mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-29 18:40:42 +00:00
* Adds new gas interactions to supermatter. Adds new minor and major failures to supermatter. Adds highpressure windows to box. * Shard now announces critical power and critical mass. * Balance adjustments, some test stuff. * Higher mole hot setups now scale in damage because they are harder to heat. Low mole setups, like the roundstart shard now cause less damage because they heat up smaller amounts of gas faster. Actually made windows heat resistant now. The supermatter crystal now takes damage from heat much earlier. * Testing and tweaking more stuff. Added tesla_zap proc. Added anomaly generation. Added occasional gravity pull in. * Fixes anomaly spawner, hopefully fixes lightning bolts. * Fixes supermatter lightning. Tweaks and balances some more values. * Resolves conflicts for real now. * Adds high pressure windows to the supermatter in box, meta and delta. Fixed supermatter shutter button requiring atmos id on box and meta. Readded the missing electrical supplies and welding locker to engineering of metastation. Fixed stuff for travis. * More balancing and behaviour changes. * Adds heat_resistance to windows so windows can now survive more than TOC+1600 K if desired. Also makes high pressure windows able to withstand 50000° K. * More overcharge tweaks. * Makes stuff compile and removes extra whitespaces. * Even more tweaks. * Rebalances power increase from matter, removes mass paper radiation exploits. Nerfs plasma. Removes mapchanges for the time being. * Adds high pressure windows to the supermatter engine in box, meta and delta. * Merge conflicts. * Requested changes. * Fixes supermatter zap overriding src. * Fixes message timing.
563 lines
17 KiB
Plaintext
563 lines
17 KiB
Plaintext
/obj/structure/window
|
|
name = "window"
|
|
desc = "A window."
|
|
icon_state = "window"
|
|
density = 1
|
|
layer = ABOVE_OBJ_LAYER //Just above doors
|
|
pressure_resistance = 4*ONE_ATMOSPHERE
|
|
anchored = 1 //initially is 0 for tile smoothing
|
|
flags = ON_BORDER
|
|
max_integrity = 25
|
|
obj_integrity = 25
|
|
var/ini_dir = null
|
|
var/state = WINDOW_OUT_OF_FRAME
|
|
var/reinf = 0
|
|
var/heat_resistance = 800
|
|
var/decon_speed = 30
|
|
var/wtype = "glass"
|
|
var/fulltile = 0
|
|
var/glass_type = /obj/item/stack/sheet/glass
|
|
var/glass_amount = 1
|
|
var/image/crack_overlay
|
|
var/list/debris = list()
|
|
can_be_unanchored = 1
|
|
resistance_flags = ACID_PROOF
|
|
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 100)
|
|
CanAtmosPass = ATMOS_PASS_PROC
|
|
|
|
/obj/structure/window/examine(mob/user)
|
|
..()
|
|
user << "<span class='notice'>Alt-click to rotate it clockwise.</span>"
|
|
|
|
