mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Merge pull request #1973 from Neerti/6/24/2016_make_buildmode_great_again
Makes Buildmode Great Again
This commit is contained in:
@@ -71,38 +71,61 @@
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screen_loc = "NORTH,WEST+1"
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Click()
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switch(master.cl.buildmode)
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if(1)
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usr << "\blue ***********************************************************"
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usr << "\blue Left Mouse Button = Construct / Upgrade"
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usr << "\blue Right Mouse Button = Deconstruct / Delete / Downgrade"
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usr << "\blue Left Mouse Button + ctrl = R-Window"
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usr << "\blue Left Mouse Button + alt = Airlock"
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if(1) // Basic Build
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usr << "<span class='notice'>***********************************************************</span>"
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usr << "<span class='notice'>Left Mouse Button = Construct / Upgrade</span>"
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usr << "<span class='notice'>Right Mouse Button = Deconstruct / Delete / Downgrade</span>"
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usr << "<span class='notice'>Left Mouse Button + ctrl = R-Window</span>"
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usr << "<span class='notice'>Left Mouse Button + alt = Airlock</span>"
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usr << ""
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usr << "\blue Use the button in the upper left corner to"
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usr << "\blue change the direction of built objects."
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usr << "\blue ***********************************************************"
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if(2)
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usr << "\blue ***********************************************************"
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usr << "\blue Right Mouse Button on buildmode button = Set object type"
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usr << "\blue Middle Mouse Button on buildmode button= On/Off object type saying"
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usr << "\blue Middle Mouse Button on turf/obj = Capture object type"
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usr << "\blue Left Mouse Button on turf/obj = Place objects"
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usr << "\blue Right Mouse Button = Delete objects"
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usr << "<span class='notice'>Use the button in the upper left corner to</span>"
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usr << "<span class='notice'>change the direction of built objects.</span>"
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usr << "<span class='notice'>***********************************************************</span>"
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if(2) // Adv. Build
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usr << "<span class='notice'>***********************************************************</span>"
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usr << "<span class='notice'>Right Mouse Button on buildmode button = Set object type</span>"
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usr << "<span class='notice'>Middle Mouse Button on buildmode button= On/Off object type saying</span>"
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usr << "<span class='notice'>Middle Mouse Button on turf/obj = Capture object type</span>"
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usr << "<span class='notice'>Left Mouse Button on turf/obj = Place objects</span>"
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usr << "<span class='notice'>Right Mouse Button = Delete objects</span>"
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usr << "<span class='notice'>Mouse Button + ctrl = Copy object type</span>"
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usr << ""
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usr << "\blue Use the button in the upper left corner to"
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usr << "\blue change the direction of built objects."
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usr << "\blue ***********************************************************"
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if(3)
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usr << "\blue ***********************************************************"
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usr << "\blue Right Mouse Button on buildmode button = Select var(type) & value"
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usr << "\blue Left Mouse Button on turf/obj/mob = Set var(type) & value"
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usr << "\blue Right Mouse Button on turf/obj/mob = Reset var's value"
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usr << "\blue ***********************************************************"
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if(4)
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usr << "\blue ***********************************************************"
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usr << "\blue Left Mouse Button on turf/obj/mob = Select"
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usr << "\blue Right Mouse Button on turf/obj/mob = Throw"
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usr << "\blue ***********************************************************"
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usr << "<span class='notice'>Use the button in the upper left corner to</span>"
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usr << "<span class='notice'>change the direction of built objects.</span>"
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usr << "<span class='notice'>***********************************************************</span>"
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if(3) // Edit
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usr << "<span class='notice'>***********************************************************</span>"
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usr << "<span class='notice'>Right Mouse Button on buildmode button = Select var(type) & value</span>"
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usr << "<span class='notice'>Left Mouse Button on turf/obj/mob = Set var(type) & value</span>"
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usr << "<span class='notice'>Right Mouse Button on turf/obj/mob = Reset var's value</span>"
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usr << "<span class='notice'>***********************************************************</span>"
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if(4) // Throw
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usr << "<span class='notice'>***********************************************************</span>"
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usr << "<span class='notice'>Left Mouse Button on turf/obj/mob = Select</span>"
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usr << "<span class='notice'>Right Mouse Button on turf/obj/mob = Throw</span>"
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usr << "<span class='notice'>***********************************************************</span>"
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if(5) // Room Build
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usr << "<span class='notice'>***********************************************************</span>"
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usr << "<span class='notice'>Left Mouse Button on turf = Select as point A</span>"
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usr << "<span class='notice'>Right Mouse Button on turf = Select as point B</span>"
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usr << "<span class='notice'>Right Mouse Button on buildmode button = Change floor/wall type</span>"
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usr << "<span class='notice'>***********************************************************</span>"
