mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-08 13:52:45 +01:00
4b4e9dff1d
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
945 lines
34 KiB
Plaintext
945 lines
34 KiB
Plaintext
/obj/structure/window
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name = "window"
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desc = "A directional window."
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icon = 'icons/obj/smooth_structures/windows/normal_thindow.dmi'
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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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can_be_unanchored = TRUE
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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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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 | PASSWINDOW
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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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canSmoothWith = SMOOTH_GROUP_THINDOWS
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smoothing_groups = SMOOTH_GROUP_THINDOWS
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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/shard_type = /obj/item/shard
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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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/// Whether or not we're disappearing but dramatically
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var/dramatically_disappearing = FALSE
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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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if(!fulltile)
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blocks_emissive = EMISSIVE_BLOCK_NONE
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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(direct)
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obj_flags &= ~BLOCKS_CONSTRUCTION_DIR
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obj_flags &= ~IGNORE_DENSITY
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update_icon_state()
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AddElement(/datum/element/can_barricade)
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AddComponent(/datum/component/window_smoothing)
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else
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smoothing_flags = SMOOTH_BITMASK|SMOOTH_BORDER_OBJECT|SMOOTH_OBJ
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setDir(dir)
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AddElement(/datum/element/render_over_keep_hitbox, BELOW_OBJ_LAYER, /* use_position_layering = */ TRUE)
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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/setDir(newdir)
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. = ..()
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if(fulltile)
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return
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// Needed because render targets seem to shift larger then 32x32 icons down constantly. No idea why
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pixel_y = 0
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pixel_z = 16
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if(smoothing_flags & SMOOTH_BORDER_OBJECT)
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QUEUE_SMOOTH_NEIGHBORS(src)
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QUEUE_SMOOTH(src)
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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/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
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. = ..()
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if(fulltile)
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update_icon_state()
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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_TWO)
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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/tool_act(mob/living/user, obj/item/tool, list/modifiers)
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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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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)
|
|
if(anchored)
|
|
return FALSE
|
|
if(reinf && state >= RWINDOW_FRAME_BOLTED)
|
|
return FALSE
|
|
|
|
to_chat(user, span_notice("You begin to disassemble [src]..."))
|
|
if(!tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
|
|
return ITEM_INTERACT_SUCCESS
|
|
var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
|
|
if (!QDELETED(G))
|
|
G.add_fingerprint(user)
|
|
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
|
|
to_chat(user, span_notice("You successfully disassemble [src]."))
|
|
qdel(src)
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
/obj/structure/window/crowbar_act(mob/living/user, obj/item/tool)
|
|
if(!anchored)
|
|
return FALSE
|
|
|
|
switch(state)
|
|
if(WINDOW_IN_FRAME)
|
|
to_chat(user, span_notice("You begin to lever the window out of 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 = WINDOW_OUT_OF_FRAME
|
|
to_chat(user, span_notice("You pry the window out of the frame."))
|
|
set_anchored(FALSE)
|
|
if(WINDOW_OUT_OF_FRAME)
|
|
to_chat(user, span_notice("You begin to lever the window back into the frame..."))
|
|
if(tool.use_tool(src, user, 5 SECONDS, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
|
|
state = WINDOW_SCREWED_TO_FRAME
|
|
to_chat(user, span_notice("You pry the window back into the frame."))
|
|
else
|
|
return FALSE
|
|
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
/obj/structure/window/attackby(obj/item/I, mob/living/user, params)
|
|
if(!can_be_reached(user))
|
|
return TRUE //skip the afterattack
|
|
|
|
add_fingerprint(user)
|
|
return ..()
|
|
|
|
|
|
/obj/structure/window/set_anchored(anchorvalue)
|
|
. = ..()
|
|
air_update_turf(TRUE, anchorvalue)
|
|
update_nearby_icons()
|
|
|
|
/obj/structure/window/proc/check_state(checked_state)
|
|
if(state == checked_state)
|
|
return TRUE
|
|
|
|
/obj/structure/window/proc/check_anchored(checked_anchored)
|
|
if(anchored == checked_anchored)
|
|
return TRUE
|
|
|
|
/obj/structure/window/proc/check_state_and_anchored(checked_state, checked_anchored)
|
|
return check_state(checked_state) && check_anchored(checked_anchored)
|
|
|
|
|
|
/obj/structure/window/proc/can_be_reached(mob/user)
|
|
if(fulltile)
|
|
return TRUE
|
|
var/checking_dir = get_dir(user, src)
|
|
if(!(checking_dir & dir))
|
|
return TRUE // Only windows on the other side may be blocked by other things.
