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https://github.com/CHOMPstation/CHOMPstation.git
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Merge pull request #3845 from Woodratt/09162017_RailingsnCatwalks
Catwalks and Railings
This commit is contained in:
@@ -0,0 +1,82 @@
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// Based on catwalk.dm from https://github.com/Endless-Horizon/CEV-Eris
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/obj/structure/catwalk
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layer = TURF_LAYER + 0.5
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icon = 'icons/turf/catwalks.dmi'
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icon_state = "catwalk"
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name = "catwalk"
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desc = "Cats really don't like these things."
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density = 0
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anchored = 1.0
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/obj/structure/catwalk/initialize()
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for(var/obj/structure/catwalk/C in get_turf(src))
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if(C != src)
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warning("Duplicate [type] in [loc] ([x], [y], [z])")
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qdel(C)
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update_icon()
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/obj/structure/catwalk/Destroy()
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var/turf/location = loc
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. = ..()
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for(var/obj/structure/catwalk/L in orange(location, 1))
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L.update_icon()
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/obj/structure/catwalk/update_icon()
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var/connectdir = 0
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for(var/direction in cardinal)
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if(locate(/obj/structure/catwalk, get_step(src, direction)))
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connectdir |= direction
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//Check the diagonal connections for corners, where you have, for example, connections both north and east. In this case it checks for a north-east connection to determine whether to add a corner marker or not.
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var/diagonalconnect = 0 //1 = NE; 2 = SE; 4 = NW; 8 = SW
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//NORTHEAST
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if(connectdir & NORTH && connectdir & EAST)
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if(locate(/obj/structure/catwalk, get_step(src, NORTHEAST)))
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diagonalconnect |= 1
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//SOUTHEAST
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if(connectdir & SOUTH && connectdir & EAST)
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if(locate(/obj/structure/catwalk, get_step(src, SOUTHEAST)))
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diagonalconnect |= 2
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//NORTHWEST
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if(connectdir & NORTH && connectdir & WEST)
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if(locate(/obj/structure/catwalk, get_step(src, NORTHWEST)))
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diagonalconnect |= 4
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//SOUTHWEST
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if(connectdir & SOUTH && connectdir & WEST)
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if(locate(/obj/structure/catwalk, get_step(src, SOUTHWEST)))
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diagonalconnect |= 8
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icon_state = "catwalk[connectdir]-[diagonalconnect]"
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/obj/structure/catwalk/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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if(2.0)
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qdel(src)
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return
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/obj/structure/catwalk/attackby(obj/item/C as obj, mob/user as mob)
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if (istype(C, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = C
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if(WT.isOn())
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if(WT.remove_fuel(0, user))
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to_chat(user, "<span class='notice'>Slicing lattice joints ...</span>")
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new /obj/item/stack/rods(src.loc)
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new /obj/item/stack/rods(src.loc)
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new /obj/structure/lattice(src.loc)
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qdel(src)
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return ..()
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/obj/structure/catwalk/Crossed()
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. = ..()
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if(isliving(usr))
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playsound(src, pick('sound/effects/footstep/catwalk1.ogg', 'sound/effects/footstep/catwalk2.ogg', 'sound/effects/footstep/catwalk3.ogg', 'sound/effects/footstep/catwalk4.ogg', 'sound/effects/footstep/catwalk5.ogg'), 25, 1)
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/obj/structure/catwalk/CheckExit(atom/movable/O, turf/target)
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if(O.checkpass(PASSGRILLE))
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return 1
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if(target && target.z < src.z)
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return 0
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return 1
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@@ -67,7 +67,18 @@
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user << "<span class='notice'>Slicing lattice joints ...</span>"
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new /obj/item/stack/rods(src.loc)
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qdel(src)
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return
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// VOREStation Edit - Added Catwalks
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if (istype(C, /obj/item/stack/rods))
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var/obj/item/stack/rods/R = C
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if(R.use(2))
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user << "<span class='notice'>You start connecting \the [R.name] to \the [src.name] ...</span>"
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if(do_after(user, 5 SECONDS))
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src.alpha = 0 // Note: I don't know why this is set, Eris did it, just trusting for now. ~Leshana
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new /obj/structure/catwalk(src.loc)
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qdel(src)
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return
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// VOREStation Edit End
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return
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/obj/structure/lattice/proc/updateOverlays()
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@@ -0,0 +1,319 @@
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// Based on railing.dmi from https://github.com/Endless-Horizon/CEV-Eris
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/obj/structure/railing
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name = "railing"
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desc = "A standard steel railing. Play stupid games win stupid prizes."
