Files
Bubberstation/code/game/objects/structures/false_walls.dm
phil235 081bae6740 Fixes broken ui action button for toggling chef apron's sleeves and owl's wings.
Fixes surviving suicide
Fixes suicide damage overlays.
Fixes ninja regen "clothes warm" spam message. (moving rad armor check outside of apply_effect)
Fixes ninja smoke bomb count.
Fixes dead shaved corgi
Fixes lipozine still being in code.
Fixes flattening boxes requiring them to have their window opened.
Fixes armor softening message from disarm attack.
Fixes player being forced to play spiders without choosing.
2015-04-14 13:54:36 +02:00

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/*
* False Walls
*/
/obj/structure/falsewall
name = "wall"
desc = "A huge chunk of metal used to seperate rooms."
anchored = 1
icon = 'icons/turf/walls.dmi'
var/mineral = "metal"
var/walltype = "metal"
var/opening = 0
density = 1
opacity = 1
/obj/structure/falsewall/New()
relativewall_neighbours()
..()
/obj/structure/falsewall/Destroy()
var/temploc = loc
loc = null
for(var/turf/simulated/wall/W in range(temploc,1))
W.relativewall()
for(var/obj/structure/falsewall/W in range(temploc,1))
W.relativewall()
..()
/obj/structure/falsewall/relativewall()
if(!density)
icon_state = "[walltype]fwall_open"
return
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
for(var/turf/simulated/wall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(walltype == W.walltype)//Only 'like' walls connect -Sieve
junction |= get_dir(src,W)
for(var/obj/structure/falsewall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(walltype == W.walltype)
junction |= get_dir(src,W)
icon_state = "[walltype][junction]"
return
/obj/structure/falsewall/attack_hand(mob/user)
if(opening)
return
opening = 1
if(density)
do_the_flick()
sleep(4)
density = 0
SetOpacity(0)
update_icon(0)
else
var/srcturf = get_turf(src)
for(var/mob/living/obstacle in srcturf) //Stop people from using this as a shield
opening = 0
return
do_the_flick()
density = 1
sleep(4)
SetOpacity(1)
update_icon()
opening = 0
/obj/structure/falsewall/proc/do_the_flick()
if(density)
flick("[walltype]fwall_opening", src)
else
flick("[walltype]fwall_closing", src)
/obj/structure/falsewall/update_icon(relativewall = 1)//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
if(density)
icon_state = "[walltype]0"
if(relativewall)
relativewall()
else
icon_state = "[walltype]fwall_open"
/obj/structure/falsewall/proc/ChangeToWall(delete = 1)
var/turf/T = get_turf(src)
if(!walltype || walltype == "metal")
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[walltype]"))
if(delete)
qdel(src)
return T
/obj/structure/falsewall/attackby(obj/item/weapon/W, mob/user, params)
if(opening)
user << "<span class='warning'>You must wait until the door has stopped moving.</span>"
return
if(density)
var/turf/T = get_turf(src)
if(T.density)
user << "<span class='warning'>[src] is blocked!</span>"
return
if(istype(W, /obj/item/weapon/screwdriver))
if (!istype(T, /turf/simulated/floor))
user << "<span class='warning'>[src] bolts must be tightened on the floor!</span>"
return
user.visible_message("<span class='notice'>[user] tightens some bolts on the wall.</span>", "<span class='warning'>You tighten the bolts on the wall.</span>")
ChangeToWall()
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0,user))
dismantle(user)
else
user << "<span class='warning'>You can't reach, close it first!</span>"
if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
dismantle(user)
if(istype(W, /obj/item/weapon/pickaxe/drill/jackhammer))
var/obj/item/weapon/pickaxe/drill/jackhammer/D = W
if(!D.bcell.use(300))
user << "<span class='notice'>Your [D.name] doesn't have enough power to break through the [name].</span>"
return
D.update_icon()
D.playDigSound()
dismantle(user)
/obj/structure/falsewall/proc/dismantle(mob/user)
user.visible_message("<span class='notice'>[user] dismantles the false wall.</span>", "<span class='warning'>You dismantle the false wall.</span>")
new /obj/structure/girder/displaced(loc)
if(mineral == "metal")
if(istype(src, /obj/structure/falsewall/reinforced))
new /obj/item/stack/sheet/plasteel(loc)
new /obj/item/stack/sheet/plasteel(loc)
else
new /obj/item/stack/sheet/metal(loc)
new /obj/item/stack/sheet/metal(loc)
else
var/P = text2path("/obj/item/stack/sheet/mineral/[mineral]")
new P(loc)
new P(loc)
playsound(src, 'sound/items/Welder.ogg', 100, 1)
qdel(src)
/*
* False R-Walls
*/
/obj/structure/falsewall/reinforced
name = "reinforced wall"
desc = "A huge chunk of reinforced metal used to seperate rooms."
