Wallening 2: Return of the attack of the girders [MDB IGNORE][IDB IGNORE] (#30609)

* WE HAVE LIFTOFF

* Reinforced wall + fixes

* (Reinforced) windows

* Adds nameless plasmaglass sprites

* Plasma windows

* Unnamed cult walls

* Add window edges back

* Wooden walls

* Plasma walls + THANK YOU CHAP

* Oops

* Wooden names

* Cult walls

* Plasma walls

* Uranium walls

* Golden walls

* Silver walls

* False wall basics

* All false walls

* Remove old walls

* Fixes

* First girders

* Build steps

* New floors and decalized floor tiles.

* satisfy linter

* Add command decals, remove old "blue tile" decal

* update script number

* have ATMs put their decals on last

* add engineering decals

* update spritesheets

* lots of tile coloring fixes

* more engi tile fixes

* more tile fixes

* linters

* fixes conflict?

* conflict fixes

* fix layering issue

* cult, necropolis, plastitanium, rocks, backrooms walls

* survival pod walls, prepare for titanium, plastitanium fwall fix

removes diagonal smoothing and the nodiagonal subtype from titanium walls as survival pod walls are a subtype of titanium

* linters

* linters again

* linters number 1 million and counting

* titanium walls

* brass walls, floors, windows

* titanium window, plastitanium window

* brass window smooths with wood and brass walls

* linters number 1 million and one

* all walls smooth with airlocks

in preparation for airlock sprites in a separate PR

* now all walls smooth with airlocks

* windows smooth with airlocks

* separate wallbumps, partially add apc

* tinted window

* survival pod windows

* oops i reverted apc.dm

* mapping fixes

* more mapping sprites

* more mapping stuff, fix my ungodly smooth rocks

* linters

* apc fix

* air alarm, apc, fire alarm offset preparations

* fire alarm implementation + rock fixes + firelock smoothing

* airlocks + supposed map fixes

* engi/atmos airlocks + overlays

* the rest of the doors lol

* linters + freezer fix

* fixes

* shuttle airlock + misc fixes

* firelocks

* fix

* oops

* i need to stop pushing fixes early

* shuttle airlock quickfix

* external airlocks + hatches + fixes

* centcom doors

* highsec airlocks

* vault airlock, double airlocks

* yaya deconflictsies

* lotsa fixes

* light fixes + blastdoor fixes

* firelock gap fix

* light construction fix + rcd fix

---------

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Alexios <skillpointHD@Gmail.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
This commit is contained in:
Ahzpy
2026-04-22 07:49:30 -07:00
committed by GitHub
parent 0b39a004c3
commit 68fb77a19a
181 changed files with 1465 additions and 1383 deletions
@@ -82,7 +82,7 @@
icon_state = "walldoor"
loot = list(
/obj/machinery/door/airlock/hatch/syndicate = 6,
/turf/simulated/wall/mineral/plastitanium/nodiagonal = 2,
/turf/simulated/wall/mineral/plastitanium = 2,
/obj/structure/falsewall/plastitanium = 2,
)
@@ -91,5 +91,5 @@
icon_state = "wallvault"
loot = list(
/obj/machinery/door/airlock/hatch/syndicate/vault = 4,
/turf/simulated/wall/mineral/plastitanium/nodiagonal = 1,
/turf/simulated/wall/mineral/plastitanium = 1,
)
+3 -3
View File
@@ -378,12 +378,12 @@
*/
/obj/item/rcd/proc/get_airlock_image(airlock_type)
var/obj/machinery/door/airlock/airlock = airlock_type
var/icon/base = icon(initial(airlock.icon), "closed")
var/icon/base = icon(initial(airlock.icon), "closed", dir = WEST)
if(initial(airlock.glass))
var/icon/glass_fill = icon(initial(airlock.overlays_file), "glass_closed")
var/icon/glass_fill = icon(initial(airlock.overlays_file), "glass_closed", dir = WEST)
