mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-17 10:03:50 +01:00
Merge remote-tracking branch 'upstream/master' into bnuuy
This commit is contained in:
@@ -16,7 +16,7 @@
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max_integrity = 100
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/obj/structure/alien/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
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if(damage_flag == "melee")
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if(damage_flag == MELEE)
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switch(damage_type)
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if(BRUTE)
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damage_amount *= 0.25
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||||
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||||
@@ -6,7 +6,7 @@
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req_access = list(ACCESS_BAR)
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max_integrity = 500
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integrity_failure = 250
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armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
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var/list/barsigns=list()
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var/list/hiddensigns
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var/state = 0
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||||
@@ -6,7 +6,7 @@
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density = 1
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max_integrity = 200
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integrity_failure = 50
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armor = list("melee" = 20, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
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armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 60)
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var/icon_closed = "closed"
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var/icon_opened = "open"
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var/opened = FALSE
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@@ -75,7 +75,7 @@
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if(istype(W, /obj/item/pen))
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var/decalselection = input("Please select a decal") as null|anything in list("Atmospherics", "Bartender", "Barber", "Blueshield", "Brig Physician", "Captain",
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"Cargo", "Chief Engineer", "Chaplain", "Chef", "Chemist", "Civilian", "Clown", "CMO", "Coroner", "Detective", "Engineering", "Genetics", "HOP",
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"HOS", "Hydroponics", "Internal Affairs Agent", "Janitor", "Magistrate", "Mechanic", "Medical", "Mime", "Mining", "NT Representative", "Paramedic", "Pod Pilot",
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"HOS", "Hydroponics", "Internal Affairs Agent", "Janitor", "Magistrate", "Medical", "Mime", "Mining", "NT Representative", "Paramedic",
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"Prisoner", "Research Director", "Security", "Syndicate", "Therapist", "Virology", "Warden", "Xenobiology")
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if(!decalselection)
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return
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@@ -2,19 +2,23 @@
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/obj/structure/closet/fireaxecabinet
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name = "fire axe cabinet"
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desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
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var/obj/item/twohanded/fireaxe/fireaxe = new/obj/item/twohanded/fireaxe
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var/obj/item/twohanded/fireaxe/fireaxe
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icon_state = "fireaxe1000"
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icon_closed = "fireaxe1000"
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icon_opened = "fireaxe1100"
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anchored = TRUE
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density = FALSE
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armor = list("melee" = 50, "bullet" = 20, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50)
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armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
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var/localopened = FALSE //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
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opened = TRUE
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var/hitstaken = FALSE
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locked = TRUE
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var/smashed = FALSE
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/obj/structure/closet/fireaxecabinet/populate_contents()
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fireaxe = new/obj/item/twohanded/fireaxe(src)
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update_icon() // So its initial icon doesn't show it without the fireaxe
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/obj/structure/closet/fireaxecabinet/examine(mob/user)
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. = ..()
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. += "<span class='notice'>Use a multitool to lock/unlock it.</span>"
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||||
@@ -182,7 +182,7 @@
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||||
new /obj/item/clothing/shoes/brown (src)
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new /obj/item/radio/headset/heads/cmo(src)
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new /obj/item/clothing/gloves/color/latex/nitrile(src)
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new /obj/item/defibrillator/compact/loaded(src)
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new /obj/item/defibrillator/compact/advanced/loaded(src)
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new /obj/item/handheld_defibrillator(src)
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new /obj/item/storage/belt/medical(src)
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||||
new /obj/item/flash(src)
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||||
@@ -9,7 +9,7 @@
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broken = 0
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can_be_emaged = TRUE
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max_integrity = 250
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armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
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armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
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damage_deflection = 20
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icon_closed = "secure"
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var/icon_locked = "secure1"
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@@ -51,10 +51,6 @@
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if("delete")
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qdel(src)
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||||
//If you want to re-add fire, just add "fire" = 15 to the pick list.
