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https://github.com/Bubberstation/Bubberstation.git
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Fixes #83575 Kinda my fault, I looked at https://github.com/tgstation/tgstation/pull/83450, thought the railing code was weird and then forgot or something. I've reverted the changes and instead changed the map to not spawn walls on railings, which I probably should've done when I made the area 🆑 fix: Fixes railings being invisible fix: Snow walls dont spawn on railings anymore in icebox /🆑
180 lines
5.3 KiB
Plaintext
180 lines
5.3 KiB
Plaintext
/obj/structure/railing
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name = "railing"
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desc = "Basic railing meant to protect idiots like you from falling."
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icon = 'icons/obj/railings.dmi'
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icon_state = "railing"
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flags_1 = ON_BORDER_1
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obj_flags = CAN_BE_HIT | BLOCKS_CONSTRUCTION_DIR
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density = TRUE
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anchored = TRUE
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pass_flags_self = LETPASSTHROW|PASSSTRUCTURE
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layer = ABOVE_TREE_LAYER
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plane = ABOVE_GAME_PLANE
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/// armor is a little bit less than a grille. max_integrity about half that of a grille.
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armor_type = /datum/armor/structure_railing
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max_integrity = 25
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var/climbable = TRUE
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///item released when deconstructed
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var/item_deconstruct = /obj/item/stack/rods
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/datum/armor/structure_railing
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melee = 35
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bullet = 50
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laser = 50
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energy = 100
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bomb = 10
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/obj/structure/railing/corner //aesthetic corner sharp edges hurt oof ouch
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icon_state = "railing_corner"
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density = FALSE
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climbable = FALSE
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/obj/structure/railing/corner/end //end of a segment of railing without making a loop
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icon_state = "railing_end"
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/obj/structure/railing/corner/end/flip //same as above but flipped around
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icon_state = "railing_end_flip"
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/obj/structure/railing/Initialize(mapload)
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. = ..()
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if(climbable)
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AddElement(/datum/element/climbable)
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if(density && flags_1 & ON_BORDER_1) // blocks normal movement from and to the direction it's facing.
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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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AddElement(/datum/element/connect_loc, loc_connections)
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var/static/list/tool_behaviors = list(
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TOOL_WELDER = list(
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SCREENTIP_CONTEXT_LMB = "Repair",
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),
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TOOL_WRENCH = list(
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SCREENTIP_CONTEXT_LMB = "Anchor/Unanchor",
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),
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TOOL_WIRECUTTER = list(
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SCREENTIP_CONTEXT_LMB = "Deconstruct",
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),
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)
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AddElement(/datum/element/contextual_screentip_tools, tool_behaviors)
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AddComponent(/datum/component/simple_rotation, ROTATION_NEEDS_ROOM)
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/obj/structure/railing/examine(mob/user)
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. = ..()
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if(anchored == TRUE)
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. += span_notice("The railing is <b>bolted</b> to the floor.")
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else
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. += span_notice("The railing is <i>unbolted</i> from the floor and can be deconstructed with <b>wirecutters</b>.")
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/obj/structure/railing/attackby(obj/item/I, mob/living/user, params)
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..()
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add_fingerprint(user)
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if(I.tool_behaviour == TOOL_WELDER && !user.combat_mode)
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if(atom_integrity < max_integrity)
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if(!I.tool_start_check(user, amount=1))
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return
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to_chat(user, span_notice("You begin repairing [src]..."))
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if(I.use_tool(src, user, 40, volume=50))
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atom_integrity = max_integrity
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to_chat(user, span_notice("You repair [src]."))
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else
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to_chat(user, span_warning("[src] is already in good condition!"))
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return
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/obj/structure/railing/wirecutter_act(mob/living/user, obj/item/I)
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. = ..()
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to_chat(user, span_warning("You cut apart the railing."))
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I.play_tool_sound(src, 100)
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deconstruct()
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return TRUE
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/obj/structure/railing/atom_deconstruct(disassembled)
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var/rods_to_make = istype(src,/obj/structure/railing/corner) ? 1 : 2
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var/obj/rod = new item_deconstruct(drop_location(), rods_to_make)
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transfer_fingerprints_to(rod)
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///Implements behaviour that makes it possible to unanchor the railing.
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/obj/structure/railing/wrench_act(mob/living/user, obj/item/I)
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. = ..()
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to_chat(user, span_notice("You begin to [anchored ? "unfasten the railing from":"fasten the railing to"] the floor..."))
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if(I.use_tool(src, user, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_anchored), anchored)))
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set_anchored(!anchored)
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to_chat(user, span_notice("You [anchored ? "fasten the railing to":"unfasten the railing from"] the floor."))
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return TRUE
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/obj/structure/railing/CanPass(atom/movable/mover, border_dir)
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. = ..()
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if(border_dir & dir)
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return . || mover.throwing || (mover.movement_type & MOVETYPES_NOT_TOUCHING_GROUND)
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return TRUE
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/obj/structure/railing/CanAStarPass(to_dir, datum/can_pass_info/pass_info)
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if(!(to_dir & dir))
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return TRUE
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return ..()
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/obj/structure/railing/proc/on_exit(datum/source, atom/movable/leaving, direction)
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SIGNAL_HANDLER
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if(leaving == src)
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return // Let's not block ourselves.
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if(!(direction & dir))
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return
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if (!density)
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return
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if (leaving.throwing)
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return
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if (leaving.movement_type & (PHASING|MOVETYPES_NOT_TOUCHING_GROUND))
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return
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if (leaving.move_force >= MOVE_FORCE_EXTREMELY_STRONG)
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return
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leaving.Bump(src)
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return COMPONENT_ATOM_BLOCK_EXIT
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/obj/structure/railing/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/railing/wooden_fence
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name = "wooden fence"
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desc = "wooden fence meant to keep animals in."
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icon = 'icons/obj/structures.dmi'
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icon_state = "wooden_railing"
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item_deconstruct = /obj/item/stack/sheet/mineral/wood
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layer = ABOVE_MOB_LAYER
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/obj/structure/railing/wooden_fence/Initialize(mapload)
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. = ..()
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RegisterSignal(src, COMSIG_ATOM_DIR_CHANGE, PROC_REF(on_change_layer))
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adjust_dir_layer(dir)
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/obj/structure/railing/wooden_fence/proc/on_change_layer(datum/source, old_dir, new_dir)
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SIGNAL_HANDLER
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adjust_dir_layer(new_dir)
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/obj/structure/railing/wooden_fence/proc/adjust_dir_layer(direction)
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layer = (direction & NORTH) ? MOB_LAYER : initial(layer)
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plane = (direction & NORTH) ? GAME_PLANE : initial(plane)
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/obj/structure/railing/corner/end/wooden_fence
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icon = 'icons/obj/structures.dmi'
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icon_state = "wooden_railing_corner"
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/obj/structure/railing/corner/end/flip/wooden_fence
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icon = 'icons/obj/structures.dmi'
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icon_state = "wooden_railing_corner_flipped"
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