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https://github.com/Bubberstation/Bubberstation.git
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## The Voidwalker Adds a new antagonist, the Voidwalker! It's a rare antag that spawns in space when there's at least 40 people Design doc is here: https://hackmd.io/jE4YScP8RPykXo37rTBV2Q (there's some deviations) No biddle ## Summary Spooky space antag that moves around space, ambushing people either in space or near space. They can move through glass, have an ability to stamina drain you if they remain in your vision for 8 seconds, can temporarily remove glass windows to drag you through them and deal ~~stamina damage~~ incredibly violence. Upon being taken, they can be kidnapped and cursed, muting and pacifying the person and sending them to the void. ## Passive   Passive abilities: - Permanent space flight and indoor flight - Space regen - Slowdown when in gravity - Space camo (very low alpha when in space - Can freely move through unshocked glass - Mute, but can hear all station frequencies (excluding binary) - Will quickly die when on planets or moons (obviously can't roll on icebox) - 10 brute armor and 20 burn armor. They can't wear any form of armor and don't have any get out of jail free cards, so I think it'll help with their survivability a slight bit ## Abilities **Void eater:** Literally just a light-eater but instead of eating light it instantly shatters windows, but restores them after a few seconds **Space Dive:** New ability that lets you move under the station with a 2 second do_after, so they can still get to closed of space spots without being as annoying as heretic space shift **Unsettle:** Remain in view of the target for 8 seconds to give them a short stun, slurring and 80 stamina damage, but announce your presence and location to them. Both you and your target can move, as long as you remain in their view. **Space Kidnap:** When your target is incapacitated and in space, you can drag them into the cosmic void. They'll be returned cursed after undergoing a sort of reverse heretic sacrifice (more on that in the next section). [Showcase of all the above abilities!](https://youtu.be/NJ01H28PV9w) ## Voided Crew A brain trauma received when you get kidnapped. While under it's influence, you are muted and pacified. You will die in planetary gravity and cannot enter space.  It can be cured with a lobotomy or by dying in planetary gravity. You get warned to avoid the Voidwalker. The voidwalker now does extra damage and gets the option to glass gib you if you die, leaving just a brain ## Loot On death, the Voidwalker shatters into glass and drops a cosmic skull. Looking into the skull gives you a stable version of the Voided brain trauma. It doesn't give you pacifism and doesn't ban you from space. It also makes you space immune and gives you the ability to walk through unshocked glass after 2 seconds do_after. Sprites for the cosmic skull by Justice12354 and Rex9001! I'll throw up a video showcasing death and their sprites on Sunday ## Why It's Good For The Game We don't have any space centered antagonists. The closest we have are Space Dragons, but they have to go deep into the station anyway. I'm also quite fond of simpler antagonists, like revenant and nightmare. Give people the tools, and they'll make the fun themselves. I've been comparing the Voidwalker with the Nightmare. Both are goalles, simple antagonists, but where the Nightmare's gimmick is darkness, the Voidwalker's gimmick is space. They also get a dark tentacle arm so they can murderize people, but it only gets them to crit. After that they can drag people into the "void" to kidnap them. This is mostly to encourage the Voidwalker not to just space them cause that's kinda lame. They still can though, just in-case it would be very funny ## Changelog 🆑 Time-Green, Justice12354, Rex9001 add: Adds the Voidwalker, a new rare space based midround antagonist! code: Adds the ability to texture limbs and bodypart_overlays Sprite: Cosmic skull sprites by Justice12354 and Rex9001 /🆑 - [x] Add a better kidnapping mechanic, instead of just teleporting someone to a station turf - [x] Add an armblade or weapon or something, unarmed combat is kinda ass for this - [x] Fix the antag preview not rendering textures - [x] Prevent them from space phasing when in combat so they can actually be killed in space combat, even if really fucking hard - [x] Nerf visibility for people with space parallax disabled, probably also something to improve camo with colored parallax - [x] Replace the stamina damage stuff - [x] Cool rework of space phase idea I have - [x] Update/implement vidual effects - [x] Implement names ## Considerations There's a few things that I might change or implement later, depending on how it actually plays. It's a space focused antag, but there might not be enough people near space in a given round. An ability to let them "capture" area's or let them turn into a meteor or something might be needed later if they turn out to be too passive. They might also be _too_ oppressive in space. I designed them for near-space combat, but may've made them insanely overpowered in in raw space combat. Probably wont do biddle, but might add more powers that you can reroll every few minutes or something (like blob). Either wat it wont be this PR --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com>
988 lines
34 KiB
Plaintext
988 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_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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obj_flags = CAN_BE_HIT | BLOCKS_CONSTRUCTION_DIR | IGNORE_DENSITY