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if(6) // Make Ladders
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usr << "<span class='notice'>***********************************************************</span>"
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usr << "<span class='notice'>Left Mouse Button on turf = Set as upper ladder loc</span>"
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usr << "<span class='notice'>Right Mouse Button on turf = Set as lower ladder loc</span>"
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usr << "<span class='notice'>***********************************************************</span>"
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if(7) // Move Into Contents
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usr << "<span class='notice'>***********************************************************</span>"
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usr << "<span class='notice'>Left Mouse Button on turf/obj/mob = Select</span>"
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usr << "<span class='notice'>Right Mouse Button on turf/obj/mob = Move into selection</span>"
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usr << "<span class='notice'>***********************************************************</span>"
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if(8) // Make Lights
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usr << "<span class='notice'>***********************************************************</span>"
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usr << "<span class='notice'>Left Mouse Button on turf/obj/mob = Make it glow</span>"
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usr << "<span class='notice'>Right Mouse Button on turf/obj/mob = Reset glowing</span>"
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usr << "<span class='notice'>Right Mouse Button on buildmode button = Change glow properties</span>"
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usr << "<span class='notice'>***********************************************************</span>"
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return 1
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/obj/effect/bmode/buildquit
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@@ -144,62 +167,100 @@
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var/objholder = /obj/structure/closet
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var/objsay = 1
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Click(location, control, params)
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var/list/pa = params2list(params)
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var/wall_holder = /turf/simulated/wall
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var/floor_holder = /turf/simulated/floor/plating
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var/turf/coordA = null
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var/turf/coordB = null
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if(pa.Find("middle"))
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switch(master.cl.buildmode)
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if(2)
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objsay=!objsay
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var/new_light_color = "#FFFFFF"
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var/new_light_range = 3
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var/new_light_intensity = 3
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/obj/effect/bmode/buildmode/Click(location, control, params)
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var/list/pa = params2list(params)
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if(pa.Find("middle"))
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switch(master.cl.buildmode)
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if(2)
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objsay=!objsay
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if(pa.Find("left"))
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switch(master.cl.buildmode)
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if(1)
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master.cl.buildmode = 2
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src.icon_state = "buildmode2"
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if(2)
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master.cl.buildmode = 3
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src.icon_state = "buildmode3"
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if(3)
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master.cl.buildmode = 4
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src.icon_state = "buildmode4"
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if(4)
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master.cl.buildmode = 1
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src.icon_state = "buildmode1"
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if(pa.Find("left"))
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switch(master.cl.buildmode)
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if(1)
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master.cl.buildmode = 2
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src.icon_state = "buildmode2"
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if(2)
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master.cl.buildmode = 3
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src.icon_state = "buildmode3"
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if(3)
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master.cl.buildmode = 4
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src.icon_state = "buildmode4"
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if(4)
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master.cl.buildmode = 5
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src.icon_state = "buildmode5"
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if(5)
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master.cl.buildmode = 6
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src.icon_state = "buildmode6"
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if(6)
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master.cl.buildmode = 7
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src.icon_state = "buildmode7"
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if(7)
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master.cl.buildmode = 8
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src.icon_state = "buildmode8"
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if(8)
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master.cl.buildmode = 1
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src.icon_state = "buildmode1"
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else if(pa.Find("right"))
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switch(master.cl.buildmode)
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if(1)
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else if(pa.Find("right"))
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switch(master.cl.buildmode)
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if(1) // Basic Build
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return 1
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if(2) // Adv. Build
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objholder = get_path_from_partial_text(/obj/structure/closet)
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if(3) // Edit
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var/list/locked = list("vars", "key", "ckey", "client", "firemut", "ishulk", "telekinesis", "xray", "virus", "viruses", "cuffed", "ka", "last_eaten", "urine")
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master.buildmode.varholder = input(usr,"Enter variable name:" ,"Name", "name")
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if(master.buildmode.varholder in locked && !check_rights(R_DEBUG,0))
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return 1
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if(2)
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objholder = text2path(input(usr,"Enter typepath:" ,"Typepath","/obj/structure/closet"))
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if(!ispath(objholder))
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objholder = /obj/structure/closet
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alert("That path is not allowed.")