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icon = 'icons/obj/railing.dmi'
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density = 1
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throwpass = 1
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climbable = 1
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layer = 3.2 //Just above doors
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anchored = 1
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flags = ON_BORDER
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icon_state = "railing0"
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var/broken = FALSE
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var/health = 70
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var/maxhealth = 70
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var/check = 0
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/obj/structure/railing/New(loc, constructed = 0)
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..()
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// TODO - "constructed" is not passed to us. We need to find a way to do this safely.
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if (constructed) // player-constructed railings
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anchored = 0
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if(climbable)
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verbs += /obj/structure/proc/climb_on
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/obj/structure/railing/initialize()
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..()
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if(src.anchored)
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update_icon(0)
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/obj/structure/railing/Destroy()
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var/turf/location = loc
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. = ..()
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for(var/obj/structure/railing/R in orange(location, 1))
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R.update_icon()
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/obj/structure/railing/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(!mover)
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return 1
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if(istype(mover) && mover.checkpass(PASSTABLE))
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return 1
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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/railing/examine(mob/user)
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. = ..()
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if(health < maxhealth)
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switch(health / maxhealth)
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if(0.0 to 0.5)
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to_chat(user, "<span class='warning'>It looks severely damaged!</span>")
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if(0.25 to 0.5)
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to_chat(user, "<span class='warning'>It looks damaged!</span>")
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if(0.5 to 1.0)
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to_chat(user, "<span class='notice'>It has a few scrapes and dents.</span>")
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/obj/structure/railing/proc/take_damage(amount)
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health -= amount
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if(health <= 0)
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visible_message("<span class='warning'>\The [src] breaks down!</span>")
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playsound(loc, 'sound/effects/grillehit.ogg', 50, 1)
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new /obj/item/stack/rods(get_turf(usr))
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qdel(src)
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/obj/structure/railing/proc/NeighborsCheck(var/UpdateNeighbors = 1)
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check = 0
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//if (!anchored) return
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var/Rturn = turn(src.dir, -90)
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var/Lturn = turn(src.dir, 90)
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for(var/obj/structure/railing/R in src.loc)
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if ((R.dir == Lturn) && R.anchored)
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check |= 32
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if (UpdateNeighbors)
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R.update_icon(0)
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if ((R.dir == Rturn) && R.anchored)
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check |= 2
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if (UpdateNeighbors)
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R.update_icon(0)
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for (var/obj/structure/railing/R in get_step(src, Lturn))
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if ((R.dir == src.dir) && R.anchored)
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check |= 16
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if (UpdateNeighbors)
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R.update_icon(0)
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for (var/obj/structure/railing/R in get_step(src, Rturn))
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if ((R.dir == src.dir) && R.anchored)
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check |= 1
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if (UpdateNeighbors)
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R.update_icon(0)
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for (var/obj/structure/railing/R in get_step(src, (Lturn + src.dir)))
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if ((R.dir == Rturn) && R.anchored)
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check |= 64
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if (UpdateNeighbors)
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R.update_icon(0)
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for (var/obj/structure/railing/R in get_step(src, (Rturn + src.dir)))
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if ((R.dir == Lturn) && R.anchored)
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check |= 4
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if (UpdateNeighbors)
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R.update_icon(0)
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/obj/structure/railing/update_icon(var/UpdateNeighgors = 1)
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NeighborsCheck(UpdateNeighgors)
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//layer = (dir == SOUTH) ? FLY_LAYER : initial(layer) // Vorestation edit because wtf does this even do
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overlays.Cut()
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if (!check || !anchored)//|| !anchored
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icon_state = "railing0"
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else
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icon_state = "railing1"
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if (check & 32)
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overlays += image ('icons/obj/railing.dmi', src, "corneroverlay")