icon_state = "r_wall"
/obj/structure/falsewall/reinforced/ChangeToWall(delete = 1)
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall/r_wall)
if(delete)
qdel(src)
return T
/obj/structure/falsewall/reinforced/do_the_flick()
if(density)
flick("frwall_opening", src)
else
flick("frwall_closing", src)
/obj/structure/falsewall/reinforced/update_icon(relativewall = 1)
if(density)
icon_state = "rwall0"
src.relativewall()
else
icon_state = "frwall_open"
/obj/structure/falsewall/reinforced/relativewall()
if(!density)
icon_state = "frwall_open"
return
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
for(var/turf/simulated/wall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.walltype == W.walltype)//Only 'like' walls connect -Sieve
junction |= get_dir(src,W)
for(var/obj/structure/falsewall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.walltype == W.walltype)
junction |= get_dir(src,W)
icon_state = "rwall[junction]"
return
/*
* Uranium Falsewalls
*/
/obj/structure/falsewall/uranium
name = "uranium wall"
desc = "A wall with uranium plating. This is probably a bad idea."
icon_state = ""
mineral = "uranium"
walltype = "uranium"
var/active = null
var/last_event = 0
/obj/structure/falsewall/uranium/attackby(obj/item/weapon/W, mob/user, params)
radiate()
..()
/obj/structure/falsewall/uranium/attack_hand(mob/user)
radiate()
..()
/obj/structure/falsewall/uranium/proc/radiate()
if(!active)
if(world.time > last_event+15)
active = 1
for(var/mob/living/L in range(3,src))
L.irradiate(12)
for(var/turf/simulated/wall/mineral/uranium/T in range(3,src))
T.radiate()
last_event = world.time
active = null
return
return
/*
* Other misc falsewall types
*/
/obj/structure/falsewall/gold
name = "gold wall"
desc = "A wall with gold plating. Swag!"
icon_state = ""
mineral = "gold"
walltype = "gold"
/obj/structure/falsewall/silver
name = "silver wall"
desc = "A wall with silver plating. Shiny."
icon_state = ""
mineral = "silver"
walltype = "silver"
/obj/structure/falsewall/diamond
name = "diamond wall"
desc = "A wall with diamond plating. You monster."
icon_state = ""
mineral = "diamond"
walltype = "diamond"
/obj/structure/falsewall/plasma
name = "plasma wall"
desc = "A wall with plasma plating. This is definately a bad idea."
icon_state = ""
mineral = "plasma"
walltype = "plasma"
/obj/structure/falsewall/plasma/attackby(obj/item/weapon/W, mob/user, params)
if(is_hot(W) > 300)
message_admins("Plasma falsewall ignited by [key_name(user, user.client)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Plasma falsewall ignited by [user.ckey]([user]) in ([x],[y],[z])")
burnbabyburn()
return
..()
/obj/structure/falsewall/plasma/proc/burnbabyburn(user)
playsound(src, 'sound/items/Welder.ogg', 100, 1)
atmos_spawn_air(SPAWN_HEAT | SPAWN_TOXINS, 400)
new /obj/structure/girder/displaced(loc)
qdel(src)
/obj/structure/falsewall/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
burnbabyburn()
//-----------wtf?-----------start
/obj/structure/falsewall/clown
name = "bananium wall"
desc = "A wall with bananium plating. Honk!"
icon_state = ""
mineral = "bananium"
walltype = "bananium"
/obj/structure/falsewall/sandstone
name = "sandstone wall"
desc = "A wall with sandstone plating."
icon_state = ""
mineral = "sandstone"
walltype = "sandstone"
//------------wtf?------------end
/obj/structure/falsewall/wood
name = "wooden wall"
desc = "A wall with wooden plating."
icon_state = ""
mineral = "wood"
walltype = "wood"