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else
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if(ispath(objholder,/mob) && !check_rights(R_DEBUG,0))
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objholder = /obj/structure/closet
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if(3)
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var/list/locked = list("vars", "key", "ckey", "client", "firemut", "ishulk", "telekinesis", "xray", "virus", "viruses", "cuffed", "ka", "last_eaten", "urine")
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master.buildmode.varholder = input(usr,"Enter variable name:" ,"Name", "name")
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if(master.buildmode.varholder in locked && !check_rights(R_DEBUG,0))
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return 1
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var/thetype = input(usr,"Select variable type:" ,"Type") in list("text","number","mob-reference","obj-reference","turf-reference")
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if(!thetype) return 1
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switch(thetype)
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if("text")
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master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", "value") as text
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if("number")
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master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", 123) as num
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if("mob-reference")
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master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as mob in mob_list
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if("obj-reference")
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master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as obj in world
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if("turf-reference")
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master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as turf in world
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return 1
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var/thetype = input(usr,"Select variable type:" ,"Type") in list("text","number","mob-reference","obj-reference","turf-reference")
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if(!thetype) return 1
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switch(thetype)
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if("text")
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master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", "value") as text
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if("number")
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master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", 123) as num
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if("mob-reference")
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master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as mob in mob_list
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if("obj-reference")
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master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as obj in world
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if("turf-reference")
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master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as turf in world
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if(5) // Room build
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var/choice = alert("Would you like to change the floor or wall holders?","Room Builder", "Floor", "Wall")
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switch(choice)
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if("Floor")
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floor_holder = get_path_from_partial_text(/turf/simulated/floor/plating)
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if("Wall")
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wall_holder = get_path_from_partial_text(/turf/simulated/wall)
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if(8) // Lights
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var/choice = alert("Change the new light range, power, or color?", "Light Maker", "Range", "Power", "Color")
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switch(choice)
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if("Range")
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var/input = input("New light range.","Light Maker",3) as null|num
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if(input)
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new_light_range = input
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if("Power")
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var/input = input("New light power.","Light Maker",3) as null|num
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if(input)
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new_light_intensity = input
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if("Color")
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var/input = input("New light color.","Light Maker",3) as null|color
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if(input)
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new_light_color = input
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return 1
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/proc/build_click(var/mob/user, buildmode, params, var/obj/object)
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var/obj/effect/bmode/buildholder/holder = null
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@@ -211,7 +272,7 @@
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var/list/pa = params2list(params)
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switch(buildmode)
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if(1)
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if(1) // Basic Build
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if(istype(object,/turf) && pa.Find("left") && !pa.Find("alt") && !pa.Find("ctrl") )
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if(istype(object,/turf/space))
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var/turf/T = object
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@@ -260,8 +321,8 @@
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if(NORTHWEST)
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var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
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WIN.set_dir(NORTHWEST)
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if(2)
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if(pa.Find("left"))
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if(2) // Adv. Build
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if(pa.Find("left") && !pa.Find("ctrl"))
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if(ispath(holder.buildmode.objholder,/turf))
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var/turf/T = get_turf(object)
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T.ChangeTurf(holder.buildmode.objholder)
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@@ -269,27 +330,31 @@
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var/obj/A = new holder.buildmode.objholder (get_turf(object))
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A.set_dir(holder.builddir.dir)
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else if(pa.Find("right"))
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if(isobj(object)) qdel(object)
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if(isobj(object))
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qdel(object)
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else if(pa.Find("ctrl"))
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holder.buildmode.objholder = object.type
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user << "<span class='notice'>[object]([object.type]) copied to buildmode.</span>"
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if(pa.Find("middle"))
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holder.buildmode.objholder = text2path("[object.type]")
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if(holder.buildmode.objsay) usr << "[object.type]"
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if(3)
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if(3) // Edit
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if(pa.Find("left")) //I cant believe this shit actually compiles.
