mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-22 15:05:11 +00:00
## About The Pull Request Implements /datum/pathfind/sssp, which generates /datum/path_map /datum/path_maps allow us to very efficently generate paths to any turf they contain from their central point. We're effectively running the single source shortest paths algorithm. We expand from the center turf, adding turfs as they're found, and then processing them in order of addition. As we go, we remember what turf "found" us first. Reversing this chain gives us the shortest possible path from the center turf to any turf in its range (or the inverse). This isn't all that useful on its own, outside of a few niche cases (Like if we wanted to get the farthest reachable turf from the center) but if we could reuse the map more then once, we'd be able to swarm to/from a point very easily. Reuse is a bit troublesome, reqiures a timeout system and a way to compare different movables trying to get paths. I've implemented it tho. I've refactored CanAStarPass to take a datum, /datum/can_pass_info. This is built from a movable and a list of access, and copies all the properties that would impact pathfinding over onto itself. There is one case where we don't do this, pathing over openspace requires checking if we'd fall through the openspace, and the proc for that takes an atom. So instead we use the weakref to the owner that we hold onto, and hold copies of all the values that would impact the check on the datum. When someone requests a swarmed path their pass info is compared with the pass info of all other path_maps centered on their target turf. If it matches and their requested timeout isn't too short, we just reuse the map. Timeout is a tricky thing because the longer a map exists the more out of date it gets. I've added a few age defines that let you modulate your level of risk here. We default to only allowing maps that are currently being generated, or finished generating in our tick. Hopefully this prevents falling into trouble, but consumers will need to allow "failed" movements. As a part of this datumized pass info, I've refactored pathfinding to use access lists, rather then id cards directly. This also avoids some dumbass harddel oppertunities, and prevents an idcard from changing mid path. Did a few things to the zPass procs, they took args that they did NOT need, and I thought it'd be better to yeet em. If you'd all like I could undo the caching/can_pass_info stuff if you'd all like. I think it's useful generally because it avoids stuff changing mid pathfind attempt, but if it's too clunky I could nuke it. Oh also I added optional args to jps that constricts how it handles diagonals. I've used this to fix bot paths. ## Why It's Good For The Game Much of this is redundant currently. I'm adding it because it could have saved hugglebippers, and because I get the feeling it'll be useful for "grouping" mobs like bees and such. We're doing more basic mob work currently and I want to provide extra tools for that work. https://github.com/tgstation/tgstation/assets/58055496/66aca1f9-c6e7-4173-9c38-c40516d6d853 ## Changelog 🆑 add: Adds swarmed pathfinding, trading accuracy for potential optimization of used correctly fix: Bots will no longer take diagonal paths, preventing weirdo looking path visuals refactor: Refactored bits of pathfinding code, hopefully easier to add new pathfinding strategies now /🆑
946 lines
32 KiB
Plaintext
946 lines
32 KiB
Plaintext
/obj/structure/window
|
|
name = "window"
|
|
desc = "A directional window."
|
|
icon_state = "window"
|
|
density = TRUE
|
|
layer = ABOVE_OBJ_LAYER //Just above doors
|
|
pressure_resistance = 4*ONE_ATMOSPHERE
|
|
anchored = TRUE //initially is 0 for tile smoothing
|
|
flags_1 = ON_BORDER_1
|
|
obj_flags = CAN_BE_HIT | BLOCKS_CONSTRUCTION_DIR | IGNORE_DENSITY
|
|
max_integrity = 50
|
|
can_be_unanchored = TRUE
|
|
resistance_flags = ACID_PROOF
|
|
armor_type = /datum/armor/structure_window
|
|
can_atmos_pass = ATMOS_PASS_PROC
|
|
rad_insulation = RAD_VERY_LIGHT_INSULATION
|
|
pass_flags_self = PASSGLASS
|
|
set_dir_on_move = FALSE
|
|
flags_ricochet = RICOCHET_HARD
|
|
receive_ricochet_chance_mod = 0.5
|
|
var/state = WINDOW_OUT_OF_FRAME
|
|
var/reinf = FALSE
|
|
var/heat_resistance = 800
|
|
var/decon_speed = 30
|
|
var/wtype = "glass"
|
|
var/fulltile = FALSE
|
|
var/glass_type = /obj/item/stack/sheet/glass
|
|
var/glass_amount = 1
|
|
var/mutable_appearance/crack_overlay
|
|
var/real_explosion_block //ignore this, just use explosion_block
|
|
var/break_sound = SFX_SHATTER
|
|
var/knock_sound = 'sound/effects/glassknock.ogg'
|
|
var/bash_sound = 'sound/effects/glassbash.ogg'
|
|
var/hit_sound = 'sound/effects/glasshit.ogg'
|
|
/// If some inconsiderate jerk has had their blood spilled on this window, thus making it cleanable
|
|
var/bloodied = FALSE
|
|
///Datum that the shard and debris type is pulled from for when the glass is broken.
