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## About The Pull Request Title. Vendor tipping code is now on /atom/movable, and any movable can fall over like a vendor does. Things like crits have been moved to type-specific availability tables, their effects are now held in their own proc, are now random per crushed item, have probability weights, etc. In the process of making this PR I also had to fix another issue, where a bunch of take_damage() overrides had incorrect args, so that explains the take_damage changes I made. Tipping now also attacks any atoms on the target, given they use integrity. Adds 2 new malf modules. 1. REMOTE VENDOR TIPPING: A mid-cost and mid-supply module allows malf AIs to remotely tip a vendor in any of the 8 directions. After 0.5 seconds of delay and a visual indicator (along with other warnings), the vendor falls over. 1.1. In the process of making this I had to expand a arrow sprite to have orthogonal directions, which is why you may see the testing dmi being changed. 2. CORE ROLLING: A mid-cost but low-supply ability that allows the AI to roll around and crush anything it falls on, including mobs. This has a 5% chance to have a critical hit so it isnt THAT terrible - plus it's guaranteed to never stunlock. It's real utility lies in the fact the AI now has limited movement without borgs. Also, the psychological factor. As a bonus, vendor tipping now uses animate and transforms instead of replacing matrices. ## Why It's Good For The Game 1. Generifying vendor tipping code is just good, period. It's a very wacky and silly little piece of code that really doesn't need to be isolated to vendors exclusively. ANY big and heavy object can fall over and do a ton of damage. 1.1. Also, adding weights to critical hits is really good, because it lets things like the headgib finally be a lot less terrifying, as they're a lot less likely to happen. 2. Remote vendor tipping is a bit of a goofy ability that isn't really THAT practical but has a chance of catching someone unaware and doing some serious damage to that person alone. 2.1. Atop of this, vendor tipping isn't that loud of an action as say, blowing things up, or doing a plasma flood. Even overrides aren't this silent or a non-giveaway. A vendor falling on someone, though, is a mundane thing that happens a lot. This is a decent way to assassinate people before going loud (or at least, damage people) that isn't offered yet. 4. 3.1. For real though, AIs rolling around is just fucking hilarious. The ability to move isn't offered right now (which isn't that much of a bad things), but with sufficiently limited charges (or limits to how many times you can buy the ability), this can be a funny little t hing that lets the AI potentially hide somewhere on the sat (or just relatively close to the sat, such as engineering [it can't go through the teleporter with this but it can go through transit tubes]) without the need for borgs. 3.2. Also, it lets the AI sacrifically execute people by blowing up their brains.
947 lines
32 KiB
Plaintext
947 lines
32 KiB
Plaintext
/obj/structure/window
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name = "window"
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desc = "A window."
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icon_state = "window"
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density = TRUE
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layer = ABOVE_OBJ_LAYER //Just above doors
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pressure_resistance = 4*ONE_ATMOSPHERE
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anchored = TRUE //initially is 0 for tile smoothing
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flags_1 = ON_BORDER_1
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obj_flags = CAN_BE_HIT | BLOCKS_CONSTRUCTION_DIR | IGNORE_DENSITY
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max_integrity = 50
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can_be_unanchored = TRUE
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resistance_flags = ACID_PROOF
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armor_type = /datum/armor/structure_window
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can_atmos_pass = ATMOS_PASS_PROC
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rad_insulation = RAD_VERY_LIGHT_INSULATION
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pass_flags_self = PASSGLASS
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set_dir_on_move = FALSE
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flags_ricochet = RICOCHET_HARD
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receive_ricochet_chance_mod = 0.5
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var/state = WINDOW_OUT_OF_FRAME
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var/reinf = FALSE
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var/heat_resistance = 800
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var/decon_speed = 30
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var/wtype = "glass"
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var/fulltile = FALSE
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var/glass_type = /obj/item/stack/sheet/glass
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var/glass_amount = 1
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var/mutable_appearance/crack_overlay
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var/real_explosion_block //ignore this, just use explosion_block
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var/break_sound = SFX_SHATTER
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var/knock_sound = 'sound/effects/glassknock.ogg'
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var/bash_sound = 'sound/effects/glassbash.ogg'
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var/hit_sound = 'sound/effects/glasshit.ogg'
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/// If some inconsiderate jerk has had their blood spilled on this window, thus making it cleanable
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var/bloodied = FALSE
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///Datum that the shard and debris type is pulled from for when the glass is broken.