|
|
checking_dir = REVERSE_DIR(checking_dir)
|
|
for(var/obj/blocker in loc)
|
|
if(!blocker.CanPass(user, checking_dir))
|
|
return FALSE
|
|
return TRUE
|
|
|
|
|
|
/obj/structure/window/take_damage(damage_amount, damage_type = BRUTE, damage_flag = "", sound_effect = TRUE, attack_dir, armour_penetration = 0)
|
|
. = ..()
|
|
if(.) //received damage
|
|
update_nearby_icons()
|
|
|
|
/obj/structure/window/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
|
|
switch(damage_type)
|
|
if(BRUTE)
|
|
if(damage_amount)
|
|
playsound(src, hit_sound, 75, TRUE)
|
|
else
|
|
playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
|
|
if(BURN)
|
|
playsound(src, 'sound/items/welder.ogg', 100, TRUE)
|
|
|
|
|
|
/obj/structure/window/atom_deconstruct(disassembled = TRUE)
|
|
if(!disassembled)
|
|
playsound(src, break_sound, 70, TRUE)
|
|
for(var/obj/item/shard/debris in spawn_debris(drop_location()))
|
|
transfer_fingerprints_to(debris) // transfer fingerprints to shards only
|
|
update_nearby_icons()
|
|
|
|
///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.
|
|
/obj/structure/window/proc/spawn_debris(location)
|
|
var/datum/material/glass_material_ref = GET_MATERIAL_REF(glass_material_datum)
|
|
var/obj/item/shard_type = glass_material_ref.shard_type
|
|
var/obj/effect/decal/debris_type = glass_material_ref.debris_type
|
|
var/list/dropped_debris = list()
|
|
if(!isnull(shard_type))
|
|
dropped_debris += new shard_type(location)
|
|
if (fulltile)
|
|
dropped_debris += new shard_type(location)
|
|
if(!isnull(debris_type))
|
|
dropped_debris += new debris_type(location)
|
|
if (reinf)
|
|
dropped_debris += new /obj/item/stack/rods(location, (fulltile ? 2 : 1))
|
|
return dropped_debris
|
|
|
|
/obj/structure/window/proc/post_rotation(mob/user, degrees)
|
|
air_update_turf(TRUE, FALSE)
|
|
|
|
/obj/structure/window/proc/on_painted(obj/structure/window/source, mob/user, obj/item/toy/crayon/spraycan/spraycan, is_dark_color)
|
|
SIGNAL_HANDLER
|
|
if(!spraycan.actually_paints)
|
|
return
|
|
if (is_dark_color && fulltile) //Opaque directional windows restrict vision even in directions they are not placed in, please don't do this
|
|
set_opacity(255)
|
|
else
|
|
set_opacity(initial(opacity))
|
|
|
|
|
|
|
|
/obj/structure/window/wash(clean_types)
|
|
. = ..()
|
|
if(!(clean_types & CLEAN_SCRUB))
|
|
return
|
|
set_opacity(initial(opacity))
|
|
remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
|
|
for(var/atom/movable/cleanables as anything in src)
|
|
if(cleanables == src)
|
|
continue
|
|
if(!cleanables.wash(clean_types))
|
|
continue
|
|
vis_contents -= cleanables
|
|
bloodied = FALSE
|
|
|
|
/obj/structure/window/Destroy()
|
|
set_density(FALSE)
|
|
air_update_turf(TRUE, FALSE)
|
|
update_nearby_icons()
|
|
return ..()
|
|
|
|
/obj/structure/window/Move()
|
|
var/turf/T = loc
|
|
. = ..()
|
|
if(anchored)
|
|
move_update_air(T)
|
|
|
|
/obj/structure/window/can_atmos_pass(turf/T, vertical = FALSE)
|
|
if(!anchored || !density)
|
|
return TRUE
|
|
return !(fulltile || dir == get_dir(loc, T))
|
|
|
|
//This proc is used to update the icons of nearby windows.
