mirror of
https://github.com/ParadiseSS13/Paradise.git
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Merge pull request #16674 from S34NW/fence-railings
Adds railings and fences
This commit is contained in:
@@ -103,6 +103,7 @@
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#define PASSBLOB 8
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#define PASSMOB 16
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#define LETPASSTHROW 32
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#define PASSFENCE 64
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//turf-only flags
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#define NOJAUNT 1
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@@ -1153,3 +1153,15 @@ GLOBAL_LIST_EMPTY(blood_splatter_icons)
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if(degrees)
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appearance_flags |= PIXEL_SCALE
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transform = M
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/*
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Setter for the `density` variable.
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Arguments:
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* new_value - the new density you would want it to set.
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Returns: Either null if identical to existing density, or the new density if different.
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*/
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/atom/proc/set_density(new_value)
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if(density == new_value)
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return
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. = density
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density = new_value
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@@ -1,6 +1,17 @@
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GLOBAL_LIST_INIT(rod_recipes, list ( \
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new/datum/stack_recipe("grille", /obj/structure/grille, 2, time = 10, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("table frame", /obj/structure/table_frame, 2, time = 10, one_per_turf = 1, on_floor = 1), \
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new /datum/stack_recipe("grille", /obj/structure/grille, 2, time = 10, one_per_turf = 1, on_floor = 1), \
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new /datum/stack_recipe("table frame", /obj/structure/table_frame, 2, time = 10, one_per_turf = 1, on_floor = 1), \
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null,
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new /datum/stack_recipe("railing", /obj/structure/railing, 3, time = 10, one_per_turf = 1, on_floor = 1), \
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new /datum/stack_recipe("railing corner", /obj/structure/railing/corner, 3, time = 10, one_per_turf = 1, on_floor = 1), \
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null,
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new /datum/stack_recipe_list("chainlink fence", list( \
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new /datum/stack_recipe("chainlink fence", /obj/structure/fence, 5, time = 10, one_per_turf = 1, on_floor = 1), \
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new /datum/stack_recipe("chainlink fence post", /obj/structure/fence/post, 5, time = 10, one_per_turf = 1, on_floor = 1), \
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new /datum/stack_recipe("chainlink fence corner", /obj/structure/fence/corner, 5, time = 10, one_per_turf = 1, on_floor = 1), \
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new /datum/stack_recipe("chainlink fence door", /obj/structure/fence/door, 10, time = 10, one_per_turf = 1, on_floor = 1), \
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new /datum/stack_recipe("chainlink fence end", /obj/structure/fence/end, 3, time = 10, one_per_turf = 1, on_floor = 1), \
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)), \
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))
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/obj/item/stack/rods
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@@ -59,30 +59,31 @@
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/obj/structure/proc/do_climb(mob/living/user)
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if(!can_touch(user) || !climbable)
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return
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return FALSE
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var/blocking_object = density_check()
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if(blocking_object)
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to_chat(user, "<span class='warning'>You cannot climb [src], as it is blocked by \a [blocking_object]!</span>")
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return
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return FALSE
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var/turf/T = src.loc
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if(!T || !istype(T)) return
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if(!T || !istype(T)) return FALSE
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usr.visible_message("<span class='warning'>[user] starts climbing onto \the [src]!</span>")
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climber = user
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if(!do_after(user, 50, target = src))
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climber = null
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return
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return FALSE
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if(!can_touch(user) || !climbable)
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climber = null
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return
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return FALSE
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usr.loc = get_turf(src)
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if(get_turf(user) == get_turf(src))
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usr.visible_message("<span class='warning'>[user] climbs onto \the [src]!</span>")
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climber = null
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return TRUE
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/obj/structure/proc/structure_shaken()
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@@ -0,0 +1,216 @@
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//Chain link fences
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//Sprites ported from /VG/
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#define CUT_TIME 100
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#define CLIMB_TIME 150
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#define NO_HOLE 0 //section is intact
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#define MEDIUM_HOLE 1 //medium hole in the section - can climb through
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#define LARGE_HOLE 2 //large hole in the section - can walk through
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#define MAX_HOLE_SIZE LARGE_HOLE
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#define HOLE_REPAIR (hole_size * 2) //How many rods to fix these sections
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/obj/structure/fence
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name = "fence"
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desc = "A chain link fence. Not as effective as a wall, but generally it keeps people out."