|
|
var/datum/material/glass_material_datum = /datum/material/glass
|
|
|
|
/datum/armor/structure_window
|
|
melee = 50
|
|
fire = 80
|
|
acid = 100
|
|
|
|
/obj/structure/window/Initialize(mapload, direct)
|
|
AddElement(/datum/element/blocks_explosives)
|
|
. = ..()
|
|
if(direct)
|
|
setDir(direct)
|
|
if(reinf && anchored)
|
|
state = RWINDOW_SECURE
|
|
|
|
if(!reinf && anchored)
|
|
state = WINDOW_SCREWED_TO_FRAME
|
|
|
|
air_update_turf(TRUE, TRUE)
|
|
|
|
if(fulltile)
|
|
setDir()
|
|
obj_flags &= ~BLOCKS_CONSTRUCTION_DIR
|
|
obj_flags &= ~IGNORE_DENSITY
|
|
AddElement(/datum/element/can_barricade)
|
|
|
|
//windows only block while reinforced and fulltile
|
|
if(!reinf || !fulltile)
|
|
set_explosion_block(0)
|
|
|
|
flags_1 |= ALLOW_DARK_PAINTS_1
|
|
RegisterSignal(src, COMSIG_OBJ_PAINTED, PROC_REF(on_painted))
|
|
AddElement(/datum/element/atmos_sensitive, mapload)
|
|
AddComponent(/datum/component/simple_rotation, ROTATION_NEEDS_ROOM, AfterRotation = CALLBACK(src, PROC_REF(AfterRotation)))
|
|
|
|
var/static/list/loc_connections = list(
|
|
COMSIG_ATOM_EXIT = PROC_REF(on_exit),
|
|
)
|
|
|
|
if (flags_1 & ON_BORDER_1)
|
|
AddElement(/datum/element/connect_loc, loc_connections)
|
|
|
|
/obj/structure/window/examine(mob/user)
|
|
. = ..()
|
|
switch(state)
|
|
if(WINDOW_SCREWED_TO_FRAME)
|
|
. += span_notice("The window is <b>screwed</b> to the frame.")
|
|
if(WINDOW_IN_FRAME)
|
|
. += span_notice("The window is <i>unscrewed</i> but <b>pried</b> into the frame.")
|
|
if(WINDOW_OUT_OF_FRAME)
|
|
if (anchored)
|
|
. += span_notice("The window is <b>screwed</b> to the floor.")
|
|
else
|
|
. += span_notice("The window is <i>unscrewed</i> from the floor, and could be deconstructed by <b>wrenching</b>.")
|
|
|
|
/obj/structure/window/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
|
|
if(the_rcd.mode == RCD_DECONSTRUCT)
|
|
return list("delay" = 2 SECONDS, "cost" = 5)
|
|
return FALSE
|
|
|
|
/obj/structure/window/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, list/rcd_data)
|
|
if(rcd_data["[RCD_DESIGN_MODE]"] == RCD_DECONSTRUCT)
|
|
qdel(src)
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/obj/structure/window/narsie_act()
|
|
add_atom_colour(NARSIE_WINDOW_COLOUR, FIXED_COLOUR_PRIORITY)
|
|
|
|
/obj/structure/window/singularity_pull(S, current_size)
|
|
..()
|
|
if(anchored && current_size >= STAGE_TWO)
|
|
set_anchored(FALSE)
|
|
if(current_size >= STAGE_FIVE)
|
|
deconstruct(FALSE)
|
|
|
|
/obj/structure/window/CanAllowThrough(atom/movable/mover, border_dir)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
|
|
if(fulltile)
|
|
return FALSE
|
|
|
|
if(border_dir == dir)
|
|
return FALSE
|
|
|
|
if(istype(mover, /obj/structure/window))
|
|
var/obj/structure/window/moved_window = mover
|
|
return valid_build_direction(loc, moved_window.dir, is_fulltile = moved_window.fulltile)
|
|
|
|
if(istype(mover, /obj/structure/windoor_assembly) || istype(mover, /obj/machinery/door/window))
|
|
return valid_build_direction(loc, mover.dir, is_fulltile = FALSE)
|
|
|
|
return TRUE
|
|
|
|
/obj/structure/window/proc/on_exit(datum/source, atom/movable/leaving, direction)
|
|
SIGNAL_HANDLER
|
|
|
|
if(leaving.movement_type & PHASING)
|
|
return
|
|
|
|
if(leaving == src)
|
|
return // Let's not block ourselves.
