Allows the insertion of pipework into walls

Pipes will be visible above the wall, allows for easier atmos repairs.
Atmos pipes installed this way can be unwrenched as normal.  Walls are
unaffected.
This commit is contained in:
Bone White
2014-08-03 11:36:39 +01:00
parent e9cbca8aa5
commit 0bf9f46d1f
2 changed files with 66 additions and 0 deletions
+33
View File
@@ -480,6 +480,39 @@
place_poster(W,user)
return
//Bone White - Place pipes on walls
else if(istype(W,/obj/item/pipe))
var/obj/item/pipe/V = W
if(V.pipe_type != -1) // ANY PIPE
var/obj/item/pipe/P = W
playsound(get_turf(src), 'sound/weapons/circsawhit.ogg', 50, 1)
user.visible_message( \
"[user] starts drilling a hole in \the [src].", \
"\blue You start drilling a hole in \the [src].", \
"You hear ratchet.")
if (do_after(user, 80))
user.visible_message( \
"[user] drills a hole in \the [src] and pushes \a [P] into the void", \
"\blue You have finished drilling in \the [src] and push the [P] into the void.", \
"You hear ratchet.")
/*
new /obj/item/pipe(loc, make_from=src)
for (var/obj/machinery/meter/meter in T)
if (meter.target == src)
new /obj/item/pipe_meter(T)
del(meter)
qdel(src)
*/
user.drop_item()
P.dir = user.dir
P.x = src.x
P.y = src.y
P.z = src.z
P.loc = src
P.level = 2
return
else
return attack_hand(user)
return
@@ -311,6 +311,39 @@
place_poster(W,user)
return
//Bone White - Place pipes on walls
else if(istype(W,/obj/item/pipe))
var/obj/item/pipe/V = W
if(V.pipe_type != -1) // ANY PIPE
var/obj/item/pipe/P = W
playsound(get_turf(src), 'sound/weapons/circsawhit.ogg', 50, 1)
user.visible_message( \
"[user] starts drilling a hole in \the [src].", \
"\blue You start drilling a hole in \the [src].", \
"You hear ratchet.")
if (do_after(user, 80))
user.visible_message( \
"[user] drills a hole in \the [src] and pushes \a [P] into the void", \
"\blue You have finished drilling in \the [src] and push the [P] into the void.", \
"You hear ratchet.")
/*
new /obj/item/pipe(loc, make_from=src)
for (var/obj/machinery/meter/meter in T)
if (meter.target == src)
new /obj/item/pipe_meter(T)
del(meter)
qdel(src)
*/
user.drop_item()
P.dir = user.dir
P.x = src.x
P.y = src.y
P.z = src.z
P.loc = src
P.level = 2
return
//Finally, CHECKING FOR FALSE WALLS if it isn't damaged
else if(!d_state)
return attack_hand(user)