mirror of
https://github.com/ParadiseSS13/Paradise.git
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Merge remote-tracking branch 'upstream/master' into attack-hulk
# Conflicts: # code/game/objects/structures/window.dm
This commit is contained in:
@@ -321,7 +321,7 @@ var/global/list/captain_display_cases = list()
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to_chat(src, "[bicon(src)] <span class='warning'>\The [src] is empty!</span>")
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else
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message("[user.name] gently runs \his hands over [src] in appreciation of its contents.", \
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user.visible_message("[user.name] gently runs [user.p_their()] hands over [src] in appreciation of its contents.", \
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"You gently run your hands over [src] in appreciation of its contents.", \
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"You hear someone streaking glass with their greasy hands.")
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@@ -1,116 +0,0 @@
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/obj/structure/window/full
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sheets = 2
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dir=SOUTHWEST
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level = 3
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/obj/structure/window/full/CheckExit(atom/movable/O as mob|obj, target as turf)
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return 1
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/obj/structure/window/full/CanPass(atom/movable/mover, turf/target, height=0)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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return 0
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/obj/structure/window/full/is_fulltile()
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return 1
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//merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm)
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/obj/structure/window/full/update_icon()
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//A little cludge here, since I don't know how it will work with slim windows. Most likely VERY wrong.
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//this way it will only update full-tile ones
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//This spawn is here so windows get properly updated when one gets deleted.
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spawn(2)
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if(!src) return
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if(!is_fulltile())
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return
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var/junction = 0 //will be used to determine from which side the window is connected to other windows
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if(anchored)
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for(var/obj/structure/window/full/W in orange(src,1))
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if(W.anchored && W.density) //Only counts anchored, not-destroyed full-tile windows.
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if(abs(x-W.x)-abs(y-W.y) ) //doesn't count windows, placed diagonally to src
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junction |= get_dir(src,W)
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icon_state = "[basestate][junction]"
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return
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/obj/structure/window/full/basic
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desc = "It looks thin and flimsy. A few knocks with... anything, really should shatter it."
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icon_state = "window"
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basestate = "window"
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/obj/structure/window/full/plasmabasic
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name = "plasma window"
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desc = "A plasma-glass alloy window. It looks insanely tough to break. It appears it's also insanely tough to burn through."
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basestate = "plasmawindow"
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icon_state = "plasmawindow"
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shardtype = /obj/item/shard/plasma
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glasstype = /obj/item/stack/sheet/plasmaglass
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health = 240
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/obj/structure/window/full/plasmabasic/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > T0C + 32000)
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hit(round(exposed_volume / 1000), 0)
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..()
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/obj/structure/window/full/plasmareinforced
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name = "reinforced plasma window"
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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."
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basestate = "plasmarwindow"
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icon_state = "plasmarwindow"
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shardtype = /obj/item/shard/plasma
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glasstype = /obj/item/stack/sheet/plasmaglass
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reinf = 1
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health = 320
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/obj/structure/window/full/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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return
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/obj/structure/window/full/reinforced
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name = "reinforced window"
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desc = "It looks rather strong. Might take a few good hits to shatter it."
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icon_state = "rwindow"
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basestate = "rwindow"
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health = 80
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reinf = 1
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/obj/structure/window/full/reinforced/tinted
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name = "tinted window"
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desc = "It looks rather strong and opaque. Might take a few good hits to shatter it."
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icon_state = "twindow"
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basestate = "twindow"
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opacity = 1
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/obj/structure/window/full/reinforced/tinted/frosted
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name = "frosted window"
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desc = "It looks rather strong and frosted over. Looks like it might take a few less hits then a normal reinforced window."
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icon_state = "fwindow"
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basestate = "fwindow"
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health = 60
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/obj/structure/window/full/shuttle
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name = "shuttle window"
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desc = "It looks rather strong. Might take a few good hits to shatter it."
