Files
Bubberstation/code/game/objects/structures/window.dm
Cyberboss 9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00

577 lines
18 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)
..()
to_chat(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/rcd_vals(mob/user, obj/item/weapon/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_DECONSTRUCT)
return list("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 5)
return FALSE
/obj/structure/window/rcd_act(mob/user, var/obj/item/weapon/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_DECONSTRUCT)
to_chat(user, "<span class='notice'>You deconstruct the window.</span>")
qdel(src)
return TRUE
return FALSE
/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(GLOB.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