base.Blend(glass_fill, ICON_OVERLAY)
else
var/icon/solid_fill = icon(initial(airlock.icon), "fill_closed")
var/icon/solid_fill = icon(initial(airlock.icon), "fill_closed", dir = WEST)
base.Blend(solid_fill, ICON_OVERLAY)
return "[icon2base64(base)]"
@@ -2,7 +2,7 @@
/obj/item/mounted/frame/alarm_frame
name = "air alarm frame"
desc = "Used for building Air Alarms."
icon = 'icons/obj/monitors.dmi'
icon = 'icons/obj/wallbumps/alarm.dmi'
icon_state = "alarm_bitem"
materials = list(MAT_METAL=2000)
@@ -1,7 +1,7 @@
/obj/item/mounted/frame/firealarm
name = "fire alarm frame"
desc = "Used for building Fire Alarms."
icon = 'icons/obj/monitors.dmi'
icon = 'icons/obj/wallbumps/firealarm.dmi'
icon_state = "firealarm_frame"
mount_requirements = MOUNTED_FRAME_SIMFLOOR | MOUNTED_FRAME_NOSPACE
@@ -28,13 +28,29 @@
/obj/structure/door_assembly/Initialize(mapload)
. = ..()
update_appearance(UPDATE_NAME | UPDATE_OVERLAYS)
var/direction = get_current_direction()
dir = direction ? direction : NORTH
update_icon()
/obj/structure/door_assembly/Destroy()
QDEL_NULL(electronics)
return ..()
/obj/structure/door_assembly/proc/get_current_direction()
for(var/direction in GLOB.cardinal)
if(iswallturf(get_step(src, direction)))
return direction
for(var/direction in GLOB.cardinal)
if((locate(/obj/structure/window/full) in get_step(src, direction)))
return direction
for(var/direction in GLOB.cardinal)
if((locate(/obj/machinery/door) in get_step(src, direction)))
return direction
/obj/structure/door_assembly/examine(mob/user)
. = ..()
if(!anchored)
. += SPAN_NOTICE("You can <b>Alt-Click</b> [src] to rotate it.")
var/doorname = ""
if(created_name)
doorname = ", written on it is '[created_name]'"
@@ -55,6 +71,17 @@
else
. += SPAN_NOTICE("There is a small <i>paper</i> placard on the assembly[doorname].")
/obj/structure/door_assembly/AltClick(mob/user)
if(src.anchored)
return
if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user) || is_ventcrawling(user))
return
rotate()
/obj/structure/door_assembly/proc/rotate()
setDir(turn(dir, 90))
/obj/structure/door_assembly/item_interaction(mob/living/user, obj/item/W, list/modifiers)
. = ITEM_INTERACT_COMPLETE
if(is_pen(W))
+54 -36
View File
@@ -10,7 +10,7 @@
name = "wall"
desc = "A huge chunk of metal used to separate rooms."
anchored = TRUE
icon = 'icons/turf/walls/wall.dmi'
icon = 'icons/turf/walls/32x40wall.dmi'
icon_state = "wall-0"
base_icon_state = "wall"
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
@@ -32,7 +32,7 @@
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_SIMULATED_TURFS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_REGULAR_WALLS)
canSmoothWith = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_REGULAR_WALLS, SMOOTH_GROUP_REINFORCED_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_REGULAR_WALLS, SMOOTH_GROUP_REINFORCED_WALLS)
/obj/structure/falsewall/Initialize(mapload)
. = ..()
@@ -71,6 +71,8 @@
if(opening)
return
opening = TRUE
var/direction = get_current_direction()
dir = direction ? direction : NORTH
if(density)
flick("fwall_opening", src)
density = FALSE
@@ -175,6 +177,11 @@
return
return ..()
/obj/structure/falsewall/proc/get_current_direction()
for(var/direction in GLOB.cardinal)
if(iswallturf(get_step(src, direction)))
return direction
/*
* False R-Walls
*/
@@ -182,13 +189,13 @@
/obj/structure/falsewall/reinforced
name = "reinforced wall"
desc = "A huge chunk of reinforced metal used to separate rooms."
icon = 'icons/turf/walls/reinforced_wall.dmi'
icon = 'icons/turf/walls/32x40reinforced_wall.dmi'
icon_state = "reinforced_wall-0"
base_icon_state = "reinforced_wall"