/obj/structure/window/Initialize(mapload, direct)
|
|
..()
|
|
obj_integrity = max_integrity
|
|
if(direct)
|
|
setDir(direct)
|
|
if(reinf && anchored)
|
|
state = WINDOW_SCREWED_TO_FRAME
|
|
|
|
ini_dir = dir
|
|
air_update_turf(1)
|
|
|
|
// Precreate our own debris
|
|
|
|
var/shards = 1
|
|
if(fulltile)
|
|
shards++
|
|
setDir()
|
|
var/rods = 0
|
|
if(reinf)
|
|
rods++
|
|
if(fulltile)
|
|
rods++
|
|
|
|
for(var/i in 1 to shards)
|
|
debris += new /obj/item/weapon/shard(src)
|
|
if(rods)
|
|
debris += new /obj/item/stack/rods(src, rods)
|
|
|
|
/obj/structure/window/narsie_act()
|
|
add_atom_colour(NARSIE_WINDOW_COLOUR, FIXED_COLOUR_PRIORITY)
|
|
for(var/obj/item/weapon/shard/shard in debris)
|
|
shard.add_atom_colour(NARSIE_WINDOW_COLOUR, FIXED_COLOUR_PRIORITY)
|
|
|
|
/obj/structure/window/ratvar_act()
|
|
if(!fulltile)
|
|
new/obj/structure/window/reinforced/clockwork(get_turf(src), dir)
|
|
else
|
|
new/obj/structure/window/reinforced/clockwork/fulltile(get_turf(src))
|
|
qdel(src)
|
|
|
|
/obj/structure/window/singularity_pull(S, current_size)
|
|
if(current_size >= STAGE_FIVE)
|
|
deconstruct(FALSE)
|
|
|
|
/obj/structure/window/setDir(direct)
|
|
if(!fulltile)
|
|
..()
|
|
else
|
|
..(FULLTILE_WINDOW_DIR)
|
|
|
|
/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0)
|
|
if(istype(mover) && mover.checkpass(PASSGLASS))
|
|
return 1
|
|
if(dir == FULLTILE_WINDOW_DIR)
|
|
return 0 //full tile window, you can't move into it!
|
|
if(get_dir(loc, target) == dir)
|
|
return !density
|
|
if(istype(mover, /obj/structure/window))
|
|
var/obj/structure/window/W = mover
|
|
if(!valid_window_location(loc, W.ini_dir))
|
|
return FALSE
|
|
else if(istype(mover, /obj/structure/windoor_assembly))
|
|
var/obj/structure/windoor_assembly/W = mover
|
|
if(!valid_window_location(loc, W.ini_dir))
|
|
return FALSE
|
|
else if(istype(mover, /obj/machinery/door/window) && !valid_window_location(loc, mover.dir))
|
|
return FALSE
|
|
return 1
|
|
|
|
/obj/structure/window/CheckExit(atom/movable/O as mob|obj, target)
|
|
if(istype(O) && O.checkpass(PASSGLASS))
|
|
return 1
|
|
if(get_dir(O.loc, target) == dir)
|
|
return 0
|
|
return 1
|
|
|
|
/obj/structure/window/attack_tk(mob/user)
|
|
user.changeNext_move(CLICK_CD_MELEE)
|
|
user.visible_message("<span class='notice'>Something knocks on [src].</span>")
|
|
add_fingerprint(user)
|
|
playsound(loc, 'sound/effects/Glassknock.ogg', 50, 1)
|
|
|
|
/obj/structure/window/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
|
|
if(!can_be_reached(user))
|
|
return 1
|
|
. = ..()
|
|
|
|
/obj/structure/window/attack_hand(mob/user)
|
|
if(!can_be_reached(user))
|
|
return
|
|
user.changeNext_move(CLICK_CD_MELEE)
|
|
user.visible_message("[user] knocks on [src].")
