/obj/structure/girder icon_state = "girder" anchored = 1 density = 1 layer = 2 var/state = 0 var/health = 200 /obj/structure/girder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart", var/wallbreaker) if(!damage || !wallbreaker) return 0 visible_message("[user] [attack_message] the [src]!") spawn(1) dismantle() return 1 /obj/structure/girder/bullet_act(var/obj/item/projectile/Proj) if(istype(Proj, /obj/item/projectile/beam)) health -= Proj.damage ..() if(health <= 0) new /obj/item/stack/sheet/metal(get_turf(src)) del(src) return /obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob) if(istype(W, /obj/item/weapon/wrench) && state == 0) if(anchored && !istype(src,/obj/structure/girder/displaced)) playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1) user << "\blue Now disassembling the girder" if(do_after(user,40)) if(!src) return user << "\blue You dissasembled the girder!" dismantle() else if(!anchored) playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1) user << "\blue Now securing the girder" if(get_turf(user, 40)) user << "\blue You secured the girder!" new/obj/structure/girder( src.loc ) del(src) else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter)) user << "\blue Now slicing apart the girder" if(do_after(user,30)) if(!src) return user << "\blue You slice apart the girder!" dismantle() else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill)) user << "\blue You drill through the girder!" dismantle() else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced)) playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1) user << "\blue Now unsecuring support struts" if(do_after(user,40)) if(!src) return user << "\blue You unsecured the support struts!" state = 1 else if(istype(W, /obj/item/weapon/wirecutters) && istype(src,/obj/structure/girder/reinforced) && state == 1) playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1) user << "\blue Now removing support struts" if(do_after(user,40)) if(!src) return user << "\blue You removed the support struts!" new/obj/structure/girder( src.loc ) del(src) else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored ) playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1) user << "\blue Now dislodging the girder" if(do_after(user, 40)) if(!src) return user << "\blue You dislodged the girder!" new/obj/structure/girder/displaced( src.loc ) del(src) else if(istype(W, /obj/item/stack/sheet)) var/obj/item/stack/sheet/S = W switch(S.type) if(/obj/item/stack/sheet/metal, /obj/item/stack/sheet/metal/cyborg) if(!anchored) if(S.use(2)) user << "You create a false wall! Push on it to open or close the passage." new /obj/structure/falsewall (src.loc) del(src) else if(S.get_amount() < 2) return ..() user << "Now adding plating..." if (do_after(user,40)) if (S.use(2)) user << "You added the plating!" var/turf/Tsrc = get_turf(src) Tsrc.ChangeTurf(/turf/simulated/wall) for(var/turf/simulated/wall/X in Tsrc.loc) if(X) X.add_hiddenprint(usr) del(src) return if(/obj/item/stack/sheet/plasteel) if(!anchored) if(S.use(2)) user << "\blue You create a false wall! Push on it to open or close the passage." new /obj/structure/falserwall (src.loc) del(src) else if (src.icon_state == "reinforced") //I cant believe someone would actually write this line of code... if(S.get_amount() < 1) return ..() user << "Now finalising reinforced wall." if(do_after(user, 50)) if (S.use(1)) user << "Wall fully reinforced!" var/turf/Tsrc = get_turf(src) Tsrc.ChangeTurf(/turf/simulated/wall/r_wall) for(var/turf/simulated/wall/r_wall/X in Tsrc.loc) if(X) X.add_hiddenprint(usr) del(src) return else if(S.get_amount() < 1) return ..() user << "Now reinforcing girders..." if (do_after(user,60)) if(S.use(1)) user << "Girders reinforced!" new/obj/structure/girder/reinforced( src.loc ) del(src) return if(S.sheettype) var/M = S.sheettype if(!anchored) if(S.amount < 2) return S.use(2) user << "\blue You create a false wall! Push on it to open or close the passage." var/F = text2path("/obj/structure/falsewall/[M]") new F (src.loc) del(src) else if(S.amount < 2) return ..() user << "\blue Now adding plating..." if (do_after(user,40)) if(!src || !S || S.amount < 2) return S.use(2) user << "\blue You added the plating!" var/turf/Tsrc = get_turf(src) Tsrc.ChangeTurf(text2path("/turf/simulated/wall/mineral/[M]")) for(var/turf/simulated/wall/mineral/X in Tsrc.loc) if(X) X.add_hiddenprint(usr) del(src) return add_hiddenprint(usr) else if(istype(W, /obj/item/pipe)) var/obj/item/pipe/P = W if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds. user.drop_item() P.loc = src.loc user << "\blue You fit the pipe into the [src]!" else ..() /obj/structure/girder/proc/dismantle() new /obj/item/stack/sheet/metal(get_turf(src)) del(src) /obj/structure/girder/attack_hand(mob/user as mob) if (HULK in user.mutations) visible_message("[user] smashes [src] apart!") dismantle() return return ..() /obj/structure/girder/blob_act() if(prob(40)) del(src) /obj/structure/girder/ex_act(severity) switch(severity) if(1.0) del(src) return if(2.0) if (prob(30)) var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal) new remains(loc) del(src) return if(3.0) if (prob(5)) var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal) new remains(loc) del(src) return else return /obj/structure/girder/displaced icon_state = "displaced" anchored = 0 health = 50 /obj/structure/girder/reinforced icon_state = "reinforced" state = 2 health = 500 /obj/structure/cultgirder icon= 'icons/obj/cult.dmi' icon_state= "cultgirder" anchored = 1 density = 1 layer = 2 var/health = 250 /obj/structure/cultgirder/attackby(obj/item/W as obj, mob/user as mob) if(istype(W, /obj/item/weapon/wrench)) playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1) user << "\blue Now disassembling the girder" if(do_after(user,40)) user << "\blue You dissasembled the girder!" new /obj/effect/decal/remains/human(get_turf(src)) del(src) else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter)) user << "\blue Now slicing apart the girder" if(do_after(user,30)) user << "\blue You slice apart the girder!" new /obj/effect/decal/remains/human(get_turf(src)) del(src) else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill)) user << "\blue You drill through the girder!" new /obj/effect/decal/remains/human(get_turf(src)) del(src) /obj/structure/cultgirder/blob_act() if(prob(40)) del(src) /obj/structure/cultgirder/bullet_act(var/obj/item/projectile/Proj) //No beam check- How else will you destroy the cult girder with silver bullets????? health -= Proj.damage ..() if(health <= 0) new /obj/item/stack/sheet/metal(get_turf(src)) del(src) return /obj/structure/cultgirder/ex_act(severity) switch(severity) if(1.0) del(src) return if(2.0) if (prob(30)) new /obj/effect/decal/remains/human(loc) del(src) return if(3.0) if (prob(5)) new /obj/effect/decal/remains/human(loc) del(src) return else return