/* * False_wall -- A fake wall that can be opened like a door. * * */ obj/machinery/door/false_wall name = "wall" icon = 'Doorf.dmi' // Create a false-wall door. Remove the pull verb as this gives away the doors position. New() ..() src.verbs -= /atom/movable/verb/pull // Examine verb. Same result as a standard wall. examine() set src in oview(1) usr.client_mob() << "It looks like a regular wall" // AI can't use secret doors attack_ai(mob/user as mob) if (user.currentDrone!=null) if (get_dist(user.currentDrone, src)<=1) if (src.density) open() else close() // Monkey interact - if in monkey mode, same as human attack_paw(mob/user) if ((ticker && ticker.mode == "monkey")) return src.attack_hand(user) // Human interact - 25% chance to open the door attack_hand(mob/user) if (user.currentDrone!=null) if (get_dist(user.currentDrone, src)<=1) if (src.density) open() else close() src.add_fingerprint(user) if (src.density) if (prob(25)) open() else user.client_mob() << "\blue You push the wall but nothing happens!" else close() // Attack by item // If a screwdriver, disassembly the false wall into components attackby(obj/item/weapon/screwdriver/S, mob/user) src.add_fingerprint(user) if (istype(S, /obj/item/weapon/screwdriver)) new /obj/item/weapon/sheet/metal( src.loc ) new /obj/d_girders( src.loc ) del(src) return else ..()