mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 19:13:30 +01:00
added defines for window construction states and full window diagonal dir
added a proc to check for valid window location, added var/fulltile to windows instead of using a proc added clockwork windoors and windows to brass recipes added titanium glass and plastitanium glass, made glass types use recipes like other stacks, you can smelt the new glasses in the ORM removed force from RCD and added NOBLUDGEON flag, fixing a bug where you couldn't deconstruct airlocks with an RCD slight nerf to wielded fireaxe, does high damage to windows and grilles instead of insta-deleting them deleted fullwindow.dm and moved windows to window.dm added some feedback to placing glass on grilles examining windoor assembly shows you can rotate it, examining windows show deconstruction hints and rotation added cracks to windows, you can repair windows using a welding tool on help intent, slight buff to window health added var/cancolor to windows and blacklists some windows from being auto-colored, window shards also get colored on narsie_act() full windows now use icon smoothing system, windows now use the obj_integrity damage system added is_glass_sheet() helper
This commit is contained in:
@@ -13,6 +13,15 @@
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/*
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* Glass sheets
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*/
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GLOBAL_LIST_INIT(glass_recipes, list ( \
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new/datum/stack_recipe/window("directional window", /obj/structure/window/basic, time = 0, on_floor = TRUE, window_checks = TRUE), \
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new/datum/stack_recipe/window("fulltile window", /obj/structure/window/full/basic, 2, time = 0, on_floor = TRUE, window_checks = TRUE), \
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new/datum/stack_recipe("fishbowl", /obj/machinery/fishtank/bowl, 1, time = 0), \
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new/datum/stack_recipe("fish tank", /obj/machinery/fishtank/tank, 3, time = 0, on_floor = TRUE), \
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new/datum/stack_recipe("wall aquariam", /obj/machinery/fishtank/wall, 4, time = 0, on_floor = TRUE) \
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))
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/obj/item/stack/sheet/glass
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name = "glass"
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desc = "HOLY SHEET! That is a lot of glass."
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@@ -30,8 +39,9 @@
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/obj/item/stack/sheet/glass/cyborg
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materials = list()
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/obj/item/stack/sheet/glass/attack_self(mob/user as mob)
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construct_window(user)
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/obj/item/stack/sheet/glass/New(loc, amount)
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recipes = GLOB.glass_recipes
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..()
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/obj/item/stack/sheet/glass/attackby(obj/item/W, mob/user, params)
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..()
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@@ -59,94 +69,18 @@
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else
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return ..()
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/obj/item/stack/sheet/glass/proc/construct_window(mob/user as mob)
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if(!user || !src) return 0
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if(!istype(user.loc,/turf)) return 0
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if(!user.IsAdvancedToolUser())
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to_chat(user, "<span class='danger'>You don't have the dexterity to do this!</span>")
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return 0
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var/title = "Sheet-Glass"
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title += " ([src.amount] sheet\s left)"
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switch(input(title, "What would you like to construct?") in list("One Direction Window", "Full Window", "Fishbowl", "Fish Tank", "Wall Aquarium", "Cancel"))
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if("One Direction Window")
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if(!src) return 1
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if(src.loc != user) return 1
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var/list/directions = new/list(cardinal)
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var/i = 0
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for(var/obj/structure/window/win in user.loc)
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i++
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if(i >= 4)
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to_chat(user, "<span class='danger'>There are too many windows in this location.</span>")
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return 1
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directions-=win.dir
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if(win.is_fulltile())
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to_chat(user, "<span class='danger'>Can't let you do that.</span>")
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return 1
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//Determine the direction. It will first check in the direction the person making the window is facing, if it finds an already made window it will try looking at the next cardinal direction, etc.