|
|
add_fingerprint(user)
|
|
playsound(loc, 'sound/effects/Glassknock.ogg', 50, 1)
|
|
|
|
/obj/structure/window/attack_paw(mob/user)
|
|
return attack_hand(user)
|
|
|
|
|
|
/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
|
|
if(!can_be_reached(user))
|
|
return
|
|
..()
|
|
|
|
/obj/structure/window/attackby(obj/item/I, mob/living/user, params)
|
|
if(!can_be_reached(user))
|
|
return 1 //skip the afterattack
|
|
|
|
add_fingerprint(user)
|
|
if(istype(I, /obj/item/weapon/weldingtool) && user.a_intent == INTENT_HELP)
|
|
var/obj/item/weapon/weldingtool/WT = I
|
|
if(obj_integrity < max_integrity)
|
|
if(WT.remove_fuel(0,user))
|
|
to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
|
|
playsound(loc, WT.usesound, 40, 1)
|
|
if(do_after(user, 40*I.toolspeed, target = src))
|
|
obj_integrity = max_integrity
|
|
playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
|
|
update_nearby_icons()
|
|
to_chat(user, "<span class='notice'>You repair [src].</span>")
|
|
else
|
|
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
|
|
return
|
|
|
|
if(!(flags&NODECONSTRUCT))
|
|
if(istype(I, /obj/item/weapon/screwdriver))
|
|
playsound(loc, I.usesound, 75, 1)
|
|
if(reinf)
|
|
if(state == WINDOW_SCREWED_TO_FRAME || state == WINDOW_IN_FRAME)
|
|
to_chat(user, "<span class='notice'>You begin to [state == WINDOW_SCREWED_TO_FRAME ? "unscrew the window from":"screw the window to"] the frame...</span>")
|
|
if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
|
|
state = (state == WINDOW_IN_FRAME ? WINDOW_SCREWED_TO_FRAME : WINDOW_IN_FRAME)
|
|
to_chat(user, "<span class='notice'>You [state == WINDOW_IN_FRAME ? "unfasten the window from":"fasten the window to"] the frame.</span>")
|
|
else if(state == WINDOW_OUT_OF_FRAME)
|
|
to_chat(user, "<span class='notice'>You begin to [anchored ? "unscrew the frame from":"screw the frame to"] the floor...</span>")
|
|
if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
|
|
anchored = !anchored
|
|
update_nearby_icons()
|
|
to_chat(user, "<span class='notice'>You [anchored ? "fasten the frame to":"unfasten the frame from"] the floor.</span>")
|
|
else //if we're not reinforced, we don't need to check or update state
|
|
to_chat(user, "<span class='notice'>You begin to [anchored ? "unscrew the window from":"screw the window to"] the floor...</span>")
|
|
if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_anchored, anchored)))
|
|
anchored = !anchored
|
|
update_nearby_icons()
|
|
to_chat(user, "<span class='notice'>You [anchored ? "fasten the window to":"unfasten the window from"] the floor.</span>")
|
|
return
|
|
|
|
|
|
else if (istype(I, /obj/item/weapon/crowbar) && reinf && (state == WINDOW_OUT_OF_FRAME || state == WINDOW_IN_FRAME))
|
|
to_chat(user, "<span class='notice'>You begin to lever the window [state == WINDOW_OUT_OF_FRAME ? "into":"out of"] the frame...</span>")
|
|
playsound(loc, I.usesound, 75, 1)
|
|
if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
|
|
state = (state == WINDOW_OUT_OF_FRAME ? WINDOW_IN_FRAME : WINDOW_OUT_OF_FRAME)
|
|
to_chat(user, "<span class='notice'>You pry the window [state == WINDOW_IN_FRAME ? "into":"out of"] the frame.</span>")
|
|
return
|
|
|
|
else if(istype(I, /obj/item/weapon/wrench) && !anchored)
|
|
playsound(loc, I.usesound, 75, 1)
|
|
to_chat(user, "<span class='notice'> You begin to disassemble [src]...</span>")
