mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-26 13:37:58 +01:00
Merge pull request #7167 from uraniummeltdown/wall
Simplify some wall code and minor cult changes
This commit is contained in:
@@ -6,7 +6,7 @@
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action_background_icon_state = "bg_cult"
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/obj/effect/proc_holder/spell/aoe_turf/conjure/floor
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name = "Floor Construction"
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name = "Summon Cult Floor"
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desc = "This spell constructs a cult floor"
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action_icon_state = "floorconstruct"
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action_background_icon_state = "bg_cult"
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@@ -20,7 +20,7 @@
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centcom_cancast = 0 //Stop crashing the server by spawning turfs on transit tiles
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/obj/effect/proc_holder/spell/aoe_turf/conjure/wall
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name = "Lesser Construction"
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name = "Summon Cult Wall"
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desc = "This spell constructs a cult wall"
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action_icon_state = "lesserconstruct"
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action_background_icon_state = "bg_cult"
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@@ -30,7 +30,7 @@
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invocation = "none"
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invocation_type = "none"
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range = 0
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summon_type = list(/turf/simulated/wall/cult)
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summon_type = list(/turf/simulated/wall/cult/artificer) //we don't want artificer-based runed metal farms
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centcom_cancast = 0 //Stop crashing the server by spawning turfs on transit tiles
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/obj/effect/proc_holder/spell/aoe_turf/conjure/wall/reinforced
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@@ -257,7 +257,7 @@ var/global/list/datum/stack_recipe/cardboard_recipes = list (
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var/global/list/datum/stack_recipe/runed_metal_recipes = list ( \
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new/datum/stack_recipe("runed door", /obj/machinery/door/airlock/cult, 1, time = 50, one_per_turf = 1, on_floor = 1),
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new/datum/stack_recipe("runed girder", /obj/structure/cultgirder, 1, time = 50, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("runed girder", /obj/structure/girder/cult, 1, time = 50, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("pylon", /obj/structure/cult/functional/pylon, 3, time = 40, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("forge", /obj/structure/cult/functional/forge, 5, time = 40, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("archives", /obj/structure/cult/functional/tome, 2, time = 40, one_per_turf = 1, on_floor = 1), \
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@@ -1,8 +1,9 @@
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/obj/structure/girder
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name = "girder"
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icon_state = "girder"
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anchored = 1
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density = 1
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layer = TURF_LAYER + 0.9
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layer = BELOW_OBJ_LAYER
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var/state = 0
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var/health = 200
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var/metalUsed = 2 //used to determine amount returned in deconstruction
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@@ -191,7 +192,7 @@
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/obj/structure/girder/narsie_act()
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if(prob(25))
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new /obj/structure/cultgirder(loc)
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new /obj/structure/girder/cult(loc)
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qdel(src)
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/obj/structure/girder/bullet_act(var/obj/item/projectile/Proj)
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@@ -223,70 +224,91 @@
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return
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/obj/structure/girder/displaced
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name = "displaced girder"
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icon_state = "displaced"
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anchored = 0
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health = 50
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/obj/structure/girder/reinforced
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name = "reinforced girder"
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icon_state = "reinforced"
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state = 2
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health = 500
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/obj/structure/cultgirder
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/obj/structure/girder/cult
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name = "runed girder"
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desc = "Framework made of a strange and shockingly cold metal. It doesn't seem to have any bolts."
