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This affects all false walls, but only plastitanium false walls are affected because it's initial icon is not named 'wall', it's named 'wall3' which, in the dmi file, is the same as titanium, causing the false wall to reset to the incorrect icon.
343 lines
11 KiB
Plaintext
343 lines
11 KiB
Plaintext
/*
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* False Walls
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*/
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/obj/structure/falsewall
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name = "wall"
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desc = "A huge chunk of metal used to separate rooms."
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anchored = 1
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icon = 'icons/turf/walls/wall.dmi'
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icon_state = "wall"
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var/mineral = /obj/item/stack/sheet/metal
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var/mineral_amount = 2
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var/walltype = /turf/closed/wall
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var/girder_type = /obj/structure/girder/displaced
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var/opening = 0
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density = 1
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opacity = 1
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obj_integrity = 100
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max_integrity = 100
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canSmoothWith = list(
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/turf/closed/wall,
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/turf/closed/wall/r_wall,
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/obj/structure/falsewall,
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/obj/structure/falsewall/brass,
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/obj/structure/falsewall/reinforced,
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/turf/closed/wall/rust,
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/turf/closed/wall/r_wall/rust,
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/turf/closed/wall/clockwork)
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smooth = SMOOTH_TRUE
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can_be_unanchored = 0
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CanAtmosPass = ATMOS_PASS_DENSITY
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/obj/structure/falsewall/New(loc)
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..()
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air_update_turf(1)
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/obj/structure/falsewall/Destroy()
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density = 0
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air_update_turf(1)
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return ..()
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/obj/structure/falsewall/ratvar_act()
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new /obj/structure/falsewall/brass(loc)
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qdel(src)
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/obj/structure/falsewall/attack_hand(mob/user)
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if(opening)
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return
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opening = 1
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if(density)
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do_the_flick()
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sleep(5)
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if(!qdeleted(src))
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density = 0
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SetOpacity(0)
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update_icon()
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else
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var/srcturf = get_turf(src)
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for(var/mob/living/obstacle in srcturf) //Stop people from using this as a shield
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opening = 0
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return
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do_the_flick()
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density = 1
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sleep(5)
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if(!qdeleted(src))
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SetOpacity(1)
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update_icon()
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air_update_turf(1)
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opening = 0
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/obj/structure/falsewall/proc/do_the_flick()
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if(density)
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smooth = SMOOTH_FALSE
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clear_smooth_overlays()
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icon_state = "fwall_opening"
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else
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icon_state = "fwall_closing"
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/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
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if(density)
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smooth = SMOOTH_TRUE
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queue_smooth(src)
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icon_state = initial(icon_state)
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else
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icon_state = "fwall_open"
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/obj/structure/falsewall/proc/ChangeToWall(delete = 1)
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var/turf/T = get_turf(src)
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T.ChangeTurf(walltype)
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if(delete)
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qdel(src)
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return T
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/obj/structure/falsewall/attackby(obj/item/weapon/W, mob/user, params)
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if(opening)
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user << "<span class='warning'>You must wait until the door has stopped moving!</span>"
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return
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if(istype(W, /obj/item/weapon/screwdriver))
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if(density)
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var/turf/T = get_turf(src)
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if(T.density)
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user << "<span class='warning'>[src] is blocked!</span>"
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return
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if(!isfloorturf(T))
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user << "<span class='warning'>[src] bolts must be tightened on the floor!</span>"
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return
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user.visible_message("<span class='notice'>[user] tightens some bolts on the wall.</span>", "<span class='notice'>You tighten the bolts on the wall.</span>")
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ChangeToWall()
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else
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user << "<span class='warning'>You can't reach, close it first!</span>"
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else if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0,user))
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dismantle(user, TRUE)
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else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
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dismantle(user, TRUE)
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else if(istype(W, /obj/item/weapon/pickaxe/drill/jackhammer))
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var/obj/item/weapon/pickaxe/drill/jackhammer/D = W
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D.playDigSound()
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dismantle(user, TRUE)
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else
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return ..()
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/obj/structure/falsewall/proc/dismantle(mob/user, disassembled = TRUE)
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user.visible_message("<span class='notice'>[user] dismantles the false wall.</span>", "<span class='notice'>You dismantle the false wall.</span>")
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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deconstruct(disassembled)
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/obj/structure/falsewall/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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if(disassembled)
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new girder_type(loc)
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if(mineral_amount)
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for(var/i in 1 to mineral_amount)
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new mineral(loc)
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qdel(src)
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/obj/structure/falsewall/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
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return 0
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/obj/structure/falsewall/examine_status() //So you can't detect falsewalls by examine.