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icon = 'icons/obj/podwindows.dmi'
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icon_state = "window"
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basestate = "window"
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health = 160
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reinf = 1
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explosion_block = 3
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100)
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/obj/structure/window/full/shuttle/New()
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..()
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color = null
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/obj/structure/window/full/shuttle/update_icon() //icon_state has to be set manually
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return
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/obj/structure/window/full/shuttle/shuttleRotate(rotation)
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..()
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var/matrix/M = transform
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M.Turn(rotation)
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transform = M
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/obj/structure/window/full/shuttle/dark
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icon = 'icons/turf/shuttle.dmi'
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icon_state = "window5"
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basestate = "window5"
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@@ -142,7 +142,7 @@
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return
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//window placing begin
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else if(istype(W,/obj/item/stack/sheet/rglass) || istype(W,/obj/item/stack/sheet/glass) || istype(W,/obj/item/stack/sheet/plasmaglass) || istype(W,/obj/item/stack/sheet/plasmarglass))
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else if(is_glass_sheet(W))
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build_window(W, user)
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return
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//window placing end
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@@ -195,10 +195,10 @@
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S.use(1)
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W.setDir(dir_to_set)
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W.ini_dir = dir_to_set
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W.anchored = 0
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W.state = 0
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W.anchored = FALSE
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W.state = WINDOW_OUT_OF_FRAME
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to_chat(user, "<span class='notice'>You place the [W] on [src].</span>")
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W.update_icon()
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W.update_nearby_icons()
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return
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/obj/structure/grille/attacked_by(obj/item/I, mob/living/user)
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@@ -203,7 +203,7 @@
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return FALSE
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if(!ishuman(M))
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to_chat(usr, "<span class='warning'>It doesn't look like they can fit into this properly!</span>")
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to_chat(usr, "<span class='warning'>It doesn't look like [M.p_they()] can fit into this properly!</span>")
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return FALSE // Can't decapitate non-humans
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if(blade_status != GUILLOTINE_BLADE_RAISED)
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@@ -548,7 +548,7 @@
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var/washing_face = 0
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if(selected_area in list("head", "mouth", "eyes"))
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washing_face = 1
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user.visible_message("<span class='notice'>[user] starts washing their [washing_face ? "face" : "hands"]...</span>", \
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user.visible_message("<span class='notice'>[user] starts washing [user.p_their()] [washing_face ? "face" : "hands"]...</span>", \
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"<span class='notice'>You start washing your [washing_face ? "face" : "hands"]...</span>")
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busy = 1
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@@ -558,7 +558,7 @@
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busy = 0
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user.visible_message("<span class='notice'>[user] washes their [washing_face ? "face" : "hands"] using [src].</span>", \
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user.visible_message("<span class='notice'>[user] washes [user.p_their()] [washing_face ? "face" : "hands"] using [src].</span>", \
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"<span class='notice'>You wash your [washing_face ? "face" : "hands"] using [src].</span>")
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if(washing_face)
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if(ishuman(user))
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@@ -27,6 +27,10 @@
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var/secure = FALSE //Whether or not this creates a secure windoor
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var/state = "01" //How far the door assembly has progressed
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/obj/structure/windoor_assembly/examine(mob/user)
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..()
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to_chat(user, "<span class='notice'>Alt-click to rotate it clockwise.</span>")
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obj/structure/windoor_assembly/New(loc, set_dir)
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..()
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if(set_dir)
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@@ -42,7 +46,7 @@ obj/structure/windoor_assembly/Destroy()
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/obj/structure/windoor_assembly/Move()
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var/turf/T = loc
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. = ..()
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..()
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setDir(ini_dir)
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move_update_air(T)
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@@ -54,8 +58,17 @@ obj/structure/windoor_assembly/Destroy()
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return 1
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if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
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return !density
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else
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return 1
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if(istype(mover, /obj/structure/window))
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var/obj/structure/window/W = mover
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if(!valid_window_location(loc, W.ini_dir))
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return FALSE
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else if(istype(mover, /obj/structure/windoor_assembly))
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var/obj/structure/windoor_assembly/W = mover
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if(!valid_window_location(loc, W.ini_dir))
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return FALSE
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else if(istype(mover, /obj/machinery/door/window) && !valid_window_location(loc, mover.dir))
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return FALSE
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return 1
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/obj/structure/windoor_assembly/CanAtmosPass(turf/T)
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if(get_dir(loc, T) == dir)
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@@ -317,9 +330,16 @@ obj/structure/windoor_assembly/Destroy()
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if(usr.stat || !usr.canmove || usr.restrained())
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return
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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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setDir(turn(dir, 270))
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to_chat(usr, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
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return FALSE
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var/target_dir = turn(dir, 270)
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if(!valid_window_location(loc, target_dir))
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to_chat(usr, "<span class='warning'>[src] cannot be rotated in that direction!</span>")
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return FALSE
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setDir(target_dir)
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ini_dir = dir
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update_icon()
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return TRUE
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