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https://github.com/Bubberstation/Bubberstation.git
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You can now move and talk through statues and mannequins (#81188) ## About The Pull Request I recently played a game where I rotated my skeleton model while rotating my own character at the same time and it being in sync gave me the realization on how cool it would be if the Coroner was able to simply control the skeleton body. I find skeleton displays very funny and I want to see more funny things happen with them, so I thought this would be a good place to start, with the benefits that it also works on mannequins and statues too so they aren't left out. Basically, while it is unanchored, if you have a statue/mannequin grabbed, it will change its direction as you do, and speak the same words you do. Your own messages can only be heard if the person is directly next to you, revealing that it was you talking through it all along. I was originally gonna add this to the simple rotation component but moved off when I decided to add talking through it, I left in the code improvements I made to the component though since it is one of the oldest components and hasn't been touched in a while. Video demonstration (before I added the person also talking, just ignore that missing) https://github.com/tgstation/tgstation/assets/53777086/27242fc3-9649-418d-95cb-b31619319e97 While fixing the Toilet bong's rotation stuff I noticed a lot of it wasn't up to proper code standards so I went over it and fixed issues I had with it. It now doesn't give text saying you found something nasty to species that still likes mice (like flypeople), and fixed its update appearance to match the codebase standard set by the introduction of ``update_appearance`` many years ago. ## Why It's Good For The Game It's a funny small idea I had and got inspired to add, it's a niche mechanic that I think fits the aesthetic I am going for with Coroner and also give a funny interaction with the human-like inanimate objects. ## Changelog 🆑 fix: Species that can eat mice don't get disgusted from seeing one in the toilet bong. add: Grabbing an unwrenched statue/mannequin/skeleton model will now move its direction as you move yours, and you can talk through it. /🆑 Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
953 lines
32 KiB
Plaintext
953 lines
32 KiB
Plaintext
/obj/structure/window
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name = "window"
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desc = "A directional window."
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icon_state = "window"
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density = TRUE
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layer = ABOVE_OBJ_LAYER //Just above doors
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pressure_resistance = 4*ONE_ATMOSPHERE
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anchored = TRUE //initially is 0 for tile smoothing
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flags_1 = ON_BORDER_1
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obj_flags = CAN_BE_HIT | BLOCKS_CONSTRUCTION_DIR | IGNORE_DENSITY
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max_integrity = 50
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can_be_unanchored = TRUE
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resistance_flags = ACID_PROOF
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armor_type = /datum/armor/structure_window
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can_atmos_pass = ATMOS_PASS_PROC
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rad_insulation = RAD_VERY_LIGHT_INSULATION
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pass_flags_self = PASSGLASS
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set_dir_on_move = FALSE
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flags_ricochet = RICOCHET_HARD
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receive_ricochet_chance_mod = 0.5
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var/state = WINDOW_OUT_OF_FRAME
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var/reinf = FALSE
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var/heat_resistance = 800
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var/decon_speed = 30
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var/wtype = "glass"
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var/fulltile = FALSE
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var/glass_type = /obj/item/stack/sheet/glass
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var/glass_amount = 1
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var/real_explosion_block //ignore this, just use explosion_block
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var/break_sound = SFX_SHATTER
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var/knock_sound = 'sound/effects/glassknock.ogg'
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var/bash_sound = 'sound/effects/glassbash.ogg'
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var/hit_sound = 'sound/effects/glasshit.ogg'
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/// If some inconsiderate jerk has had their blood spilled on this window, thus making it cleanable
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var/bloodied = FALSE
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///Datum that the shard and debris type is pulled from for when the glass is broken.