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var/datum/material/glass_material_datum = /datum/material/glass
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/datum/armor/structure_window
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melee = 50
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fire = 80
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acid = 100
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/obj/structure/window/Initialize(mapload, direct)
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AddElement(/datum/element/blocks_explosives)
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. = ..()
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if(direct)
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setDir(direct)
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if(reinf && anchored)
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state = RWINDOW_SECURE
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if(!reinf && anchored)
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state = WINDOW_SCREWED_TO_FRAME
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air_update_turf(TRUE, TRUE)
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if(fulltile)
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setDir()
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obj_flags &= ~BLOCKS_CONSTRUCTION_DIR
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obj_flags &= ~IGNORE_DENSITY
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AddElement(/datum/element/can_barricade)
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//windows only block while reinforced and fulltile
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if(!reinf || !fulltile)
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set_explosion_block(0)
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flags_1 |= ALLOW_DARK_PAINTS_1
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RegisterSignal(src, COMSIG_OBJ_PAINTED, PROC_REF(on_painted))
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AddElement(/datum/element/atmos_sensitive, mapload)
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AddComponent(/datum/component/simple_rotation, ROTATION_NEEDS_ROOM, AfterRotation = CALLBACK(src, PROC_REF(AfterRotation)))
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var/static/list/loc_connections = list(
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COMSIG_ATOM_EXIT = PROC_REF(on_exit),
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)
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if (flags_1 & ON_BORDER_1)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/structure/window/examine(mob/user)
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. = ..()
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switch(state)
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if(WINDOW_SCREWED_TO_FRAME)
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. += span_notice("The window is <b>screwed</b> to the frame.")
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if(WINDOW_IN_FRAME)
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. += span_notice("The window is <i>unscrewed</i> but <b>pried</b> into the frame.")
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if(WINDOW_OUT_OF_FRAME)
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if (anchored)
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. += span_notice("The window is <b>screwed</b> to the floor.")
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else
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. += span_notice("The window is <i>unscrewed</i> from the floor, and could be deconstructed by <b>wrenching</b>.")
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/obj/structure/window/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
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switch(the_rcd.mode)
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if(RCD_DECONSTRUCT)
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return list("mode" = RCD_DECONSTRUCT, "delay" = 20, "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)
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switch(the_rcd.mode)
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if(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, and attack_slime
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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, tool_type, is_right_clicking)
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if(!can_be_reached(user))
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return TRUE //skip the afterattack
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add_fingerprint(user)
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return ..()
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/obj/structure/window/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 TOOL_ACT_TOOLTYPE_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 TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/structure/window/screwdriver_act(mob/living/user, obj/item/tool)
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if(flags_1 & NODECONSTRUCT_1)
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return
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switch(state)
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if(WINDOW_SCREWED_TO_FRAME)
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to_chat(user, span_notice("You begin to unscrew the window from the frame..."))
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if(tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
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state = WINDOW_IN_FRAME
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to_chat(user, span_notice("You unfasten the window from the frame."))
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if(WINDOW_IN_FRAME)
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to_chat(user, span_notice("You begin to screw the window to the frame..."))
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if(tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
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state = WINDOW_SCREWED_TO_FRAME
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to_chat(user, span_notice("You fasten the window to the frame."))
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if(WINDOW_OUT_OF_FRAME)
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if(anchored)
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to_chat(user, span_notice("You begin to unscrew the frame from the floor..."))
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if(tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
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set_anchored(FALSE)
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to_chat(user, span_notice("You unfasten the frame from the floor."))
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else
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to_chat(user, span_notice("You begin to screw the frame to the floor..."))
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if(tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
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set_anchored(TRUE)
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to_chat(user, span_notice("You fasten the frame to the floor."))
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return TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/structure/window/wrench_act(mob/living/user, obj/item/tool)
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if(anchored)
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return FALSE
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if((flags_1 & NODECONSTRUCT_1) || (reinf && state >= RWINDOW_FRAME_BOLTED))
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return FALSE
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to_chat(user, span_notice("You begin to disassemble [src]..."))
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if(!tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
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return TOOL_ACT_TOOLTYPE_SUCCESS
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var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
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if (!QDELETED(G))
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G.add_fingerprint(user)
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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to_chat(user, span_notice("You successfully disassemble [src]."))
