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## About The Pull Request 1. Renames `NO_DECONSTRUCTION` -> `NO_DEBRIS_AFTER_DECONSTRUCTION`. As the name suggests when the object is deconstructed it won't drop any items/debris. After my last refactor for this flag it now serves a new purpose so its name has been changed to match that 2. Fixes objects that are now using `NO_DECONSTRUCTION` incorrectly. Some of these changes include - Removing the flag in objects where there are no means to deconstruct them (e.g. jukebox, hydroponics soil, flora etc) - Replacing the flags old purpose by overriding its tool procs so that it regains its old behaviour(e.g. You once again cannot deconstruct ctf reinforced tables, survival pods, indestructible windows etc) ## Changelog 🆑 code: renamed `NO_DECONSTRUCTION` to `NO_DEBRIS_AFTER_DECONSTRUCTION` so its name matches its intended purpose fix: fixes some items that incorrectly used `NO_DECONSTRUCTION` prior to its refactor, meaning makes some objects non deconstructable again /🆑
53 lines
1.8 KiB
Plaintext
53 lines
1.8 KiB
Plaintext
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/obj/structure/window/reinforced/fulltile/indestructible
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name = "robust window"
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flags_1 = PREVENT_CLICK_UNDER_1
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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/obj/structure/window/reinforced/fulltile/indestructible/screwdriver_act(mob/living/user, obj/item/tool)
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return NONE
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/obj/structure/window/reinforced/fulltile/indestructible/wrench_act(mob/living/user, obj/item/tool)
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return NONE
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/obj/structure/window/reinforced/fulltile/indestructible/crowbar_act(mob/living/user, obj/item/tool)
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return NONE
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/obj/structure/grille/indestructible
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obj_flags = CONDUCTS_ELECTRICITY
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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/obj/structure/grille/indestructible/screwdriver_act(mob/living/user, obj/item/tool)
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return NONE
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/obj/structure/grille/indestructible/wirecutter_act(mob/living/user, obj/item/tool)
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return NONE
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/obj/effect/spawner/structure/window/reinforced/indestructible
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spawn_list = list(/obj/structure/grille/indestructible, /obj/structure/window/reinforced/fulltile/indestructible)
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/obj/structure/barricade/security/murderdome
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name = "respawnable barrier"
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desc = "A barrier. Provides cover in firefights."
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deploy_time = 0
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deploy_message = 0
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/obj/structure/barricade/security/murderdome/make_debris()
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new /obj/effect/murderdome/dead_barricade(get_turf(src))
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/obj/effect/murderdome/dead_barricade
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name = "dead barrier"
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desc = "It provided cover in fire fights. And now it's gone."
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icon = 'icons/obj/structures.dmi'
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icon_state = "barrier0"
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alpha = 100
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/obj/effect/murderdome/dead_barricade/Initialize(mapload)
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. = ..()
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addtimer(CALLBACK(src, PROC_REF(respawn)), 3 MINUTES)
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/obj/effect/murderdome/dead_barricade/proc/respawn()
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if(!QDELETED(src))
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new /obj/structure/barricade/security/murderdome(get_turf(src))
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qdel(src)
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