|
|
|
|
if (leaving.pass_flags & pass_flags_self)
|
|
return
|
|
|
|
if (fulltile)
|
|
return
|
|
|
|
if(direction == dir && density)
|
|
leaving.Bump(src)
|
|
return COMPONENT_ATOM_BLOCK_EXIT
|
|
|
|
/obj/structure/window/attack_tk(mob/user)
|
|
user.changeNext_move(CLICK_CD_MELEE)
|
|
user.visible_message(span_notice("Something knocks on [src]."))
|
|
add_fingerprint(user)
|
|
playsound(src, knock_sound, 50, TRUE)
|
|
return COMPONENT_CANCEL_ATTACK_CHAIN
|
|
|
|
|
|
/obj/structure/window/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
|
|
if(!can_be_reached(user))
|
|
return
|
|
. = ..()
|
|
|
|
/obj/structure/window/attack_hand(mob/living/user, list/modifiers)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
if(!can_be_reached(user))
|
|
return
|
|
user.changeNext_move(CLICK_CD_MELEE)
|
|
|
|
if(!user.combat_mode)
|
|
user.visible_message(span_notice("[user] knocks on [src]."), \
|
|
span_notice("You knock on [src]."))
|
|
playsound(src, knock_sound, 50, TRUE)
|
|
else
|
|
user.visible_message(span_warning("[user] bashes [src]!"), \
|
|
span_warning("You bash [src]!"))
|
|
playsound(src, bash_sound, 100, TRUE)
|
|
|
|
/obj/structure/window/attack_paw(mob/user, list/modifiers)
|
|
return attack_hand(user, modifiers)
|
|
|
|
/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
|
|
if(!can_be_reached(user))
|
|
return
|
|
return ..()
|
|
|
|
/obj/structure/window/tool_act(mob/living/user, obj/item/tool, tool_type, is_right_clicking)
|
|
if(!can_be_reached(user))
|
|
return TRUE //skip the afterattack
|
|
add_fingerprint(user)
|
|
return ..()
|
|
|
|
/obj/structure/window/welder_act(mob/living/user, obj/item/tool)
|
|
if(atom_integrity >= max_integrity)
|
|
to_chat(user, span_warning("[src] is already in good condition!"))
|
|
return TOOL_ACT_TOOLTYPE_SUCCESS
|
|
if(!tool.tool_start_check(user, amount = 0))
|
|
return FALSE
|
|
to_chat(user, span_notice("You begin repairing [src]..."))
|
|
if(tool.use_tool(src, user, 4 SECONDS, volume = 50))
|
|
atom_integrity = max_integrity
|
|
update_nearby_icons()
|
|
to_chat(user, span_notice("You repair [src]."))
|
|
return TOOL_ACT_TOOLTYPE_SUCCESS
|
|
|
|
/obj/structure/window/screwdriver_act(mob/living/user, obj/item/tool)
|
|
if(flags_1 & NODECONSTRUCT_1)
|
|
return
|
|
|
|
switch(state)
|
|
if(WINDOW_SCREWED_TO_FRAME)
|
|
to_chat(user, span_notice("You begin to unscrew the window from the frame..."))
|
|
if(tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
|
|
state = WINDOW_IN_FRAME
|
|
to_chat(user, span_notice("You unfasten the window from the frame."))
|
|
if(WINDOW_IN_FRAME)
|
|
to_chat(user, span_notice("You begin to screw the window to the frame..."))
|
|
if(tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
|
|
state = WINDOW_SCREWED_TO_FRAME
|
|
to_chat(user, span_notice("You fasten the window to the frame."))