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density = TRUE
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anchored = TRUE
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icon = 'icons/obj/fence.dmi'
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icon_state = "straight"
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var/cuttable = TRUE
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var/hole_size = NO_HOLE
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var/invulnerable = FALSE
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var/shock_cooldown = FALSE
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/obj/structure/fence/Initialize()
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. = ..()
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update_cut_status()
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/obj/structure/fence/examine(mob/user)
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. = ..()
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switch(hole_size)
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if(MEDIUM_HOLE)
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. += "There is a large hole in \the [src]."
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if(LARGE_HOLE)
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. += "\The [src] has been completely cut through."
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/obj/structure/fence/end
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icon_state = "end"
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cuttable = FALSE
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/obj/structure/fence/corner
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icon_state = "corner"
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cuttable = FALSE
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/obj/structure/fence/post
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icon_state = "post"
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cuttable = FALSE
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/obj/structure/fence/cut/medium
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icon_state = "straight_cut2"
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hole_size = MEDIUM_HOLE
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climbable = TRUE
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/obj/structure/fence/cut/large
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icon_state = "straight_cut3"
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hole_size = LARGE_HOLE
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/obj/structure/fence/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSFENCE))
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return TRUE
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if(istype(mover, /obj/item/projectile))
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return TRUE
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if(!density)
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return TRUE
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return FALSE
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/*
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Shock user with probability prb (if all connections & power are working)
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Returns TRUE if shocked, FALSE otherwise
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Totally not stolen from code\game\objects\structures\grille.dm
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*/
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/obj/structure/fence/proc/shock(mob/user, prb)
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if(!prob(prb))
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return FALSE
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if(!in_range(src, user)) //To prevent TK and mech users from getting shocked
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return FALSE
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var/turf/T = get_turf(src)
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var/obj/structure/cable/C = T.get_cable_node()
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if(C)
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if(electrocute_mob(user, C, src, 1, TRUE))
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do_sparks(3, 1, src)
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return TRUE
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return FALSE
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/obj/structure/fence/wirecutter_act(mob/living/user, obj/item/W)
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. = TRUE
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if(shock(user, 100))
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return
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if(!cuttable)
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to_chat(user, "<span class='warning'>This section of the fence can't be cut!</span>")
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return
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if(invulnerable)
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to_chat(user, "<span class='warning'>This fence is too strong to cut through!</span>")
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return
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var/current_stage = hole_size
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user.visible_message("<span class='danger'>\The [user] starts cutting through \the [src] with \the [W].</span>",\
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"<span class='danger'>You start cutting through \the [src] with \the [W].</span>")
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if(W.use_tool(src, user, CUT_TIME * W.toolspeed, volume = W.tool_volume))
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if(current_stage == hole_size)
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switch(hole_size)
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if(NO_HOLE)
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visible_message("<span class='notice'>\The [user] cuts into \the [src] some more.</span>")
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to_chat(user, "<span class='info'>You could probably fit yourself through that hole now. Although climbing through would be much faster if you made it even bigger.</span>")
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hole_size = MEDIUM_HOLE
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if(MEDIUM_HOLE)
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visible_message("<span class='notice'>\The [user] completely cuts through \the [src].</span>")
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to_chat(user, "<span class='info'>The hole in \the [src] is now big enough to walk through.</span>")
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hole_size = LARGE_HOLE
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if(LARGE_HOLE)
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visible_message("<span class='notice'>\The [user] completely dismantles \the [src].</span>")
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to_chat(user, "<span class='info'>You completely take apart \the [src].</span>")
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qdel(src)
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return
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update_cut_status()
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/obj/structure/fence/attackby(obj/item/C, mob/user)
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if(shock(user, 90))
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return
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if(istype(C, /obj/item/stack/rods))
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if(hole_size == NO_HOLE)
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return
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var/obj/item/stack/rods/R = C
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if(R.get_amount() < HOLE_REPAIR)
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to_chat(user, "<span class='warning'>You need [HOLE_REPAIR] rods to fix this fence!</span>")
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return
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to_chat(user, "<span class='notice'>You begin repairing the fence...</span>")
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if(do_after(user, 3 SECONDS * C.toolspeed, target = src) && hole_size != NO_HOLE && R.use(HOLE_REPAIR))
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playsound(src, C.usesound, 80, 1)
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hole_size = NO_HOLE
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obj_integrity = max_integrity
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to_chat(user, "<span class='notice'>You repair the fence.</span>")
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update_cut_status()
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return
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. = ..()
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/obj/structure/fence/Bumped(atom/user)
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if(!ismob(user))
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return
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if(shock_cooldown)
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return
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shock(user, 70)
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shock_cooldown = TRUE // We do not want bump shock spam!
