/obj/structure/ladder name = "ladder" desc = "A sturdy metal ladder." icon = 'icons/obj/structures.dmi' icon_state = "ladder11" var/id = null var/height = 0 //the 'height' of the ladder. higher numbers are considered physically higher var/obj/structure/ladder/down = null //the ladder below this one var/obj/structure/ladder/up = null //the ladder above this one /obj/structure/ladder/New() spawn(8) for(var/obj/structure/ladder/L in world) if(L.id == id) if(L.height == (height - 1)) down = L continue if(L.height == (height + 1)) up = L continue if(up && down) //if both our connections are filled break update_icon() /obj/structure/ladder/update_icon() if(up && down) icon_state = "ladder11" else if(up) icon_state = "ladder10" else if(down) icon_state = "ladder01" else //wtf make your ladders properly assholes icon_state = "ladder00" /obj/structure/ladder/attack_hand(mob/user as mob) if(up && down) switch( alert("Go up or down the ladder?", "Ladder", "Up", "Down", "Cancel") ) if("Up") user.visible_message("[user] climbs up \the [src]!", \ "You climb up \the [src]!") user.loc = get_turf(up) up.add_fingerprint(user) if("Down") user.visible_message("[user] climbs down \the [src]!", \ "You climb down \the [src]!") user.loc = get_turf(down) down.add_fingerprint(user) if("Cancel") return else if(up) user.visible_message("[user] climbs up \the [src]!", \ "You climb up \the [src]!") user.loc = get_turf(up) up.add_fingerprint(user) else if(down) user.visible_message("[user] climbs down \the [src]!", \ "You climb down \the [src]!") user.loc = get_turf(down) down.add_fingerprint(user) add_fingerprint(user) /obj/structure/ladder/attackby(obj/item/weapon/W, mob/user as mob) return attack_hand(user)