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max_integrity = 50
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can_be_unanchored = TRUE
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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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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/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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/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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. = ..()
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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()
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obj_flags &= ~BLOCKS_CONSTRUCTION_DIR
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obj_flags &= ~IGNORE_DENSITY
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AddElement(/datum/element/can_barricade)
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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/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/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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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))
|
|
|
|
/obj/structure/window/wash(clean_types)
|
|
. = ..()
|
|
if(!(clean_types & CLEAN_SCRUB))
|
|
return
|
|
set_opacity(initial(opacity))
|
|
remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
|
|
for(var/atom/movable/cleanables as anything in src)
|
|
if(cleanables == src)
|
|
continue
|
|
if(!cleanables.wash(clean_types))
|
|
continue
|
|
vis_contents -= cleanables
|
|
bloodied = FALSE
|
|
|
|
/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)
|
|
|
|
//merges adjacent full-tile windows into one
|
|
/obj/structure/window/update_overlays(updates=ALL)
|
|
. = ..()
|
|
if(QDELETED(src) || !fulltile)
|
|
return
|
|
|
|
if((updates & UPDATE_SMOOTHING) && (smoothing_flags & USES_SMOOTHING))
|
|
QUEUE_SMOOTH(src)
|
|
|
|
var/ratio = atom_integrity / max_integrity
|
|
ratio = CEILING(ratio*4, 1) * 25
|
|
if(ratio > 75)
|
|
return
|
|
. += mutable_appearance('icons/obj/structures.dmi', "damage[ratio]", -(layer+0.1))
|
|
|
|
/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
|
|
|
|
/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
|
|
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, update_appearance)), time_to_go + time_to_return)
|
|
|
|
var/obj/structure/grille/grill = take_grill ? (locate(/obj/structure/grille) in loc) : null
|
|
if(grill)
|
|
grill.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(/obj/structure/window/unanchored/spawner, 0)
|
|
|
|
/obj/structure/window/reinforced
|
|
name = "reinforced window"
|
|
desc = "A window that is reinforced with metal rods."
|
|
icon_state = "rwindow"
|
|
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(/obj/structure/window/reinforced/spawner, 0)
|
|
|
|
/obj/structure/window/reinforced/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/reinforced/unanchored/spawner, 0)
|
|
|
|
// 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_state = "plasmawindow"
|
|
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(/obj/structure/window/plasma/spawner, 0)
|
|
|
|
/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_state = "plasmarwindow"
|
|
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(/obj/structure/window/reinforced/plasma/spawner, 0)
|
|
|
|
/obj/structure/window/reinforced/plasma/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/reinforced/tinted
|
|
name = "tinted window"
|
|
icon_state = "twindow"
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/reinforced/tinted/spawner, 0)
|
|
|
|
/obj/structure/window/reinforced/tinted/frosted
|
|
name = "frosted window"
|
|
icon_state = "fwindow"
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/reinforced/tinted/frosted/spawner, 0)
|
|
|
|
/* Full Tile Windows (more atom_integrity) */
|
|
|
|
/obj/structure/window/fulltile
|
|
name = "full tile window"
|
|
desc = "A full tile window."
|
|
icon = 'icons/obj/smooth_structures/window.dmi'
|
|
icon_state = "window-0"
|
|
base_icon_state = "window"
|
|
max_integrity = 100
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
obj_flags = CAN_BE_HIT
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/fulltile/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
|
|
if(the_rcd.mode == RCD_DECONSTRUCT)
|
|
return list("delay" = 2.5 SECONDS, "cost" = 10)
|
|
return FALSE
|
|
|
|
/obj/structure/window/fulltile/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/plasma/fulltile
|
|
icon = 'icons/obj/smooth_structures/plasma_window.dmi'
|
|
icon_state = "plasma_window-0"
|
|
base_icon_state = "plasma_window"
|
|
max_integrity = 400
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
obj_flags = CAN_BE_HIT
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/plasma/fulltile/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/reinforced/plasma/fulltile
|
|
icon = 'icons/obj/smooth_structures/rplasma_window.dmi'
|
|
icon_state = "rplasma_window-0"
|
|
base_icon_state = "rplasma_window"
|
|
state = RWINDOW_SECURE
|
|
max_integrity = 1000
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
obj_flags = CAN_BE_HIT
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/reinforced/plasma/fulltile/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/reinforced/fulltile
|
|
name = "full tile reinforced window"
|
|
desc = "A full tile window that is reinforced with metal rods."
