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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 02:54:41 +01:00
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
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@@ -820,4 +820,12 @@ obj/item/brain
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icon_state = ""
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density = 1
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opacity = 1
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anchored = 1
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/obj/falserwall
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name = "r wall"
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icon = 'walls.dmi'
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icon_state = "r_wall"
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density = 1
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opacity = 1
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anchored = 1
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@@ -174,8 +174,7 @@
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src.density = 0
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src.sd_SetOpacity(0)
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var/turf/T = src.loc
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T.sd_LumUpdate()
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T.sd_LumReset()
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else
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icon_state = "wall"
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@@ -184,8 +183,9 @@
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src.density = 1
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src.sd_SetOpacity(1)
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var/turf/T = src.loc
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T.sd_LumUpdate()
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//T.sd_LumUpdate()
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src.relativewall()
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T.sd_LumReset()
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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@@ -206,4 +206,35 @@
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var/turf/Tsrc = get_turf(src)
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Tsrc.ReplaceWithWall()
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*/
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*/
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/obj/falserwall/
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attack_hand(mob/user as mob)
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if(density)
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// Open wall
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icon_state = "frwall_open"
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flick("frwall_opening", src)
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sleep(15)
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src.density = 0
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src.sd_SetOpacity(0)
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var/turf/T = src.loc
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T.sd_LumReset()
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else
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icon_state = "r_wall"
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flick("frwall_closing", src)
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sleep(15)
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src.density = 1
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src.sd_SetOpacity(1)
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var/turf/T = src.loc
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//T.sd_LumUpdate()
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src.relativewall()
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T.sd_LumReset()
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/screwdriver))
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var/turf/T = get_turf(src)
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user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the r wall.")
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T.ReplaceWithWall() //Intentionally makes a regular wall instead of an r-wall (no cheap r-walls for you).
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del(src)
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@@ -26,14 +26,22 @@ obj/structure
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new /obj/item/weapon/sheet/metal(get_turf(src))
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del(src)
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else if(istype(W, /obj/item/weapon/sheet/metal) && istype(src,/obj/structure/girder/displaced))
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W:amount -= 1
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else if((istype(W, /obj/item/weapon/sheet/metal)) && (W:amount >= 2) && istype(src,/obj/structure/girder/displaced))
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W:amount -= 2
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if(W:amount <= 0)
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del(W)
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user << "\blue You create a false wall! Push on it to open or close the passage."
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new /obj/falsewall (src.loc)
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del(src)
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else if(istype(W, /obj/item/weapon/sheet/r_metal) && istype(src,/obj/structure/girder/displaced))
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W:amount -= 1
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if(W:amount <= 0)
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del(W)
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user << "\blue You create a false r wall! Push on it to open or close the passage."
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new /obj/falserwall (src.loc)
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del(src)
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else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced))
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playsound(src.loc, 'Screwdriver.ogg', 100, 1)
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var/turf/T = get_turf(user)
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@@ -106,6 +114,9 @@ obj/structure
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user << "\blue Now reinforcing girders"
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sleep(60)
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user << "\blue Girders reinforced!"
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W:amount--
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if (W:amount <= 0)
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del(W)
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new/obj/structure/girder/reinforced( src.loc )
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del(src)
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return
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@@ -13,9 +13,9 @@
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if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
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junction |= get_dir(src,W)
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if(istype(src,/turf/simulated/wall/r_wall))
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if(istype(src,/turf/simulated/wall/r_wall) || istype(src,/obj/falserwall))
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src.icon_state = "rwall[junction]"
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else if(istype(src,/turf/simulated/wall) || istype(src,/obj/falsewall))
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else if(istype(src,/turf/simulated/wall) || istype(src,/obj/falsewall) || istype(src,/obj/falserwall))
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src.icon_state = "wall[junction]"
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/* When we have animations for different directions of falsewalls, then it'd be needed. Not now.
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