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var/datum/material/glass_material_datum = /datum/material/glass
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/datum/armor/structure_window
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melee = 50
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fire = 80
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acid = 100
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/obj/structure/window/Initialize(mapload, direct)
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AddElement(/datum/element/blocks_explosives)
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. = ..()
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if(direct)
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setDir(direct)
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if(reinf && anchored)
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state = RWINDOW_SECURE
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if(!reinf && anchored)
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state = WINDOW_SCREWED_TO_FRAME
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air_update_turf(TRUE, TRUE)
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if(fulltile)
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setDir()
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obj_flags &= ~BLOCKS_CONSTRUCTION_DIR
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obj_flags &= ~IGNORE_DENSITY
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AddElement(/datum/element/can_barricade)
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//windows only block while reinforced and fulltile
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if(!reinf || !fulltile)
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set_explosion_block(0)
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flags_1 |= ALLOW_DARK_PAINTS_1
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RegisterSignal(src, COMSIG_OBJ_PAINTED, PROC_REF(on_painted))
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AddElement(/datum/element/atmos_sensitive, mapload)
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AddComponent(/datum/component/simple_rotation, ROTATION_NEEDS_ROOM, post_rotation = CALLBACK(src, PROC_REF(post_rotation)))
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var/static/list/loc_connections = list(
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COMSIG_ATOM_EXIT = PROC_REF(on_exit),
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)
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if (flags_1 & ON_BORDER_1)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/structure/window/examine(mob/user)
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. = ..()
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if(obj_flags & NO_DECONSTRUCTION)
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return
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switch(state)
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if(WINDOW_SCREWED_TO_FRAME)
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. += span_notice("The window is <b>screwed</b> to the frame.")
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if(WINDOW_IN_FRAME)
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. += span_notice("The window is <i>unscrewed</i> but <b>pried</b> into the frame.")
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if(WINDOW_OUT_OF_FRAME)
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if (anchored)
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. += span_notice("The window is <b>screwed</b> to the floor.")
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else
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. += span_notice("The window is <i>unscrewed</i> from the floor, and could be deconstructed by <b>wrenching</b>.")
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/obj/structure/window/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
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if(the_rcd.mode == RCD_DECONSTRUCT)
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return list("delay" = 2 SECONDS, "cost" = 5)
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return FALSE
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/obj/structure/window/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, list/rcd_data)
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if(rcd_data["[RCD_DESIGN_MODE]"] == RCD_DECONSTRUCT)
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qdel(src)
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return TRUE
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return FALSE
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/obj/structure/window/narsie_act()
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add_atom_colour(NARSIE_WINDOW_COLOUR, FIXED_COLOUR_PRIORITY)
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/obj/structure/window/singularity_pull(S, current_size)
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..()
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if(anchored && current_size >= STAGE_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_build_direction(loc, moved_window.dir, is_fulltile = moved_window.fulltile)
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if(istype(mover, /obj/structure/windoor_assembly) || istype(mover, /obj/machinery/door/window))
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return valid_build_direction(loc, mover.dir, is_fulltile = FALSE)
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return TRUE
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/obj/structure/window/proc/on_exit(datum/source, atom/movable/leaving, direction)
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SIGNAL_HANDLER
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if(leaving.movement_type & PHASING)
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return
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if(leaving == src)
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return // Let's not block ourselves.
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if (leaving.pass_flags & pass_flags_self)
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return
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if (fulltile)
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return
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if(direction == dir && density)
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leaving.Bump(src)
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return COMPONENT_ATOM_BLOCK_EXIT
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/obj/structure/window/attack_tk(mob/user)
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message(span_notice("Something knocks on [src]."))
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add_fingerprint(user)
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playsound(src, knock_sound, 50, TRUE)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/obj/structure/window/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
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if(!can_be_reached(user))
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return
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. = ..()
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/obj/structure/window/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(!can_be_reached(user))
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return
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user.changeNext_move(CLICK_CD_MELEE)
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if(!user.combat_mode)
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user.visible_message(span_notice("[user] knocks on [src]."), \
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span_notice("You knock on [src]."))
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playsound(src, knock_sound, 50, TRUE)
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else
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user.visible_message(span_warning("[user] bashes [src]!"), \
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span_warning("You bash [src]!"))
