Misc Stuff:

* False walls now should update their lighting properly.
* False Walls now require 2 metal to finish instead of 1. NO MORE FREE METAL FOR YOU.
* False R-walls are now creatable. Instead of using regular metal when making a false wall, just use R-metal. It's still functionally identical to a regular false wall.
* Reinforcing Girders with R-Metal actually uses up a sheet of r-metal rather then just fairy dust.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@508 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
morikou@gmail.com
2010-12-01 07:05:43 +00:00
parent 649dc66253
commit cfc77ecc3f
5 changed files with 58 additions and 8 deletions
+8
View File
@@ -820,4 +820,12 @@ obj/item/brain
icon_state = ""
density = 1
opacity = 1
anchored = 1
/obj/falserwall
name = "r wall"
icon = 'walls.dmi'
icon_state = "r_wall"
density = 1
opacity = 1
anchored = 1
+35 -4
View File
@@ -174,8 +174,7 @@
src.density = 0
src.sd_SetOpacity(0)
var/turf/T = src.loc
T.sd_LumUpdate()
T.sd_LumReset()
else
icon_state = "wall"
@@ -184,8 +183,9 @@
src.density = 1
src.sd_SetOpacity(1)
var/turf/T = src.loc
T.sd_LumUpdate()
//T.sd_LumUpdate()
src.relativewall()
T.sd_LumReset()
attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -206,4 +206,35 @@
var/turf/Tsrc = get_turf(src)
Tsrc.ReplaceWithWall()
*/
*/
/obj/falserwall/
attack_hand(mob/user as mob)
if(density)
// Open wall
icon_state = "frwall_open"
flick("frwall_opening", src)
sleep(15)
src.density = 0
src.sd_SetOpacity(0)
var/turf/T = src.loc
T.sd_LumReset()
else
icon_state = "r_wall"
flick("frwall_closing", src)
sleep(15)
src.density = 1
src.sd_SetOpacity(1)
var/turf/T = src.loc
//T.sd_LumUpdate()
src.relativewall()
T.sd_LumReset()
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/screwdriver))
var/turf/T = get_turf(src)
user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the r wall.")
T.ReplaceWithWall() //Intentionally makes a regular wall instead of an r-wall (no cheap r-walls for you).
del(src)
+13 -2
View File
@@ -26,14 +26,22 @@ obj/structure
new /obj/item/weapon/sheet/metal(get_turf(src))
del(src)
else if(istype(W, /obj/item/weapon/sheet/metal) && istype(src,/obj/structure/girder/displaced))
W:amount -= 1
else if((istype(W, /obj/item/weapon/sheet/metal)) && (W:amount >= 2) && istype(src,/obj/structure/girder/displaced))
W:amount -= 2
if(W:amount <= 0)
del(W)
user << "\blue You create a false wall! Push on it to open or close the passage."
new /obj/falsewall (src.loc)
del(src)
else if(istype(W, /obj/item/weapon/sheet/r_metal) && istype(src,/obj/structure/girder/displaced))
W:amount -= 1
if(W:amount <= 0)
del(W)
user << "\blue You create a false r wall! Push on it to open or close the passage."
new /obj/falserwall (src.loc)
del(src)
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced))
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
var/turf/T = get_turf(user)
@@ -106,6 +114,9 @@ obj/structure
user << "\blue Now reinforcing girders"
sleep(60)
user << "\blue Girders reinforced!"
W:amount--
if (W:amount <= 0)
del(W)
new/obj/structure/girder/reinforced( src.loc )
del(src)
return
+2 -2
View File
@@ -13,9 +13,9 @@
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
junction |= get_dir(src,W)
if(istype(src,/turf/simulated/wall/r_wall))
if(istype(src,/turf/simulated/wall/r_wall) || istype(src,/obj/falserwall))
src.icon_state = "rwall[junction]"
else if(istype(src,/turf/simulated/wall) || istype(src,/obj/falsewall))
else if(istype(src,/turf/simulated/wall) || istype(src,/obj/falsewall) || istype(src,/obj/falserwall))
src.icon_state = "wall[junction]"
/* When we have animations for different directions of falsewalls, then it'd be needed. Not now.
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