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https://github.com/ParadiseSS13/Paradise.git
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Merge pull request #372 from Artorp/window-construction-changes
Window construction changes
This commit is contained in:
@@ -6,6 +6,8 @@
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* Plasma Glass Sheets
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* Reinforced Plasma Glass Sheets (AKA Holy fuck strong windows)
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Todo: Create a unified construct_window(sheet, user, created_window, full_window)
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*/
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/*
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@@ -98,6 +100,7 @@
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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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src.use(1)
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if("Full Window")
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@@ -110,6 +113,7 @@
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user << "\red There is a full window in the way."
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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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@@ -126,6 +130,8 @@
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g_amt = 3750
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m_amt = 1875
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origin_tech = "materials=2"
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var/created_window = /obj/structure/window/reinforced
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var/full_window = /obj/structure/window/full/reinforced
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/obj/item/stack/sheet/rglass/cyborg
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name = "reinforced glass"
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@@ -190,11 +196,8 @@
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if(locate(/obj/structure/window/full) in user.loc)
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user << "\red There is a window in the way."
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return 1
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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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var/obj/structure/window/W = new full_window( user.loc, 0 )
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W.state = 0
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W.dir = SOUTHWEST
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W.ini_dir = SOUTHWEST
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W.anchored = 0
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src.use(2)
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@@ -349,7 +352,7 @@
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var/full_window = /obj/structure/window/full/plasmabasic
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/obj/item/stack/sheet/glass/plasmaglass/attack_self(mob/user as mob)
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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/attackby(obj/item/W, mob/user)
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@@ -375,7 +378,7 @@
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if(!user.IsAdvancedToolUser())
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user << "\red You don't have the dexterity to do this!"
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return 0
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var/title = "Sheet-PlasmaGlass"
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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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@@ -406,6 +409,7 @@
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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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@@ -417,10 +421,8 @@
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if(locate(/obj/structure/window) in user.loc)
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user << "\red There is a window in the way."
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return 1
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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 = SOUTHWEST
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W.ini_dir = SOUTHWEST
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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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@@ -440,5 +442,60 @@
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var/full_window = /obj/structure/window/full/plasmareinforced
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/obj/item/stack/sheet/glass/plasmarglass/attack_self(mob/user as mob)
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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/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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user << "\red You don't have the dexterity to do this!"
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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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user << "\red There are too many windows in this location."
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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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user << "\red Can't let you do that."
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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/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)
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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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user << "\red You need more glass to do that."
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return 1
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if(locate(/obj/structure/window) in user.loc)
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user << "\red There is a window in the way."
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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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@@ -54,6 +54,7 @@
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basestate = "plasmawindow"
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icon_state = "plasmawindow"
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shardtype = /obj/item/weapon/shard/plasma
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glasstype = /obj/item/stack/sheet/plasmaglass
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health = 120
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@@ -63,6 +64,7 @@
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basestate = "plasmarwindow"
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icon_state = "plasmarwindow"
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shardtype = /obj/item/weapon/shard/plasma
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glasstype = /obj/item/stack/sheet/plasmaglass
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reinf = 1
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health = 160
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@@ -149,7 +149,7 @@
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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) )
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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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var/dir_to_set = 1
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if(loc == user.loc)
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dir_to_set = user.dir
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@@ -182,8 +182,12 @@
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var/obj/structure/window/WD
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if(istype(W,/obj/item/stack/sheet/rglass))
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WD = new/obj/structure/window/reinforced(loc) //reinforced window
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else
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else if(istype(W,/obj/item/stack/sheet/glass))
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WD = new/obj/structure/window/basic(loc) //normal window
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else if(istype(W,/obj/item/stack/sheet/plasmaglass))
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WD = new/obj/structure/window/plasmabasic(loc) //basic plasma window
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else
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WD = new/obj/structure/window/plasmareinforced(loc) //reinforced plasma window
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WD.dir = dir_to_set
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WD.ini_dir = dir_to_set
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WD.anchored = 0
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@@ -228,7 +232,7 @@
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// returns 1 if shocked, 0 otherwise
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/obj/structure/grille/proc/shock(mob/user as mob, prb)
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if(!anchored || destroyed) // anchored/destroyed grilles are never connected
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if(!anchored || destroyed) // deanchored/destroyed grilles are never connected
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return 0
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if(!prob(prb))
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return 0
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@@ -13,6 +13,8 @@
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var/reinf = 0
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var/basestate
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var/shardtype = /obj/item/weapon/shard
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var/glasstype = /obj/item/stack/sheet/glass
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var/disassembled = 0
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var/sheets = 1 // Number of sheets needed to build this window (determines how much shit is spawned by destroy())
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// var/silicate = 0 // number of units of silicate
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// var/icon/silicateIcon = null // the silicated icon
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@@ -232,6 +234,32 @@
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state = 1 - state
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playsound(loc, 'sound/items/Crowbar.ogg', 75, 1)
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user << (state ? "<span class='notice'>You have pried the window into the frame.</span>" : "<span class='notice'>You have pried the window out of the frame.</span>")
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else if(istype(W, /obj/item/weapon/wrench) && !anchored && health > 7) //Disassemble deconstructed window into parts
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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for(var/i=0;i<sheets;i++)
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var/obj/item/stack/sheet/glass/NG = getFromPool(glasstype, src.loc)
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for (var/obj/item/stack/sheet/glass/G in src.loc) //Stack em up
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if(G==NG)
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continue
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if(G.amount>=G.max_amount)
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continue
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G.attackby(NG, user)
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if (reinf)
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var/obj/item/stack/rods/NR = new (src.loc)
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for (var/obj/item/stack/rods/R in src.loc)
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if(R==NR)
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continue
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if(R.amount>=R.max_amount)
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continue
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R.attackby(NR, user)
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user << "<span class='notice'>You have disassembled the window.</span>"
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disassembled = 1
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density = 0
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update_nearby_tiles()
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update_nearby_icons()
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del(src)
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else
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if(W.damtype == BRUTE || W.damtype == BURN)
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hit(W.force)
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@@ -338,7 +366,7 @@
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/obj/structure/window/Destroy()
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density = 0
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update_nearby_tiles()
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if(loc)
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if(loc && !disassembled)
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playsound(get_turf(src), "shatter", 70, 1)
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update_nearby_icons()
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..()
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@@ -391,6 +419,7 @@
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basestate = "plasmawindow"
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icon_state = "plasmawindow"
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shardtype = /obj/item/weapon/shard/plasma
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glasstype = /obj/item/stack/sheet/plasmaglass
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health = 120
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/obj/structure/window/plasmabasic/New(Loc,re=0)
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@@ -412,6 +441,7 @@
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basestate = "plasmarwindow"
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icon_state = "plasmarwindow"
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shardtype = /obj/item/weapon/shard/plasma
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glasstype = /obj/item/stack/sheet/plasmaglass
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reinf = 1
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health = 160
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explosion_resistance = 4
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