Merge branch 'dev' into ofSleepersAndNano

Conflicts:
	maps/exodus-1.dmm
	maps/exodus-2.dmm
	maps/exodus-3.dmm
This commit is contained in:
Kelenius
2015-08-13 09:49:34 +03:00
25 changed files with 12186 additions and 12205 deletions
+26 -27
View File
@@ -239,6 +239,7 @@
if(istype(W, /obj/item/weapon/screwdriver))
if(reinf && state >= 1)
state = 3 - state
update_nearby_icons()
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
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>")
else if(reinf && state == 0)
@@ -337,7 +338,11 @@
/obj/structure/window/Destroy()
density = 0
update_nearby_tiles()
update_nearby_icons()
var/turf/location = loc
loc = null
for(var/obj/structure/window/W in orange(location, 1))
W.update_icon()
loc = location
..()
@@ -357,35 +362,31 @@
//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()
update_icon()
for(var/direction in cardinal)
for(var/obj/structure/window/W in get_step(src,direction) )
W.update_icon()
for(var/obj/structure/window/W in orange(src, 1))
W.update_icon()
//merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm)
/obj/structure/window/update_icon()
//A little cludge here, since I don't know how it will work with slim windows. Most likely VERY wrong.
//this way it will only update full-tile ones
//This spawn is here so windows get properly updated when one gets deleted.
spawn(2)
if(!src) return
if(!is_fulltile())
icon_state = "[basestate]"
return
var/junction = 0 //will be used to determine from which side the window is connected to other windows
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(x-W.x)-abs(y-W.y) ) //doesn't count windows, placed diagonally to src
junction |= get_dir(src,W)
if(opacity)
icon_state = "[basestate][junction]"
else
if(reinf)
icon_state = "[basestate][junction]"
else
icon_state = "[basestate][junction]"
overlays.Cut()
if(!is_fulltile())
icon_state = "[basestate]"
return
var/list/dirs = list()
if(anchored)
for(var/obj/structure/window/W in orange(src,1))
if(W.anchored && W.density && W.type == src.type && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
dirs += get_dir(src, W)
var/list/connections = dirs_to_corner_states(dirs)
icon_state = ""
for(var/i = 1 to 4)
var/image/I = image(icon, "[basestate][connections[i]]", dir = 1<<(i-1))
overlays += I
return
/obj/structure/window/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > T0C + 800)
@@ -466,11 +467,9 @@
basestate = "window"
maxhealth = 40
reinf = 1
basestate = "w"
dir = 5
update_icon() //icon_state has to be set manually
return
/obj/structure/window/reinforced/polarized
name = "electrochromic window"
desc = "Adjusts its tint with voltage. Might take a few good hits to shatter it."