|
|
if(WINDOW_OUT_OF_FRAME)
|
|
if(anchored)
|
|
to_chat(user, span_notice("You begin to unscrew the frame from the floor..."))
|
|
if(tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
|
|
set_anchored(FALSE)
|
|
to_chat(user, span_notice("You unfasten the frame from the floor."))
|
|
else
|
|
to_chat(user, span_notice("You begin to screw the frame to the floor..."))
|
|
if(tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
|
|
set_anchored(TRUE)
|
|
to_chat(user, span_notice("You fasten the frame to the floor."))
|
|
return TOOL_ACT_TOOLTYPE_SUCCESS
|
|
|
|
/obj/structure/window/wrench_act(mob/living/user, obj/item/tool)
|
|
if(anchored)
|
|
return FALSE
|
|
if((flags_1 & NODECONSTRUCT_1) || (reinf && state >= RWINDOW_FRAME_BOLTED))
|
|
return FALSE
|
|
|
|
to_chat(user, span_notice("You begin to disassemble [src]..."))
|
|
if(!tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
|
|
return TOOL_ACT_TOOLTYPE_SUCCESS
|
|
var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
|
|
if (!QDELETED(G))
|
|
G.add_fingerprint(user)
|
|
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
|
|
to_chat(user, span_notice("You successfully disassemble [src]."))
|
|
qdel(src)
|
|
return TOOL_ACT_TOOLTYPE_SUCCESS
|
|
|
|
/obj/structure/window/crowbar_act(mob/living/user, obj/item/tool)
|
|
if(!anchored || (flags_1 & NODECONSTRUCT_1))
|
|
return FALSE
|
|
|
|
switch(state)
|
|
if(WINDOW_IN_FRAME)
|
|
to_chat(user, span_notice("You begin to lever the window out of 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 = WINDOW_OUT_OF_FRAME
|
|
to_chat(user, span_notice("You pry the window out of the frame."))
|
|
if(WINDOW_OUT_OF_FRAME)
|
|
to_chat(user, span_notice("You begin to lever the window back into the frame..."))
|
|
if(tool.use_tool(src, user, 5 SECONDS, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
|
|
state = WINDOW_SCREWED_TO_FRAME
|
|
to_chat(user, span_notice("You pry the window back into the frame."))
|
|
else
|
|
return FALSE
|
|
|
|
return TOOL_ACT_TOOLTYPE_SUCCESS
|
|
|
|
/obj/structure/window/attackby(obj/item/I, mob/living/user, params)
|
|
if(!can_be_reached(user))
|
|
return TRUE //skip the afterattack
|
|
|
|
add_fingerprint(user)
|
|
return ..()
|
|
|
|
/obj/structure/window/AltClick(mob/user)
|
|
return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation
|
|
|
|
/obj/structure/window/set_anchored(anchorvalue)
|
|
..()
|
|
air_update_turf(TRUE, anchorvalue)
|
|
update_nearby_icons()
|
|
|
|
/obj/structure/window/proc/check_state(checked_state)
|
|
if(state == checked_state)
|
|
return TRUE
|
|
|
|
/obj/structure/window/proc/check_anchored(checked_anchored)
|
|
if(anchored == checked_anchored)
|
|
return TRUE
|
|
|
|
/obj/structure/window/proc/check_state_and_anchored(checked_state, checked_anchored)
|
|
return check_state(checked_state) && check_anchored(checked_anchored)
|
|
|
|
|
|
/obj/structure/window/proc/can_be_reached(mob/user)
|
|
if(fulltile)
|
|
return TRUE
|
|
var/checking_dir = get_dir(user, src)
|
|
if(!(checking_dir & dir))
|
|
return TRUE // Only windows on the other side may be blocked by other things.