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var/dir_to_set = 2
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for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
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var/found = 0
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for(var/obj/structure/window/WT in user.loc)
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if(WT.dir == direction)
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found = 1
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if(!found)
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dir_to_set = direction
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break
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var/obj/structure/window/W
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W = new /obj/structure/window/basic( user.loc, 0 )
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W.dir = dir_to_set
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W.ini_dir = W.dir
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W.state = 0
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W.anchored = 0
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W.air_update_turf(1)
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src.use(1)
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if("Full Window")
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if(!src) return 1
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if(src.loc != user) return 1
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if(src.amount < 2)
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to_chat(user, "<span class='danger'>You need more glass to do that.</span>")
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return 1
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if(locate(/obj/structure/window/full) in user.loc)
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to_chat(user, "<span class='danger'>There is a full window in the way.</span>")
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return 1
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var/obj/structure/window/W = new full_window( user.loc, 0 )
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W.state = 0
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W.anchored = 0
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W.air_update_turf(1)
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src.use(2)
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if("Fishbowl")
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if(!src) return 1
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if(src.loc != user) return 1
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var/obj/machinery/fishtank/F = new /obj/machinery/fishtank/bowl(user.loc, 0)
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F.air_update_turf(1)
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src.use(1)
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if("Fish Tank")
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if(!src) return 1
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if(src.loc != user) return 1
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if(src.amount < 3)
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to_chat(user, "<span class='danger'>You need more glass to do that.</span>")
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return 1
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var/obj/machinery/fishtank/F = new /obj/machinery/fishtank/tank(user.loc, 0)
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F.air_update_turf(1)
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src.use(3)
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if("Wall Aquarium")
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if(!src) return 1
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if(src.loc != user) return 1
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if(src.amount < 4)
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to_chat(user, "<span class='danger'>You need more glass to do that.</span>")
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return 1
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var/obj/machinery/fishtank/F = new /obj/machinery/fishtank/wall(user.loc, 0)
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F.air_update_turf(1)
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src.use(4)
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return 0
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/*
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* Reinforced glass sheets
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*/
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GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
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new/datum/stack_recipe/window("windoor frame", /obj/structure/windoor_assembly, 5, time = 0, on_floor = TRUE, window_checks = TRUE), \
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null, \
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new/datum/stack_recipe/window("directional reinforced window", /obj/structure/window/reinforced, time = 0, on_floor = TRUE, window_checks = TRUE), \
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new/datum/stack_recipe/window("fulltile reinforced window", /obj/structure/window/full/reinforced, 2, time = 0, on_floor = TRUE, window_checks = TRUE) \
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))
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/obj/item/stack/sheet/rglass
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name = "reinforced glass"
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desc = "Glass which seems to have rods or something stuck in them."
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@@ -161,105 +95,14 @@
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/obj/item/stack/sheet/rglass/cyborg
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materials = list()
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/obj/item/stack/sheet/rglass/attack_self(mob/user as mob)
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construct_window(user)
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/obj/item/stack/sheet/rglass/proc/construct_window(mob/user as mob)
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if(!user || !src) return 0
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if(!istype(user.loc,/turf)) return 0
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if(!user.IsAdvancedToolUser())
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to_chat(user, "<span class='danger'>You don't have the dexterity to do this!</span>")
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return 0
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var/title = "Sheet Reinf. Glass"
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title += " ([src.amount] sheet\s left)"
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switch(input(title, "Would you like full tile glass a one direction glass pane or a windoor?") in list("One Direction", "Full Window", "Windoor", "Cancel"))
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if("One Direction")
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if(!src) return 1
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if(src.loc != user) return 1
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var/list/directions = new/list(cardinal)
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var/i = 0
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for(var/obj/structure/window/win in user.loc)
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i++
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if(i >= 4)
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to_chat(user, "<span class='danger'>There are too many windows in this location.</span>")
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return 1
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directions-=win.dir
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if(win.is_fulltile())
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to_chat(user, "<span class='danger'>Can't let you do that.</span>")
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return 1
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//Determine the direction. It will first check in the direction the person making the window is facing, if it finds an already made window it will try looking at the next cardinal direction, etc.