walltype = /turf/simulated/wall/r_wall
mineral = /obj/item/stack/sheet/plasteel
smoothing_groups = list(SMOOTH_GROUP_SIMULATED_TURFS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_REINFORCED_WALLS)
canSmoothWith = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_REGULAR_WALLS, SMOOTH_GROUP_REINFORCED_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_REGULAR_WALLS, SMOOTH_GROUP_REINFORCED_WALLS)
/obj/structure/falsewall/reinforced/examine_status(mob/user)
. = ..()
@@ -208,7 +215,7 @@
/obj/structure/falsewall/uranium
name = "uranium wall"
desc = "A wall with uranium plating. This is probably a bad idea."
icon = 'icons/turf/walls/uranium_wall.dmi'
icon = 'icons/turf/walls/32x40uranium_wall.dmi'
icon_state = "uranium_wall-0"
base_icon_state = "uranium_wall"
mineral = /obj/item/stack/sheet/mineral/uranium
@@ -216,7 +223,7 @@
var/active = FALSE
var/last_event = 0
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_URANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_URANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_URANIUM_WALLS)
/obj/structure/falsewall/uranium/Initialize(mapload)
. = ..()
@@ -229,48 +236,48 @@
/obj/structure/falsewall/gold
name = "gold wall"
desc = "A wall with gold plating. Swag!"
icon = 'icons/turf/walls/gold_wall.dmi'
icon = 'icons/turf/walls/32x40gold_wall.dmi'
icon_state = "gold_wall-0"
base_icon_state = "gold_wall"
mineral = /obj/item/stack/sheet/mineral/gold
walltype = /turf/simulated/wall/mineral/gold
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_GOLD_WALLS)
canSmoothWith = list(SMOOTH_GROUP_GOLD_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_GOLD_WALLS)
/obj/structure/falsewall/silver
name = "silver wall"
desc = "A wall with silver plating. Shiny."
icon = 'icons/turf/walls/silver_wall.dmi'
icon = 'icons/turf/walls/32x40silver_wall.dmi'
icon_state = "silver_wall-0"
base_icon_state = "silver_wall"
mineral = /obj/item/stack/sheet/mineral/silver
walltype = /turf/simulated/wall/mineral/silver
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_SILVER_WALLS)
canSmoothWith = list(SMOOTH_GROUP_SILVER_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_SILVER_WALLS)
/obj/structure/falsewall/diamond
name = "diamond wall"
desc = "A wall with diamond plating. You monster."
icon = 'icons/turf/walls/diamond_wall.dmi'
icon = 'icons/turf/walls/32x40diamond_wall.dmi'
icon_state = "diamond_wall-0"
base_icon_state = "diamond_wall"
mineral = /obj/item/stack/sheet/mineral/diamond
walltype = /turf/simulated/wall/mineral/diamond
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_DIAMOND_WALLS)
canSmoothWith = list(SMOOTH_GROUP_DIAMOND_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_DIAMOND_WALLS)
max_integrity = 800
/obj/structure/falsewall/plasma
name = "plasma wall"
desc = "A wall with plasma plating. This is definitely a bad idea."
icon = 'icons/turf/walls/plasma_wall.dmi'
icon = 'icons/turf/walls/32x40plasma_wall.dmi'
icon_state = "plasma_wall-0"
base_icon_state = "plasma_wall"
mineral = /obj/item/stack/sheet/mineral/plasma
walltype = /turf/simulated/wall/mineral/plasma
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_PLASMA_WALLS)
canSmoothWith = list(SMOOTH_GROUP_PLASMA_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_PLASMA_WALLS)
cares_about_temperature = TRUE
/obj/structure/falsewall/plasma/item_interaction(mob/living/user, obj/item/used, list/modifiers)
@@ -296,109 +303,120 @@
/obj/structure/falsewall/alien
name = "alien wall"
desc = "A strange-looking alien wall."
icon = 'icons/turf/walls/abductor_wall.dmi'
icon = 'icons/turf/walls/32x40abductor_wall.dmi'