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return null
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/*
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* False R-Walls
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*/
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/obj/structure/falsewall/reinforced
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name = "reinforced wall"
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desc = "A huge chunk of reinforced metal used to separate rooms."
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icon = 'icons/turf/walls/reinforced_wall.dmi'
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icon_state = "r_wall"
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walltype = /turf/closed/wall/r_wall
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mineral = /obj/item/stack/sheet/plasteel
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/*
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* Uranium Falsewalls
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*/
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/obj/structure/falsewall/uranium
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name = "uranium wall"
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desc = "A wall with uranium plating. This is probably a bad idea."
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icon = 'icons/turf/walls/uranium_wall.dmi'
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icon_state = "uranium"
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mineral = /obj/item/stack/sheet/mineral/uranium
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walltype = /turf/closed/wall/mineral/uranium
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var/active = null
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var/last_event = 0
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canSmoothWith = list(/obj/structure/falsewall/uranium, /turf/closed/wall/mineral/uranium)
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/obj/structure/falsewall/uranium/attackby(obj/item/weapon/W, mob/user, params)
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radiate()
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return ..()
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/obj/structure/falsewall/uranium/attack_hand(mob/user)
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radiate()
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..()
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/obj/structure/falsewall/uranium/proc/radiate()
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if(!active)
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if(world.time > last_event+15)
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active = 1
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radiation_pulse(get_turf(src), 0, 3, 15, 1)
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for(var/turf/closed/wall/mineral/uranium/T in orange(1,src))
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T.radiate()
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last_event = world.time
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active = null
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return
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return
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/*
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* Other misc falsewall types
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*/
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/obj/structure/falsewall/gold
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name = "gold wall"
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desc = "A wall with gold plating. Swag!"
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icon = 'icons/turf/walls/gold_wall.dmi'
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icon_state = "gold"
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mineral = /obj/item/stack/sheet/mineral/gold
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walltype = /turf/closed/wall/mineral/gold
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canSmoothWith = list(/obj/structure/falsewall/gold, /turf/closed/wall/mineral/gold)
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/obj/structure/falsewall/silver
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name = "silver wall"
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desc = "A wall with silver plating. Shiny."
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icon = 'icons/turf/walls/silver_wall.dmi'
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icon_state = "silver"
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mineral = /obj/item/stack/sheet/mineral/silver
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walltype = /turf/closed/wall/mineral/silver
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canSmoothWith = list(/obj/structure/falsewall/silver, /turf/closed/wall/mineral/silver)
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/obj/structure/falsewall/diamond
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name = "diamond wall"
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desc = "A wall with diamond plating. You monster."
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icon = 'icons/turf/walls/diamond_wall.dmi'
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icon_state = "diamond"
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mineral = /obj/item/stack/sheet/mineral/diamond
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walltype = /turf/closed/wall/mineral/diamond
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canSmoothWith = list(/obj/structure/falsewall/diamond, /turf/closed/wall/mineral/diamond)
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obj_integrity = 800
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max_integrity = 800
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/obj/structure/falsewall/plasma
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name = "plasma wall"
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desc = "A wall with plasma plating. This is definitely a bad idea."
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icon = 'icons/turf/walls/plasma_wall.dmi'
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icon_state = "plasma"
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mineral = /obj/item/stack/sheet/mineral/plasma
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walltype = /turf/closed/wall/mineral/plasma
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canSmoothWith = list(/obj/structure/falsewall/plasma, /turf/closed/wall/mineral/plasma)
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/obj/structure/falsewall/plasma/attackby(obj/item/weapon/W, mob/user, params)
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if(W.is_hot() > 300)
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message_admins("Plasma falsewall ignited by [key_name_admin(user)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
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log_game("Plasma falsewall ignited by [key_name(user)] in ([x],[y],[z])")
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burnbabyburn()
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else
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return ..()
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/obj/structure/falsewall/plasma/proc/burnbabyburn(user)
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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atmos_spawn_air("plasma=400;TEMP=1000")
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new /obj/structure/girder/displaced(loc)
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qdel(src)
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/obj/structure/falsewall/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > 300)
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burnbabyburn()
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/obj/structure/falsewall/clown
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name = "bananium wall"
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desc = "A wall with bananium plating. Honk!"