|
|
/obj/structure/window/proc/update_nearby_icons()
|
|
update_appearance()
|
|
if(smoothing_flags & USES_SMOOTHING)
|
|
QUEUE_SMOOTH_NEIGHBORS(src)
|
|
|
|
/obj/structure/window/update_icon_state()
|
|
. = ..()
|
|
if(fulltile)
|
|
if(locate(/obj/structure/window_frame) in loc)
|
|
pixel_y = WINDOW_ON_FRAME_Y_OFFSET
|
|
else
|
|
pixel_y = WINDOW_OFF_FRAME_Y_OFFSET
|
|
else
|
|
switch(dir)
|
|
if(NORTH)
|
|
icon_state = "body-t"
|
|
if(SOUTH)
|
|
icon_state = "body-b"
|
|
if(EAST)
|
|
icon_state = "body-r"
|
|
if(WEST)
|
|
icon_state = "body-l"
|
|
|
|
//merges adjacent windows, handle cracking for fulltiles
|
|
/obj/structure/window/update_overlays(updates=ALL)
|
|
. = ..()
|
|
if(QDELETED(src))
|
|
return
|
|
|
|
if((updates & UPDATE_SMOOTHING) && (smoothing_flags & USES_SMOOTHING))
|
|
QUEUE_SMOOTH(src)
|
|
|
|
if(fulltile)
|
|
var/ratio = atom_integrity / max_integrity
|
|
ratio = CEILING(ratio*4, 1)
|
|
var/broken_icon = null
|
|
switch(ratio)
|
|
if(3)
|
|
broken_icon = 'icons/obj/smooth_structures/windows/window_broken_light.dmi'
|
|
if(2)
|
|
broken_icon = 'icons/obj/smooth_structures/windows/window_broken_medium.dmi'
|
|
if(1)
|
|
broken_icon = 'icons/obj/smooth_structures/windows/window_broken_heavy.dmi'
|
|
|
|
if(broken_icon)
|
|
. += mutable_appearance(broken_icon, "[smoothing_junction]", -(layer+0.1))
|
|
return .
|
|
|
|
var/list/states_to_apply = list()
|
|
var/handled_junctions = NONE
|
|
if(smoothing_junction & NORTHEAST_JUNCTION && smoothing_junction & SOUTHEAST_JUNCTION && smoothing_junction & EAST_JUNCTION)
|
|
handled_junctions |= NORTHEAST_JUNCTION | SOUTHEAST_JUNCTION | EAST_JUNCTION
|
|
switch(dir)
|
|
if(NORTH)
|
|
states_to_apply += "quad-tr"
|
|
if(SOUTH)
|
|
states_to_apply += "quad-br"
|
|
if(smoothing_junction & NORTHWEST_JUNCTION && smoothing_junction & SOUTHWEST_JUNCTION && smoothing_junction & WEST_JUNCTION)
|
|
handled_junctions |= NORTHWEST_JUNCTION | SOUTHWEST_JUNCTION | WEST_JUNCTION
|
|
switch(dir)
|
|
if(NORTH)
|
|
states_to_apply += "quad-tl"
|
|
if(SOUTH)
|
|
states_to_apply += "quad-bl"
|
|
if(smoothing_junction & SOUTHWEST_JUNCTION && smoothing_junction & SOUTHEAST_JUNCTION && smoothing_junction & SOUTH_JUNCTION)
|
|
handled_junctions |= SOUTHWEST_JUNCTION | SOUTHEAST_JUNCTION | SOUTH_JUNCTION
|
|
if(smoothing_junction & NORTHWEST_JUNCTION && smoothing_junction & NORTHEAST_JUNCTION && smoothing_junction & NORTH_JUNCTION)
|
|
handled_junctions |= NORTHWEST_JUNCTION | NORTHEAST_JUNCTION | NORTH_JUNCTION
|
|
|
|
if(smoothing_junction & NORTHWEST_JUNCTION && smoothing_junction & WEST_JUNCTION && !(handled_junctions & (NORTHWEST_JUNCTION|WEST_JUNCTION)))
|
|
switch(dir)
|
|
if(SOUTH)
|
|
handled_junctions |= NORTHWEST_JUNCTION | WEST_JUNCTION
|
|
states_to_apply += "up-triple-bl"
|
|
if(smoothing_junction & NORTHEAST_JUNCTION && smoothing_junction & EAST_JUNCTION && !(handled_junctions & (NORTHEAST_JUNCTION|EAST_JUNCTION)))
|
|
switch(dir)
|
|
if(SOUTH)
|
|
handled_junctions |= NORTHEAST_JUNCTION | EAST_JUNCTION
|
|