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var/dir_to_set = 2
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for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
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var/found = 0
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for(var/obj/structure/window/WT in user.loc)
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if(WT.dir == direction)
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found = 1
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if(!found)
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dir_to_set = direction
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break
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var/obj/structure/window/W
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W = new /obj/structure/window/reinforced( user.loc, 1 )
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W.state = 0
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W.dir = dir_to_set
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W.ini_dir = W.dir
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W.anchored = 0
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src.use(1)
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if("Full Window")
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if(!src) return 1
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if(src.loc != user) return 1
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if(src.amount < 2)
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to_chat(user, "<span class='danger'>You need more glass to do that.</span>")
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return 1
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if(locate(/obj/structure/window/full) in user.loc)
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to_chat(user, "<span class='danger'>There is a window in the way.</span>")
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return 1
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var/obj/structure/window/W = new full_window( user.loc, 0 )
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W.state = 0
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W.anchored = 0
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src.use(2)
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if("Windoor")
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if(!src || src.loc != user) return 1
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if(isturf(user.loc) && locate(/obj/structure/windoor_assembly/, user.loc))
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to_chat(user, "<span class='danger'>There is already a windoor assembly in that location.</span>")
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return 1
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if(isturf(user.loc) && locate(/obj/machinery/door/window/, user.loc))
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to_chat(user, "<span class='danger'>There is already a windoor in that location.</span>")
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return 1
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if(src.amount < 5)
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to_chat(user, "<span class='danger'>You need more glass to do that.</span>")
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return 1
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var/obj/structure/windoor_assembly/WD
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WD = new /obj/structure/windoor_assembly(user.loc)
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WD.state = "01"
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WD.anchored = 0
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src.use(5)
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switch(user.dir)
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if(SOUTH)
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WD.dir = SOUTH
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WD.ini_dir = SOUTH
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if(EAST)
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WD.dir = EAST
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WD.ini_dir = EAST
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if(WEST)
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WD.dir = WEST
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WD.ini_dir = WEST
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else//If the user is facing northeast. northwest, southeast, southwest or north, default to north
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WD.dir = NORTH
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WD.ini_dir = NORTH
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else
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return 1
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return 0
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/obj/item/stack/sheet/rglass/New(loc, amount)
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recipes = GLOB.reinforced_glass_recipes
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..()
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GLOBAL_LIST_INIT(pglass_recipes, list ( \
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new/datum/stack_recipe/window("directional window", /obj/structure/window/plasmabasic, time = 0, on_floor = TRUE, window_checks = TRUE), \
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new/datum/stack_recipe/window("fulltile window", /obj/structure/window/full/plasmabasic, 2, time = 0, on_floor = TRUE, window_checks = TRUE) \
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))
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/obj/item/stack/sheet/plasmaglass
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name = "plasma glass"
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@@ -271,8 +114,9 @@
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created_window = /obj/structure/window/plasmabasic
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full_window = /obj/structure/window/full/plasmabasic
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/obj/item/stack/sheet/plasmaglass/attack_self(mob/user as mob)
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construct_window(user)
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/obj/item/stack/sheet/plasmaglass/New(loc, amount)
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recipes = GLOB.pglass_recipes
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..()
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/obj/item/stack/sheet/plasmaglass/attackby(obj/item/W, mob/user, params)
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..()
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@@ -291,64 +135,15 @@
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else
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return ..()
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/obj/item/stack/sheet/plasmaglass/proc/construct_window(mob/user as mob)
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if(!user || !src) return 0
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if(!istype(user.loc,/turf)) return 0
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if(!user.IsAdvancedToolUser())
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to_chat(user, "<span class='danger'> You don't have the dexterity to do this!")
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return 0
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var/title = "Plasma-glass alloy"
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title += " ([src.amount] sheet\s left)"
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switch(alert(title, "Would you like full tile glass or one direction?", "One Direction", "Full Window", "Cancel", null))
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if("One Direction")
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if(!src) return 1
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if(src.loc != user) return 1
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var/list/directions = new/list(cardinal)
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var/i = 0
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for(var/obj/structure/window/win in user.loc)
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i++
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if(i >= 4)
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to_chat(user, "<span class='danger'>There are too many windows in this location.</span>")
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return 1
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directions-=win.dir
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if(!(win.ini_dir in cardinal))
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to_chat(user, "<span class='danger'>Can't let you do that.</span>")
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return 1
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//Determine the direction. It will first check in the direction the person making the window is facing, if it finds an already made window it will try looking at the next cardinal direction, etc.
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var/dir_to_set = 2
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for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
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var/found = 0
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for(var/obj/structure/window/WT in user.loc)
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if(WT.dir == direction)
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found = 1
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if(!found)
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dir_to_set = direction
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break
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var/obj/structure/window/W
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W = new /obj/structure/window/plasmabasic( user.loc, 0 )
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W.dir = dir_to_set
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W.ini_dir = W.dir
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W.state = 0
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W.anchored = 0
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src.use(1)
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if("Full Window")
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if(!src) return 1
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if(src.loc != user) return 1
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if(src.amount < 2)
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to_chat(user, "<span class='danger'>You need more glass to do that.</span>")
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return 1
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if(locate(/obj/structure/window) in user.loc)
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to_chat(user, "<span class='danger'>There is a window in the way.</span>")
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return 1
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var/obj/structure/window/W = new full_window( user.loc, 0 )
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W.state = 0
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W.anchored = 0
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src.use(2)
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return 0
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/*
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* Reinforced plasma glass sheets
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*/
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GLOBAL_LIST_INIT(prglass_recipes, list ( \
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new/datum/stack_recipe/window("directional reinforced window", /obj/structure/window/plasmareinforced, time = 0, on_floor = TRUE, window_checks = TRUE), \
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new/datum/stack_recipe/window("fulltile reinforced window", /obj/structure/window/full/plasmareinforced, 2, time = 0, on_floor = TRUE, window_checks = TRUE) \
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))
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/obj/item/stack/sheet/plasmarglass
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name = "reinforced plasma glass"
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desc = "Plasma glass which seems to have rods or something stuck in them."
