Files
Bubberstation/code/game/objects/structures/window.dm
Ergovisavi ac269baacb Fixes bullet_act not checking for damagetype on many, many objects.
Replaces Holodamage with Stamina damage, if your stamina damage exceeds your current health, you get weaken(5)'d. Stamina heals itself slowly over time.
Makes the hallucination enemies deal more stamina damage than they did holodamage, but stamina damage heals now so it's mostly for just seeming threatening at the moment.
Adds the Disabler, a gun that does stamina damage. It has a range of your screen, but no more. Adds a disabler crate to cargo (security lock)
Fixes Lasertag ED209's because they were busted as shit
Reduces ED209's view range to 9 from 12, which was several times longer than your screen view, now is only a little bit more
Lastertag now does stamina damage instead of an instant stun for that GRITTY LASERTAG EXPERIENCE
2014-03-01 16:39:22 -08:00

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/obj/structure/window
name = "window"
desc = "A window."
icon = 'icons/obj/structures.dmi'
density = 1
layer = 3.2//Just above doors
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = 1.0
flags = ON_BORDER
var/health = 14.0
var/ini_dir = null
var/state = 0
var/reinf = 0
// var/silicate = 0 // number of units of silicate
// var/icon/silicateIcon = null // the silicated icon
/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
health -= Proj.damage
..()
if(health <= 0)
new /obj/item/weapon/shard(loc)
new /obj/item/stack/rods(loc)
del(src)
return
/obj/structure/window/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
return
if(3.0)
if(prob(50))
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
return
/obj/structure/window/blob_act()
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
/obj/structure/window/meteorhit()
//world << "glass at [x],[y],[z] Mhit"
new /obj/item/weapon/shard( loc )
if(reinf) new /obj/item/stack/rods( loc)
del(src)
/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(istype(mover) && mover.checkpass(PASSGLASS))
return 1
if(dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST)
return 0 //full tile window, you can't move into it!
if(get_dir(loc, target) == dir)
return !density
else
return 1
/obj/structure/window/CheckExit(atom/movable/O as mob|obj, target as turf)
if(istype(O) && O.checkpass(PASSGLASS))
return 1
if(get_dir(O.loc, target) == dir)
return 0
return 1
/obj/structure/window/hitby(AM as mob|obj)
..()
visible_message("<span class='danger'>[src] was hit by [AM].</span>")
var/tforce = 0
if(ismob(AM))
tforce = 40
else if(isobj(AM))
var/obj/item/I = AM
tforce = I.throwforce
if(reinf) tforce *= 0.25
playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
health = max(0, health - tforce)
if(health <= 7 && !reinf)
anchored = 0
update_nearby_icons()
step(src, get_dir(AM, src))
if(health <= 0)
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
/obj/structure/window/attack_tk(mob/user as mob)
user.visible_message("<span class='notice'>Something knocks on [src].</span>")
add_fingerprint(user)
playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
/obj/structure/window/attack_hand(mob/user as mob)
if(!can_be_reached(user))
return
if(HULK in user.mutations)
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
var/obj/item/weapon/shard/S = new (loc)
S.add_fingerprint(user)
if(reinf)
var/obj/item/stack/rods/R = new (loc)
R.add_fingerprint(user)
del(src)
else
user.visible_message("<span class='notice'>[user] knocks on [src].</span>")
add_fingerprint(user)
playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
/obj/structure/window/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/structure/window/proc/attack_generic(mob/user as mob, damage = 0) //used by attack_alien, attack_animal, and attack_slime
if(!can_be_reached(user))
return
health -= damage
if(health <= 0)
user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
else //for nicer text~
user.visible_message("<span class='danger'>[user] smashes into [src]!</span>")
playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
/obj/structure/window/attack_alien(mob/user as mob)
if(islarva(user)) return
attack_generic(user, 15)
/obj/structure/window/attack_animal(mob/user as mob)
if(!isanimal(user)) return
var/mob/living/simple_animal/M = user
if(M.melee_damage_upper <= 0) return
attack_generic(M, M.melee_damage_upper)
/obj/structure/window/attack_slime(mob/living/carbon/slime/user as mob)
if(!user.is_adult) return
attack_generic(user, rand(10, 15))
/obj/structure/window/attackby(obj/item/I, mob/user)
if(!can_be_reached(user))
return 1 //returning 1 will skip the afterattack()
add_fingerprint(user)
if(istype(I, /obj/item/weapon/screwdriver))
if(reinf && state >= 1)
state = 3 - state
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
user << (state == 1 ? "<span class='notice'>You have unfastened the window from the frame.</span>" : "<span class='notice'>You have fastened the window to the frame.</span>")
else if(reinf && state == 0)
anchored = !anchored
update_nearby_icons()
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
user << (anchored ? "<span class='notice'>You have fastened the frame to the floor.</span>" : "<span class='notice'>You have unfastened the frame from the floor.</span>")