|
|
if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
|
|
var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
|
|
G.add_fingerprint(user)
|
|
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
|
to_chat(user, "<span class='notice'>You successfully disassemble [src].</span>")
|
|
qdel(src)
|
|
return
|
|
return ..()
|
|
|
|
/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/mech_melee_attack(obj/mecha/M)
|
|
if(!can_be_reached())
|
|
return
|
|
..()
|
|
|
|
/obj/structure/window/proc/can_be_reached(mob/user)
|
|
if(!fulltile)
|
|
if(get_dir(user,src) & dir)
|
|
for(var/obj/O in loc)
|
|
if(!O.CanPass(user, user.loc, 1))
|
|
return 0
|
|
return 1
|
|
|
|
/obj/structure/window/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
|
|
. = ..()
|
|
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.loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
|
else
|
|
playsound(src, 'sound/weapons/tap.ogg', 50, 1)
|
|
if(BURN)
|
|
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
|
|
|
|
|
|
/obj/structure/window/deconstruct(disassembled = TRUE)
|
|
if(QDELETED(src))
|
|
return
|
|
if(!disassembled)
|
|
playsound(src, "shatter", 70, 1)
|
|
var/turf/T = loc
|
|
if(!(flags & NODECONSTRUCT))
|
|
for(var/i in debris)
|
|
var/obj/item/I = i
|
|
I.loc = T
|
|
transfer_fingerprints_to(I)
|
|
qdel(src)
|
|
update_nearby_icons()
|
|
|
|
/obj/structure/window/verb/rotate()
|
|
set name = "Rotate Window Counter-Clockwise"
|
|
set category = "Object"
|
|
set src in oview(1)
|
|
|
|
if(usr.stat || !usr.canmove || usr.restrained())
|
|
return
|
|
|
|
if(anchored)
|
|
to_chat(usr, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
|
|
return FALSE
|
|
|
|
var/target_dir = turn(dir, 90)
|
|
|
|
if(!valid_window_location(loc, target_dir))
|
|
to_chat(usr, "<span class='warning'>[src] cannot be rotated in that direction!</span>")
|
|
return FALSE
|
|
|
|
setDir(target_dir)
|
|
air_update_turf(1)
|
|
ini_dir = dir
|
|
add_fingerprint(usr)
|
|
return TRUE
|
|
|
|
/obj/structure/window/verb/revrotate()
|
|
set name = "Rotate Window Clockwise"
|
|
set category = "Object"
|
|
set src in oview(1)
|
|
|
|
if(usr.stat || !usr.canmove || usr.restrained())
|
|
return
|
|
|
|
if(anchored)
|
|
to_chat(usr, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
|
|
return FALSE
|
|
|
|
var/target_dir = turn(dir, 270)
|
|
|
|
if(!valid_window_location(loc, target_dir))
|
|
to_chat(usr, "<span class='warning'>[src] cannot be rotated in that direction!</span>")
|
|
return FALSE
|
|
|
|
setDir(target_dir)
|
|
air_update_turf(1)
|
|
ini_dir = dir
|
|
add_fingerprint(usr)
|
|
return TRUE
|
|
|
|
/obj/structure/window/AltClick(mob/user)
|
|
..()
|
|
if(user.incapacitated())
|
|
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
|
|
return
|
|
if(!in_range(src, user))
|
|
return
|
|
else
|
|
revrotate()
|
|
|
|
/obj/structure/window/Destroy()
|
|
density = 0
|
|
air_update_turf(1)
|
|
update_nearby_icons()
|
|
return ..()
|
|
|
|
|
|
/obj/structure/window/Move()
|
|
var/turf/T = loc
|
|
..()
|
|
setDir(ini_dir)
|
|
move_update_air(T)
|
|
|
|
/obj/structure/window/CanAtmosPass(turf/T)
|
|
if(get_dir(loc, T) == dir)
|
|
return !density
|
|
if(dir == FULLTILE_WINDOW_DIR)
|
|
return !density
|
|
return 1
|
|
|
|
//This proc is used to update the icons of nearby windows.