states_to_apply += "up-triple-br"
|
|
if(smoothing_junction & SOUTHWEST_JUNCTION && smoothing_junction & WEST_JUNCTION && !(handled_junctions & (SOUTHWEST_JUNCTION|WEST_JUNCTION)))
|
|
switch(dir)
|
|
if(NORTH)
|
|
handled_junctions |= SOUTHWEST_JUNCTION | WEST_JUNCTION
|
|
states_to_apply += "down-triple-tl"
|
|
if(smoothing_junction & SOUTHEAST_JUNCTION && smoothing_junction & EAST_JUNCTION && !(handled_junctions & (SOUTHEAST_JUNCTION|EAST_JUNCTION)))
|
|
switch(dir)
|
|
if(NORTH)
|
|
handled_junctions |= SOUTHEAST_JUNCTION | EAST_JUNCTION
|
|
states_to_apply += "down-triple-tr"
|
|
|
|
if(smoothing_junction & SOUTHEAST_JUNCTION && smoothing_junction & SOUTH_JUNCTION && !(handled_junctions & (SOUTHEAST_JUNCTION|SOUTH_JUNCTION)))
|
|
switch(dir)
|
|
if(WEST)
|
|
handled_junctions |= SOUTHEAST_JUNCTION | SOUTH_JUNCTION | EAST_JUNCTION
|
|
states_to_apply += "right-triple-bl"
|
|
if(smoothing_junction & SOUTHWEST_JUNCTION && smoothing_junction & SOUTH_JUNCTION && !(handled_junctions & (SOUTHWEST_JUNCTION|SOUTH_JUNCTION)))
|
|
switch(dir)
|
|
if(EAST)
|
|
handled_junctions |= SOUTHWEST_JUNCTION | SOUTH_JUNCTION | WEST_JUNCTION
|
|
states_to_apply += "left-triple-br"
|
|
|
|
if(smoothing_junction & NORTHEAST_JUNCTION && smoothing_junction & NORTH_JUNCTION && !(handled_junctions & (NORTHEAST_JUNCTION|NORTH_JUNCTION)))
|
|
switch(dir)
|
|
if(WEST)
|
|
handled_junctions |= NORTHEAST_JUNCTION | NORTH_JUNCTION | EAST_JUNCTION
|
|
states_to_apply += "right-triple-tl"
|
|
if(smoothing_junction & NORTHWEST_JUNCTION && smoothing_junction & NORTH_JUNCTION && !(handled_junctions & (NORTHWEST_JUNCTION|NORTH_JUNCTION)))
|
|
switch(dir)
|
|
if(EAST)
|
|
handled_junctions |= NORTHWEST_JUNCTION | NORTH_JUNCTION | WEST_JUNCTION
|
|
states_to_apply += "left-triple-tr"
|
|
|
|
// These cases exist JUST to eat diagonal smooths for NORTH/SOUTH windows
|
|
if(smoothing_junction & SOUTHWEST_JUNCTION && smoothing_junction & NORTHWEST_JUNCTION)
|
|
switch(dir)
|
|
if(NORTH, SOUTH)
|
|
handled_junctions |= SOUTHWEST_JUNCTION | NORTHWEST_JUNCTION | WEST_JUNCTION | NORTH_JUNCTION | SOUTH_JUNCTION
|
|
if(smoothing_junction & SOUTHEAST_JUNCTION && smoothing_junction & NORTHEAST_JUNCTION)
|
|
switch(dir)
|
|
if(NORTH, SOUTH)
|
|
handled_junctions |= SOUTHEAST_JUNCTION | NORTHEAST_JUNCTION | EAST_JUNCTION | NORTH_JUNCTION | SOUTH_JUNCTION
|
|
|
|
// filter out everything on the tile opposing us
|
|
handled_junctions |= dir_to_all_junctions(dir)
|
|
|
|
if(smoothing_junction & NORTHWEST_JUNCTION && !(handled_junctions & NORTHWEST_JUNCTION))
|
|
handled_junctions |= NORTH_JUNCTION | WEST_JUNCTION
|
|
// Only gonna define dirs that allow a body to exist sanely
|
|
// So South is acceptable
|
|
// Also want to avoid double application
|
|
// hhhh
|
|
switch(dir)
|
|
if(SOUTH)
|
|
states_to_apply += "up-right-corner-bl"
|
|
if(smoothing_junction & NORTHEAST_JUNCTION && !(handled_junctions & NORTHEAST_JUNCTION))
|
|
handled_junctions |= NORTH_JUNCTION | EAST_JUNCTION
|
|
switch(dir)
|
|
if(SOUTH)
|
|