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if ((check & 16) || !(check & 32) || (check & 64))
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overlays += image ('icons/obj/railing.dmi', src, "frontoverlay_l")
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if (!(check & 2) || (check & 1) || (check & 4))
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overlays += image ('icons/obj/railing.dmi', src, "frontoverlay_r")
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if(check & 4)
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switch (src.dir)
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if (NORTH)
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overlays += image ('icons/obj/railing.dmi', src, "mcorneroverlay", pixel_x = 32)
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if (SOUTH)
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overlays += image ('icons/obj/railing.dmi', src, "mcorneroverlay", pixel_x = -32)
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if (EAST)
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overlays += image ('icons/obj/railing.dmi', src, "mcorneroverlay", pixel_y = -32)
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if (WEST)
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overlays += image ('icons/obj/railing.dmi', src, "mcorneroverlay", pixel_y = 32)
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/obj/structure/railing/verb/rotate()
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set name = "Rotate Railing Counter-Clockwise"
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set category = "Object"
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set src in oview(1)
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if(usr.incapacitated())
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return 0
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if(anchored)
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to_chat(usr, "It is fastened to the floor therefore you can't rotate it!")
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return 0
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set_dir(turn(dir, 90))
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update_icon()
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return
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/obj/structure/railing/verb/revrotate()
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set name = "Rotate Railing Clockwise"
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set category = "Object"
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set src in oview(1)
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if(usr.incapacitated())
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return 0
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if(anchored)
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to_chat(usr, "It is fastened to the floor therefore you can't rotate it!")
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return 0
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set_dir(turn(dir, -90))
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update_icon()
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return
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/obj/structure/railing/verb/flip() // This will help push railing to remote places, such as open space turfs
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set name = "Flip Railing"
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set category = "Object"
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set src in oview(1)
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if(usr.incapacitated())
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return 0
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if(anchored)
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to_chat(usr, "It is fastened to the floor therefore you can't flip it!")
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return 0
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var/obj/occupied = neighbor_turf_impassable()
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if(occupied)
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to_chat(usr, "You can't flip \the [src] because there's \a [occupied] in the way.")
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return 0
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src.loc = get_step(src, src.dir)
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set_dir(turn(dir, 180))
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update_icon()
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return
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/obj/structure/railing/CheckExit(atom/movable/O as mob|obj, target as turf)
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if(istype(O) && O.checkpass(PASSTABLE))
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return 1
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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/railing/attackby(obj/item/W as obj, mob/user as mob)
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// Dismantle
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if(istype(W, /obj/item/weapon/wrench) && !anchored)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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if(do_after(user, 20, src))
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user.visible_message("<span class='notice'>\The [user] dismantles \the [src].</span>", "<span class='notice'>You dismantle \the [src].</span>")
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new /obj/item/stack/material/steel(get_turf(usr), 2)
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qdel(src)
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return
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// Repair
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if(health < maxhealth && istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/F = W
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if(F.welding)
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playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
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if(do_after(user, 20, src))
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user.visible_message("<span class='notice'>\The [user] repairs some damage to \the [src].</span>", "<span class='notice'>You repair some damage to \the [src].</span>")
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health = min(health+(maxhealth/5), maxhealth) // 20% repair per application
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return
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// Install
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if(istype(W, /obj/item/weapon/screwdriver))
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user.visible_message(anchored ? "<span class='notice'>\The [user] begins unscrewing \the [src].</span>" : "<span class='notice'>\The [user] begins fasten \the [src].</span>" )
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playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
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if(do_after(user, 10, src))
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to_chat(user, (anchored ? "<span class='notice'>You have unfastened \the [src] from the floor.</span>" : "<span class='notice'>You have fastened \the [src] to the floor.</span>"))
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anchored = !anchored
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update_icon()
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return
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// Handle harm intent grabbing/tabling.
