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https://github.com/Bubberstation/Bubberstation.git
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* De-hardcodes spawnDebris in windows, fixes a bunch of issues with windows. (#73274) ## About The Pull Request spawnDebris was being overridden by almost every type of window, I've set up some new vars for it to pull shard and its debris decal from so spawnDebris only needed to be set up once (+ once more for paper windows which are unique). Fixes an issue with reinforced plasma glass windows dropping regular glass when broken. Fixes an oversight where tram windows were dropping only 1 rod instead of 2 and dropping glass sheets instead of shards. Cleans up tram window code a bunch. ## Why It's Good For The Game Fixes several issues, cleans up code and cuts down on a lot of repeat code. ## Changelog 🆑 fix: Reinforced plasma windows will now drop plasma glass instead of regular glass when broken. fix: Tram windows drop the correct number of rods and a shard when broken instead of a sheet. code: Removed a ton of duplicate vars in tram window code and re-organize the file slightly. refactor: spawnDebris has been un-hardcoded and all (but one) override of it has been removed. /🆑 * De-hardcodes spawnDebris in windows, fixes a bunch of issues with windows. --------- Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
924 lines
31 KiB
Plaintext
924 lines
31 KiB
Plaintext
/obj/structure/window
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name = "window"
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desc = "A window."
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icon_state = "window"
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density = TRUE
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layer = ABOVE_OBJ_LAYER //Just above doors
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pressure_resistance = 4*ONE_ATMOSPHERE
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anchored = TRUE //initially is 0 for tile smoothing
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flags_1 = ON_BORDER_1
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max_integrity = 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
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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/mutable_appearance/crack_overlay
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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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/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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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, AfterRotation = CALLBACK(src, PROC_REF(AfterRotation)))
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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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switch(the_rcd.mode)
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if(RCD_DECONSTRUCT)
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return list("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 5)
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return FALSE
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/obj/structure/window/rcd_act(mob/user, obj/item/construction/rcd/the_rcd)
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switch(the_rcd.mode)
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if(RCD_DECONSTRUCT)
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to_chat(user, span_notice("You deconstruct the window."))
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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_FIVE) //SKYRAT EDIT CHANGE
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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_window_location(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_window_location(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, and attack_slime
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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, tool_type, is_right_clicking)
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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/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 TOOL_ACT_TOOLTYPE_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 TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/structure/window/screwdriver_act(mob/living/user, obj/item/tool)
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if(flags_1 & NODECONSTRUCT_1)
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return
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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 TOOL_ACT_TOOLTYPE_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((flags_1 & NODECONSTRUCT_1) || (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 TOOL_ACT_TOOLTYPE_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 TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/structure/window/crowbar_act(mob/living/user, obj/item/tool)
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if(!anchored || (flags_1 & NODECONSTRUCT_1))
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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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return TOOL_ACT_TOOLTYPE_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/AltClick(mob/user)
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return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation
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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 = 0, sound_effect = 1)
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. = ..()
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if(.) //received damage
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update_nearby_icons()
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/obj/structure/window/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(src, 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/deconstruct(disassembled = TRUE)
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if(QDELETED(src))
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return
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if(!disassembled)
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playsound(src, break_sound, 70, TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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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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qdel(src)
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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/AfterRotation(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, is_dark_color)
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SIGNAL_HANDLER
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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))
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/obj/structure/window/wash(clean_types)
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. = ..()
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if(!(clean_types & CLEAN_SCRUB))
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return
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set_opacity(initial(opacity))
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remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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for(var/atom/movable/cleanables as anything in src)
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if(cleanables == src)
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continue
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if(!cleanables.wash(clean_types))
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continue
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vis_contents -= cleanables
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bloodied = FALSE
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/obj/structure/window/Destroy()
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set_density(FALSE)
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air_update_turf(TRUE, FALSE)
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update_nearby_icons()
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return ..()
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/obj/structure/window/Move()
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var/turf/T = loc
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. = ..()
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if(anchored)
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move_update_air(T)
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/obj/structure/window/can_atmos_pass(turf/T, vertical = FALSE)
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if(!anchored || !density)
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return TRUE
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return !(fulltile || dir == get_dir(loc, T))
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//This proc is used to update the icons of nearby windows.