icon_state = "abductor_wall-0"
base_icon_state = "abductor_wall"
mineral = /obj/item/stack/sheet/mineral/abductor
walltype = /turf/simulated/wall/mineral/abductor
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_ABDUCTOR_WALLS)
canSmoothWith = list(SMOOTH_GROUP_ABDUCTOR_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_ABDUCTOR_WALLS)
/obj/structure/falsewall/bananium
name = "bananium wall"
desc = "A wall with bananium plating. Honk!"
icon = 'icons/turf/walls/bananium_wall.dmi'
icon = 'icons/turf/walls/32x40bananium_wall.dmi'
icon_state = "bananium_wall-0"
base_icon_state = "bananium_wall"
mineral = /obj/item/stack/sheet/mineral/bananium
walltype = /turf/simulated/wall/mineral/bananium
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BANANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_BANANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_BANANIUM_WALLS)
/obj/structure/falsewall/sandstone
name = "sandstone wall"
desc = "A wall with sandstone plating."
icon = 'icons/turf/walls/sandstone_wall.dmi'
icon = 'icons/turf/walls/32x40sandstone_wall.dmi'
icon_state = "sandstone_wall-0"
base_icon_state = "sandstone_wall"
mineral = /obj/item/stack/sheet/mineral/sandstone
walltype = /turf/simulated/wall/mineral/sandstone
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_SANDSTONE_WALLS)
canSmoothWith = list(SMOOTH_GROUP_SANDSTONE_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_SANDSTONE_WALLS)
/obj/structure/falsewall/wood
name = "wooden wall"
desc = "A wall with wooden plating. Stiff."
icon = 'icons/turf/walls/wood_wall.dmi'
icon = 'icons/turf/walls/32x40wood_wall.dmi'
icon_state = "wood_wall-0"
base_icon_state = "wood_wall"
mineral = /obj/item/stack/sheet/wood
walltype = /turf/simulated/wall/mineral/wood
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_WOOD_WALLS)
canSmoothWith = list(SMOOTH_GROUP_WOOD_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_WOOD_WALLS)
/obj/structure/falsewall/iron
name = "rough metal wall"
desc = "A wall with rough metal plating."
icon = 'icons/turf/walls/iron_wall.dmi'
icon = 'icons/turf/walls/32x40iron_wall.dmi'
icon_state = "iron_wall-0"
base_icon_state = "iron_wall"
mineral = /obj/item/stack/rods
mineral_amount = 5
walltype = /turf/simulated/wall/mineral/iron
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_IRON_WALLS)
canSmoothWith = list(SMOOTH_GROUP_IRON_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_IRON_WALLS)
/obj/structure/falsewall/abductor
name = "alien wall"
desc = "A wall with alien alloy plating."
icon = 'icons/turf/walls/abductor_wall.dmi'
icon = 'icons/turf/walls/32x40abductor_wall.dmi'
icon_state = "abductor_wall-0"
base_icon_state = "abductor_wall"
mineral = /obj/item/stack/sheet/mineral/abductor
walltype = /turf/simulated/wall/mineral/abductor
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_ABDUCTOR_WALLS)
canSmoothWith = list(SMOOTH_GROUP_ABDUCTOR_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_ABDUCTOR_WALLS)
/obj/structure/falsewall/titanium
desc = "A light-weight titanium wall used in shuttles."
icon = 'icons/turf/walls/plastinum_wall.dmi'
icon = 'icons/turf/walls/32x40plastinum_wall.dmi'
icon_state = "plastinum_wall-0"
base_icon_state = "plastinum_wall"
mineral = /obj/item/stack/sheet/mineral/titanium
walltype = /turf/simulated/wall/mineral/titanium
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_TITANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_TITANIUM_WALLS, SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_SHUTTLE_PARTS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_TITANIUM_WALLS, SMOOTH_GROUP_SHUTTLE_PARTS)