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/*if("fire")
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new /obj/structure/closet/firecloset(src.loc)
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qdel(src)*/
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/obj/structure/closet/emcloset/legacy/populate_contents()
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new /obj/item/tank/internals/oxygen(src)
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@@ -169,7 +169,7 @@
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var/sparks = "securecratesparks"
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var/emag = "securecrateemag"
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max_integrity = 500
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armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
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||||
armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
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damage_deflection = 25
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var/tamperproof = FALSE
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broken = FALSE
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@@ -6,7 +6,7 @@
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density = TRUE
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anchored = TRUE
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resistance_flags = ACID_PROOF
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armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
|
||||
armor = list(MELEE = 30, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
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||||
max_integrity = 200
|
||||
integrity_failure = 50
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||||
var/obj/item/showpiece = null
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||||
@@ -26,9 +26,9 @@
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||||
if(NO_EXTINGUISHER)
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||||
return
|
||||
if(MINI_EXTINGUISHER)
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||||
has_extinguisher = new/obj/item/extinguisher/mini
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||||
has_extinguisher = new /obj/item/extinguisher/mini(src)
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||||
else
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has_extinguisher = new/obj/item/extinguisher
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||||
has_extinguisher = new /obj/item/extinguisher(src)
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||||
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||||
/obj/structure/extinguisher_cabinet/examine(mob/user)
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. = ..()
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||||
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||||
@@ -94,9 +94,9 @@
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||||
if(density)
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smooth = SMOOTH_FALSE
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||||
clear_smooth_overlays()
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icon_state = "fwall_opening"
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flick("fwall_opening", src)
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else
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icon_state = "fwall_closing"
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||||
flick("fwall_closing", src)
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/obj/structure/falsewall/update_icon()
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if(density)
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||||
@@ -297,6 +297,7 @@
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||||
/obj/structure/falsewall/sandstone
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name = "sandstone wall"
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desc = "A wall with sandstone plating."
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icon = 'icons/turf/walls/sandstone_wall.dmi'
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icon_state = "sandstone"
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mineral = /obj/item/stack/sheet/mineral/sandstone
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walltype = /turf/simulated/wall/mineral/sandstone
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@@ -0,0 +1,223 @@
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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 FULL_CUT_TIME 300
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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
|
||||
|
||||
/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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||||
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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))
|
||||
return TRUE
|
||||
if(!density)
|
||||
return TRUE
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||||
return FALSE
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||||
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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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/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(invulnerable)
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to_chat(user, "<span class='warning'>This fence is too strong to cut through!</span>")
|
||||
return
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if(!cuttable)
|
||||
user.visible_message("<span class='warning'>[user] starts dismantling [src] with [W].</span>",\
|
||||
"<span class='warning'>You start dismantling [src] with [W].</span>")
|
||||
if(W.use_tool(src, user, FULL_CUT_TIME, volume = W.tool_volume))
|
||||
user.visible_message("<span class='notice'>[user] completely dismantles [src].</span>",\
|
||||
"<span class='info'>You completely dismantle [src].</span>")
|
||||
qdel(src)
|
||||
return
|
||||
var/current_stage = hole_size
|
||||
user.visible_message("<span class='warning'>[user] starts cutting through [src] with [W].</span>",\
|
||||
"<span class='warning'>You start cutting through [src] with [W].</span>")
|
||||
if(W.use_tool(src, user, CUT_TIME * W.toolspeed, volume = W.tool_volume))
|
||||
if(current_stage == hole_size)
|
||||
switch(hole_size)
|
||||
if(NO_HOLE)
|
||||
user.visible_message("<span class='notice'>[user] cuts into [src] some more.</span>",\
|
||||
"<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>")
|
||||
hole_size = MEDIUM_HOLE
|
||||
if(MEDIUM_HOLE)
|
||||
user.visible_message("<span class='notice'>[user] completely cuts through [src].</span>",\
|
||||
"<span class='info'>The hole in [src] is now big enough to walk through.</span>")
|
||||
hole_size = LARGE_HOLE
|
||||
if(LARGE_HOLE)
|
||||
user.visible_message("<span class='notice'>[user] completely dismantles [src].</span>",\
|
||||
"<span class='info'>You completely take apart [src].</span>")
|
||||
qdel(src)
|
||||
return
|
||||
update_cut_status()
|
||||
|
||||
/obj/structure/fence/attackby(obj/item/C, mob/user)
|
||||
if(shock(user, 90))
|
||||
return
|
||||
if(istype(C, /obj/item/stack/rods))
|
||||
if(hole_size == NO_HOLE)
|
||||
return
|
||||
var/obj/item/stack/rods/R = C
|
||||
if(R.get_amount() < HOLE_REPAIR)
|
||||
to_chat(user, "<span class='warning'>You need [HOLE_REPAIR] rods to fix this fence!</span>")
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You begin repairing the fence...</span>")
|
||||
if(do_after(user, 3 SECONDS * C.toolspeed, target = src) && hole_size != NO_HOLE && R.use(HOLE_REPAIR))
|
||||
playsound(src, C.usesound, 80, 1)
|
||||
hole_size = NO_HOLE
|
||||
obj_integrity = max_integrity
|
||||
to_chat(user, "<span class='notice'>You repair the fence.</span>")
|
||||
update_cut_status()
|
||||
return
|
||||
. = ..()
|
||||
|
||||
/obj/structure/fence/Bumped(atom/user)
|
||||
if(!ismob(user))
|
||||
return
|
||||
if(shock_cooldown)
|
||||
return
|
||||
shock(user, 70)
|
||||
shock_cooldown = TRUE // We do not want bump shock spam!
