obj/structure icon = 'structures.dmi' /obj/structure/girder icon_state = "girder" anchored = 1 density = 1 layer = 2 var/state = 0 attackby(obj/item/W as obj, mob/user as mob) if(istype(W, /obj/item/weapon/wrench) && state == 0 && anchored && !istype(src,/obj/structure/girder/displaced)) playsound(src.loc, 'Ratchet.ogg', 100, 1) user << "\blue Now disassembling the girder" if(do_after(user,40)) user << "\blue You dissasembled the girder!" new /obj/item/stack/sheet/metal(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/item/stack/sheet/metal(get_turf(src)) del(src) else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill)) user << "\blue You drill through the girder!" new /obj/item/stack/sheet/metal(get_turf(src)) del(src) else if((istype(W, /obj/item/stack/sheet/metal)) && (W:amount >= 2) && istype(src,/obj/structure/girder/displaced)) W:use(2) user << "\blue You create a false wall! Push on it to open or close the passage." new /obj/structure/falsewall (src.loc) add_hiddenprint(usr) del(src) else if(istype(W, /obj/item/stack/sheet/plasteel) && istype(src,/obj/structure/girder/displaced)) W:use(2) user << "\blue You create a false r wall! Push on it to open or close the passage." new /obj/structure/falserwall (src.loc) add_hiddenprint(usr) del(src) else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced)) playsound(src.loc, 'Screwdriver.ogg', 100, 1) user << "\blue Now unsecuring support struts" if(do_after(user,40)) 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, 'Wirecutter.ogg', 100, 1) user << "\blue Now removing support struts" if(do_after(user,40)) 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, 'Crowbar.ogg', 100, 1) user << "\blue Now dislodging the girder" if(do_after(user, 40)) user << "\blue You dislodged the girder!" new/obj/structure/girder/displaced( src.loc ) del(src) else if(istype(W, /obj/item/weapon/wrench) && state == 0 && !anchored ) playsound(src.loc, '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/stack/sheet/metal)) && (W:amount >= 2)) user << "\blue Now adding plating..." if (do_after(user,40)) if(!W) return user << "\blue You added the plating!" var/turf/Tsrc = get_turf(src) Tsrc.ReplaceWithWall() for(var/obj/machinery/atmospherics/pipe/P in Tsrc) P.layer = 1 for(var/turf/simulated/wall/X in Tsrc.loc) if(X) X.add_hiddenprint(usr) if (W) W:use(2) del(src) return else if (istype(W, /obj/item/stack/sheet/plasteel)) if (src.icon_state == "reinforced") //Time to finalize! user << "\blue Now finalising reinforced wall." if(do_after(user, 50)) if(!W) return user << "\blue Wall fully reinforced!" var/turf/Tsrc = get_turf(src) Tsrc.ReplaceWithRWall() for(var/obj/machinery/atmospherics/pipe/P in Tsrc) P.layer = 1 for(var/turf/simulated/wall/r_wall/X in Tsrc.loc) if(X) X.add_hiddenprint(usr) if (W) W:use(1) del(src) return else user << "\blue Now reinforcing girders" if (do_after(user,60)) if(!W) return user << "\blue Girders reinforced!" W:use(1) new/obj/structure/girder/reinforced( src.loc ) del(src) return 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 ..() blob_act() if(prob(40)) del(src) 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 /obj/structure/girder/reinforced icon_state = "reinforced" state = 2 /obj/structure/cultgirder icon= 'cult.dmi' icon_state= "cultgirder" anchored = 1 density = 1 layer = 2 attackby(obj/item/W as obj, mob/user as mob) if(istype(W, /obj/item/weapon/wrench)) playsound(src.loc, '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) blob_act() if(prob(40)) del(src) 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 // LATTICE /obj/structure/lattice/blob_act() del(src) return /obj/structure/lattice/ex_act(severity) switch(severity) if(1.0) del(src) return if(2.0) del(src) return if(3.0) return else return /obj/structure/lattice/attackby(obj/item/C as obj, mob/user as mob) if (istype(C, /obj/item/stack/tile/plasteel)) var/turf/T = get_turf(src) T.attackby(C, user) //BubbleWrap - hand this off to the underlying turf instead return if (istype(C, /obj/item/weapon/weldingtool) && C:welding) user << "\blue Slicing lattice joints ..." C:eyecheck(user) new /obj/item/stack/rods(src.loc) del(src) return