smooth = SMOOTH_TRUE
|
|
canSmoothWith = null
|
|
explosion_block = 3
|
|
level = 3
|
|
glass_type = /obj/item/stack/sheet/rglass
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/reinforced/clockwork
|
|
name = "brass window"
|
|
desc = "A paper-thin pane of translucent yet reinforced brass."
|
|
icon = 'icons/obj/smooth_structures/clockwork_window.dmi'
|
|
icon_state = "clockwork_window_single"
|
|
resistance_flags = FIRE_PROOF | ACID_PROOF
|
|
max_integrity = 80
|
|
armor = list("melee" = 60, "bullet" = 25, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
|
|
explosion_block = 2 //fancy AND hard to destroy. the most useful combination.
|
|
decon_speed = 40
|
|
glass_type = /obj/item/stack/tile/brass
|
|
glass_amount = 1
|
|
reinf = FALSE
|
|
var/made_glow = FALSE
|
|
|
|
/obj/structure/window/reinforced/clockwork/Initialize(mapload, direct)
|
|
if(fulltile)
|
|
made_glow = TRUE
|
|
..()
|
|
QDEL_LIST(debris)
|
|
var/amount_of_gears = 2
|
|
if(fulltile)
|
|
new /obj/effect/temp_visual/ratvar/window(get_turf(src))
|
|
amount_of_gears = 4
|
|
for(var/i in 1 to amount_of_gears)
|
|
debris += new/obj/item/clockwork/alloy_shards/medium/gear_bit()
|
|
change_construction_value(fulltile ? 2 : 1)
|
|
|
|
/obj/structure/window/reinforced/clockwork/setDir(direct)
|
|
if(!made_glow)
|
|
var/obj/effect/E = new /obj/effect/temp_visual/ratvar/window/single(get_turf(src))
|
|
E.setDir(direct)
|
|
made_glow = TRUE
|
|
..()
|
|
|
|
/obj/structure/window/reinforced/clockwork/Destroy()
|
|
change_construction_value(fulltile ? -2 : -1)
|
|
return ..()
|
|
|
|
/obj/structure/window/reinforced/clockwork/ratvar_act()
|
|
if(GLOB.ratvar_awakens)
|
|
obj_integrity = max_integrity
|
|
update_icon()
|
|
|
|
/obj/structure/window/reinforced/clockwork/narsie_act()
|
|
take_damage(rand(25, 75), BRUTE)
|
|
if(src)
|
|
var/previouscolor = color
|
|
color = "#960000"
|
|
animate(src, color = previouscolor, time = 8)
|
|
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 8)
|
|
|
|
/obj/structure/window/reinforced/clockwork/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/reinforced/clockwork/fulltile
|
|
icon_state = "clockwork_window"
|
|
smooth = SMOOTH_TRUE
|
|
canSmoothWith = null
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
dir = FULLTILE_WINDOW_DIR
|
|
max_integrity = 120
|
|
level = 3
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/reinforced/clockwork/fulltile/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/paperframe
|
|
name = "paper frame"
|
|
desc = "A fragile separator made of thin wood and paper."
|
|
icon = 'icons/obj/smooth_structures/paperframes.dmi'
|
|
icon_state = "frame"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
opacity = TRUE
|
|
max_integrity = 15
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
smooth = SMOOTH_TRUE
|
|
canSmoothWith = list(/obj/structure/window/paperframe, /obj/structure/mineral_door/paperframe)
|
|
glass_amount = 2
|
|
glass_type = /obj/item/stack/sheet/paperframes
|
|
heat_resistance = 233
|
|
decon_speed = 10
|
|
CanAtmosPass = ATMOS_PASS_YES
|
|
resistance_flags = FLAMMABLE
|
|
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
|
breaksound = 'sound/items/poster_ripped.ogg'
|
|
hitsound = 'sound/weapons/slashmiss.ogg'
|
|
var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "torn", layer = ABOVE_OBJ_LAYER - 0.1)
|
|
var/static/mutable_appearance/paper = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "paper", layer = ABOVE_OBJ_LAYER - 0.1)
|
|
|
|
/obj/structure/window/paperframe/Initialize()
|
|
. = ..()
|
|
QDEL_LIST(debris)
|
|
var/papers = rand(1,4)
|
|
debris += new /obj/item/stack/sheet/mineral/wood()
|
|
for(var/i in 1 to papers)
|
|
debris += new /obj/item/paper/natural()
|
|
update_icon()
|
|
|
|
/obj/structure/window/paperframe/attack_hand(mob/user)
|
|
add_fingerprint(user)
|
|
if(user.a_intent != INTENT_HARM)
|
|
user.changeNext_move(CLICK_CD_MELEE)
|
|
user.visible_message("[user] knocks on [src].")
|
|
playsound(src, "pageturn", 50, 1)
|
|
else
|
|
take_damage(4,BRUTE,"melee", 0)
|
|
playsound(src, hitsound, 50, 1)
|
|
if(!QDELETED(src))
|
|
user.visible_message("<span class='danger'>[user] tears a hole in [src].</span>")
|
|
update_icon()
|
|
|
|
/obj/structure/window/paperframe/update_icon()
|
|
if(obj_integrity < max_integrity)
|
|
cut_overlay(paper)
|
|
add_overlay(torn)
|
|
set_opacity(FALSE)
|
|
else
|
|
cut_overlay(torn)
|
|
add_overlay(paper)
|
|
set_opacity(TRUE)
|
|
queue_smooth(src)
|
|
|
|
|
|
/obj/structure/window/paperframe/attackby(obj/item/W, mob/user)
|
|
if(W.is_hot())
|
|
fire_act(W.is_hot())
|
|
return
|
|
if(user.a_intent == INTENT_HARM)
|
|
return ..()
|
|
if(istype(W, /obj/item/paper) && obj_integrity < max_integrity)
|
|
user.visible_message("[user] starts to patch the holes in \the [src].")
|
|
if(do_after(user, 20, target = src))
|
|
obj_integrity = min(obj_integrity+4,max_integrity)
|
|
qdel(W)
|
|
user.visible_message("[user] patches some of the holes in \the [src].")
|
|
if(obj_integrity == max_integrity)
|
|
update_icon()
|
|
return
|
|
..()
|
|
update_icon()
|