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if(istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
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var/obj/item/weapon/grab/G = W
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if (istype(G.affecting, /mob/living))
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var/mob/living/M = G.affecting
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var/obj/occupied = turf_is_crowded()
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if(occupied)
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to_chat(user, "<span class='danger'>There's \a [occupied] in the way.</span>")
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return
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if (G.state < 2)
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if(user.a_intent == I_HURT)
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if (prob(15)) M.Weaken(5)
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M.apply_damage(8,def_zone = "head")
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take_damage(8)
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visible_message("<span class='danger'>[G.assailant] slams [G.affecting]'s face against \the [src]!</span>")
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playsound(loc, 'sound/effects/grillehit.ogg', 50, 1)
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else
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to_chat(user, "<span class='danger'>You need a better grip to do that!</span>")
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return
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else
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if (get_turf(G.affecting) == get_turf(src))
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G.affecting.forceMove(get_step(src, src.dir))
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else
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G.affecting.forceMove(get_turf(src))
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G.affecting.Weaken(5)
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visible_message("<span class='danger'>[G.assailant] throws [G.affecting] over \the [src]!</span>")
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qdel(W)
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return
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else
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playsound(loc, 'sound/effects/grillehit.ogg', 50, 1)
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take_damage(W.force)
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return ..()
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/obj/structure/railing/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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qdel(src)
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return
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if(3.0)
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qdel(src)
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return
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else
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return
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// Duplicated from structures.dm, but its a bit different.
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/obj/structure/railing/do_climb(var/mob/living/user)
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if(!can_climb(user))
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return
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usr.visible_message("<span class='warning'>[user] starts climbing onto \the [src]!</span>")
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climbers |= user
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if(!do_after(user,(issmall(user) ? 20 : 34)))
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climbers -= user
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return
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if(!can_climb(user, post_climb_check=1))
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climbers -= user
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return
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if(get_turf(user) == get_turf(src))
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usr.forceMove(get_step(src, src.dir))
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else
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usr.forceMove(get_turf(src))
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usr.visible_message("<span class='warning'>[user] climbed over \the [src]!</span>")
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if(!anchored) take_damage(maxhealth) // Fatboy
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climbers -= user
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/obj/structure/railing/can_climb(var/mob/living/user, post_climb_check=0)
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if(!..())
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return 0
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// Normal can_climb() handles climbing from adjacent turf onto our turf. But railings also allow climbing
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// from our turf onto an adjacent! If that is the case we need to do checks for that too...
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if(get_turf(user) == get_turf(src))
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var/obj/occupied = neighbor_turf_impassable()
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if(occupied)
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to_chat(user, "<span class='danger'>You can't climb there, there's \a [occupied] in the way.</span>")
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return 0
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||||
return 1
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||||
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||||
// TODO - This here might require some investigation
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||||
/obj/structure/proc/neighbor_turf_impassable()
|
||||
var/turf/T = get_step(src, src.dir)
|
||||
if(!T || !istype(T))
|
||||
return 0
|
||||
if(T.density == 1)
|
||||
return T
|
||||
for(var/obj/O in T.contents)
|
||||
if(istype(O,/obj/structure))
|
||||
var/obj/structure/S = O
|
||||
if(S.climbable) continue
|
||||
if(O && O.density && !(O.flags & ON_BORDER && !(turn(O.dir, 180) & dir)))
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||||
return O
|
||||
@@ -55,6 +55,7 @@
|
||||
recipes += new/datum/stack_recipe("fire extinguisher cabinet frame", /obj/item/frame/extinguisher_cabinet, 4, time = 5, one_per_turf = 0, on_floor = 1)
|
||||
//recipes += new/datum/stack_recipe("fire axe cabinet frame", /obj/item/frame/fireaxe_cabinet, 4, time = 5, one_per_turf = 0, on_floor = 1)
|
||||
recipes += new/datum/stack_recipe("wall girders", /obj/structure/girder, 2, time = 50, one_per_turf = 1, on_floor = 1)
|
||||
recipes += new/datum/stack_recipe("railing", /obj/structure/railing, 2, time = 50, one_per_turf = 0, on_floor = 1)
|
||||
recipes += new/datum/stack_recipe("turret frame", /obj/machinery/porta_turret_construct, 5, time = 25, one_per_turf = 1, on_floor = 1)
|
||||
recipes += new/datum/stack_recipe_list("airlock assemblies", list( \
|
||||
new/datum/stack_recipe("standard airlock assembly", /obj/structure/door_assembly, 4, time = 50, one_per_turf = 1, on_floor = 1), \
|
||||
|
||||
+141
-45
@@ -57,7 +57,10 @@
|
||||
if(!A.CanPass(src, start, 1.5, 0))
|
||||
to_chat(src, "<span class='warning'>\The [A] blocks you.</span>")
|
||||
return 0
|
||||
Move(destination)
|
||||
//VOREStation Edit
|
||||
if(!Move(destination))
|
||||
return 0
|
||||
//VOREStation Edit End
|
||||
return 1
|
||||
|
||||
/mob/observer/zMove(direction)
|
||||
@@ -103,6 +106,17 @@
|
||||
if(T.density)
|
||||
return 1
|
||||
|
||||
// TODO - Leshana Experimental
|
||||
|
||||
//Execution by grand piano!