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icon= 'icons/obj/cult.dmi'
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icon_state= "cultgirder"
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anchored = 1
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density = 1
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var/health = 250
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metalUsed = 1
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health = 250
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/obj/structure/cultgirder/attackby(obj/item/W as obj, mob/user as mob, params)
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if(istype(W, /obj/item/weapon/wrench))
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playsound(loc, W.usesound, 100, 1)
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to_chat(user, "<span class='notice'>Now disassembling the girder</span>")
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if(do_after(user, 40 * W.toolspeed, target = src))
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to_chat(user, "<span class='notice'>You dissasembled the girder!</span>")
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dismantle()
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/obj/structure/girder/cult/refundMetal(metalAmount)
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for(var/i=0;i < metalAmount;i++)
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new /obj/item/stack/sheet/runed_metal(get_turf(src))
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/obj/structure/girder/cult/attackby(obj/item/W, mob/user, params)
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add_fingerprint(user)
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if(istype(W, /obj/item/weapon/tome) && iscultist(user)) //Cultists can demolish cult girders instantly with their tomes
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user.visible_message("<span class='warning'>[user] strikes [src] with [W]!</span>", "<span class='notice'>You demolish [src].</span>")
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refundMetal(metalUsed)
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qdel(src)
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else if(iswelder(W))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0,user))
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playsound(loc, W.usesound, 50, 1)
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to_chat(user, "<span class='notice'>You start slicing apart the girder...</span>")
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if(do_after(user, 40*W.toolspeed, target = src))
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if(!WT.isOn())
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return
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to_chat(user, "<span class='notice'>You slice apart the girder.</span>")
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var/obj/item/stack/sheet/runed_metal/R = new(get_turf(src))
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R.amount = 1
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transfer_fingerprints_to(R)
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qdel(src)
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else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
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to_chat(user, "<span class='notice'>Now slicing apart the girder</span>")
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if(do_after(user, 30 * W.toolspeed, target = src))
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to_chat(user, "<span class='notice'>You start slicing apart the girder...</span>")
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if(do_after(user, 40* W.toolspeed, target = src))
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playsound(loc, W.usesound, 100, 1)
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to_chat(user, "<span class='notice'>You slice apart the girder!</span>")
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dismantle()
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else if(istype(W, /obj/item/weapon/pickaxe/drill/diamonddrill))
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to_chat(user, "<span class='notice'>You drill through the girder!</span>")
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dismantle()
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/obj/structure/cultgirder/proc/dismantle()
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new /obj/effect/decal/remains/human(get_turf(src))
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qdel(src)
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/obj/structure/cultgirder/blob_act()
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if(prob(40))
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dismantle()
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/obj/structure/cultgirder/bullet_act(var/obj/item/projectile/Proj) //No beam check- How else will you destroy the cult girder with silver bullets?????
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health -= Proj.damage
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..()
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if(health <= 0)
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dismantle()
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return
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/obj/structure/cultgirder/ex_act(severity)
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switch(severity)
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if(1.0)
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to_chat(user, "<span class='notice'>You slice apart the girder.</span>")
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var/obj/item/stack/sheet/runed_metal/R = new(get_turf(src))
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R.amount = 1
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transfer_fingerprints_to(R)
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qdel(src)
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return
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if(2.0)
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if(prob(30))
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new /obj/effect/decal/remains/human(loc)
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qdel(src)
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return
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if(3.0)
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if(prob(5))
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new /obj/effect/decal/remains/human(loc)
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qdel(src)
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return
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else
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return
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else if(istype(W, /obj/item/weapon/pickaxe/drill/jackhammer))
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var/obj/item/weapon/pickaxe/drill/jackhammer/D = W
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to_chat(user, "<span class='notice'>Your jackhammer smashes through the girder!</span>")
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var/obj/item/stack/sheet/runed_metal/R = new(get_turf(src))
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R.amount = 1
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transfer_fingerprints_to(R)
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D.playDigSound()
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qdel(src)
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else if(istype(W, /obj/item/stack/sheet/runed_metal))
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var/obj/item/stack/sheet/runed_metal/R = W
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if(R.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need at least one sheet of runed metal to construct a runed wall!</span>")
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return 0
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user.visible_message("<span class='notice'>[user] begins laying runed metal on [src]...</span>", "<span class='notice'>You begin constructing a runed wall...</span>")
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if(do_after(user, 50, target = src))
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if(R.get_amount() < 1 || !R)
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return
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user.visible_message("<span class='notice'>[user] plates [src] with runed metal.</span>", "<span class='notice'>You construct a runed wall.</span>")
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R.use(1)
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var/turf/T = get_turf(src)
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T.ChangeTurf(/turf/simulated/wall/cult)
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qdel(src)
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/obj/structure/girder/cult/take_damage(amount)
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health -= amount
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if(health <= 0)
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new /obj/item/stack/sheet/runed_metal(get_turf(src))
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qdel(src)
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/obj/structure/girder/cult/narsie_act()
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return
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@@ -25,6 +25,8 @@
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var/engraving, engraving_quality //engraving on the wall
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var/sheet_type = /obj/item/stack/sheet/metal
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var/sheet_amount = 2
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var/girder_type = /obj/structure/girder
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var/obj/item/stack/sheet/builtin_sheet = null
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canSmoothWith = list(
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@@ -139,13 +141,11 @@
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ChangeTurf(/turf/simulated/floor/plating)
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/turf/simulated/wall/proc/break_wall()
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builtin_sheet.amount = 2
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builtin_sheet.loc = src
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return (new /obj/structure/girder(src))
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new sheet_type(src, sheet_amount)
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return new girder_type(src)
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/turf/simulated/wall/proc/devastate_wall()
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builtin_sheet.amount = 2
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builtin_sheet.loc = src
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new sheet_type(src, sheet_amount)
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new /obj/item/stack/sheet/metal(src)
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/turf/simulated/wall/ex_act(severity)
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@@ -101,9 +101,8 @@
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..()
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/turf/simulated/wall/mineral/plasma/proc/PlasmaBurn(temperature)
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spawn(2)
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new /obj/structure/girder(src)
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src.ChangeTurf(/turf/simulated/floor)
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new girder_type(src)
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ChangeTurf(/turf/simulated/floor)
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atmos_spawn_air(SPAWN_HEAT | SPAWN_TOXINS, 400)
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/turf/simulated/wall/mineral/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)//Doesn't fucking work because walls don't interact with air :(
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@@ -1,11 +1,14 @@
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/turf/simulated/wall/cult
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name = "wall"
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desc = "The patterns engraved on the wall seem to shift as you try to focus on them. You feel sick"
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name = "runed metal wall"
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desc = "A cold metal wall engraved with indecipherable symbols. Studying them causes your head to pound."