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@@ -360,60 +155,42 @@
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full_window = /obj/structure/window/full/plasmareinforced
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armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0)
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/obj/item/stack/sheet/plasmarglass/attack_self(mob/user as mob)
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construct_window(user)
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/obj/item/stack/sheet/plasmarglass/New(loc, amount)
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recipes = GLOB.prglass_recipes
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..()
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/obj/item/stack/sheet/plasmarglass/proc/construct_window(mob/user as mob)
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if(!user || !src) return 0
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if(!istype(user.loc,/turf)) return 0
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if(!user.IsAdvancedToolUser())
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to_chat(user, "<span class='danger'>You don't have the dexterity to do this!</span>")
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return 0
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var/title = "Reinforced plasma-glass alloy"
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title += " ([src.amount] sheet\s left)"
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switch(alert(title, "Would you like full tile glass or one direction?", "One Direction", "Full Window", "Cancel", null))
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if("One Direction")
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if(!src) return 1
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if(src.loc != user) return 1
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var/list/directions = new/list(cardinal)
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var/i = 0
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for(var/obj/structure/window/win in user.loc)
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i++
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if(i >= 4)
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to_chat(user, "<span class='danger'>There are too many windows in this location.</span>")
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return 1
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directions-=win.dir
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if(!(win.ini_dir in cardinal))
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to_chat(user, "<span class='danger'>Can't let you do that.</span>")
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return 1
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//Determine the direction. It will first check in the direction the person making the window is facing, if it finds an already made window it will try looking at the next cardinal direction, etc.
|
||||
var/dir_to_set = 2
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for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
|
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var/found = 0
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for(var/obj/structure/window/WT in user.loc)
|
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if(WT.dir == direction)
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found = 1
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||||
if(!found)
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||||
dir_to_set = direction
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||||
break
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||||
var/obj/structure/window/W
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W = new /obj/structure/window/plasmareinforced( user.loc, 0 )
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||||
W.dir = dir_to_set
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||||
W.ini_dir = W.dir
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||||
W.state = 0
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||||
W.anchored = 0
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||||
src.use(1)
|
||||
if("Full Window")
|
||||
if(!src) return 1
|
||||
if(src.loc != user) return 1
|
||||
if(src.amount < 2)
|
||||
to_chat(user, "<span class='danger'>You need more glass to do that.</span>")
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||||
return 1
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||||
if(locate(/obj/structure/window) in user.loc)
|
||||
to_chat(user, "<span class='danger'>There is a window in the way.</span>")
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||||
return 1
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||||
var/obj/structure/window/W = new full_window( user.loc, 0 )
|
||||
W.state = 0
|
||||
W.anchored = 0
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||||
src.use(2)
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return 0
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||||
GLOBAL_LIST_INIT(titaniumglass_recipes, list(
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new/datum/stack_recipe/window("shuttle window", /obj/structure/window/full/shuttle, 2, time = 0, on_floor = TRUE, window_checks = TRUE)
|
||||
))
|
||||
|
||||
/obj/item/stack/sheet/titaniumglass
|
||||
name = "titanium glass"
|
||||
desc = "A glass sheet made out of a titanium-silicate alloy."
|
||||
singular_name = "titanium glass sheet"
|
||||
icon_state = "sheet-titaniumglass"
|
||||
item_state = "sheet-titaniumglass"
|
||||
materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
|
||||
merge_type = /obj/item/stack/sheet/titaniumglass
|
||||
full_window = /obj/structure/window/full/shuttle
|
||||
|
||||
/obj/item/stack/sheet/titaniumglass/New(loc, amount)
|
||||
recipes = GLOB.titaniumglass_recipes
|
||||
..()
|
||||
|
||||
GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
|
||||
new/datum/stack_recipe/window("plastitanium window", /obj/structure/window/plastitanium, 2, time = 0, on_floor = TRUE, window_checks = TRUE)
|
||||
))
|
||||
|
||||
/obj/item/stack/sheet/plastitaniumglass
|
||||
name = "plastitanium glass"
|
||||
desc = "A glass sheet made out of a plasma-titanium-silicate alloy."