states_to_apply += "up-left-corner-br"
|
|
if(smoothing_junction & SOUTHWEST_JUNCTION && !(handled_junctions & SOUTHWEST_JUNCTION))
|
|
handled_junctions |= SOUTH_JUNCTION | WEST_JUNCTION
|
|
switch(dir)
|
|
if(NORTH)
|
|
states_to_apply += "down-right-corner-tl"
|
|
if(smoothing_junction & SOUTHEAST_JUNCTION && !(handled_junctions & SOUTHEAST_JUNCTION))
|
|
handled_junctions |= SOUTH_JUNCTION | EAST_JUNCTION
|
|
switch(dir)
|
|
if(NORTH)
|
|
states_to_apply += "down-left-corner-tr"
|
|
|
|
if(!(handled_junctions & WEST_JUNCTION))
|
|
if(smoothing_junction & WEST_JUNCTION)
|
|
switch(dir)
|
|
if(NORTH)
|
|
states_to_apply += "horizontal-cont-tl"
|
|
if(SOUTH)
|
|
states_to_apply += "horizontal-cont-bl"
|
|
else
|
|
switch(dir)
|
|
if(NORTH)
|
|
states_to_apply += "horizontal-edge-tl"
|
|
if(SOUTH)
|
|
states_to_apply += "horizontal-edge-bl"
|
|
|
|
if(!(handled_junctions & EAST_JUNCTION))
|
|
if(smoothing_junction & EAST_JUNCTION)
|
|
switch(dir)
|
|
if(NORTH)
|
|
states_to_apply += "horizontal-cont-tr"
|
|
if(SOUTH)
|
|
states_to_apply += "horizontal-cont-br"
|
|
else
|
|
switch(dir)
|
|
if(NORTH)
|
|
states_to_apply += "horizontal-edge-tr"
|
|
if(SOUTH)
|
|
states_to_apply += "horizontal-edge-br"
|
|
|
|
if(!(handled_junctions & SOUTH_JUNCTION))
|
|
if(smoothing_junction & SOUTH_JUNCTION)
|
|
switch(dir)
|
|
if(EAST)
|
|
states_to_apply += "vertical-cont-br"
|
|
if(WEST)
|
|
states_to_apply += "vertical-cont-bl"
|
|
else
|
|
switch(dir)
|
|
if(EAST)
|
|
states_to_apply += "vertical-edge-br"
|
|
if(WEST)
|
|
states_to_apply += "vertical-edge-bl"
|
|
|
|
if(!(handled_junctions & NORTH_JUNCTION))
|
|
if(smoothing_junction & NORTH_JUNCTION)
|
|
switch(dir)
|
|
if(EAST)
|
|
states_to_apply += "vertical-cont-tr"
|
|
if(WEST)
|
|
states_to_apply += "vertical-cont-tl"
|
|
else
|
|
switch(dir)
|
|
if(EAST)
|
|
states_to_apply += "vertical-edge-tr"
|
|
if(WEST)
|
|
states_to_apply += "vertical-edge-tl"
|
|
|
|
for(var/window_state in states_to_apply)
|
|
. += mutable_appearance(icon, window_state)
|
|
|
|
// We can't use typical emissive blocking because of the pixel offset, remove when that's fixed please
|
|
var/list/states_to_block = states_to_apply + icon_state
|
|
for(var/blocked_state in states_to_block)
|
|
// Cancels out the pixel offset we apply to the parent
|
|
// (Which is needed because render_target is bugged)
|
|
var/mutable_appearance/blocker = emissive_blocker(icon, blocked_state, offset_spokesman = src)
|
|
blocker.pixel_z = -pixel_z
|
|
. += blocker
|
|
|
|
/obj/structure/window/set_smoothed_icon_state(new_junction)
|
|
if(fulltile)
|
|
return ..()
|
|
smoothing_junction = new_junction
|
|
|
|
/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_EMPTY(/obj/structure/window/spawner)
|
|
|
|
/obj/structure/window/proc/temporary_shatter(time_to_go = 1 SECONDS, time_to_return = 4 SECONDS, take_grill = TRUE)
|
|
if(dramatically_disappearing)
|
|
return
|
|
|
|
// do a cute breaking animation
|
|
var/static/time_interval = 2 DECISECONDS //per how many steps should we do damage?