|
||||
addtimer(CALLBACK(src, .proc/shock_cooldown), 1 SECONDS, TIMER_UNIQUE | TIMER_OVERRIDE)
|
||||
|
||||
/obj/structure/fence/proc/shock_cooldown()
|
||||
shock_cooldown = FALSE
|
||||
|
||||
/obj/structure/fence/attack_animal(mob/user)
|
||||
. = ..()
|
||||
if(. && !QDELETED(src) && !shock(user, 70))
|
||||
take_damage(rand(5,10), BRUTE, "melee", 1)
|
||||
|
||||
/obj/structure/fence/proc/update_cut_status()
|
||||
if(!cuttable)
|
||||
return
|
||||
var/new_density = TRUE
|
||||
switch(hole_size)
|
||||
if(NO_HOLE)
|
||||
icon_state = initial(icon_state)
|
||||
climbable = FALSE
|
||||
if(MEDIUM_HOLE)
|
||||
icon_state = "straight_cut2"
|
||||
climbable = TRUE
|
||||
if(LARGE_HOLE)
|
||||
icon_state = "straight_cut3"
|
||||
new_density = FALSE
|
||||
climbable = FALSE
|
||||
set_density(new_density)
|
||||
|
||||
//FENCE DOORS
|
||||
|
||||
/obj/structure/fence/door
|
||||
name = "fence door"
|
||||
desc = "Not very useful without a real lock."
|
||||
icon_state = "door_closed"
|
||||
cuttable = FALSE
|
||||
var/open = FALSE
|
||||
|
||||
/obj/structure/fence/door/Initialize()
|
||||
. = ..()
|
||||
update_door_status()
|
||||
|
||||
/obj/structure/fence/door/opened
|
||||
icon_state = "door_opened"
|
||||
open = TRUE
|
||||
density = TRUE
|
||||
|
||||
/obj/structure/fence/door/attack_hand(mob/user, list/modifiers)
|
||||
shock(user, 70)
|
||||
if(can_open(user))
|
||||
toggle(user)
|
||||
return TRUE
|
||||
|
||||
/obj/structure/fence/door/proc/toggle(mob/user)
|
||||
open = !open
|
||||
visible_message("<span class='notice'>\The [user] [open ? "opens" : "closes"] \the [src].</span>")
|
||||
update_door_status()
|
||||
playsound(src, 'sound/machines/door_open.ogg', 100, TRUE)
|
||||
|
||||
/obj/structure/fence/door/proc/update_door_status()
|
||||
set_density(!open)
|
||||
icon_state = open ? "door_opened" : "door_closed"
|
||||
|
||||
/obj/structure/fence/door/proc/can_open(mob/user)
|
||||
return TRUE
|
||||
|
||||
#undef CUT_TIME
|
||||
#undef CLIMB_TIME
|
||||
#undef FULL_CUT_TIME
|
||||
|
||||
#undef NO_HOLE
|
||||
#undef MEDIUM_HOLE
|
||||
#undef LARGE_HOLE
|
||||
#undef MAX_HOLE_SIZE
|
||||
#undef HOLE_REPAIR
|
||||
@@ -10,7 +10,7 @@
|
||||
pressure_resistance = 5*ONE_ATMOSPHERE
|
||||
layer = BELOW_OBJ_LAYER
|
||||
level = 3
|
||||
armor = list("melee" = 50, "bullet" = 70, "laser" = 70, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 0, ACID = 0)
|
||||
max_integrity = 50
|
||||
integrity_failure = 20
|
||||
var/rods_type = /obj/item/stack/rods
|
||||
@@ -69,7 +69,7 @@
|
||||
/obj/structure/grille/attack_animal(mob/user)
|
||||
. = ..()
|
||||
if(. && !QDELETED(src) && !shock(user, 70))
|
||||
take_damage(rand(5,10), BRUTE, "melee", 1)