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addtimer(CALLBACK(src, .proc/shock_cooldown), 1 SECONDS, TIMER_UNIQUE | TIMER_OVERRIDE)
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/obj/structure/fence/proc/shock_cooldown()
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shock_cooldown = FALSE
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/obj/structure/fence/attack_animal(mob/user)
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. = ..()
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if(. && !QDELETED(src) && !shock(user, 70))
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take_damage(rand(5,10), BRUTE, "melee", 1)
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/obj/structure/fence/proc/update_cut_status()
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if(!cuttable)
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return
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var/new_density = TRUE
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switch(hole_size)
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if(NO_HOLE)
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icon_state = initial(icon_state)
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climbable = FALSE
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if(MEDIUM_HOLE)
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icon_state = "straight_cut2"
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climbable = TRUE
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if(LARGE_HOLE)
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icon_state = "straight_cut3"
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new_density = FALSE
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climbable = FALSE
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set_density(new_density)
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//FENCE DOORS
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/obj/structure/fence/door
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name = "fence door"
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desc = "Not very useful without a real lock."
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icon_state = "door_closed"
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cuttable = FALSE
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var/open = FALSE
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/obj/structure/fence/door/Initialize()
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. = ..()
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update_door_status()
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/obj/structure/fence/door/opened
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icon_state = "door_opened"
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open = TRUE
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density = TRUE
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/obj/structure/fence/door/attack_hand(mob/user, list/modifiers)
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shock(user, 70)
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if(can_open(user))
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toggle(user)
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return TRUE
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/obj/structure/fence/door/proc/toggle(mob/user)
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open = !open
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visible_message("<span class='notice'>\The [user] [open ? "opens" : "closes"] \the [src].</span>")
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update_door_status()
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playsound(src, 'sound/machines/door_open.ogg', 100, TRUE)
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/obj/structure/fence/door/proc/update_door_status()
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set_density(!open)
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icon_state = open ? "door_opened" : "door_closed"
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/obj/structure/fence/door/proc/can_open(mob/user)
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return TRUE
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#undef CUT_TIME
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#undef CLIMB_TIME
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#undef NO_HOLE
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#undef MEDIUM_HOLE
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#undef LARGE_HOLE
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#undef MAX_HOLE_SIZE
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#undef HOLE_REPAIR
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@@ -0,0 +1,136 @@
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/obj/structure/railing
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name = "railing"
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desc = "Basic railing meant to protect idiots like you from falling."
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icon = 'icons/obj/fence.dmi'
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icon_state = "railing"
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density = TRUE
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anchored = TRUE
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pass_flags = LETPASSTHROW
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climbable = TRUE
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layer = ABOVE_MOB_LAYER
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var/currently_climbed = FALSE
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/obj/structure/railing/corner //aesthetic corner sharp edges hurt oof ouch
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icon_state = "railing_corner"
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density = FALSE
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climbable = FALSE
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/obj/structure/railing/attackby(obj/item/I, mob/living/user, params)
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..()
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add_fingerprint(user)
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/obj/structure/railing/welder_act(mob/living/user, obj/item/I)
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if(user.intent != INTENT_HELP)
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return
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if(obj_integrity >= max_integrity)
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to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
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return
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if(!I.tool_start_check(user, amount = 0))
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return
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to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
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if(I.use_tool(src, user, 40, volume = 50))
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obj_integrity = max_integrity
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to_chat(user, "<span class='notice'>You repair [src].</span>")
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/obj/structure/railing/wirecutter_act(mob/living/user, obj/item/I)
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if(anchored)
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return
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to_chat(user, "<span class='warning'>You cut apart the railing.</span>")
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I.play_tool_sound(src, 100)
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deconstruct()
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return TRUE
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/obj/structure/railing/deconstruct(disassembled)
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if(!(flags & NODECONSTRUCT))
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var/obj/item/stack/rods/rod = new /obj/item/stack/rods(drop_location(), 3)
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transfer_fingerprints_to(rod)
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return ..()
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///Implements behaviour that makes it possible to unanchor the railing.
