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Bubberstation/code/game/objects/structures.dm
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00

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/// Inert structures, such as girders, machine frames, and crates/lockers.
/obj/structure
icon = 'icons/obj/structures.dmi'
pressure_resistance = 8
max_integrity = 300
interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT
layer = BELOW_OBJ_LAYER
flags_ricochet = RICOCHET_HARD
receive_ricochet_chance_mod = 0.6
pass_flags_self = PASSSTRUCTURE
blocks_emissive = EMISSIVE_BLOCK_GENERIC
var/broken = FALSE
/obj/structure/Initialize()
if (!armor)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
. = ..()
if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
QUEUE_SMOOTH(src)
QUEUE_SMOOTH_NEIGHBORS(src)
if(smoothing_flags & SMOOTH_CORNERS)
icon_state = ""
GLOB.cameranet.updateVisibility(src)
/obj/structure/Destroy()
GLOB.cameranet.updateVisibility(src)
if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
QUEUE_SMOOTH_NEIGHBORS(src)
return ..()
/obj/structure/ui_act(action, params)
add_fingerprint(usr)
return ..()
/obj/structure/examine(mob/user)
. = ..()
if(!(resistance_flags & INDESTRUCTIBLE))
if(resistance_flags & ON_FIRE)
. += span_warning("It's on fire!")
if(broken)
. += span_notice("It appears to be broken.")
var/examine_status = examine_status(user)
if(examine_status)
. += examine_status
/obj/structure/proc/examine_status(mob/user) //An overridable proc, mostly for falsewalls.
var/healthpercent = (obj_integrity/max_integrity) * 100
switch(healthpercent)
if(50 to 99)
return "It looks slightly damaged."
if(25 to 50)
return "It appears heavily damaged."
if(0 to 25)
if(!broken)
return span_warning("It's falling apart!")
/obj/structure/rust_heretic_act()
take_damage(500, BRUTE, "melee", 1)
/obj/structure/zap_act(power, zap_flags)
if(zap_flags & ZAP_OBJ_DAMAGE)
take_damage(power/8000, BURN, "energy")
power -= power/2000 //walls take a lot out of ya
. = ..()