|
|
icon = 'icons/obj/smooth_structures/reinforced_window.dmi'
|
|
icon_state = "reinforced_window-0"
|
|
base_icon_state = "reinforced_window"
|
|
max_integrity = 150
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
obj_flags = CAN_BE_HIT
|
|
state = RWINDOW_SECURE
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/reinforced/fulltile/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
|
|
if(the_rcd.mode == RCD_DECONSTRUCT)
|
|
return list("mode" = RCD_DECONSTRUCT, "delay" = 4 SECONDS, "cost" = 20)
|
|
return FALSE
|
|
|
|
/obj/structure/window/reinforced/fulltile/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/reinforced/tinted/fulltile
|
|
icon = 'icons/obj/smooth_structures/tinted_window.dmi'
|
|
icon_state = "tinted_window-0"
|
|
base_icon_state = "tinted_window"
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
obj_flags = CAN_BE_HIT
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
glass_amount = 2
|
|
// Not on the parent because directional opacity does NOT WORK
|
|
opacity = TRUE
|
|
|
|
/obj/structure/window/reinforced/fulltile/ice
|
|
icon = 'icons/obj/smooth_structures/rice_window.dmi'
|
|
icon_state = "rice_window-0"
|
|
base_icon_state = "rice_window"
|
|
max_integrity = 150
|
|
glass_amount = 2
|
|
|
|
//there is a sub shuttle window in survival_pod.dm for mining pods
|
|
/obj/structure/window/reinforced/shuttle//this is called reinforced because it is reinforced w/titanium
|
|
name = "shuttle window"
|
|
desc = "A reinforced, air-locked pod window."
|
|
icon = 'icons/obj/smooth_structures/shuttle_window.dmi'
|
|
icon_state = "shuttle_window-0"
|
|
base_icon_state = "shuttle_window"
|
|
max_integrity = 150
|
|
wtype = "shuttle"
|
|
reinf = TRUE
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
obj_flags = CAN_BE_HIT
|
|
reinf = TRUE
|
|
heat_resistance = 1600
|
|
armor_type = /datum/armor/reinforced_shuttle
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_SHUTTLE_PARTS + SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE
|
|
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE
|
|
explosion_block = 3
|
|
glass_type = /obj/item/stack/sheet/titaniumglass
|
|
glass_amount = 2
|
|
receive_ricochet_chance_mod = 1.2
|
|
rad_insulation = RAD_MEDIUM_INSULATION
|
|
glass_material_datum = /datum/material/alloy/titaniumglass
|
|
|
|
/datum/armor/reinforced_shuttle
|
|
melee = 90
|
|
bomb = 50
|
|
fire = 80
|
|
acid = 100
|
|
|
|
/obj/structure/window/reinforced/shuttle/narsie_act()
|
|
add_atom_colour("#3C3434", FIXED_COLOUR_PRIORITY)
|
|
|
|
/obj/structure/window/reinforced/shuttle/tinted
|
|
opacity = TRUE
|
|
|
|
/obj/structure/window/reinforced/shuttle/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/reinforced/shuttle/indestructible
|
|
name = "hardened shuttle window"
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
|
|
|
/obj/structure/window/reinforced/shuttle/indestructible/welder_act(mob/living/user, obj/item/tool)
|
|
return NONE
|
|
|
|
/obj/structure/window/reinforced/shuttle/indestructible/screwdriver_act(mob/living/user, obj/item/tool)
|
|
return NONE
|
|
|
|
/obj/structure/window/reinforced/shuttle/indestructible/wrench_act(mob/living/user, obj/item/tool)
|
|
return NONE
|
|
|
|
/obj/structure/window/reinforced/shuttle/indestructible/crowbar_act(mob/living/user, obj/item/tool)
|
|
return NONE
|
|
|
|
/obj/structure/window/reinforced/plasma/plastitanium
|
|
name = "plastitanium window"
|
|
desc = "A durable looking window made of an alloy of of plasma and titanium."