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if(object.vars.Find(holder.buildmode.varholder))
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log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]")
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object.vars[holder.buildmode.varholder] = holder.buildmode.valueholder
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else
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usr << "\red [initial(object.name)] does not have a var called '[holder.buildmode.varholder]'"
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user << "<span class='danger'>[initial(object.name)] does not have a var called '[holder.buildmode.varholder]'</span>"
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if(pa.Find("right"))
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if(object.vars.Find(holder.buildmode.varholder))
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log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]")
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object.vars[holder.buildmode.varholder] = initial(object.vars[holder.buildmode.varholder])
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else
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usr << "\red [initial(object.name)] does not have a var called '[holder.buildmode.varholder]'"
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user << "<span class='danger'>[initial(object.name)] does not have a var called '[holder.buildmode.varholder]'</span>"
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if(4)
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if(4) // Throw
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if(pa.Find("left"))
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if(istype(object, /atom/movable))
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holder.throw_atom = object
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@@ -297,3 +362,127 @@
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if(holder.throw_atom)
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holder.throw_atom.throw_at(object, 10, 1)
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log_admin("[key_name(usr)] threw [holder.throw_atom] at [object]")
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if(5) // Room build
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if(pa.Find("left"))
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holder.buildmode.coordA = get_turf(object)
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user << "<span class='notice'>Defined [object] ([object.type]) as point A.</span>"
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if(pa.Find("right"))
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holder.buildmode.coordB = get_turf(object)
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user << "<span class='notice'>Defined [object] ([object.type]) as point B.</span>"
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if(holder.buildmode.coordA && holder.buildmode.coordB)
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user << "<span class='notice'>A and B set, creating rectangle.</span>"
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holder.buildmode.make_rectangle(
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holder.buildmode.coordA,
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holder.buildmode.coordB,
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holder.buildmode.wall_holder,
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holder.buildmode.floor_holder
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)
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holder.buildmode.coordA = null
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holder.buildmode.coordB = null
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if(6) // Ladders
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if(pa.Find("left"))
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holder.buildmode.coordA = get_turf(object)
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user << "<span class='notice'>Defined [object] ([object.type]) as upper ladder location.</span>"
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|
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if(pa.Find("right"))
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holder.buildmode.coordB = get_turf(object)
|
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user << "<span class='notice'>Defined [object] ([object.type]) as lower ladder location.</span>"
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if(holder.buildmode.coordA && holder.buildmode.coordB)
|
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user << "<span class='notice'>Ladder locations set, building ladders.</span>"
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var/obj/structure/ladder/A = new /obj/structure/ladder(holder.buildmode.coordA)
|
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var/obj/structure/ladder/B = new /obj/structure/ladder(holder.buildmode.coordB)
|
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A.target = B
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B.target = A
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||||
B.icon_state = "ladderup"
|
||||
holder.buildmode.coordA = null
|
||||
holder.buildmode.coordB = null
|
||||
if(7) // Move into contents
|
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if(pa.Find("left"))
|
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if(istype(object, /atom))
|
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holder.throw_atom = object
|
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if(pa.Find("right"))
|
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if(holder.throw_atom && istype(object, /atom/movable))
|
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object.forceMove(holder.throw_atom)
|
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log_admin("[key_name(usr)] moved [object] into [holder.throw_atom].")