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icon = 'icons/turf/walls/bananium_wall.dmi'
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icon_state = "bananium"
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mineral = /obj/item/stack/sheet/mineral/bananium
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walltype = /turf/closed/wall/mineral/clown
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canSmoothWith = list(/obj/structure/falsewall/clown, /turf/closed/wall/mineral/clown)
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/obj/structure/falsewall/sandstone
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name = "sandstone wall"
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desc = "A wall with sandstone plating. Rough."
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icon = 'icons/turf/walls/sandstone_wall.dmi'
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icon_state = "sandstone"
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mineral = /obj/item/stack/sheet/mineral/sandstone
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walltype = /turf/closed/wall/mineral/sandstone
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canSmoothWith = list(/obj/structure/falsewall/sandstone, /turf/closed/wall/mineral/sandstone)
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/obj/structure/falsewall/wood
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name = "wooden wall"
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desc = "A wall with wooden plating. Stiff."
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icon = 'icons/turf/walls/wood_wall.dmi'
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icon_state = "wood"
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mineral = /obj/item/stack/sheet/mineral/wood
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walltype = /turf/closed/wall/mineral/wood
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canSmoothWith = list(/obj/structure/falsewall/wood, /turf/closed/wall/mineral/wood)
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/obj/structure/falsewall/iron
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name = "rough metal wall"
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desc = "A wall with rough metal plating."
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icon = 'icons/turf/walls/iron_wall.dmi'
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icon_state = "iron"
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mineral = /obj/item/stack/rods
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walltype = /turf/closed/wall/mineral/iron
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canSmoothWith = list(/obj/structure/falsewall/iron, /turf/closed/wall/mineral/iron)
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/obj/structure/falsewall/abductor
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name = "alien wall"
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desc = "A wall with alien alloy plating."
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icon = 'icons/turf/walls/abductor_wall.dmi'
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icon_state = "abductor"
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mineral = /obj/item/stack/sheet/mineral/abductor
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walltype = /turf/closed/wall/mineral/abductor
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canSmoothWith = list(/obj/structure/falsewall/abductor, /turf/closed/wall/mineral/abductor)
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/obj/structure/falsewall/titanium
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name = "wall"
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desc = "A light-weight titanium wall used in shuttles."
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icon = 'icons/turf/walls/shuttle_wall.dmi'
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icon_state = "shuttle"
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mineral = /obj/item/stack/sheet/mineral/titanium
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walltype = /turf/closed/wall/mineral/titanium
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smooth = SMOOTH_MORE
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canSmoothWith = list(/turf/closed/wall/mineral/titanium, /obj/machinery/door/airlock/shuttle, /obj/machinery/door/airlock/, /turf/closed/wall/shuttle, /obj/structure/window/shuttle, /obj/structure/shuttle/engine, /obj/structure/shuttle/engine/heater, )
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/obj/structure/falsewall/plastitanium
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name = "wall"
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desc = "An evil wall of plasma and titanium."
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icon = 'icons/turf/shuttle.dmi'
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icon_state = "wall3"
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mineral = /obj/item/stack/sheet/mineral/plastitanium
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walltype = /turf/closed/wall/mineral/plastitanium
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smooth = SMOOTH_FALSE
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/obj/structure/falsewall/brass
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name = "clockwork wall"
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desc = "A huge chunk of warm metal. The clanging of machinery emanates from within."
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icon = 'icons/turf/walls/clockwork_wall.dmi'
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icon_state = "clockwork_wall"
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resistance_flags = FIRE_PROOF | ACID_PROOF
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mineral_amount = 1
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canSmoothWith = list(/obj/effect/clockwork/overlay/wall, /obj/structure/falsewall/brass)
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girder_type = /obj/structure/destructible/clockwork/wall_gear/displaced
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walltype = /turf/closed/wall/clockwork
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mineral = /obj/item/stack/tile/brass
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/obj/structure/falsewall/brass/New(loc)
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..()
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var/turf/T = get_turf(src)
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PoolOrNew(/obj/effect/overlay/temp/ratvar/wall/false, T)
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PoolOrNew(/obj/effect/overlay/temp/ratvar/beam/falsewall, T)
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change_construction_value(4)
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/obj/structure/falsewall/brass/Destroy()
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change_construction_value(-4)
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return ..()
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/obj/structure/falsewall/brass/ratvar_act()
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obj_integrity = max_integrity
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