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qdel(src)
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return TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/structure/window/crowbar_act(mob/living/user, obj/item/tool)
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if(!anchored || (flags_1 & NODECONSTRUCT_1))
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return FALSE
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switch(state)
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if(WINDOW_IN_FRAME)
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to_chat(user, span_notice("You begin to lever the window out of the frame..."))
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if(tool.use_tool(src, user, 10 SECONDS, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
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state = WINDOW_OUT_OF_FRAME
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to_chat(user, span_notice("You pry the window out of the frame."))
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if(WINDOW_OUT_OF_FRAME)
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to_chat(user, span_notice("You begin to lever the window back into the frame..."))
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if(tool.use_tool(src, user, 5 SECONDS, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
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state = WINDOW_SCREWED_TO_FRAME
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to_chat(user, span_notice("You pry the window back into the frame."))
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else
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return FALSE
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return TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/structure/window/attackby(obj/item/I, mob/living/user, params)
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if(!can_be_reached(user))
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return TRUE //skip the afterattack
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add_fingerprint(user)
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return ..()
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/obj/structure/window/AltClick(mob/user)
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return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation
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/obj/structure/window/set_anchored(anchorvalue)
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..()
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air_update_turf(TRUE, anchorvalue)
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update_nearby_icons()
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/obj/structure/window/proc/check_state(checked_state)
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if(state == checked_state)
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return TRUE
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/obj/structure/window/proc/check_anchored(checked_anchored)
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if(anchored == checked_anchored)
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return TRUE
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/obj/structure/window/proc/check_state_and_anchored(checked_state, checked_anchored)
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return check_state(checked_state) && check_anchored(checked_anchored)
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/obj/structure/window/proc/can_be_reached(mob/user)
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if(fulltile)
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return TRUE
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var/checking_dir = get_dir(user, src)
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if(!(checking_dir & dir))
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return TRUE // Only windows on the other side may be blocked by other things.
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checking_dir = REVERSE_DIR(checking_dir)
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for(var/obj/blocker in loc)
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if(!blocker.CanPass(user, checking_dir))
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return FALSE
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return TRUE
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/obj/structure/window/take_damage(damage_amount, damage_type = BRUTE, damage_flag = "", sound_effect = TRUE, attack_dir, armour_penetration = 0)
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. = ..()
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if(.) //received damage
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update_nearby_icons()
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/obj/structure/window/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(src, hit_sound, 75, TRUE)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
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if(BURN)
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playsound(src, 'sound/items/welder.ogg', 100, TRUE)
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/obj/structure/window/deconstruct(disassembled = TRUE)
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if(QDELETED(src))
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return
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if(!disassembled)
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playsound(src, break_sound, 70, TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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for(var/obj/item/shard/debris in spawn_debris(drop_location()))
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transfer_fingerprints_to(debris) // transfer fingerprints to shards only
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qdel(src)
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update_nearby_icons()
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///Spawns shard and debris decal based on the glass_material_datum, spawns rods if window is reinforned and number of shards/rods is determined by the window being fulltile or not.