|
||||
/atom/movable/proc/get_fall_damage()
|
||||
return 42
|
||||
|
||||
//If atom stands under open space, it can prevent fall, or not
|
||||
/atom/proc/can_prevent_fall(var/atom/movable/mover, var/turf/coming_from)
|
||||
return (!CanPass(mover, coming_from))
|
||||
|
||||
////////////////////////////
|
||||
|
||||
|
||||
|
||||
@@ -130,22 +144,21 @@
|
||||
return
|
||||
|
||||
if(can_fall())
|
||||
handle_fall(below)
|
||||
// We spawn here to let the current move operation complete before we start falling. fall() is normally called from
|
||||
// Entered() which is part of Move(), by spawn()ing we let that complete. But we want to preserve if we were in client movement
|
||||
// or normal movement so other move behavior can continue.
|
||||
var/mob/M = src
|
||||
var/is_client_moving = (ismob(M) && M.client && M.client.moving)
|
||||
spawn(0)
|
||||
if(is_client_moving) M.client.moving = 1
|
||||
handle_fall(below)
|
||||
if(is_client_moving) M.client.moving = 0
|
||||
// TODO - handle fall on damage!
|
||||
|
||||
//For children to override
|
||||
/atom/movable/proc/can_fall()
|
||||
if(anchored)
|
||||
return FALSE
|
||||
|
||||
if(locate(/obj/structure/lattice, loc))
|
||||
return FALSE
|
||||
|
||||
// See if something prevents us from falling.
|
||||
var/turf/below = GetBelow(src)
|
||||
for(var/atom/A in below)
|
||||
if(!A.CanPass(src, src.loc))
|
||||
return FALSE
|
||||
|
||||
return TRUE
|
||||
|
||||
/obj/effect/can_fall()
|
||||
@@ -160,31 +173,15 @@
|
||||
|
||||
// Mechas are anchored, so we need to override.
|
||||
/obj/mecha/can_fall()
|
||||
var/obj/structure/lattice/lattice = locate(/obj/structure/lattice, loc)
|
||||
if(lattice)
|
||||
var/area/area = get_area(src)
|
||||
if(area.has_gravity())
|
||||
// Lattices seem a bit too flimsy to hold up a massive exosuit.
|
||||
lattice.visible_message("<span class='danger'>\The [lattice] collapses under the weight of \the [src]!</span>")
|
||||
qdel(lattice)
|
||||
|
||||
// See if something prevents us from falling.
|
||||
var/turf/below = GetBelow(src)
|
||||
for(var/atom/A in below)
|
||||
if(!A.CanPass(src, src.loc))
|
||||
return FALSE
|
||||
|
||||
return TRUE
|
||||
|
||||
/obj/item/pipe/can_fall()
|
||||
var/turf/simulated/open/below = loc
|
||||
below = below.below
|
||||
|
||||
. = ..()
|
||||
|
||||
if(anchored)
|
||||
return FALSE
|
||||
|
||||
var/turf/below = GetBelow(src)
|
||||
if((locate(/obj/structure/disposalpipe/up) in below) || locate(/obj/machinery/atmospherics/pipe/zpipe/up in below))
|
||||
return FALSE
|
||||
|
||||
@@ -194,22 +191,113 @@
|
||||
/mob/living/simple_animal/hostile/carp/can_fall() // So can carp apparently.