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/obj/structure/railing/wrench_act(mob/living/user, obj/item/I)
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if(flags & NODECONSTRUCT)
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return
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to_chat(user, "<span class='notice'>You begin to [anchored ? "unfasten the railing from":"fasten the railing to"] the floor...</span>")
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if(I.use_tool(src, user, volume = 75, extra_checks = CALLBACK(src, .proc/check_anchored, anchored)))
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anchored = !anchored
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to_chat(user, "<span class='notice'>You [anchored ? "fasten the railing to":"unfasten the railing from"] the floor.</span>")
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return TRUE
|
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/obj/structure/railing/corner/CanPass()
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return TRUE
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/obj/structure/railing/corner/CheckExit()
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return TRUE
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/obj/structure/railing/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSFENCE))
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return TRUE
|
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if(istype(mover, /obj/item/projectile))
|
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return TRUE
|
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if(ismob(mover))
|
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var/mob/M = mover
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if(M.flying)
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return TRUE
|
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if(mover.throwing)
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return TRUE
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if(get_dir(loc, target) != dir)
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return density
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return FALSE
|
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/obj/structure/railing/CheckExit(atom/movable/O, target)
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var/mob/living/M = O
|
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if(istype(O) && O.checkpass(PASSFENCE))
|
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return TRUE
|
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if(istype(O, /obj/item/projectile))
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return TRUE
|
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if(ismob(O))
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if(M.flying || M.floating)
|
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return TRUE
|
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if(O.throwing)
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return TRUE
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if(O.move_force >= MOVE_FORCE_EXTREMELY_STRONG)
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return TRUE
|
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if(currently_climbed)
|
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return TRUE
|
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if(get_dir(O.loc, target) == dir)
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return FALSE
|
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return TRUE
|
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/obj/structure/railing/do_climb(mob/living/user)
|
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var/initial_mob_loc = get_turf(user)
|
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. = ..()
|
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if(.)
|
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currently_climbed = TRUE
|
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if(initial_mob_loc != get_turf(src)) // If we are on the railing, we want to move in the same dir as the railing. Otherwise we get put on the railing
|
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currently_climbed = FALSE
|
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return
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user.Move(get_step(user, dir), TRUE)
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currently_climbed = FALSE
|
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/obj/structure/railing/proc/can_be_rotated(mob/user)
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if(anchored)
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to_chat(user, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
|
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return FALSE
|
||||
|
||||
var/target_dir = turn(dir, -90)
|
||||
|
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if(!valid_window_location(loc, target_dir)) //Expanded to include rails, as well!
|
||||
to_chat(user, "<span class='warning'>[src] cannot be rotated in that direction!</span>")
|
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return FALSE
|
||||
return TRUE
|
||||
|
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/obj/structure/railing/proc/check_anchored(checked_anchored)
|
||||
if(anchored == checked_anchored)
|
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return TRUE
|
||||
|
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/obj/structure/railing/proc/after_rotation(mob/user)
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add_fingerprint(user)
|
||||
|
||||
/obj/structure/railing/AltClick(mob/user)
|
||||
if(user.incapacitated())
|
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
|
||||
return
|
||||
if(!Adjacent(user))
|
||||
return
|
||||
if(can_be_rotated(user))
|
||||
setDir(turn(dir, 90))
|
||||
@@ -215,7 +215,7 @@
|
||||
var/life_cycles = 0
|
||||
var/life_cap = 20
|
||||
anchored = TRUE
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSFENCE
|
||||
|
||||
|
||||
/obj/effect/beam/i_beam/proc/hit()
|
||||
|
||||
@@ -81,7 +81,7 @@
|
||||
if(!istype(user_turf))
|
||||
return 0
|
||||
var/obj/dummy = new(user_turf)
|
||||
dummy.pass_flags |= PASSTABLE & PASSGLASS & PASSGRILLE //Grille/Glass so it can be used through common windows
|
||||
dummy.pass_flags |= PASSTABLE & PASSGLASS & PASSGRILLE & PASSFENCE //Grille/Glass so it can be used through common windows
|
||||
for(var/turf/turf in getline(user_turf,target))
|
||||
if(turf.density)
|
||||
qdel(dummy)
|
||||
|
||||
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|
After Width: | Height: | Size: 7.4 KiB |
@@ -1059,6 +1059,7 @@
|
||||
#include "code\game\objects\structures\engicart.dm"
|
||||
#include "code\game\objects\structures\extinguisher.dm"
|
||||
#include "code\game\objects\structures\false_walls.dm"
|
||||
#include "code\game\objects\structures\fence.dm"
|
||||
#include "code\game\objects\structures\flora.dm"
|
||||
#include "code\game\objects\structures\fluff.dm"
|
||||
#include "code\game\objects\structures\foodcart.dm"
|
||||
@@ -1079,6 +1080,7 @@
|
||||
#include "code\game\objects\structures\morgue.dm"
|
||||
#include "code\game\objects\structures\noticeboard.dm"
|
||||
#include "code\game\objects\structures\plasticflaps.dm"
|
||||
#include "code\game\objects\structures\railings.dm"
|
||||
#include "code\game\objects\structures\reflector.dm"
|
||||
#include "code\game\objects\structures\safe.dm"
|
||||
#include "code\game\objects\structures\signs.dm"
|
||||
|
||||
Reference in New Issue
Block a user