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/obj/structure/window/proc/spawn_debris(location)
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var/datum/material/glass_material_ref = GET_MATERIAL_REF(glass_material_datum)
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var/obj/item/shard_type = glass_material_ref.shard_type
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var/obj/effect/decal/debris_type = glass_material_ref.debris_type
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var/list/dropped_debris = list()
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if(!isnull(shard_type))
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dropped_debris += new shard_type(location)
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if (fulltile)
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dropped_debris += new shard_type(location)
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if(!isnull(debris_type))
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dropped_debris += new debris_type(location)
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if (reinf)
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dropped_debris += new /obj/item/stack/rods(location, (fulltile ? 2 : 1))
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return dropped_debris
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/obj/structure/window/proc/AfterRotation(mob/user, degrees)
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air_update_turf(TRUE, FALSE)
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/obj/structure/window/proc/on_painted(obj/structure/window/source, mob/user, obj/item/toy/crayon/spraycan/spraycan, is_dark_color)
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SIGNAL_HANDLER
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if(!spraycan.actually_paints)
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return
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if (is_dark_color && fulltile) //Opaque directional windows restrict vision even in directions they are not placed in, please don't do this
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set_opacity(255)
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else
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set_opacity(initial(opacity))
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/obj/structure/window/wash(clean_types)
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. = ..()
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if(!(clean_types & CLEAN_SCRUB))
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return
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set_opacity(initial(opacity))
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remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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for(var/atom/movable/cleanables as anything in src)
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if(cleanables == src)
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continue
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if(!cleanables.wash(clean_types))
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continue
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vis_contents -= cleanables
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bloodied = FALSE
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/obj/structure/window/Destroy()
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set_density(FALSE)
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air_update_turf(TRUE, FALSE)
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update_nearby_icons()
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return ..()
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/obj/structure/window/Move()
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var/turf/T = loc
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. = ..()
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if(anchored)
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move_update_air(T)
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/obj/structure/window/can_atmos_pass(turf/T, vertical = FALSE)
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if(!anchored || !density)
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return TRUE
|
|
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 & (SMOOTH_CORNERS|SMOOTH_BITMASK))
|
|
QUEUE_SMOOTH_NEIGHBORS(src)
|
|
|
|
//merges adjacent full-tile windows into one
|
|
/obj/structure/window/update_overlays(updates=ALL)
|
|
. = ..()
|
|
if(QDELETED(src) || !fulltile)
|
|
return
|
|
|
|
if((updates & UPDATE_SMOOTHING) && (smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK)))
|
|
QUEUE_SMOOTH(src)
|
|
|
|
var/ratio = atom_integrity / max_integrity
|
|
ratio = CEILING(ratio*4, 1) * 25
|
|
cut_overlay(crack_overlay)
|
|
if(ratio > 75)
|
|
return
|
|
crack_overlay = mutable_appearance('icons/obj/structures.dmi', "damage[ratio]", -(layer+0.1))
|
|
. += crack_overlay
|
|
|
|
/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(obj/item/card/id/ID, to_dir, atom/movable/caller, no_id = FALSE)
|
|
if(!density)
|
|
return TRUE
|
|
if(fulltile || (dir == to_dir))
|
|
return FALSE
|
|
|
|
return TRUE
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/spawner, 0)
|
|
|
|
/obj/structure/window/unanchored
|
|
anchored = FALSE
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/unanchored/spawner, 0)
|
|
|
|
/obj/structure/window/reinforced
|
|
name = "reinforced window"
|
|
desc = "A window that is reinforced with metal rods."
|
|
icon_state = "rwindow"
|
|
reinf = TRUE
|
|
heat_resistance = 1600
|
|
armor_type = /datum/armor/window_reinforced
|
|
max_integrity = 75
|
|
explosion_block = 1
|
|
damage_deflection = 11
|
|
state = RWINDOW_SECURE
|
|
glass_type = /obj/item/stack/sheet/rglass
|
|
rad_insulation = RAD_LIGHT_INSULATION
|
|
receive_ricochet_chance_mod = 1.1
|
|
|
|
//this is shitcode but all of construction is shitcode and needs a refactor, it works for now
|
|
//If you find this like 4 years later and construction still hasn't been refactored, I'm so sorry for this
|
|
|
|
//Adding a timestamp, I found this in 2020, I hope it's from this year -Lemon
|
|
//2021 AND STILLLL GOING STRONG
|
|
//2022 BABYYYYY ~lewc
|
|
//2023 ONE YEAR TO GO! -LT3
|
|
/datum/armor/window_reinforced
|
|
melee = 80
|
|
bomb = 25
|
|
fire = 80
|
|
acid = 100
|
|
|
|
/obj/structure/window/reinforced/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
|
|
switch(the_rcd.mode)
|
|
if(RCD_DECONSTRUCT)
|
|
return list("mode" = RCD_DECONSTRUCT, "delay" = 30, "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((flags_1 & NODECONSTRUCT_1) || (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 TOOL_ACT_TOOLTYPE_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(/obj/structure/window/reinforced/spawner, 0)
|
|
|
|
/obj/structure/window/reinforced/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/reinforced/unanchored/spawner, 0)
|
|
|
|
/obj/structure/window/plasma
|
|
name = "plasma window"
|
|
desc = "A window made out of a plasma-silicate alloy. It looks insanely tough to break and burn through."
