mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Improved window code, mostly formatting and styles, but also general improvements.
I've tested it a fair bit, but there may be bugs, so please report those if you run into them. Added an ismetroidadult() helper Improved L6 code. Made the syndie shuttle console impervious to bullets. Made mirrors breakable. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5187 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -1,263 +1,195 @@
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/obj/structure/window
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name = "window"
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icon = 'icons/obj/structures.dmi'
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desc = "A window."
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icon = 'icons/obj/structures.dmi'
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density = 1
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layer = 3.2//Just above doors
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pressure_resistance = 4*ONE_ATMOSPHERE
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anchored = 1.0
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flags = ON_BORDER
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var/health = 14.0
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var/ini_dir = null
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var/state = 0
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var/reinf = 0
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var/silicate = 0 // number of units of silicate
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var/icon/silicateIcon = null // the silicated icon
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pressure_resistance = 4*ONE_ATMOSPHERE
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anchored = 1.0
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flags = ON_BORDER
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// var/silicate = 0 // number of units of silicate
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// var/icon/silicateIcon = null // the silicated icon
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/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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..()
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if(health <=0)
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new /obj/item/weapon/shard( src.loc )
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new /obj/item/stack/rods( src.loc )
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src.density = 0
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if(health <= 0)
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new /obj/item/weapon/shard(loc)
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new /obj/item/stack/rods(loc)
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del(src)
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return
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/obj/structure/window/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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new /obj/item/weapon/shard( src.loc )
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if(reinf) new /obj/item/stack/rods( src.loc)
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//SN src = null
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new /obj/item/weapon/shard(loc)
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if(reinf) new /obj/item/stack/rods(loc)
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del(src)
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return
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if(3.0)
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if (prob(50))
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new /obj/item/weapon/shard( src.loc )
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if(reinf) new /obj/item/stack/rods( src.loc)
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if(prob(50))
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new /obj/item/weapon/shard(loc)
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if(reinf) new /obj/item/stack/rods(loc)
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del(src)
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return
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return
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/obj/structure/window/blob_act()
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if(reinf) new /obj/item/stack/rods( src.loc)
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density = 0
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new /obj/item/weapon/shard(loc)
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if(reinf) new /obj/item/stack/rods(loc)
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del(src)
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/obj/structure/window/meteorhit()
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//world << "glass at [x],[y],[z] Mhit"
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new /obj/item/weapon/shard( loc )
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if(reinf) new /obj/item/stack/rods( loc)
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del(src)
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/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if (src.dir == SOUTHWEST || src.dir == SOUTHEAST || src.dir == NORTHWEST || src.dir == NORTHEAST)
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return 0 //full tile window, you can't move into it!
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if(dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST)
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return 0 //full tile window, you can't move into it!
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if(get_dir(loc, target) == dir)
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return !density
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else
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return 1
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/obj/structure/window/CheckExit(atom/movable/O as mob|obj, target as turf)
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if(istype(O) && O.checkpass(PASSGLASS))
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return 1
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if (get_dir(O.loc, target) == dir)
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if(get_dir(O.loc, target) == dir)
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return 0
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return 1
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/obj/structure/window/meteorhit()
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//*****RM
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//world << "glass at [x],[y],[z] Mhit"
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src.health = 0
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new /obj/item/weapon/shard( src.loc )
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if(reinf) new /obj/item/stack/rods( src.loc)
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src.density = 0
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del(src)
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return
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/obj/structure/window/hitby(AM as mob|obj)
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..()
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <B>[src] was hit by [AM].</B>", 1)
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visible_message("<span class='danger'>[src] was hit by [AM].</span>")
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var/tforce = 0
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if(ismob(AM))
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tforce = 40
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else
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tforce = AM:throwforce
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if(reinf) tforce /= 4.0
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
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src.health = max(0, src.health - tforce)
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if (src.health <= 7 && !reinf)
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src.anchored = 0
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else if(isobj(AM))
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var/obj/item/I = AM
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tforce = I.throwforce
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if(reinf) tforce *= 0.25
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playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
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health = max(0, health - tforce)
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if(health <= 7 && !reinf)
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anchored = 0
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update_nearby_icons()
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step(src, get_dir(AM, src))
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if (src.health <= 0)
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new /obj/item/weapon/shard( src.loc )
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if(reinf) new /obj/item/stack/rods( src.loc)
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src.density = 0
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if(health <= 0)
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new /obj/item/weapon/shard(loc)
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if(reinf) new /obj/item/stack/rods(loc)
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del(src)
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return
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//..() //Does this really need to be here twice? The parent proc doesn't even do anything yet. - Nodrak
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return
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//These all need to be rewritten to use visiblemessage()
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/obj/structure/window/attack_hand()
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if ((HULK in usr.mutations) || (SUPRSTR in usr.augmentations))
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usr << "\blue You smash through the window."