|
|
icon = 'icons/obj/smooth_structures/plastitanium_window.dmi'
|
|
icon_state = "plastitanium_window-0"
|
|
base_icon_state = "plastitanium_window"
|
|
max_integrity = 1200
|
|
wtype = "shuttle"
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
obj_flags = CAN_BE_HIT
|
|
heat_resistance = 1600
|
|
armor_type = /datum/armor/plasma_plastitanium
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_SHUTTLE_PARTS + SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM
|
|
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM
|
|
explosion_block = 3
|
|
damage_deflection = 21 //The same as reinforced plasma windows.3
|
|
glass_type = /obj/item/stack/sheet/plastitaniumglass
|
|
glass_amount = 2
|
|
rad_insulation = RAD_EXTREME_INSULATION
|
|
glass_material_datum = /datum/material/alloy/plastitaniumglass
|
|
|
|
/datum/armor/plasma_plastitanium
|
|
melee = 95
|
|
bomb = 50
|
|
fire = 80
|
|
acid = 100
|
|
|
|
/obj/structure/window/reinforced/plasma/plastitanium/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/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 = "paperframes-0"
|
|
base_icon_state = "paperframes"
|
|
opacity = TRUE
|
|
max_integrity = 15
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
obj_flags = CAN_BE_HIT
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_PAPERFRAME
|
|
canSmoothWith = SMOOTH_GROUP_PAPERFRAME
|
|
glass_amount = 2
|
|
glass_type = /obj/item/stack/sheet/paperframes
|
|
heat_resistance = 233
|
|
decon_speed = 10
|
|
can_atmos_pass = ATMOS_PASS_YES
|
|
resistance_flags = FLAMMABLE
|
|
armor_type = /datum/armor/none
|
|
knock_sound = SFX_PAGE_TURN
|
|
bash_sound = 'sound/weapons/slashmiss.ogg'
|
|
break_sound = 'sound/items/poster_ripped.ogg'
|
|
hit_sound = 'sound/weapons/slashmiss.ogg'
|
|
var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/structure_variations.dmi',icon_state = "paper-torn", layer = ABOVE_OBJ_LAYER - 0.1)
|
|
var/static/mutable_appearance/paper = mutable_appearance('icons/obj/smooth_structures/structure_variations.dmi',icon_state = "paper-whole", layer = ABOVE_OBJ_LAYER - 0.1)
|
|
|
|
/obj/structure/window/paperframe/Initialize(mapload)
|
|
. = ..()
|
|
update_appearance()
|
|
|
|
/obj/structure/window/paperframe/examine(mob/user)
|
|
. = ..()
|
|
if(atom_integrity < max_integrity)
|
|
. += span_info("It looks a bit damaged, you may be able to fix it with some <b>paper</b>.")
|
|
|
|
/obj/structure/window/paperframe/spawn_debris(location)
|
|
. = list(new /obj/item/stack/sheet/mineral/wood(location))
|
|
for (var/i in 1 to rand(1,4))
|
|
. += new /obj/item/paper/natural(location)
|
|
|
|
/obj/structure/window/paperframe/attack_hand(mob/living/user, list/modifiers)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
if(user.combat_mode)
|
|
take_damage(4, BRUTE, MELEE, 0)
|
|
if(!QDELETED(src))
|
|
update_appearance()
|
|
|
|
/obj/structure/window/paperframe/update_appearance(updates)
|
|
. = ..()
|
|
set_opacity(atom_integrity >= max_integrity)
|
|
|
|
/obj/structure/window/paperframe/update_icon(updates=ALL)
|
|
. = ..()
|
|
if((updates & UPDATE_SMOOTHING) && (smoothing_flags & USES_SMOOTHING))
|
|
QUEUE_SMOOTH(src)
|
|
|
|
/obj/structure/window/paperframe/update_overlays()
|
|
. = ..()
|
|
. += (atom_integrity < max_integrity) ? torn : paper
|
|
|
|
/obj/structure/window/paperframe/attackby(obj/item/W, mob/living/user)
|
|
if(W.get_temperature())
|
|
fire_act(W.get_temperature())
|
|
return
|
|
if(user.combat_mode)
|
|
return ..()
|
|
if(istype(W, /obj/item/paper) && atom_integrity < max_integrity)
|
|
user.visible_message(span_notice("[user] starts to patch the holes in \the [src]."))
|
|
if(do_after(user, 2 SECONDS, target = src))
|
|
atom_integrity = min(atom_integrity+4,max_integrity)
|
|
qdel(W)
|
|
user.visible_message(span_notice("[user] patches some of the holes in \the [src]."))
|
|
if(atom_integrity == max_integrity)
|
|
update_appearance()
|
|
return
|
|
..()
|
|
update_appearance()
|
|
|
|
/obj/structure/window/bronze
|
|
name = "brass window"
|
|
desc = "A paper-thin pane of translucent yet reinforced brass. Nevermind, this is just weak bronze!"
|
|
icon = 'icons/obj/smooth_structures/structure_variations.dmi'
|
|
icon_state = "clockwork_window-single"
|
|
glass_type = /obj/item/stack/sheet/bronze
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/bronze/spawner, 0)
|
|
|
|
/obj/structure/window/bronze/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/bronze/fulltile
|
|
icon = 'icons/obj/smooth_structures/clockwork_window.dmi'
|
|
icon_state = "clockwork_window-0"
|
|
base_icon_state = "clockwork_window"
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE_BRONZE + SMOOTH_GROUP_WINDOW_FULLTILE
|
|
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE_BRONZE
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
obj_flags = CAN_BE_HIT
|
|
max_integrity = 50
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/bronze/fulltile/unanchored
|
|
anchored = FALSE
|