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playsound(src, bash_sound, 100, TRUE)
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/obj/structure/window/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/window/attack_generic(mob/user, damage_amount = 0, damage_type = BRUTE, damage_flag = 0, sound_effect = 1) //used by attack_alien, attack_animal
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if(!can_be_reached(user))
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return
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return ..()
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/obj/structure/window/item_interaction(mob/living/user, obj/item/tool, list/modifiers, is_right_clicking)
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if(!can_be_reached(user))
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return ITEM_INTERACT_SKIP_TO_ATTACK // Guess you get to hit it
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add_fingerprint(user)
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return ..()
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/obj/structure/window/welder_act(mob/living/user, obj/item/tool)
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if(atom_integrity >= max_integrity)
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to_chat(user, span_warning("[src] is already in good condition!"))
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return ITEM_INTERACT_SUCCESS
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if(!tool.tool_start_check(user, amount = 0))
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return FALSE
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to_chat(user, span_notice("You begin repairing [src]..."))
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if(tool.use_tool(src, user, 4 SECONDS, volume = 50))
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atom_integrity = max_integrity
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update_nearby_icons()
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to_chat(user, span_notice("You repair [src]."))
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return ITEM_INTERACT_SUCCESS
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/obj/structure/window/screwdriver_act(mob/living/user, obj/item/tool)
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if(obj_flags & NO_DECONSTRUCTION)
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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 ITEM_INTERACT_SUCCESS
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/obj/structure/window/wrench_act(mob/living/user, obj/item/tool)
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if(anchored)
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return FALSE
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if((obj_flags & NO_DECONSTRUCTION) || (reinf && state >= RWINDOW_FRAME_BOLTED))
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return FALSE
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to_chat(user, span_notice("You begin to disassemble [src]..."))
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if(!tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
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return ITEM_INTERACT_SUCCESS
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var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
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if (!QDELETED(G))
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G.add_fingerprint(user)
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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to_chat(user, span_notice("You successfully disassemble [src]."))
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qdel(src)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/window/crowbar_act(mob/living/user, obj/item/tool)
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if(!anchored || (obj_flags & NO_DECONSTRUCTION))
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return FALSE
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switch(state)
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if(WINDOW_IN_FRAME)
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to_chat(user, span_notice("You begin to lever the window out of the frame..."))
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if(tool.use_tool(src, user, 10 SECONDS, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
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state = WINDOW_OUT_OF_FRAME
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to_chat(user, span_notice("You pry the window out of the frame."))
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if(WINDOW_OUT_OF_FRAME)
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to_chat(user, span_notice("You begin to lever the window back into the frame..."))
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if(tool.use_tool(src, user, 5 SECONDS, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
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state = WINDOW_SCREWED_TO_FRAME
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to_chat(user, span_notice("You pry the window back into the frame."))
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else
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return FALSE
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return ITEM_INTERACT_SUCCESS
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/obj/structure/window/attackby(obj/item/I, mob/living/user, params)
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if(!can_be_reached(user))
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return TRUE //skip the afterattack
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add_fingerprint(user)
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return ..()
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/obj/structure/window/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 = "", sound_effect = TRUE, attack_dir, armour_penetration = 0)
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. = ..()
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if(.) //received damage
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update_nearby_icons()
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/obj/structure/window/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(src, hit_sound, 75, TRUE)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
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if(BURN)
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playsound(src, 'sound/items/welder.ogg', 100, TRUE)
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/obj/structure/window/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(!(obj_flags & NO_DECONSTRUCTION))
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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/post_rotation(mob/user, degrees)
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air_update_turf(TRUE, FALSE)
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/obj/structure/window/proc/on_painted(obj/structure/window/source, mob/user, obj/item/toy/crayon/spraycan/spraycan, is_dark_color)
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SIGNAL_HANDLER
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if(!spraycan.actually_paints)
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return
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if (is_dark_color && fulltile) //Opaque directional windows restrict vision even in directions they are not placed in, please don't do this
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set_opacity(255)
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else
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set_opacity(initial(opacity))
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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)
|
|
. = ..()
|
|
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
|
|
if(ratio > 75)
|
|
return
|
|
. += mutable_appearance('icons/obj/structures.dmi', "damage[ratio]", -(layer+0.1))
|
|
|
|
/obj/structure/window/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
|
|
return exposed_temperature > T0C + heat_resistance
|
|
|
|
/obj/structure/window/atmos_expose(datum/gas_mixture/air, exposed_temperature)
|
|
take_damage(round(air.return_volume() / 100), BURN, 0, 0)
|
|
|
|
/obj/structure/window/get_dumping_location()
|
|
return null
|
|
|
|
/obj/structure/window/CanAStarPass(to_dir, datum/can_pass_info/pass_info)
|
|
if(!density)
|
|
return TRUE
|
|
if(fulltile || (dir == to_dir))
|
|
return FALSE
|
|
|
|
return TRUE
|
|
|
|
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 = 50
|
|
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)
|
|
if(obj_flags & NO_DECONSTRUCTION)
|
|
return ..()
|
|
|
|
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((obj_flags & NO_DECONSTRUCTION) || (state != WINDOW_OUT_OF_FRAME))
|
|
return FALSE
|
|
to_chat(user, span_notice("You begin to lever the window back into the frame..."))