|
||||
return FALSE
|
||||
|
||||
// Check if this atom prevents things standing on it from falling. Return TRUE to allow the fall.
|
||||
/obj/proc/CanFallThru(atom/movable/mover as mob|obj, turf/target as turf)
|
||||
return TRUE
|
||||
|
||||
// Things that prevent objects standing on them from falling into turf below
|
||||
/obj/structure/catwalk/CanFallThru(atom/movable/mover as mob|obj, turf/target as turf)
|
||||
if(target.z < z)
|
||||
return FALSE // TODO - Technically should be density = 1 and flags |= ON_BORDER
|
||||
if(!isturf(mover.loc)) // VORESTATION EDIT. Feel free to do an upstream suggestion as well.
|
||||
return FALSE // Only let loose floor items fall. No more snatching things off people's hands.
|
||||
else
|
||||
return TRUE
|
||||
|
||||
// So you'll slam when falling onto a catwalk
|
||||
/obj/structure/catwalk/CheckFall(var/atom/movable/falling_atom)
|
||||
return falling_atom.fall_impact(src)
|
||||
|
||||
/obj/structure/lattice/CanFallThru(atom/movable/mover as mob|obj, turf/target as turf)
|
||||
if(target.z >= z)
|
||||
return TRUE // We don't block sideways or upward movement.
|
||||
else if(istype(mover) && mover.checkpass(PASSGRILLE))
|
||||
return TRUE // Anything small enough to pass a grille will pass a lattice
|
||||
if(!isturf(mover.loc)) // VORESTATION EDIT. Feel free to do an upstream suggestion as well.
|
||||
return FALSE // Only let loose floor items fall. No more snatching things off people's hands.
|
||||
else
|
||||
return FALSE // TODO - Technically should be density = 1 and flags |= ON_BORDER
|
||||
|
||||
// So you'll slam when falling onto a grille
|
||||
/obj/structure/lattice/CheckFall(var/atom/movable/falling_atom)
|
||||
if(istype(falling_atom) && falling_atom.checkpass(PASSGRILLE))
|
||||
return FALSE
|
||||
return falling_atom.fall_impact(src)
|
||||
|
||||
|
||||
// Actually process the falling movement and impacts.
|
||||
/atom/movable/proc/handle_fall(var/turf/landing)
|
||||
Move(landing)
|
||||
var/turf/oldloc = loc
|
||||
|
||||
// Check if there is anything in our turf we are standing on to prevent falling.
|
||||
for(var/obj/O in loc)
|
||||
if(!O.CanFallThru(src, landing))
|
||||
return FALSE
|
||||
// See if something in turf below prevents us from falling into it.
|
||||
for(var/atom/A in landing)
|
||||
if(!A.CanPass(src, src.loc, 1, 0))
|
||||
return FALSE
|
||||
// TODO - Stairs should operate thru a different mechanism, not falling, to allow side-bumping.
|
||||
|
||||
// Now lets move there!
|
||||
if(!Move(landing))
|
||||
return 1
|
||||
|
||||
// Detect if we made a silent landing.
|
||||
if(locate(/obj/structure/stairs) in landing)
|
||||
return 1
|
||||
|
||||
if(istype(landing, /turf/simulated/open))
|
||||
visible_message("\The [src] falls from the deck above through \the [landing]!", "You hear a whoosh of displaced air.")
|
||||
else
|
||||
visible_message("\The [src] falls from the deck above and slams into \the [landing]!", "You hear something slam into the deck.")
|
||||
if(isopenspace(oldloc))
|
||||
oldloc.visible_message("\The [src] falls down through \the [oldloc]!", "You hear something falling through the air.")