/obj/structure/falsewall/survival
name = "pod wall"
desc = "An easily-compressable wall used for temporary shelter."
icon = 'icons/turf/walls/32x40survival_pod_walls.dmi'
icon_state = "survival_pod_walls-0"
base_icon_state = "survival_pod_walls"
mineral = /obj/item/stack/sheet/mineral/titanium
walltype = /turf/simulated/wall/mineral/titanium
smoothing_groups = list(SMOOTH_GROUP_PLASTITANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_PLASTITANIUM_WALLS, SMOOTH_GROUP_SHUTTLE_PARTS)
/obj/structure/falsewall/plastitanium
desc = "An evil wall of plasma and titanium."
icon = 'icons/turf/walls/plastitanium_wall.dmi'
icon = 'icons/turf/walls/32x40plastitanium_wall.dmi'
icon_state = "plastitanium_wall-0"
base_icon_state = "plastitanium_wall"
mineral = /obj/item/stack/sheet/mineral/plastitanium
walltype = /turf/simulated/wall/mineral/plastitanium
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_PLASTITANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_PLASTITANIUM_WALLS, SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_SHUTTLE_PARTS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_PLASTITANIUM_WALLS, SMOOTH_GROUP_SHUTTLE_PARTS)
/obj/structure/falsewall/backrooms
desc = "A strange wall that looks like cheap wallpaper and drywall."
icon = 'icons/turf/walls/backrooms_wall.dmi'
icon = 'icons/turf/walls/32x40backrooms_wall.dmi'
icon_state = "backrooms_wall-0"
base_icon_state = "backrooms_wall"
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BACKROOMS_WALLS)
canSmoothWith = list(SMOOTH_GROUP_BACKROOMS_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_BACKROOMS_WALLS)
/obj/structure/falsewall/brass
name = "clockwork wall"
desc = "A huge chunk of warm metal. The clanging of machinery emanates from within."
icon = 'icons/turf/walls/clockwork_wall.dmi'
icon = 'icons/turf/walls/32x40clockwork_wall.dmi'
icon_state = "clockwork_wall-0"
base_icon_state = "clockwork_wall"
resistance_flags = FIRE_PROOF | ACID_PROOF
mineral_amount = 1
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BRASS_WALL)
canSmoothWith = list(SMOOTH_GROUP_BRASS_WALL)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_BRASS_WALL)
girder_type = /obj/structure/clockwork/wall_gear/displaced
walltype = /turf/simulated/wall/clockwork
mineral = /obj/item/stack/tile/brass
@@ -412,12 +430,12 @@
/obj/structure/falsewall/rock_ancient
name = "ancient rock"
desc = "A rare asteroid rock that appears to be resistant to all mining tools except pickaxes!"
icon = 'icons/turf/walls/smoothrocks.dmi'
icon = 'icons/turf/walls/32x40smoothrocks.dmi'
icon_state = "smoothrocks-0"
base_icon_state = "smoothrocks"
color = COLOR_ANCIENT_ROCK
smoothing_groups = list(SMOOTH_GROUP_ASTEROID_WALLS)
canSmoothWith = list(SMOOTH_GROUP_ASTEROID_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_ASTEROID_WALLS)
mineral = /obj/item/stack/ore/glass/basalt/ancient
walltype = /turf/simulated/mineral/ancient
+1 -1
View File
@@ -7,7 +7,7 @@
flags = CONDUCT
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
pressure_resistance = 5*ONE_ATMOSPHERE
layer = BELOW_OBJ_LAYER
layer = MAP_EDITOR_TURF_LAYER - 0.1
level = 3
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, RAD = 100, FIRE = 0, ACID = 0)
max_integrity = 50
+23 -18
View File
@@ -712,7 +712,6 @@
decon_speed = 3 SECONDS
armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, RAD = 100, FIRE = 99, ACID = 100)
rad_insulation_beta = RAD_NO_INSULATION
rad_insulation_gamma = RAD_GAMMA_WINDOW
superconductivity = ZERO_HEAT_TRANSFER_COEFFICIENT
rad_conversion_amount = 2
@@ -767,7 +766,7 @@
