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* indestructible windows cant be destroyed by ingame means anymore (#72289) ## About The Pull Request closes: https://github.com/tgstation/tgstation/issues/72271 I tested on a local server to see if there are more indestructible things the rcd can destroy couldnt find any further. Also makes sure indestructible windows cant be destroyed by any unintentional means ## Why It's Good For The Game bug fix ## Changelog 🆑 fix: indestructible windows cant be destroyed by ingame means anymore /🆑 Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> * indestructible windows cant be destroyed by ingame means anymore Co-authored-by: Salex08 <33989683+Salex08@users.noreply.github.com> Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
45 lines
1.5 KiB
Plaintext
45 lines
1.5 KiB
Plaintext
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/obj/structure/window/reinforced/fulltile/indestructible
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name = "robust window"
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flags_1 = PREVENT_CLICK_UNDER_1 | NODECONSTRUCT_1
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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/obj/structure/window/reinforced/fulltile/indestructible/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
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return FALSE
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/obj/structure/grille/indestructible
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flags_1 = CONDUCT_1 | NODECONSTRUCT_1
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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/obj/structure/grille/indestructible/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
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return FALSE
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/obj/effect/spawner/structure/window/reinforced/indestructible
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spawn_list = list(/obj/structure/grille/indestructible, /obj/structure/window/reinforced/fulltile/indestructible)
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/obj/structure/barricade/security/murderdome
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name = "respawnable barrier"
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desc = "A barrier. Provides cover in firefights."
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deploy_time = 0
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deploy_message = 0
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/obj/structure/barricade/security/murderdome/make_debris()
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new /obj/effect/murderdome/dead_barricade(get_turf(src))
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/obj/effect/murderdome/dead_barricade
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name = "dead barrier"
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desc = "It provided cover in fire fights. And now it's gone."
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icon = 'icons/obj/objects.dmi'
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icon_state = "barrier0"
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alpha = 100
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/obj/effect/murderdome/dead_barricade/Initialize(mapload)
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. = ..()
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addtimer(CALLBACK(src, PROC_REF(respawn)), 3 MINUTES)
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/obj/effect/murderdome/dead_barricade/proc/respawn()
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if(!QDELETED(src))
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new /obj/structure/barricade/security/murderdome(get_turf(src))
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qdel(src)
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