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usr.say(pick("RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", "GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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O << "\red [usr] smashes through the window!"
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src.health = 0
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new /obj/item/weapon/shard( src.loc )
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if(reinf) new /obj/item/stack/rods( src.loc)
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src.density = 0
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/obj/structure/window/attack_hand(mob/user as mob)
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if((HULK in user.mutations) || (SUPRSTR in user.augmentations))
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user.say(pick("RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", "GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
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user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
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new /obj/item/weapon/shard(loc)
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if(reinf) new /obj/item/stack/rods(loc)
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del(src)
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return
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else
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user.visible_message("<span class='notice'>[user] knocks on [src].</span>")
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playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
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/obj/structure/window/attack_paw()
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if ((HULK in usr.mutations))
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usr << "\blue You smash through the window."
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usr.say(pick("RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", "GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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O << "\red [usr] smashes through the window!"
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src.health = 0
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new /obj/item/weapon/shard( src.loc )
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if(reinf) new /obj/item/stack/rods( src.loc)
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src.density = 0
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/obj/structure/window/attack_paw(mob/user as mob)
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return attack_hand(user)
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/obj/structure/window/proc/attack_generic(mob/user as mob, damage = 0) //used by attack_alien, attack_animal, and attack_metroid
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health -= damage
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if(health <= 0)
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user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
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new /obj/item/weapon/shard(loc)
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if(reinf) new /obj/item/stack/rods(loc)
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del(src)
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return
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/obj/structure/window/attack_alien()
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if (istype(usr, /mob/living/carbon/alien/larva))//Safety check for larva. /N
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return
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usr << "\green You smash against the window."
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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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O << "\red [usr] smashes against the window."
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
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src.health -= 15
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if(src.health <= 0)
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usr << "\green You smash through the window."
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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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O << "\red [usr] smashes through the window!"
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src.health = 0
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new /obj/item/weapon/shard(src.loc)
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if(reinf)
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new /obj/item/stack/rods(src.loc)
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src.density = 0
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del(src)
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return
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return
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else //for nicer text~
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user.visible_message("<span class='danger'>[user] smashes into [src]!</span>")
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playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
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/obj/structure/window/attack_animal(mob/living/simple_animal/M as mob)
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if (M.melee_damage_upper == 0)
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return
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M << "\green You smash against the window."
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for(var/mob/O in viewers(src, null))
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if ((O.client && !( O.blinded )))
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O << "\red [M] smashes against the window."
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
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src.health -= M.melee_damage_upper
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if(src.health <= 0)
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M << "\green You smash through the window."
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for(var/mob/O in viewers(src, null))
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if ((O.client && !( O.blinded )))
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O << "\red [M] smashes through the window!"
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src.health = 0
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new /obj/item/weapon/shard(src.loc)
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if(reinf)
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new /obj/item/stack/rods(src.loc)
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src.density = 0
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del(src)
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return
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return
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/obj/structure/window/attack_alien(mob/user as mob)
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if(islarva(user)) return
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attack_generic(user, 15)
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/obj/structure/window/attack_metroid()
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if(!istype(usr, /mob/living/carbon/metroid/adult))
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return
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/obj/structure/window/attack_animal(mob/user as mob)
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if(!isanimal(user)) return
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var/mob/living/simple_animal/M = user
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if(M.melee_damage_upper <= 0) return
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attack_generic(M, M.melee_damage_upper)
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/obj/structure/window/attack_metroid(mob/user as mob)
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if(!ismetroidadult(user)) return
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attack_generic(user, rand(10, 15))
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usr<< "\green You smash against the window."
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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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O << "\red [usr] smashes against the window."
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
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src.health -= rand(10,15)
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if(src.health <= 0)
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usr << "\green You smash through the window."
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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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O << "\red [usr] smashes through the window!"