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icon = 'icons/turf/walls/cult_wall.dmi'
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icon_state = "cult"
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builtin_sheet = null
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canSmoothWith = null
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smooth = SMOOTH_FALSE
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sheet_type = /obj/item/stack/sheet/runed_metal
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sheet_amount = 1
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girder_type = /obj/structure/girder/cult
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/turf/simulated/wall/cult/New()
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..()
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@@ -17,17 +20,18 @@
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name = "runed stone wall"
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desc = "A cold stone wall engraved with indecipherable symbols. Studying them causes your head to pound."
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/turf/simulated/wall/cult/artificer/break_wall()
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new /obj/effect/overlay/temp/cult/turf(get_turf(src))
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return null //excuse me we want no runed metal here
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/turf/simulated/wall/cult/artificer/devastate_wall()
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new /obj/effect/overlay/temp/cult/turf(get_turf(src))
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/turf/simulated/wall/cult/narsie_act()
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return
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/turf/simulated/wall/cult/break_wall()
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new /obj/effect/decal/cleanable/blood(src)
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return (new /obj/structure/cultgirder(src))
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/turf/simulated/wall/cult/devastate_wall()
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new /obj/effect/decal/cleanable/blood(src)
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new /obj/effect/decal/remains/human(src)
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new sheet_type(get_turf(src), sheet_amount)
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/turf/simulated/wall/rust
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name = "rusted wall"
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@@ -10,7 +10,8 @@
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max_temperature = 6000
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hardness = 10
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sheet_type = /obj/item/stack/sheet/plasteel
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sheet_amount = 1
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girder_type = /obj/structure/girder/reinforced
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var/d_state = 0
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var/can_be_reinforced = 1
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@@ -313,3 +314,7 @@
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else
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smooth = SMOOTH_TRUE
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icon_state = ""
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/turf/simulated/wall/r_wall/devastate_wall()
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new sheet_type(src, sheet_amount)
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new /obj/item/stack/sheet/metal(src, 2)
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@@ -303,11 +303,13 @@
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melee_damage_upper = 5
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attacktext = "prods"
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speed = 0
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environment_smash = 1
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environment_smash = 3
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see_in_dark = 8
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attack_sound = 'sound/weapons/tap.ogg'
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const_type = "harvester"
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construct_spells = list(/obj/effect/proc_holder/spell/targeted/smoke/disable)
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construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/wall,
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/obj/effect/proc_holder/spell/aoe_turf/conjure/floor,
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/obj/effect/proc_holder/spell/targeted/smoke/disable)
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retreat_distance = 2 //AI harvesters will move in and out of combat, like wraiths, but shittier
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playstyle_string = "<B>You are a Harvester. You are not strong, but your powers of domination will assist you in your role: \
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Bring those who still cling to this world of illusion back to the master so they may know Truth.</B>"
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@@ -319,7 +321,7 @@
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/mob/living/simple_animal/hostile/construct/harvester/hostile //actually hostile, will move around, hit things
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AIStatus = AI_ON
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environment_smash = 1 //only token destruction, don't smash the cult wall NO STOP
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////////////////Glow////////////////////
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/mob/living/simple_animal/hostile/construct/proc/updateglow()
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