else if(!reinf)
anchored = !anchored
update_nearby_icons()
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
user << (anchored ? "<span class='notice'>You have fastened the window to the floor.</span>" : "<span class='notice'>You have unfastened the window.</span>")
else if(istype(I, /obj/item/weapon/crowbar) && reinf && state <= 1)
state = 1 - state
playsound(loc, 'sound/items/Crowbar.ogg', 75, 1)
user << (state ? "<span class='notice'>You have pried the window into the frame.</span>" : "<span class='notice'>You have pried the window out of the frame.</span>")
else if(istype(I, /obj/item/weapon/wrench) && !anchored)
if(reinf)
var/obj/item/stack/sheet/rglass/RG = new (user.loc)
RG.add_fingerprint(user)
if(is_fulltile()) //fulltiles drop two panes
RG = new (user.loc)
RG.add_fingerprint(user)
else
var/obj/item/stack/sheet/glass/G = new (user.loc)
G.add_fingerprint(user)
if(is_fulltile())
G = new (user.loc)
G.add_fingerprint(user)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
src.Del(1)
else
if(I.damtype == BRUTE || I.damtype == BURN)
hit(I.force)
if(health <= 7)
anchored = 0
update_nearby_icons()
step(src, get_dir(user, src))
else
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
..()
return
/obj/structure/window/proc/can_be_reached(mob/user)
if(!is_fulltile())
if(get_dir(user,src) & dir)
for(var/obj/O in loc)
if(!O.CanPass(user, user.loc, 1, 0))
return 0
return 1
/obj/structure/window/proc/hit(var/damage, var/sound_effect = 1)
if(reinf) damage *= 0.5
health = max(0, health - damage)
if(sound_effect)
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
if(health <= 0)
if(dir == SOUTHWEST)
var/index = null
index = 0
while(index < 2)
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
index++
else
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
return
/obj/structure/window/verb/rotate()
set name = "Rotate Window Counter-Clockwise"
set category = "Object"
set src in oview(1)
if(anchored)
usr << "It is fastened to the floor therefore you can't rotate it!"
return 0
dir = turn(dir, 90)
// updateSilicate()
air_update_turf(1)
ini_dir = dir
add_fingerprint(usr)
return
/obj/structure/window/verb/revrotate()
set name = "Rotate Window Clockwise"
set category = "Object"
set src in oview(1)
if(anchored)
usr << "It is fastened to the floor therefore you can't rotate it!"
return 0
dir = turn(dir, 270)
// updateSilicate()
air_update_turf(1)
ini_dir = dir
add_fingerprint(usr)
return
/*
/obj/structure/window/proc/updateSilicate()
if(silicateIcon && silicate)
icon = initial(icon)
var/icon/I = icon(icon,icon_state,dir)
var/r = (silicate / 100) + 1
var/g = (silicate / 70) + 1
var/b = (silicate / 50) + 1
I.SetIntensity(r,g,b)
icon = I
silicateIcon = I
*/
/obj/structure/window/New(Loc,re=0)
..()
if(re) reinf = re
ini_dir = dir
if(reinf)
icon_state = "rwindow"
desc = "A reinforced window."
name = "reinforced window"
state = 2*anchored
health = 40
if(opacity)
icon_state = "twindow"
else
icon_state = "window"
air_update_turf(1)
update_nearby_icons()
return
/obj/structure/window/Del(quiet)
density = 0
air_update_turf(1)
if(!quiet)playsound(src, "shatter", 70, 1)
update_nearby_icons()
loc = null //garbage collect
/obj/structure/window/Move()
var/turf/T = loc
..()
dir = ini_dir
move_update_air(T)
/obj/structure/window/CanAtmosPass(turf/T)
if(get_dir(loc, T) == dir)
return !density
if(dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST)
return !density
return 1
//checks if this window is full-tile one
/obj/structure/window/proc/is_fulltile()
if(dir in list(5,6,9,10))
return 1
return 0
//This proc is used to update the icons of nearby windows.
/obj/structure/window/proc/update_nearby_icons()
update_icon()
for(var/direction in cardinal)
for(var/obj/structure/window/W in get_step(src,direction) )
W.update_icon()
//merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm)
/obj/structure/window/update_icon()
//A little cludge here, since I don't know how it will work with slim windows. Most likely VERY wrong.
//this way it will only update full-tile ones
//This spawn is here so windows get properly updated when one gets deleted.
spawn(2)
if(!src) return
if(!is_fulltile())
return
var/junction = 0 //will be used to determine from which side the window is connected to other windows
if(anchored)
for(var/obj/structure/window/W in orange(src,1))
if(W.anchored && W.density && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
if(abs(x-W.x)-abs(y-W.y) ) //doesn't count windows, placed diagonally to src
junction |= get_dir(src,W)
if(opacity)
icon_state = "twindow[junction]"
else
if(reinf)
icon_state = "rwindow[junction]"
else
icon_state = "window[junction]"
return
/obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > T0C + 800)
hit(round(exposed_volume / 100), 0)
..()
/obj/structure/window/basic
icon_state = "window"
/obj/structure/window/reinforced
name = "reinforced window"
icon_state = "rwindow"
reinf = 1
/obj/structure/window/reinforced/tinted
name = "tinted window"
icon_state = "twindow"
opacity = 1
/obj/structure/window/reinforced/tinted/frosted
name = "frosted window"
icon_state = "fwindow"