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src.health = 0
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new /obj/item/weapon/shard(src.loc)
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if(reinf)
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new /obj/item/stack/rods(src.loc)
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src.density = 0
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del(src)
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return
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return
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/obj/structure/window/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(!istype(W)) return//I really wish I did not need this
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if (istype(W, /obj/item/weapon/screwdriver))
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if(istype(W, /obj/item/weapon/screwdriver))
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if(reinf && state >= 1)
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state = 3 - state
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
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usr << ( state==1? "You have unfastened the window from the frame." : "You have fastened the window to the frame." )
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playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
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user << (state == 1 ? "<span class='notice'>You have unfastened the window from the frame.</span>" : "<span class='notice'>You have fastened the window to the frame.</span>")
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else if(reinf && state == 0)
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anchored = !anchored
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update_nearby_icons()
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
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user << (src.anchored ? "You have fastened the frame to the floor." : "You have unfastened the frame from the floor.")
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playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
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user << (anchored ? "<span class='notice'>You have fastened the frame to the floor.</span>" : "<span class='notice'>You have unfastened the frame from the floor.</span>")
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else if(!reinf)
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src.anchored = !( src.anchored )
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anchored = !anchored
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update_nearby_icons()
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
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user << (src.anchored ? "You have fastened the window to the floor." : "You have unfastened the window.")
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else if(istype(W, /obj/item/weapon/crowbar) && reinf && state <=1)
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state = 1-state;
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playsound(src.loc, 'sound/items/Crowbar.ogg', 75, 1)
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user << (state ? "You have pried the window into the frame." : "You have pried the window out of the frame.")
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playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
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user << (anchored ? "<span class='notice'>You have fastened the window to the floor.</span>" : "<span class='notice'>You have unfastened the window.</span>")
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else if(istype(W, /obj/item/weapon/crowbar) && reinf && state <= 1)
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state = 1 - state
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playsound(loc, 'sound/items/Crowbar.ogg', 75, 1)
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user << (state ? "<span class='notice'>You have pried the window into the frame.</span>" : "<span class='notice'>You have pried the window out of the frame.</span>")
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else
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if(W.damtype == BRUTE || W.damtype == BURN)
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hit(W.force)
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if (src.health <= 7)
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src.anchored = 0
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if(health <= 7)
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anchored = 0
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update_nearby_icons()
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step(src, get_dir(user, src))
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else
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
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playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
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..()
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return
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/obj/structure/window/proc/hit(var/damage, var/sound_effect = 1)
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if(reinf) damage /= 2.0
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src.health = max(0, src.health - damage)
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if(reinf) damage *= 0.5
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health = max(0, health - damage)
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if(sound_effect)
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
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if (src.health <= 0)
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if (src.dir == SOUTHWEST)
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playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
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if(health <= 0)
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if(dir == SOUTHWEST)
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var/index = null
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index = 0
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while(index < 2)
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new /obj/item/weapon/shard( src.loc )
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if(reinf) new /obj/item/stack/rods( src.loc)
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new /obj/item/weapon/shard(loc)
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if(reinf) new /obj/item/stack/rods(loc)
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index++
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else
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new /obj/item/weapon/shard( src.loc )
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if(reinf) new /obj/item/stack/rods( src.loc)
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src.density = 0
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new /obj/item/weapon/shard(loc)
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if(reinf) new /obj/item/stack/rods(loc)
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del(src)
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return
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@@ -267,44 +199,39 @@
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set category = "Object"
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set src in oview(1)
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if (src.anchored)
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usr << "It is fastened to the floor; therefore, you can't rotate it!"
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if(anchored)
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usr << "It is fastened to the floor therefore you can't rotate it!"
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return 0
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||||
|
||||
update_nearby_tiles(need_rebuild=1) //Compel updates before
|
||||
|
||||
src.dir = turn(src.dir, 90)
|
||||
|
||||
updateSilicate()
|
||||
|
||||
dir = turn(dir, 90)
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||||
// updateSilicate()
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update_nearby_tiles(need_rebuild=1)
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src.ini_dir = src.dir
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ini_dir = dir
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return
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/obj/structure/window/verb/revrotate()
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set name = "Rotate Window Clockwise"
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set category = "Object"
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set src in oview(1)
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if (src.anchored)
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usr << "It is fastened to the floor; therefore, you can't rotate it!"
|
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if(anchored)
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usr << "It is fastened to the floor therefore you can't rotate it!"
