diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm
index 126dd6e3a38..3946f6613da 100644
--- a/code/game/objects/structures/window.dm
+++ b/code/game/objects/structures/window.dm
@@ -108,7 +108,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
return 1
-/obj/structure/window/hitby(atom/movable/AM)
+/obj/structure/window/hitby(atom/movable/AM)
..()
var/tforce = 0
if(ismob(AM))
@@ -125,7 +125,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
update_nearby_icons()
step(src, get_dir(AM, src))
if(health <= 0)
- destroy()
+ destroy()
/obj/structure/window/attack_hand(mob/user as mob)
@@ -179,14 +179,14 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
attack_generic(user, rand(10, 15))
-/obj/structure/window/attackby(obj/item/weapon/W as obj, mob/living/user as mob, params)
- if(!istype(W)) return//I really wish I did not need this
- if(istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
- var/obj/item/weapon/grab/G = W
+/obj/structure/window/attackby(obj/item/I as obj, mob/living/user as mob, params)
+ if(!istype(I)) return//I really wish I did not need this
+ if(istype(I, /obj/item/weapon/grab) && get_dist(src,user)<2)
+ var/obj/item/weapon/grab/G = I
if(istype(G.affecting,/mob/living))
var/mob/living/M = G.affecting
var/state = G.state
- qdel(W) //gotta delete it here because if window breaks, it won't get deleted
+ qdel(I) //gotta delete it here because if window breaks, it won't get deleted
switch(state)
if(1)
M.visible_message("[user] slams [M] against \the [src]!")
@@ -210,29 +210,29 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
hit(75)
return
- if(W.flags & NOBLUDGEON) return
+ if(I.flags & NOBLUDGEON) return
- if(istype(W, /obj/item/weapon/screwdriver))
+ if(istype(I, /obj/item/weapon/screwdriver))
if(reinf && state >= 1)
state = 3 - state
- playsound(loc, W.usesound, 75, 1)
+ playsound(loc, I.usesound, 75, 1)
to_chat(user, (state == 1 ? "You have unfastened the window from the frame." : "You have fastened the window to the frame."))
else if(reinf && state == 0)
anchored = !anchored
update_nearby_icons()
- playsound(loc, W.usesound, 75, 1)
+ playsound(loc, I.usesound, 75, 1)
to_chat(user, (anchored ? "You have fastened the frame to the floor." : "You have unfastened the frame from the floor."))
else if(!reinf)
anchored = !anchored
update_nearby_icons()
- playsound(loc, W.usesound, 75, 1)
+ playsound(loc, I.usesound, 75, 1)
to_chat(user, (anchored ? "You have fastened the window to the floor." : "You have unfastened the window."))
- else if(istype(W, /obj/item/weapon/crowbar) && reinf && state <= 1)
+ else if(istype(I, /obj/item/weapon/crowbar) && reinf && state <= 1)
state = 1 - state
- playsound(loc, W.usesound, 75, 1)
+ playsound(loc, I.usesound, 75, 1)
to_chat(user, (state ? "You have pried the window into the frame." : "You have pried the window out of the frame."))
- else if(istype(W, /obj/item/weapon/wrench) && !anchored && health > 7) //Disassemble deconstructed window into parts
- playsound(src.loc, W.usesound, 50, 1)
+ else if(istype(I, /obj/item/weapon/wrench) && !anchored && health > 7) //Disassemble deconstructed window into parts
+ playsound(src.loc, I.usesound, 50, 1)
for(var/i=0;i