|
||||
|
||||
/mob/living/carbon/human/handle_fall(var/turf/landing)
|
||||
if(..())
|
||||
// If the turf has density, we give it first dibs
|
||||
if (landing.density && landing.CheckFall(src))
|
||||
return
|
||||
to_chat(src, "<span class='danger'>You fall off and hit \the [landing]!</span>")
|
||||
|
||||
// First hit objects in the turf!
|
||||
for(var/atom/movable/A in landing)
|
||||
if(A != src && A.CheckFall(src))
|
||||
return
|
||||
|
||||
// If none of them stopped us, then hit the turf itself
|
||||
landing.CheckFall(src)
|
||||
|
||||
|
||||
// ## THE FALLING PROCS ###
|
||||
|
||||
// Called on everything that falling_atom might hit. Return 1 if you're handling it so handle_fall() will stop checking.
|
||||
// If you're soft and break the fall gently, just return 1
|
||||
// If the falling atom will hit you hard, call fall_impact() and return its result.
|
||||
/atom/proc/CheckFall(var/atom/movable/falling_atom)
|
||||
if(density && !(flags & ON_BORDER))
|
||||
return falling_atom.fall_impact(src)
|
||||
|
||||
// By default all turfs are gonna let you hit them regardless of density.
|
||||
/turf/CheckFall(var/atom/movable/falling_atom)
|
||||
return falling_atom.fall_impact(src)
|
||||
|
||||
// Obviously you can't really hit open space.
|
||||
/turf/simulated/open/CheckFall(var/atom/movable/falling_atom)
|
||||
// Don't need to print this, the open space it falls into will print it for us!
|
||||
// visible_message("\The [falling_atom] falls from above through \the [src]!", "You hear a whoosh of displaced air.")
|
||||
return 0
|
||||
|
||||
// We return 1 without calling fall_impact in order to provide a soft landing. So nice.
|
||||
// Note this really should never even get this far
|
||||
/obj/structure/stairs/CheckFall(var/atom/movable/falling_atom)
|
||||
return 1
|
||||
|
||||
// Called by CheckFall when we actually hit something. Oof
|
||||
/atom/movable/proc/fall_impact(var/atom/hit_atom)
|
||||
visible_message("\The [src] falls from above and slams into \the [hit_atom]!", "You hear something slam into \the [hit_atom].")
|
||||
|
||||
// Take damage from falling and hitting the ground
|
||||
/mob/living/carbon/human/fall_impact(var/turf/landing)
|
||||
visible_message("<span class='warning'>\The [src] falls from above and slams into \the [landing]!</span>", \
|
||||
"<span class='danger'>You fall off and hit \the [landing]!</span>", \
|
||||
"You hear something slam into \the [landing].")
|
||||
playsound(loc, "punch", 25, 1, -1)
|
||||
var/damage = 20 // Because wounds heal rather quickly, 20 should be enough to discourage jumping off but not be enough to ruin you, at least for the first time.
|
||||
var/damage = 15 // Because wounds heal rather quickly, 15 should be enough to discourage jumping off but not be enough to ruin you, at least for the first time.
|
||||
apply_damage(rand(0, damage), BRUTE, BP_HEAD)
|
||||
apply_damage(rand(0, damage), BRUTE, BP_TORSO)
|
||||
apply_damage(rand(0, damage), BRUTE, BP_L_LEG)
|
||||
@@ -220,15 +308,23 @@
|
||||
updatehealth()
|
||||
|
||||
/obj/mecha/handle_fall(var/turf/landing)
|
||||
if(..())
|
||||
return
|
||||
// First things first, break any lattice
|
||||
var/obj/structure/lattice/lattice = locate(/obj/structure/lattice, loc)
|
||||
if(lattice)
|
||||
// Lattices seem a bit too flimsy to hold up a massive exosuit.
|
||||
lattice.visible_message("<span class='danger'>\The [lattice] collapses under the weight of \the [src]!</span>")
|
||||
qdel(lattice)
|
||||
|
||||
// Then call parent to have us actually fall
|
||||
return ..()
|
||||
|
||||
/obj/mecha/fall_impact(var/atom/hit_atom)
|
||||
// Tell the pilot that they just dropped down with a superheavy mecha.
