mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-24 12:37:26 +01:00
- Ported over (Well basically completely recoded) the smooth window code from Bay 12.
Screenshot: http://www.kamletos.si/bay12%20windows.png git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3613 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -79,6 +79,7 @@
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src.health = max(0, src.health - tforce)
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if (src.health <= 7 && !reinf)
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src.anchored = 0
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update_nearby_icons()
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step(src, get_dir(AM, src))
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if (src.health <= 0)
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new /obj/item/weapon/shard( src.loc )
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@@ -194,10 +195,12 @@
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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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update_nearby_icons()
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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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update_nearby_icons()
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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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@@ -213,6 +216,7 @@
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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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update_nearby_icons()
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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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@@ -303,6 +307,7 @@
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icon_state = "window"
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update_nearby_tiles(need_rebuild=1)
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update_nearby_icons()
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return
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@@ -312,6 +317,9 @@
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update_nearby_tiles()
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playsound(src, "shatter", 70, 1)
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update_nearby_icons()
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..()
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/obj/structure/window/Move()
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@@ -324,6 +332,7 @@
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return
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//This proc has to do with airgroups and atmos, it has nothing to do with smoothwindows, that's update_nearby_tiles().
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/obj/structure/window/proc/update_nearby_tiles(need_rebuild)
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if(!air_master) return 0
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@@ -345,4 +354,42 @@
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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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if(dir in list(5,6,9,10))
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return 1
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return 0
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//This proc is used to update the icons of nearby windows. It should not be confused with update_nearby_tiles(), which is an atmos proc!
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/obj/structure/window/proc/update_nearby_icons()
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src.update_icon()
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for(var/direction in cardinal)
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for(var/obj/structure/window/W in get_step(src,direction) )
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W.update_icon()
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//merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm)
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/obj/structure/window/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 (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 (opacity)
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src.icon_state = "twindow[junction]"
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else
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if (reinf)
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src.icon_state = "rwindow[junction]"
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else
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src.icon_state = "window[junction]"
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return
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