|
||||
take_damage(rand(5,10), BRUTE, MELEE, 1)
|
||||
|
||||
/obj/structure/grille/hulk_damage()
|
||||
return 60
|
||||
@@ -88,14 +88,14 @@
|
||||
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
|
||||
user.visible_message("<span class='warning'>[user] hits [src].</span>")
|
||||
if(!shock(user, 70))
|
||||
take_damage(rand(5,10), BRUTE, "melee", 1)
|
||||
take_damage(rand(5,10), BRUTE, MELEE, 1)
|
||||
|
||||
/obj/structure/grille/attack_alien(mob/living/user)
|
||||
user.do_attack_animation(src)
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
user.visible_message("<span class='warning'>[user] mangles [src].</span>")
|
||||
if(!shock(user, 70))
|
||||
take_damage(20, BRUTE, "melee", 1)
|
||||
take_damage(20, BRUTE, MELEE, 1)
|
||||
|
||||
/obj/structure/grille/CanPass(atom/movable/mover, turf/target, height=0)
|
||||
if(height==0)
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
anchored = TRUE
|
||||
max_integrity = 1
|
||||
armor = list("melee" = 0, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
|
||||
armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
var/obj/item/holosign_creator/projector
|
||||
|
||||
/obj/structure/holosign/Initialize(mapload, source_projector)
|
||||
@@ -27,7 +27,7 @@
|
||||
return
|
||||
user.do_attack_animation(src)
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
take_damage(5 , BRUTE, "melee", 1)
|
||||
take_damage(5 , BRUTE, MELEE, 1)
|
||||
|
||||
/obj/structure/holosign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
|
||||
switch(damage_type)
|
||||
@@ -97,11 +97,11 @@
|
||||
allow_walk = FALSE
|
||||
|
||||
/obj/structure/holosign/barrier/cyborg/bullet_act(obj/item/projectile/P)
|
||||
take_damage((P.damage / 5) , BRUTE, "melee", 1) //Doesn't really matter what damage flag it is.
|
||||
take_damage((P.damage / 5) , BRUTE, MELEE, 1) //Doesn't really matter what damage flag it is.
|
||||
if(istype(P, /obj/item/projectile/energy/electrode))
|
||||
take_damage(10, BRUTE, "melee", 1) //Tasers aren't harmful.
|
||||
take_damage(10, BRUTE, MELEE, 1) //Tasers aren't harmful.
|
||||
if(istype(P, /obj/item/projectile/beam/disabler))
|
||||
take_damage(5, BRUTE, "melee", 1) //Disablers aren't harmful.
|
||||
take_damage(5, BRUTE, MELEE, 1) //Disablers aren't harmful.
|
||||
|
||||
/obj/structure/holosign/barrier/cyborg/hacked
|
||||
name = "Charged Energy Field"
|
||||
@@ -110,7 +110,7 @@
|
||||
var/shockcd = 0
|
||||
|
||||
/obj/structure/holosign/barrier/cyborg/hacked/bullet_act(obj/item/projectile/P)
|
||||
take_damage(P.damage, BRUTE, "melee", 1) //Yeah no this doesn't get projectile resistance.
|
||||
take_damage(P.damage, BRUTE, MELEE, 1) //Yeah no this doesn't get projectile resistance.