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/obj/structure/window/proc/update_nearby_icons()
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update_appearance()
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if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
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QUEUE_SMOOTH_NEIGHBORS(src)
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//merges adjacent full-tile windows into one
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/obj/structure/window/update_overlays(updates=ALL)
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. = ..()
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if(QDELETED(src) || !fulltile)
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return
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if((updates & UPDATE_SMOOTHING) && (smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK)))
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QUEUE_SMOOTH(src)
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var/ratio = atom_integrity / max_integrity
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ratio = CEILING(ratio*4, 1) * 25
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cut_overlay(crack_overlay)
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if(ratio > 75)
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return
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crack_overlay = mutable_appearance('icons/obj/structures.dmi', "damage[ratio]", -(layer+0.1))
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. += crack_overlay
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/obj/structure/window/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
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return exposed_temperature > T0C + heat_resistance
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/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(obj/item/card/id/ID, to_dir, atom/movable/caller, no_id = FALSE)
|
|
if(!density)
|
|
return TRUE
|
|
if(fulltile || (dir == to_dir))
|
|
return FALSE
|
|
|
|
return TRUE
|
|
|
|
/obj/structure/window/spawner/east
|
|
dir = EAST
|
|
|
|
/obj/structure/window/spawner/west
|
|
dir = WEST
|
|
|
|
/obj/structure/window/spawner/north
|
|
dir = NORTH
|
|
|
|
/obj/structure/window/unanchored
|
|
anchored = FALSE
|
|
|
|
/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 = 50
|
|
bomb = 25
|
|
fire = 80
|
|
acid = 100
|
|
|
|
/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.")
|
|
|
|
/obj/structure/window/reinforced/spawner/east
|
|
dir = EAST
|
|
|
|
/obj/structure/window/reinforced/spawner/west
|
|
dir = WEST
|
|
|
|
/obj/structure/window/reinforced/spawner/north
|
|
dir = NORTH
|
|
|
|
/obj/structure/window/reinforced/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/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)
|
|
|
|
/obj/structure/window/plasma/spawner/east
|
|
dir = EAST
|
|
|
|
/obj/structure/window/plasma/spawner/west
|
|
dir = WEST
|
|
|
|
/obj/structure/window/plasma/spawner/north
|
|
dir = NORTH
|
|
|
|
/obj/structure/window/plasma/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/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
|
|
|
|
/obj/structure/window/reinforced/plasma/spawner/east
|
|
dir = EAST
|
|
|
|
/obj/structure/window/reinforced/plasma/spawner/west
|
|
dir = WEST
|
|
|
|
/obj/structure/window/reinforced/plasma/spawner/north
|
|
dir = NORTH
|
|
|
|
/obj/structure/window/reinforced/plasma/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/reinforced/tinted
|
|
name = "tinted window"
|
|
icon_state = "twindow"
|
|
opacity = TRUE
|
|
/obj/structure/window/reinforced/tinted/frosted
|
|
name = "frosted window"
|
|
icon_state = "fwindow"
|
|
|
|
/* Full Tile Windows (more atom_integrity) */
|
|
|
|
/obj/structure/window/fulltile
|
|
icon = 'icons/obj/smooth_structures/window.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
|
|
icon_state = "window-0"
|
|
base_icon_state = "window"
|
|
max_integrity = 100
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/fulltile/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/plasma/fulltile
|
|
icon = 'icons/obj/smooth_structures/plasma_window.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
|
|
icon_state = "plasma_window-0"
|
|
base_icon_state = "plasma_window"
|
|
max_integrity = 400
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
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 OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
|
|
icon_state = "rplasma_window-0"
|
|
base_icon_state = "rplasma_window"
|
|
state = RWINDOW_SECURE
|
|
max_integrity = 1000
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
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
|
|
icon = 'icons/obj/smooth_structures/reinforced_window.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
|
|
icon_state = "reinforced_window-0"
|
|
base_icon_state = "reinforced_window"
|
|
max_integrity = 150
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
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/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/reinforced/tinted/fulltile
|
|
icon = 'icons/obj/smooth_structures/tinted_window.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
|
|
icon_state = "tinted_window-0"
|
|
base_icon_state = "tinted_window"
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
glass_amount = 2
|
|
|
|
/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
|
|
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/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
|
|
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
|
|
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
|
|
max_integrity = 50
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/bronze/fulltile/unanchored
|
|
anchored = FALSE
|