|
|
icon_state = "plasmawindow"
|
|
reinf = FALSE
|
|
heat_resistance = 25000
|
|
armor_type = /datum/armor/window_plasma
|
|
max_integrity = 200
|
|
explosion_block = 1
|
|
glass_type = /obj/item/stack/sheet/plasmaglass
|
|
rad_insulation = RAD_MEDIUM_INSULATION
|
|
glass_material_datum = /datum/material/alloy/plasmaglass
|
|
|
|
/datum/armor/window_plasma
|
|
melee = 80
|
|
bullet = 5
|
|
bomb = 45
|
|
fire = 99
|
|
acid = 100
|
|
|
|
/obj/structure/window/plasma/Initialize(mapload, direct)
|
|
. = ..()
|
|
RemoveElement(/datum/element/atmos_sensitive)
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/plasma/spawner, 0)
|
|
|
|
/obj/structure/window/plasma/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/reinforced/plasma
|
|
name = "reinforced plasma window"
|
|
desc = "A window made out of a plasma-silicate alloy and a rod matrix. It looks hopelessly tough to break and is most likely nigh fireproof."
|
|
icon_state = "plasmarwindow"
|
|
reinf = TRUE
|
|
heat_resistance = 50000
|
|
armor_type = /datum/armor/reinforced_plasma
|
|
max_integrity = 500
|
|
damage_deflection = 21
|
|
explosion_block = 2
|
|
glass_type = /obj/item/stack/sheet/plasmarglass
|
|
rad_insulation = RAD_HEAVY_INSULATION
|
|
glass_material_datum = /datum/material/alloy/plasmaglass
|
|
|
|
/datum/armor/reinforced_plasma
|
|
melee = 80
|
|
bullet = 20
|
|
bomb = 60
|
|
fire = 99
|
|
acid = 100
|
|
|
|
/obj/structure/window/reinforced/plasma/block_superconductivity()
|
|
return TRUE
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/reinforced/plasma/spawner, 0)
|
|
|
|
/obj/structure/window/reinforced/plasma/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/reinforced/tinted
|
|
name = "tinted window"
|
|
icon_state = "twindow"
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/reinforced/tinted/spawner, 0)
|
|
|
|
/obj/structure/window/reinforced/tinted/frosted
|
|
name = "frosted window"
|
|
icon_state = "fwindow"
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/reinforced/tinted/frosted/spawner, 0)
|
|
|
|
/* Full Tile Windows (more atom_integrity) */
|
|
|
|
/obj/structure/window/fulltile
|
|
icon = 'icons/obj/smooth_structures/window.dmi'
|
|
icon_state = "window-0"
|
|
base_icon_state = "window"
|
|
max_integrity = 100
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
obj_flags = CAN_BE_HIT
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/fulltile/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
|
|
switch(the_rcd.mode)
|
|
if(RCD_DECONSTRUCT)
|
|
return list("mode" = RCD_DECONSTRUCT, "delay" = 25, "cost" = 10)
|
|
return FALSE
|
|
|
|
/obj/structure/window/fulltile/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/plasma/fulltile
|
|
icon = 'icons/obj/smooth_structures/plasma_window.dmi'
|
|
icon_state = "plasma_window-0"
|
|
base_icon_state = "plasma_window"
|
|
max_integrity = 400
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
obj_flags = CAN_BE_HIT
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/plasma/fulltile/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/reinforced/plasma/fulltile
|
|
icon = 'icons/obj/smooth_structures/rplasma_window.dmi'
|
|
icon_state = "rplasma_window-0"
|
|
base_icon_state = "rplasma_window"
|
|
state = RWINDOW_SECURE
|
|
max_integrity = 1000
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
obj_flags = CAN_BE_HIT
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/reinforced/plasma/fulltile/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/reinforced/fulltile
|
|
icon = 'icons/obj/smooth_structures/reinforced_window.dmi'
|
|
icon_state = "reinforced_window-0"
|
|
base_icon_state = "reinforced_window"
|
|
max_integrity = 150
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
obj_flags = CAN_BE_HIT
|
|
state = RWINDOW_SECURE
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/reinforced/fulltile/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
|
|
switch(the_rcd.mode)
|
|
if(RCD_DECONSTRUCT)
|
|
return list("mode" = RCD_DECONSTRUCT, "delay" = 40, "cost" = 20)
|
|
return FALSE
|
|
|
|
/obj/structure/window/reinforced/fulltile/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/reinforced/tinted/fulltile
|
|
icon = 'icons/obj/smooth_structures/tinted_window.dmi'
|
|
icon_state = "tinted_window-0"
|
|
base_icon_state = "tinted_window"
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
obj_flags = CAN_BE_HIT
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE
|
|
glass_amount = 2
|
|
// Not on the parent because directional opacity does NOT WORK
|
|
opacity = TRUE
|
|
|
|
/obj/structure/window/reinforced/fulltile/ice
|
|
icon = 'icons/obj/smooth_structures/rice_window.dmi'
|
|
icon_state = "rice_window-0"
|
|
base_icon_state = "rice_window"
|
|
max_integrity = 150
|
|
glass_amount = 2
|
|
|
|
//there is a sub shuttle window in survival_pod.dm for mining pods
|
|
/obj/structure/window/reinforced/shuttle//this is called reinforced because it is reinforced w/titanium
|
|
name = "shuttle window"
|
|
desc = "A reinforced, air-locked pod window."