|
|
checking_dir = REVERSE_DIR(checking_dir)
|
|
for(var/obj/blocker in loc)
|
|
if(!blocker.CanPass(user, checking_dir))
|
|
return FALSE
|
|
return TRUE
|
|
|
|
|
|
/obj/structure/window/take_damage(damage_amount, damage_type = BRUTE, damage_flag = "", sound_effect = TRUE, attack_dir, armour_penetration = 0)
|
|
. = ..()
|
|
if(.) //received damage
|
|
update_nearby_icons()
|
|
|
|
/obj/structure/window/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
|
|
switch(damage_type)
|
|
if(BRUTE)
|
|
if(damage_amount)
|
|
playsound(src, hit_sound, 75, TRUE)
|
|
else
|
|
playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
|
|
if(BURN)
|
|
playsound(src, 'sound/items/welder.ogg', 100, TRUE)
|
|
|
|
|
|
/obj/structure/window/deconstruct(disassembled = TRUE)
|
|
if(QDELETED(src))
|
|
return
|
|
if(!disassembled)
|
|
playsound(src, break_sound, 70, TRUE)
|
|
if(!(flags_1 & NODECONSTRUCT_1))
|
|
for(var/obj/item/shard/debris in spawn_debris(drop_location()))
|
|
transfer_fingerprints_to(debris) // transfer fingerprints to shards only
|
|
qdel(src)
|
|
update_nearby_icons()
|
|
|
|
|
|
///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.
|
|
/obj/structure/window/proc/spawn_debris(location)
|
|
var/datum/material/glass_material_ref = GET_MATERIAL_REF(glass_material_datum)
|
|
var/obj/item/shard_type = glass_material_ref.shard_type
|
|
var/obj/effect/decal/debris_type = glass_material_ref.debris_type
|
|
var/list/dropped_debris = list()
|
|
if(!isnull(shard_type))
|
|
dropped_debris += new shard_type(location)
|
|
if (fulltile)
|
|
dropped_debris += new shard_type(location)
|
|
if(!isnull(debris_type))
|
|
dropped_debris += new debris_type(location)
|
|
if (reinf)
|
|
dropped_debris += new /obj/item/stack/rods(location, (fulltile ? 2 : 1))
|
|
return dropped_debris
|
|
|
|
/obj/structure/window/proc/AfterRotation(mob/user, degrees)
|
|
air_update_turf(TRUE, FALSE)
|
|
|
|
/obj/structure/window/proc/on_painted(obj/structure/window/source, mob/user, obj/item/toy/crayon/spraycan/spraycan, is_dark_color)
|
|
SIGNAL_HANDLER
|
|
if(!spraycan.actually_paints)
|
|
return
|
|
if (is_dark_color && fulltile) //Opaque directional windows restrict vision even in directions they are not placed in, please don't do this
|
|
set_opacity(255)
|
|
else
|
|
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 & (SMOOTH_CORNERS|SMOOTH_BITMASK))
|
|
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 & (SMOOTH_CORNERS|SMOOTH_BITMASK)))
|
|
QUEUE_SMOOTH(src)
|
|
|
|
var/ratio = atom_integrity / max_integrity
|
|
ratio = CEILING(ratio*4, 1) * 25
|
|
cut_overlay(crack_overlay)
|
|
if(ratio > 75)
|
|
return
|
|
crack_overlay = mutable_appearance('icons/obj/structures.dmi', "damage[ratio]", -(layer+0.1))
|
|
. += crack_overlay
|
|
|
|
/obj/structure/window/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
|
|
return exposed_temperature > T0C + heat_resistance
|
|
|
|
/obj/structure/window/atmos_expose(datum/gas_mixture/air, exposed_temperature)
|
|
take_damage(round(air.return_volume() / 100), BURN, 0, 0)
|
|
|
|
/obj/structure/window/get_dumping_location()
|
|
return null
|
|
|
|
/obj/structure/window/CanAStarPass(to_dir, datum/can_pass_info/pass_info)
|
|
if(!density)
|
|
return TRUE
|
|
if(fulltile || (dir == to_dir))
|
|
return FALSE
|
|
|
|
return TRUE
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS(/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((flags_1 & NODECONSTRUCT_1) || (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 TOOL_ACT_TOOLTYPE_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)
|
|
|
|
/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 reinforced window"
|
|
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 | NODECONSTRUCT_1
|
|
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
|
|
|
/obj/structure/window/reinforced/shuttle/indestructible/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
|
|
return FALSE
|
|
|
|
/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/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(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 & (SMOOTH_CORNERS|SMOOTH_BITMASK)))
|
|
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, 20, 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/clockwork_window.dmi'
|
|
icon_state = "clockwork_window_single"
|
|
glass_type = /obj/item/stack/sheet/bronze
|
|
|
|
/obj/structure/window/bronze/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/bronze/fulltile
|
|
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
|