|
|
/obj/structure/window/proc/update_nearby_icons()
|
|
update_icon()
|
|
if(smooth)
|
|
queue_smooth_neighbors(src)
|
|
|
|
//merges adjacent full-tile windows into one
|
|
/obj/structure/window/update_icon()
|
|
if(!QDELETED(src))
|
|
if(!fulltile)
|
|
return
|
|
|
|
var/ratio = obj_integrity / max_integrity
|
|
ratio = Ceiling(ratio*4) * 25
|
|
|
|
if(smooth)
|
|
queue_smooth(src)
|
|
|
|
cut_overlay(crack_overlay)
|
|
if(ratio > 75)
|
|
return
|
|
crack_overlay = image('icons/obj/structures.dmi',"damage[ratio]",-(layer+0.1))
|
|
add_overlay(crack_overlay)
|
|
|
|
/obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
|
|
|
if(exposed_temperature > (T0C + heat_resistance))
|
|
take_damage(round(exposed_volume / 100), BURN, 0, 0)
|
|
..()
|
|
|
|
/obj/structure/window/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
|
|
return 0
|
|
|
|
/obj/structure/window/CanAStarPass(ID, to_dir)
|
|
if(!density)
|
|
return 1
|
|
if((dir == FULLTILE_WINDOW_DIR) || (dir == to_dir))
|
|
return 0
|
|
|
|
return 1
|
|
|
|
/obj/structure/window/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/reinforced
|
|
name = "reinforced window"
|
|
icon_state = "rwindow"
|
|
reinf = 1
|
|
heat_resistance = 1600
|
|
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 25, bio = 100, rad = 100, fire = 80, acid = 100)
|
|
max_integrity = 50
|
|
explosion_block = 1
|
|
glass_type = /obj/item/stack/sheet/rglass
|
|
|
|
/obj/structure/window/reinforced/unanchored
|
|
anchored = FALSE
|
|
|
|
/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"
|
|
|
|
/obj/structure/window/reinforced/highpressure
|
|
name = "high pressure window"
|
|
max_integrity = 1000
|
|
heat_resistance = 50000
|
|
pressure_resistance = 4*ONE_ATMOSPHERE
|
|
|
|
/* Full Tile Windows (more obj_integrity) */
|
|
|
|
/obj/structure/window/fulltile
|
|
icon = 'icons/obj/smooth_structures/window.dmi'
|
|
icon_state = "window"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
max_integrity = 50
|
|
fulltile = 1
|
|
flags = NONE
|
|
smooth = SMOOTH_TRUE
|
|
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile,/obj/structure/window/reinforced/highpressure/fulltile, /obj/structure/window/reinforced/tinted/fulltile)
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/fulltile/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/reinforced/fulltile
|
|
icon = 'icons/obj/smooth_structures/reinforced_window.dmi'
|
|
icon_state = "r_window"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
max_integrity = 100
|
|
fulltile = 1
|
|
flags = NONE
|
|
smooth = SMOOTH_TRUE
|
|
|
|
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile,/obj/structure/window/reinforced/highpressure/fulltile, /obj/structure/window/reinforced/tinted/fulltile)
|
|
level = 3
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/reinforced/highpressure/fulltile
|
|
icon = 'icons/obj/smooth_structures/reinforced_window.dmi'
|
|
icon_state = "r_window"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
max_integrity = 1000
|
|
fulltile = 1
|
|
flags = NONE
|
|
smooth = SMOOTH_TRUE
|
|
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile,/obj/structure/window/reinforced/highpressure/fulltile, /obj/structure/window/reinforced/tinted/fulltile)
|
|
level = 3
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/reinforced/fulltile/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/reinforced/tinted/fulltile
|
|
icon = 'icons/obj/smooth_structures/tinted_window.dmi'
|
|
icon_state = "tinted_window"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
fulltile = 1
|
|
flags = NONE
|
|
smooth = SMOOTH_TRUE
|
|
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile,/obj/structure/window/reinforced/highpressure/fulltile, /obj/structure/window/reinforced/tinted/fulltile/)
|
|
level = 3
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/reinforced/fulltile/ice
|
|
icon = 'icons/obj/smooth_structures/rice_window.dmi'
|
|
icon_state = "ice_window"
|
|
max_integrity = 150
|
|
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/reinforced/fulltile/ice)
|
|
level = 3
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/shuttle
|
|
name = "shuttle window"
|
|
desc = "A reinforced, air-locked pod window."