|
|
icon = 'icons/obj/smooth_structures/shuttle_window.dmi'
|
|
icon_state = "shuttle_window-0"
|
|
base_icon_state = "shuttle_window"
|
|
max_integrity = 150
|
|
wtype = "shuttle"
|
|
reinf = TRUE
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
obj_flags = CAN_BE_HIT
|
|
reinf = TRUE
|
|
heat_resistance = 1600
|
|
armor_type = /datum/armor/reinforced_shuttle
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_SHUTTLE_PARTS + SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE
|
|
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE
|
|
explosion_block = 3
|
|
glass_type = /obj/item/stack/sheet/titaniumglass
|
|
glass_amount = 2
|
|
receive_ricochet_chance_mod = 1.2
|
|
rad_insulation = RAD_MEDIUM_INSULATION
|
|
glass_material_datum = /datum/material/alloy/titaniumglass
|
|
|
|
/datum/armor/reinforced_shuttle
|
|
melee = 90
|
|
bomb = 50
|
|
fire = 80
|
|
acid = 100
|
|
|
|
/obj/structure/window/reinforced/shuttle/narsie_act()
|
|
add_atom_colour("#3C3434", FIXED_COLOUR_PRIORITY)
|
|
|
|
/obj/structure/window/reinforced/shuttle/tinted
|
|
opacity = TRUE
|
|
|
|
/obj/structure/window/reinforced/shuttle/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/reinforced/shuttle/indestructible
|
|
name = "hardened shuttle window"
|
|
flags_1 = PREVENT_CLICK_UNDER_1 | NODECONSTRUCT_1
|
|
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
|
|
|
/obj/structure/window/reinforced/shuttle/indestructible/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
|
|
return FALSE
|
|
|
|
/obj/structure/window/reinforced/plasma/plastitanium
|
|
name = "plastitanium window"
|
|
desc = "A durable looking window made of an alloy of of plasma and titanium."
|
|
icon = 'icons/obj/smooth_structures/plastitanium_window.dmi'
|
|
icon_state = "plastitanium_window-0"
|
|
base_icon_state = "plastitanium_window"
|
|
max_integrity = 1200
|
|
wtype = "shuttle"
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
obj_flags = CAN_BE_HIT
|
|
heat_resistance = 1600
|
|
armor_type = /datum/armor/plasma_plastitanium
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_SHUTTLE_PARTS + SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM
|
|
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM
|
|
explosion_block = 3
|
|
damage_deflection = 21 //The same as reinforced plasma windows.3
|
|
glass_type = /obj/item/stack/sheet/plastitaniumglass
|
|
glass_amount = 2
|
|
rad_insulation = RAD_EXTREME_INSULATION
|
|
glass_material_datum = /datum/material/alloy/plastitaniumglass
|
|
|
|
/datum/armor/plasma_plastitanium
|
|
melee = 95
|
|
bomb = 50
|
|
fire = 80
|
|
acid = 100
|
|
|
|
/obj/structure/window/reinforced/plasma/plastitanium/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/paperframe
|
|
name = "paper frame"
|
|
desc = "A fragile separator made of thin wood and paper."