flags = PREVENT_CLICK_UNDER
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE, SMOOTH_GROUP_REGULAR_WALLS, SMOOTH_GROUP_REINFORCED_WALLS) //they are not walls but this lets walls smooth with them
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE, SMOOTH_GROUP_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_WINDOW_FULLTILE, SMOOTH_GROUP_WALLS)
/obj/structure/window/full/screwdriver_act(mob/user, obj/item/I)
if(barricaded)
@@ -784,8 +783,8 @@
return ..()
/obj/structure/window/full/basic
desc = "It looks thin and flimsy. A few knocks with... anything, really should shatter it. Has very light protection from radiation"
icon = 'icons/obj/smooth_structures/windows/window.dmi'
desc = "It looks thin and flimsy. A few knocks with... anything, really should shatter it."
icon = 'icons/obj/smooth_structures/windows/32x40window.dmi'
icon_state = "window-0"
base_icon_state = "window"
max_integrity = 50
@@ -793,8 +792,8 @@
/obj/structure/window/full/plasmabasic
name = "plasma window"
desc = "A plasma-glass alloy window. It looks insanely tough to break. It appears it's also insanely tough to burn through. When hit with Gamma particles it will become charged and start emitting Beta particles"
icon = 'icons/obj/smooth_structures/windows/plasma_window.dmi'
desc = "A plasma-glass alloy window. It looks insanely tough to break. It appears it's also insanely tough to burn through."
icon = 'icons/obj/smooth_structures/windows/32x40plasma_window.dmi'
icon_state = "plasma_window-0"
base_icon_state = "plasma_window"
glass_decal = /obj/effect/decal/cleanable/glass/plasma
@@ -802,10 +801,12 @@
glass_type = /obj/item/stack/sheet/plasmaglass
heat_resistance = 32000
max_integrity = 300
edge_overlay_file = 'icons/obj/smooth_structures/windows/window_edges.dmi'
explosion_block = 1
decon_speed = 3 SECONDS
armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, RAD = 100, FIRE = 99, ACID = 100)
edge_overlay_file = 'icons/obj/smooth_structures/windows/window_edges.dmi'
rad_insulation_beta = RAD_NO_INSULATION
rad_insulation_gamma = RAD_GAMMA_WINDOW
env_smash_level = ENVIRONMENT_SMASH_WALLS // these windows are a fair bit tougher
superconductivity = ZERO_HEAT_TRANSFER_COEFFICIENT
rad_insulation_beta = RAD_NO_INSULATION
@@ -814,8 +815,8 @@
/obj/structure/window/full/plasmareinforced
name = "reinforced plasma window"
desc = "A plasma-glass alloy window, with rods supporting it. It looks hopelessly tough to break. It also looks completely fireproof, considering how basic plasma windows are insanely fireproof. When hit with Gamma particles it will become charged and start emitting Beta particles"
icon = 'icons/obj/smooth_structures/windows/rplasma_window.dmi'
desc = "A plasma-glass alloy window, with rods supporting it. It looks hopelessly tough to break. It also looks completely fireproof, considering how basic plasma windows are insanely fireproof."
icon = 'icons/obj/smooth_structures/windows/32x40rplasma_window.dmi'
icon_state = "rplasma_window-0"
base_icon_state = "rplasma_window"
glass_decal = /obj/effect/decal/cleanable/glass/plasma
@@ -839,8 +840,8 @@
/obj/structure/window/full/reinforced
name = "reinforced window"
desc = "It looks rather strong. Might take a few good hits to shatter it. Offers superior protection from radiation"
icon = 'icons/obj/smooth_structures/windows/reinforced_window.dmi'
desc = "It looks rather strong. Might take a few good hits to shatter it."
icon = 'icons/obj/smooth_structures/windows/32x40reinforced_window.dmi'
icon_state = "reinforced_window-0"
base_icon_state = "reinforced_window"
max_integrity = 100