|
|
for(var/damage_step in 1 to (floor(time_to_go / time_interval) - 1)) //10 ds / 2 ds = 5 damage steps, minus 1 so we dont actually break it
|
|
// slowly drain our total health for the illusion of shattering
|
|
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, take_damage), floor(atom_integrity / (time_to_go / time_interval))), time_interval * damage_step)
|
|
|
|
//dissapear in 1 second
|
|
dramatically_disappearing = TRUE
|
|
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), loc, break_sound, 70, TRUE), time_to_go) //SHATTER SOUND
|
|
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/movable, moveToNullspace)), time_to_go) //woosh
|
|
|
|
// come back in 1 + 4 seconds
|
|
addtimer(VARSET_CALLBACK(src, atom_integrity, atom_integrity), time_to_go + time_to_return) //set the health back (icon is updated on move)
|
|
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/movable, forceMove), loc), time_to_go + time_to_return) //we back boys
|
|
addtimer(VARSET_CALLBACK(src, dramatically_disappearing, FALSE), time_to_go + time_to_return) //also set the var back
|
|
|
|
var/obj/structure/window_frame/frame = take_grill ? (locate(/obj/structure/window_frame) in loc) : null
|
|
if(frame)
|
|
frame.temporary_shatter(time_to_go, time_to_return)
|
|
|
|
/obj/structure/window/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
|
|
. = ..()
|
|
|
|
if(loc)
|
|
update_nearby_icons()
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/spawner, 0)
|
|
|
|
/obj/structure/window/unanchored
|
|
anchored = FALSE
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/unanchored/spawner)
|
|
|
|
/obj/structure/window/half
|
|
can_atmos_pass = ATMOS_PASS_YES
|
|
icon = 'icons/obj/smooth_structures/windows/half_thindow.dmi'
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/half)
|
|
|
|
/obj/structure/window/half/unanchored
|
|
anchored = FALSE
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/half/unanchored)
|
|
|
|
/obj/structure/window/reinforced
|
|
name = "reinforced window"
|
|
desc = "A window that is reinforced with metal rods."
|
|
icon = 'icons/obj/smooth_structures/windows/reinforced_thindow.dmi'
|
|
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 = 80
|
|
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)
|
|
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(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)
|
|
. = ..()
|
|
|
|
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_EMPTY(/obj/structure/window/reinforced/spawner)
|
|
|
|
/obj/structure/window/reinforced/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/reinforced/unanchored/spawner)
|
|
|
|
/obj/structure/window/reinforced/half
|
|
can_atmos_pass = ATMOS_PASS_YES
|
|
icon = 'icons/obj/smooth_structures/windows/reinforced_half_thindow.dmi'
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/reinforced/half)
|
|
|
|
/obj/structure/window/reinforced/half/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/reinforced/half/unanchored)
|
|
|
|
// You can't rust glass! So only reinforced glass can be impacted.
|
|
/obj/structure/window/reinforced/rust_heretic_act()
|
|
add_atom_colour(COLOR_RUSTED_GLASS, FIXED_COLOUR_PRIORITY)
|
|
AddElement(/datum/element/rust)
|
|
set_armor(/datum/armor/none)
|
|
take_damage(get_integrity() * 0.5)
|
|
modify_max_integrity(max_integrity * 0.5)
|
|
|
|
/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 = 'icons/obj/smooth_structures/windows/plasma_thindow.dmi'
|
|
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_EMPTY(/obj/structure/window/plasma/spawner)
|
|
|
|
/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 = 'icons/obj/smooth_structures/windows/plasma_reinforced_thindow.dmi'
|
|
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_EMPTY(/obj/structure/window/reinforced/plasma/spawner)
|
|
|
|
/obj/structure/window/reinforced/plasma/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/reinforced/tinted
|
|
name = "tinted window"
|
|
icon = 'icons/obj/smooth_structures/windows/tinted_thindow.dmi'
|
|
|
|
/obj/structure/window/reinforced/tinted/Initialize(mapload, direct)
|
|
. = ..()
|
|
if(fulltile)
|
|
set_opacity(TRUE)
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/reinforced/tinted/spawner)
|
|
|
|
/obj/structure/window/reinforced/tinted/frosted
|
|
name = "frosted window"
|
|
icon = 'icons/obj/smooth_structures/windows/frosted_thindow.dmi'
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS_EMPTY(/obj/structure/window/reinforced/tinted/frosted/spawner)
|