|
|
icon = 'icons/obj/smooth_structures/shuttle_window.dmi'
|
|
icon_state = "shuttle_window"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
max_integrity = 100
|
|
wtype = "shuttle"
|
|
fulltile = 1
|
|
flags = NONE
|
|
reinf = 1
|
|
heat_resistance = 1600
|
|
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 25, bio = 100, rad = 100, fire = 80, acid = 100)
|
|
smooth = SMOOTH_TRUE
|
|
canSmoothWith = null
|
|
explosion_block = 1
|
|
level = 3
|
|
glass_type = /obj/item/stack/sheet/rglass
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/shuttle/narsie_act()
|
|
add_atom_colour("#3C3434", FIXED_COLOUR_PRIORITY)
|
|
|
|
/obj/structure/window/shuttle/tinted
|
|
opacity = TRUE
|
|
|
|
/obj/structure/window/reinforced/clockwork
|
|
name = "brass window"
|
|
desc = "A paper-thin pane of translucent yet reinforced brass."
|
|
icon = 'icons/obj/smooth_structures/clockwork_window.dmi'
|
|
icon_state = "clockwork_window_single"
|
|
resistance_flags = FIRE_PROOF | ACID_PROOF
|
|
max_integrity = 80
|
|
armor = list(melee = 60, bullet = 25, laser = 0, energy = 0, bomb = 25, bio = 100, rad = 100, fire = 80, acid = 100)
|
|
explosion_block = 2 //fancy AND hard to destroy. the most useful combination.
|
|
decon_speed = 40
|
|
glass_type = /obj/item/stack/tile/brass
|
|
glass_amount = 1
|
|
reinf = FALSE
|
|
var/made_glow = FALSE
|
|
|
|
/obj/structure/window/reinforced/clockwork/Initialize(mapload, direct)
|
|
if(fulltile)
|
|
made_glow = TRUE
|
|
..()
|
|
for(var/obj/item/I in debris)
|
|
debris -= I
|
|
qdel(I)
|
|
var/amount_of_gears = 2
|
|
if(fulltile)
|
|
new /obj/effect/overlay/temp/ratvar/window(get_turf(src))
|
|
amount_of_gears = 4
|
|
for(var/i in 1 to amount_of_gears)
|
|
debris += new/obj/item/clockwork/alloy_shards/medium/gear_bit()
|
|
change_construction_value(fulltile ? 2 : 1)
|
|
|
|
/obj/structure/window/reinforced/clockwork/setDir(direct)
|
|
if(!made_glow)
|
|
var/obj/effect/E = new /obj/effect/overlay/temp/ratvar/window/single(get_turf(src))
|
|
E.setDir(direct)
|
|
made_glow = TRUE
|
|
..()
|
|
|
|
/obj/structure/window/reinforced/clockwork/Destroy()
|
|
change_construction_value(fulltile ? -2 : -1)
|
|
return ..()
|
|
|
|
/obj/structure/window/reinforced/clockwork/ratvar_act()
|
|
if(ratvar_awakens)
|
|
obj_integrity = max_integrity
|
|
update_icon()
|
|
|
|
/obj/structure/window/reinforced/clockwork/narsie_act()
|
|
take_damage(rand(25, 75), BRUTE)
|
|
if(src)
|
|
var/previouscolor = color
|
|
color = "#960000"
|
|
animate(src, color = previouscolor, time = 8)
|
|
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 8)
|
|
|
|
/obj/structure/window/reinforced/clockwork/unanchored
|
|
anchored = FALSE
|
|
|
|
/obj/structure/window/reinforced/clockwork/fulltile
|
|
icon_state = "clockwork_window"
|
|
smooth = SMOOTH_TRUE
|
|
canSmoothWith = null
|
|
fulltile = 1
|
|
flags = NONE
|
|
dir = FULLTILE_WINDOW_DIR
|
|
max_integrity = 120
|
|
level = 3
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/reinforced/clockwork/fulltile/unanchored
|
|
anchored = FALSE
|