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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-28 14:37:04 +01:00
Made full-tile windows meld together like walls
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@@ -170,10 +170,22 @@
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usr << ( state==1? "You have unfastened the window from the frame." : "You have fastened the window to the frame." )
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else if(reinf && state == 0)
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anchored = !anchored
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for(var/obj/structure/window/w in range(src,1))
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if (w.anchored)
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w.relativewindow()
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src.relativewindow()
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playsound(src.loc, 'Screwdriver.ogg', 75, 1)
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user << (src.anchored ? "You have fastened the frame to the floor." : "You have unfastened the frame from the floor.")
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else if(!reinf)
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src.anchored = !( src.anchored )
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for(var/obj/structure/window/w in range(src,1))
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if (w.anchored)
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w.relativewindow()
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src.relativewindow()
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playsound(src.loc, 'Screwdriver.ogg', 75, 1)
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user << (src.anchored ? "You have fastened the window to the floor." : "You have unfastened the window.")
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else if(istype(W, /obj/item/weapon/crowbar) && reinf && state <=1)
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@@ -187,6 +199,12 @@
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playsound(src.loc, 'Glasshit.ogg', 75, 1)
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if (src.health <= 7)
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src.anchored = 0
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for(var/obj/structure/window/w in range(src,1))
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if (w.anchored)
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w.relativewindow()
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src.relativewindow()
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step(src, get_dir(user, src))
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if (src.health <= 0)
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if (src.dir == SOUTHWEST)
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@@ -282,6 +300,8 @@
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density = 0
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update_nearby_tiles()
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for(var/obj/structure/window/w in range(src,1))
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w.relativewindow()
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playsound(src, "shatter", 70, 1)
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..()
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@@ -317,4 +337,29 @@
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if(istype(source)) air_master.tiles_to_update += source
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if(istype(target)) air_master.tiles_to_update += target
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return 1
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return 1
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//checks if this window is full-tile one
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/obj/structure/window/proc/is_fulltile()
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return (src.dir == SOUTHWEST || src.dir == SOUTHEAST || src.dir == NORTHWEST || src.dir == NORTHEAST)
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//merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm)
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/obj/structure/window/proc/relativewindow()
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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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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 (src.anchored)
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for(var/obj/structure/window/W in orange(src,1))
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if (W.anchored && W.density && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
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if (abs(src.x-W.x)-abs(src.y-W.y) ) //doesn't count windows, placed diagonally to src
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junction |= get_dir(src,W)
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if (istype(src,/obj/structure/window/basic))
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src.icon_state = "window[junction]"
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// else if (istype(src,/obj/structure/window/reinforced)) No sprites yet.
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// src.icon_state = "rwindow[junction]"
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return
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