|
||||
if(occupant)
|
||||
to_chat(occupant, "<span class='warning'>\The [src] crashed down onto \the [landing]!</span>")
|
||||
to_chat(occupant, "<span class='warning'>\The [src] crashed down onto \the [hit_atom]!</span>")
|
||||
|
||||
// Anything on the same tile as the landing tile is gonna have a bad day.
|
||||
for(var/mob/living/L in landing.contents)
|
||||
for(var/mob/living/L in hit_atom.contents)
|
||||
L.visible_message("<span class='danger'>\The [src] crushes \the [L] as it lands on them!</span>")
|
||||
L.adjustBruteLoss(rand(70, 100))
|
||||
L.Weaken(8)
|
||||
@@ -237,6 +333,6 @@
|
||||
take_damage(rand(15, 30))
|
||||
|
||||
// And hurt the floor.
|
||||
if(istype(landing, /turf/simulated/floor))
|
||||
var/turf/simulated/floor/ground = landing
|
||||
ground.break_tile()
|
||||
if(istype(hit_atom, /turf/simulated/floor))
|
||||
var/turf/simulated/floor/ground = hit_atom
|
||||
ground.break_tile()
|
||||
|
||||
@@ -0,0 +1,37 @@
|
||||
################################
|
||||
# Example Changelog File
|
||||
#
|
||||
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
|
||||
#
|
||||
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
|
||||
# When it is, any changes listed below will disappear.
|
||||
#
|
||||
# Valid Prefixes:
|
||||
# bugfix
|
||||
# wip (For works in progress)
|
||||
# tweak
|
||||
# soundadd
|
||||
# sounddel
|
||||
# rscadd (general adding of nice things)
|
||||
# rscdel (general deleting of nice things)
|
||||
# imageadd
|
||||
# imagedel
|
||||
# maptweak
|
||||
# spellcheck (typo fixes)
|
||||
# experiment
|
||||
#################################
|
||||
|
||||
# Your name.
|
||||
author: Woodrat
|
||||
|
||||
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
|
||||
delete-after: True
|
||||
|
||||
# Any changes you've made. See valid prefix list above.
|
||||
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
|
||||
# SCREW THIS UP AND IT WON'T WORK.
|
||||
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
|
||||
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
|
||||
changes:
|
||||
- maptweak: "Added catwalks and railings to SC station. Fixed first Z-level."
|
||||
- rscadd: "Added the ability to make catwalks and railings as ported from vore."
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 815 B |
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|
After Width: | Height: | Size: 6.0 KiB |
+10461
-10420
File diff suppressed because it is too large
Load Diff
@@ -956,6 +956,7 @@
|
||||
#include "code\game\objects\random\random.dm"
|
||||
#include "code\game\objects\structures\barsign.dm"
|
||||
#include "code\game\objects\structures\bedsheet_bin.dm"
|
||||
#include "code\game\objects\structures\catwalk.dm"
|
||||
#include "code\game\objects\structures\coathanger.dm"
|
||||
#include "code\game\objects\structures\curtains.dm"
|
||||
#include "code\game\objects\structures\displaycase.dm"
|
||||
@@ -974,6 +975,7 @@
|
||||
#include "code\game\objects\structures\morgue.dm"
|
||||
#include "code\game\objects\structures\musician.dm"
|
||||
#include "code\game\objects\structures\noticeboard.dm"
|
||||
#include "code\game\objects\structures\railing.dm"
|
||||
#include "code\game\objects\structures\safe.dm"
|
||||
#include "code\game\objects\structures\signs.dm"
|
||||
#include "code\game\objects\structures\simple_doors.dm"
|
||||
@@ -2259,6 +2261,7 @@
|
||||
#include "interface\interface.dm"
|
||||
#include "interface\skin.dmf"
|
||||
#include "maps\northern_star\northern_star.dm"
|
||||
#include "maps\northern_star\northern_star_defines.dm"
|
||||
#include "maps\submaps\_readme.dm"
|
||||
#include "maps\submaps\cave_submaps\cave.dm"
|
||||
#include "maps\submaps\space_submaps\space.dm"
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Reference in New Issue
Block a user