|
||||
singular_name = "plastitanium glass sheet"
|
||||
icon_state = "sheet-plastitaniumglass"
|
||||
item_state = "sheet-plastitaniumglass"
|
||||
materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT, MAT_PLASMA=MINERAL_MATERIAL_AMOUNT, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
|
||||
merge_type = /obj/item/stack/sheet/plastitaniumglass
|
||||
full_window = /obj/structure/window/plastitanium
|
||||
|
||||
/obj/item/stack/sheet/plastitaniumglass/New(loc, amount)
|
||||
recipes = GLOB.plastitaniumglass_recipes
|
||||
..()
|
||||
|
||||
@@ -318,7 +318,11 @@ var/global/list/datum/stack_recipe/cult = list ( \
|
||||
/*
|
||||
* Brass
|
||||
*/
|
||||
var/global/list/datum/stack_recipe/brass_recipes = list ( \
|
||||
var/global/list/datum/stack_recipe/brass_recipes = list (\
|
||||
new/datum/stack_recipe/window("brass windoor", /obj/machinery/door/window/clockwork, 2, time = 30, on_floor = TRUE, window_checks = TRUE), \
|
||||
null,
|
||||
new/datum/stack_recipe/window("directional brass window", /obj/structure/window/reinforced/clockwork, time = 0, on_floor = TRUE, window_checks = TRUE), \
|
||||
new/datum/stack_recipe/window("fulltile brass window", /obj/structure/window/reinforced/clockwork/fulltile, 2, time = 0, on_floor = TRUE, window_checks = TRUE), \
|
||||
new/datum/stack_recipe("brass table frame", /obj/structure/table_frame/brass, 1, time = 5, one_per_turf = TRUE, on_floor = TRUE), \
|
||||
)
|
||||
|
||||
|
||||
@@ -149,6 +149,10 @@
|
||||
to_chat(usr, "<span class='warning'>You haven't got enough [src] to build \the [R.title]!</span>")
|
||||
return 0
|
||||
|
||||
if(R.window_checks && !valid_window_location(usr.loc, usr.dir))
|
||||
to_chat(usr, "<span class='warning'>The [R.title] won't fit here!</span>")
|
||||
return FALSE
|
||||
|
||||
if(R.one_per_turf && (locate(R.result_type) in creation_loc))
|
||||
to_chat(usr, "<span class='warning'>There is another [R.title] here!</span>")
|
||||
return 0
|
||||
@@ -166,7 +170,7 @@
|
||||
return
|
||||
|
||||
var/atom/O = new R.result_type(creation_loc)
|
||||
O.dir = usr.dir
|
||||
O.setDir(usr.dir)
|
||||
if(R.max_res_amount > 1)
|
||||
var/obj/item/stack/new_item = O
|
||||
new_item.amount = R.res_amount * multiplier
|
||||
|
||||
@@ -11,8 +11,9 @@
|
||||
var/time = 0
|
||||
var/one_per_turf = 0
|
||||
var/on_floor = 0
|
||||
var/window_checks = FALSE
|
||||
|
||||
/datum/stack_recipe/New(title, result_type, req_amount = 1, res_amount = 1, max_res_amount = 1, time = 0, one_per_turf = 0, on_floor = 0)
|
||||
/datum/stack_recipe/New(title, result_type, req_amount = 1, res_amount = 1, max_res_amount = 1, time = 0, one_per_turf = 0, on_floor = 0, window_checks = FALSE)
|
||||
src.title = title
|
||||
src.result_type = result_type
|
||||
src.req_amount = req_amount
|
||||
@@ -21,6 +22,7 @@
|
||||
src.time = time
|
||||
src.one_per_turf = one_per_turf
|
||||
src.on_floor = on_floor
|
||||
src.window_checks = window_checks
|
||||
|
||||
/datum/stack_recipe/proc/post_build(var/obj/item/stack/S, var/obj/result)
|
||||
return
|
||||
@@ -40,6 +42,17 @@
|
||||
R.update_icon()
|
||||
..()
|
||||
|
||||
/datum/stack_recipe/window
|
||||
/datum/stack_recipe/window/post_build(obj/item/stack/S, obj/result)
|
||||
if(istype(result, /obj/structure/windoor_assembly))
|
||||
var/obj/structure/windoor_assembly/W = result
|
||||
W.ini_dir = W.dir
|
||||
else if(istype(result, /obj/structure/window))
|
||||
var/obj/structure/window/W = result
|
||||
W.ini_dir = W.dir
|
||||
W.anchored = FALSE
|
||||
W.state = WINDOW_OUT_OF_FRAME
|
||||
|
||||
/*
|
||||
* Recipe list datum
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user