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return 0
|
||||
|
||||
update_nearby_tiles(need_rebuild=1) //Compel updates before
|
||||
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||||
src.dir = turn(src.dir, 270)
|
||||
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updateSilicate()
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||||
|
||||
dir = turn(dir, 270)
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||||
// updateSilicate()
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update_nearby_tiles(need_rebuild=1)
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||||
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||||
src.ini_dir = src.dir
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||||
ini_dir = dir
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||||
return
|
||||
|
||||
|
||||
/*
|
||||
/obj/structure/window/proc/updateSilicate()
|
||||
if(silicateIcon && silicate)
|
||||
src.icon = initial(icon)
|
||||
icon = initial(icon)
|
||||
|
||||
var/icon/I = icon(icon,icon_state,dir)
|
||||
|
||||
@@ -314,13 +241,15 @@
|
||||
I.SetIntensity(r,g,b)
|
||||
icon = I
|
||||
silicateIcon = I
|
||||
*/
|
||||
|
||||
|
||||
/obj/structure/window/New(Loc,re=0)
|
||||
..()
|
||||
|
||||
if(re) reinf = re
|
||||
|
||||
src.ini_dir = src.dir
|
||||
ini_dir = dir
|
||||
if(reinf)
|
||||
icon_state = "rwindow"
|
||||
desc = "A reinforced window."
|
||||
@@ -337,26 +266,21 @@
|
||||
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/window/Del()
|
||||
density = 0
|
||||
|
||||
update_nearby_tiles()
|
||||
|
||||
playsound(src, "shatter", 70, 1)
|
||||
|
||||
update_nearby_icons()
|
||||
|
||||
..()
|
||||
|
||||
|
||||
/obj/structure/window/Move()
|
||||
update_nearby_tiles(need_rebuild=1)
|
||||
|
||||
..()
|
||||
|
||||
src.dir = src.ini_dir
|
||||
dir = ini_dir
|
||||
update_nearby_tiles(need_rebuild=1)
|
||||
|
||||
return
|
||||
|
||||
//This proc has to do with airgroups and atmos, it has nothing to do with smoothwindows, that's update_nearby_tiles().
|
||||
/obj/structure/window/proc/update_nearby_tiles(need_rebuild)
|
||||
@@ -390,7 +314,7 @@
|
||||
|
||||
//This proc is used to update the icons of nearby windows. It should not be confused with update_nearby_tiles(), which is an atmos proc!
|
||||
/obj/structure/window/proc/update_nearby_icons()
|
||||
src.update_icon()
|
||||
update_icon()
|
||||
for(var/direction in cardinal)
|
||||
for(var/obj/structure/window/W in get_step(src,direction) )
|
||||
W.update_icon()
|
||||
@@ -402,21 +326,21 @@
|
||||
//This spawn is here so windows get properly updated when one gets deleted.
|
||||
spawn(2)
|
||||
if(!src) return
|
||||
if (!is_fulltile())
|
||||
if(!is_fulltile())
|
||||
return
|
||||
var/junction = 0 //will be used to determine from which side the window is connected to other windows
|
||||
if (src.anchored)
|
||||
if(anchored)
|
||||
for(var/obj/structure/window/W in orange(src,1))
|
||||
if (W.anchored && W.density && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
|
||||
if (abs(src.x-W.x)-abs(src.y-W.y) ) //doesn't count windows, placed diagonally to src
|
||||
if(W.anchored && W.density && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
|
||||
if(abs(x-W.x)-abs(y-W.y) ) //doesn't count windows, placed diagonally to src
|
||||
junction |= get_dir(src,W)
|
||||
if (opacity)
|
||||
src.icon_state = "twindow[junction]"
|
||||
if(opacity)
|
||||
icon_state = "twindow[junction]"
|
||||
else
|
||||
if (reinf)
|
||||
src.icon_state = "rwindow[junction]"
|
||||
if(reinf)
|
||||
icon_state = "rwindow[junction]"
|
||||
else
|
||||
src.icon_state = "window[junction]"
|
||||
icon_state = "window[junction]"
|
||||
|
||||
return
|
||||
|
||||
@@ -431,9 +355,9 @@
|
||||
icon_state = "window"
|
||||
|
||||
/obj/structure/window/reinforced
|
||||
reinf = 1
|
||||
icon_state = "rwindow"
|
||||
name = "reinforced window"
|
||||
icon_state = "rwindow"
|
||||
reinf = 1
|
||||
|
||||
/obj/structure/window/reinforced/tinted
|
||||
name = "tinted window"
|
||||
@@ -441,5 +365,5 @@
|
||||
opacity = 1
|
||||
|
||||
/obj/structure/window/reinforced/tinted/frosted
|
||||
icon_state = "fwindow"
|
||||
name = "frosted window"
|
||||
name = "frosted window"
|
||||
icon_state = "fwindow"
|
||||
Reference in New Issue
Block a user