|
|
if(tool.use_tool(src, user, 10 SECONDS, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
|
|
state = RWINDOW_SECURE
|
|
to_chat(user, span_notice("You pry the window back into the frame."))
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
/obj/structure/window/proc/cool_bolts()
|
|
if(state == RWINDOW_BOLTS_HEATED)
|
|
state = RWINDOW_SECURE
|
|
visible_message(span_notice("The bolts on \the [src] look like they've cooled off..."))
|
|
|
|
/obj/structure/window/reinforced/examine(mob/user)
|
|
. = ..()
|
|
if(obj_flags & NO_DECONSTRUCTION)
|
|
return
|
|
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 OVERRIDDEN IN SKYRAT AESTHETICS - SEE MODULE
|
|
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 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
|
|
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 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
|
|
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 OVERRIDDEN 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
|
|
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 OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
|
|
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"
|
|
obj_flags = parent_type::obj_flags | NO_DECONSTRUCTION
|
|
flags_1 = PREVENT_CLICK_UNDER_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/structure_variations.dmi',icon_state = "paper-torn", layer = ABOVE_OBJ_LAYER - 0.1)
|
|
var/static/mutable_appearance/paper = mutable_appearance('icons/obj/smooth_structures/structure_variations.dmi',icon_state = "paper-whole", layer = ABOVE_OBJ_LAYER - 0.1)
|
|
|
|
/obj/structure/window/paperframe/Initialize(mapload)
|
|
. = ..()
|
|
update_appearance()
|
|
|
|
/obj/structure/window/paperframe/examine(mob/user)
|
|
. = ..()
|
|
if(atom_integrity < max_integrity)
|
|
. += span_info("It looks a bit damaged, you may be able to fix it with some <b>paper</b>.")
|
|
|
|
/obj/structure/window/paperframe/spawn_debris(location)
|
|
. = list(new /obj/item/stack/sheet/mineral/wood(location))
|
|
for (var/i in 1 to rand(1,4))
|
|
. += new /obj/item/paper/natural(location)
|
|
|
|
/obj/structure/window/paperframe/attack_hand(mob/living/user, list/modifiers)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
if(user.combat_mode)
|
|
take_damage(4, BRUTE, MELEE, 0)
|
|
if(!QDELETED(src))
|
|
update_appearance()
|
|
|
|
/obj/structure/window/paperframe/update_appearance(updates)
|
|
. = ..()
|
|
set_opacity(atom_integrity >= max_integrity)
|
|
|
|
/obj/structure/window/paperframe/update_icon(updates=ALL)
|
|
. = ..()
|
|
if((updates & UPDATE_SMOOTHING) && (smoothing_flags & (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/structure_variations.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 = 'icons/obj/smooth_structures/clockwork_window.dmi'
|
|
icon_state = "clockwork_window-0"
|
|
base_icon_state = "clockwork_window"
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE_BRONZE + SMOOTH_GROUP_WINDOW_FULLTILE
|
|
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE_BRONZE
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
obj_flags = CAN_BE_HIT
|
|
max_integrity = 50
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/bronze/fulltile/unanchored
|
|
anchored = FALSE
|