@@ -861,7 +862,7 @@
/obj/structure/window/full/reinforced/tinted
name = "tinted window"
desc = "It looks rather strong and opaque. Might take a few good hits to shatter it."
icon = 'icons/obj/smooth_structures/windows/tinted_window.dmi'
icon = 'icons/obj/smooth_structures/windows/32x40tinted_window.dmi'
icon_state = "tinted_window-0"
base_icon_state = "tinted_window"
opacity = TRUE
@@ -869,7 +870,7 @@
/obj/structure/window/full/shuttle
name = "shuttle window"
desc = "A reinforced, air-locked pod window."
icon = 'icons/obj/smooth_structures/windows/shuttle_window.dmi'
icon = 'icons/obj/smooth_structures/windows/32x40shuttle_window.dmi'
icon_state = "shuttle_window-0"
base_icon_state = "shuttle_window"
max_integrity = 200
@@ -878,8 +879,9 @@
explosion_block = 3
decon_speed = 6 SECONDS
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, RAD = 100, FIRE = 80, ACID = 100)
edge_overlay_file = 'icons/obj/smooth_structures/windows/shuttle_window_edges.dmi'
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE, SMOOTH_GROUP_TITANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE, SMOOTH_GROUP_TITANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE, SMOOTH_GROUP_TITANIUM_WALLS)
glass_type = /obj/item/stack/sheet/titaniumglass
env_smash_level = ENVIRONMENT_SMASH_RWALLS // shuttle windows should probably be a bit stronger, too
// Mostly for the mining shuttle.
@@ -894,7 +896,7 @@
/obj/structure/window/full/plastitanium
name = "plastitanium window"
desc = "An evil looking window of plasma and titanium. When hit with Gamma particles it will become charged and start emitting Beta particles"
icon = 'icons/obj/smooth_structures/windows/plastitanium_window.dmi'
icon = 'icons/obj/smooth_structures/windows/32x40plastitanium_window.dmi'
icon_state = "plastitanium_window-0"
base_icon_state = "plastitanium_window"
max_integrity = 1200
@@ -902,10 +904,11 @@
heat_resistance = 32000
decon_speed = 7 SECONDS
armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, RAD = 100, FIRE = 99, ACID = 100)
edge_overlay_file = 'icons/obj/smooth_structures/windows/plastitanium_window_edges.dmi'
explosion_block = 3
glass_type = /obj/item/stack/sheet/plastitaniumglass
smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS, SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM, SMOOTH_GROUP_PLASTITANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM, SMOOTH_GROUP_SYNDICATE_WALLS, SMOOTH_GROUP_PLASTITANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM, SMOOTH_GROUP_SYNDICATE_WALLS, SMOOTH_GROUP_PLASTITANIUM_WALLS)
env_smash_level = ENVIRONMENT_SMASH_RWALLS //used in shuttles, same reason as above
superconductivity = ZERO_HEAT_TRANSFER_COEFFICIENT
rad_insulation_beta = RAD_NO_INSULATION
@@ -955,14 +958,16 @@
animate(src, color = previouscolor, time = 8)
/obj/structure/window/reinforced/clockwork/fulltile
icon = 'icons/obj/smooth_structures/windows/32x40clockwork_window.dmi'
icon_state = "clockwork_window-0"
base_icon_state = "clockwork_window"
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE, SMOOTH_GROUP_WINDOW_FULLTILE_BRASS)
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_BRASS)
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE, SMOOTH_GROUP_WINDOW_FULLTILE_BRASS, SMOOTH_GROUP_BRASS_WALL, SMOOTH_GROUP_WOOD_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_WINDOW_FULLTILE_BRASS, SMOOTH_GROUP_BRASS_WALL, SMOOTH_GROUP_WOOD_WALLS)
fulltile = TRUE
flags = PREVENT_CLICK_UNDER
dir = FULLTILE_WINDOW_DIR
max_integrity = 120
edge_overlay_file = 'icons/obj/smooth_structures/windows/clockwork_window_edges.dmi'
level = 3
glass_amount = 2