|
|
icon = 'icons/obj/smooth_structures/paperframes.dmi'
|
|
icon_state = "paperframes-0"
|
|
base_icon_state = "paperframes"
|
|
opacity = TRUE
|
|
max_integrity = 15
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
obj_flags = CAN_BE_HIT
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_PAPERFRAME
|
|
canSmoothWith = SMOOTH_GROUP_PAPERFRAME
|
|
glass_amount = 2
|
|
glass_type = /obj/item/stack/sheet/paperframes
|
|
heat_resistance = 233
|
|
decon_speed = 10
|
|
can_atmos_pass = ATMOS_PASS_YES
|
|
resistance_flags = FLAMMABLE
|
|
armor_type = /datum/armor/none
|
|
knock_sound = SFX_PAGE_TURN
|
|
bash_sound = 'sound/weapons/slashmiss.ogg'
|
|
break_sound = 'sound/items/poster_ripped.ogg'
|
|
hit_sound = 'sound/weapons/slashmiss.ogg'
|
|
var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "torn", layer = ABOVE_OBJ_LAYER - 0.1)
|
|
var/static/mutable_appearance/paper = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "paper", layer = ABOVE_OBJ_LAYER - 0.1)
|
|
|
|
/obj/structure/window/paperframe/Initialize(mapload)
|
|
. = ..()
|
|
update_appearance()
|
|
|
|
/obj/structure/window/paperframe/examine(mob/user)
|
|
. = ..()
|
|
if(atom_integrity < max_integrity)
|
|
. += span_info("It looks a bit damaged, you may be able to fix it with some <b>paper</b>.")
|
|
|
|
/obj/structure/window/paperframe/spawn_debris(location)
|
|
. = list(new /obj/item/stack/sheet/mineral/wood(location))
|
|
for (var/i in 1 to rand(1,4))
|
|
. += new /obj/item/paper/natural(location)
|
|
|
|
/obj/structure/window/paperframe/attack_hand(mob/living/user, list/modifiers)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
if(user.combat_mode)
|
|
take_damage(4, BRUTE, MELEE, 0)
|
|
if(!QDELETED(src))
|
|
update_appearance()
|
|
|
|
/obj/structure/window/paperframe/update_appearance(updates)
|
|
. = ..()
|
|
set_opacity(atom_integrity >= max_integrity)
|
|
|
|
/obj/structure/window/paperframe/update_icon(updates=ALL)
|
|
. = ..()
|
|
if((updates & UPDATE_SMOOTHING) && (smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK)))
|
|
QUEUE_SMOOTH(src)
|
|
|
|
/obj/structure/window/paperframe/update_overlays()
|
|
. = ..()
|
|
. += (atom_integrity < max_integrity) ? torn : paper
|
|
|
|
/obj/structure/window/paperframe/attackby(obj/item/W, mob/living/user)
|
|
if(W.get_temperature())
|
|
fire_act(W.get_temperature())
|
|
return
|
|
if(user.combat_mode)
|
|
return ..()
|
|
if(istype(W, /obj/item/paper) && atom_integrity < max_integrity)
|
|
user.visible_message(span_notice("[user] starts to patch the holes in \the [src]."))
|
|
if(do_after(user, 20, target = src))
|
|
atom_integrity = min(atom_integrity+4,max_integrity)
|
|
qdel(W)
|
|
user.visible_message(span_notice("[user] patches some of the holes in \the [src]."))
|
|
if(atom_integrity == max_integrity)
|
|
update_appearance()
|
|
return
|
|
..()
|
|
update_appearance()
|
|
|
|
/obj/structure/window/bronze
|
|
name = "brass window"
|
|
desc = "A paper-thin pane of translucent yet reinforced brass. Nevermind, this is just weak bronze!"
|
|
icon = 'icons/obj/smooth_structures/clockwork_window.dmi'
|
|
icon_state = "clockwork_window_single"
|
|
glass_type = /obj/item/stack/sheet/bronze
|
|
|
|
/obj/structure/window/bronze/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/bronze/fulltile
|
|
icon_state = "clockwork_window-0"
|
|
base_icon_state = "clockwork_window"
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE_BRONZE + SMOOTH_GROUP_WINDOW_FULLTILE
|
|
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE_BRONZE
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
obj_flags = CAN_BE_HIT
|
|
max_integrity = 50
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/bronze/fulltile/unanchored
|
|
anchored = FALSE
|