|
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if(8) // Lights
|
||||
if(pa.Find("left"))
|
||||
if(object)
|
||||
object.set_light(holder.buildmode.new_light_range, holder.buildmode.new_light_intensity, holder.buildmode.new_light_color)
|
||||
if(pa.Find("right"))
|
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if(object)
|
||||
object.set_light(0, 0, "#FFFFFF")
|
||||
|
||||
/obj/effect/bmode/buildmode/proc/get_path_from_partial_text(default_path)
|
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var/desired_path = input("Enter full or partial typepath.","Typepath","[default_path]")
|
||||
|
||||
var/list/types = typesof(/atom)
|
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var/list/matches = list()
|
||||
|
||||
for(var/path in types)
|
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if(findtext("[path]", desired_path))
|
||||
matches += path
|
||||
|
||||
if(matches.len==0)
|
||||
alert("No results found. Sorry.")
|
||||
return
|
||||
|
||||
var/result = null
|
||||
|
||||
if(matches.len==1)
|
||||
result = matches[1]
|
||||
else
|
||||
result = input("Select an atom type", "Spawn Atom", matches[1]) as null|anything in matches
|
||||
if(!objholder)
|
||||
result = default_path
|
||||
return result
|
||||
|
||||
/obj/effect/bmode/buildmode/proc/make_rectangle(var/turf/A, var/turf/B, var/turf/wall_type, var/turf/floor_type)
|
||||
if(!A || !B) // No coords
|
||||
return
|
||||
if(A.z != B.z) // Not same z-level
|
||||
return
|
||||
|
||||
var/height = A.y - B.y
|
||||
var/width = A.x - B.x
|
||||
var/z_level = A.z
|
||||
|
||||
var/turf/lower_left_corner = null
|
||||
// First, try to find the lowest part
|
||||
var/desired_y = 0
|
||||
if(A.y <= B.y)
|
||||
desired_y = A.y
|
||||
else
|
||||
desired_y = B.y
|
||||
|
||||
//Now for the left-most part.
|
||||
var/desired_x = 0
|
||||
if(A.x <= B.x)
|
||||
desired_x = A.x
|
||||
else
|
||||
desired_x = B.x
|
||||
|
||||
lower_left_corner = locate(desired_x, desired_y, z_level)
|
||||
|
||||
// Now we can begin building the actual room. This defines the boundries for the room.
|
||||
var/low_bound_x = lower_left_corner.x
|
||||
var/low_bound_y = lower_left_corner.y
|
||||
|
||||
var/high_bound_x = lower_left_corner.x + abs(width)
|
||||
var/high_bound_y = lower_left_corner.y + abs(height)
|
||||
|
||||
for(var/i = low_bound_x, i <= high_bound_x, i++)
|
||||
for(var/j = low_bound_y, j <= high_bound_y, j++)
|
||||
var/turf/T = locate(i, j, z_level)
|
||||
if(i == low_bound_x || i == high_bound_x || j == low_bound_y || j == high_bound_y)
|
||||
if(isturf(wall_type))
|
||||
T.ChangeTurf(wall_type)
|
||||
else
|
||||
new wall_type(T)
|
||||
else
|
||||
if(isturf(floor_type))
|
||||
T.ChangeTurf(floor_type)
|
||||
else
|
||||
new floor_type(T)
|
||||
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Reference in New Issue
Block a user