|
||||
|
||||
/obj/structure/holosign/barrier/cyborg/hacked/proc/cooldown()
|
||||
shockcd = FALSE
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon_state = "lattice"
|
||||
density = FALSE
|
||||
anchored = TRUE
|
||||
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
|
||||
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
|
||||
max_integrity = 50
|
||||
layer = LATTICE_LAYER //under pipes
|
||||
plane = FLOOR_PLANE
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
icon = 'icons/obj/doors/mineral_doors.dmi'
|
||||
icon_state = "metal"
|
||||
max_integrity = 200
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 50, ACID = 50)
|
||||
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
|
||||
rad_insulation = RAD_MEDIUM_INSULATION
|
||||
var/initial_state
|
||||
|
||||
@@ -0,0 +1,161 @@
|
||||
/obj/structure/railing
|
||||
name = "railing"
|
||||
desc = "Basic railing meant to protect idiots like you from falling."
|
||||
icon = 'icons/obj/fence.dmi'
|
||||
icon_state = "railing"
|
||||
density = TRUE
|
||||
anchored = TRUE
|
||||
pass_flags = LETPASSTHROW
|
||||
climbable = TRUE
|
||||
layer = ABOVE_MOB_LAYER
|
||||
var/currently_climbed = FALSE
|
||||
var/mover_dir = null
|
||||
|
||||
/obj/structure/railing/corner //aesthetic corner sharp edges hurt oof ouch
|
||||
icon_state = "railing_corner"
|
||||
density = FALSE
|
||||
climbable = FALSE
|
||||
|
||||
/obj/structure/railing/attackby(obj/item/I, mob/living/user, params)
|
||||
..()
|
||||
add_fingerprint(user)
|
||||
|
||||
/obj/structure/railing/welder_act(mob/living/user, obj/item/I)
|
||||
if(user.intent != INTENT_HELP)
|
||||
return
|
||||
if(obj_integrity >= max_integrity)
|
||||
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
|
||||
return
|
||||
if(!I.tool_start_check(user, amount = 0))
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
|
||||
if(I.use_tool(src, user, 40, volume = 50))
|
||||
obj_integrity = max_integrity
|
||||
to_chat(user, "<span class='notice'>You repair [src].</span>")
|
||||
|
||||
/obj/structure/railing/wirecutter_act(mob/living/user, obj/item/I)
|
||||
if(anchored)
|
||||
return
|
||||
to_chat(user, "<span class='warning'>You cut apart the railing.</span>")
|
||||
I.play_tool_sound(src, 100)
|
||||
deconstruct()
|
||||
return TRUE
|
||||
|
||||
/obj/structure/railing/deconstruct(disassembled)
|
||||
if(!(flags & NODECONSTRUCT))
|
||||
var/obj/item/stack/rods/rod = new /obj/item/stack/rods(drop_location(), 3)
|
||||
transfer_fingerprints_to(rod)
|
||||
return ..()
|
||||
|
||||
///Implements behaviour that makes it possible to unanchor the railing.
|
||||
/obj/structure/railing/wrench_act(mob/living/user, obj/item/I)
|
||||
if(flags & NODECONSTRUCT)
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You begin to [anchored ? "unfasten the railing from":"fasten the railing to"] the floor...</span>")
|
||||
if(I.use_tool(src, user, volume = 75, extra_checks = CALLBACK(src, .proc/check_anchored, anchored)))
|
||||
anchored = !anchored
|
||||
to_chat(user, "<span class='notice'>You [anchored ? "fasten the railing to":"unfasten the railing from"] the floor.</span>")
|
||||
return TRUE
|
||||
|
||||
/obj/structure/railing/corner/CanPass()
|
||||
return TRUE
|
||||
|
||||
/obj/structure/railing/corner/CheckExit()
|
||||
return TRUE
|
||||
|
||||
/obj/structure/railing/CanPass(atom/movable/mover, turf/target)
|
||||
if(istype(mover) && mover.checkpass(PASSFENCE))
|
||||
return TRUE
|
||||
if(istype(mover, /obj/item/projectile))
|
||||
return TRUE
|
||||
if(ismob(mover))
|
||||
var/mob/M = mover
|
||||
if(M.flying)
|
||||
return TRUE
|
||||
if(mover.throwing)
|
||||
return TRUE
|
||||
mover_dir = get_dir(loc, target)
|
||||
//Due to how the other check is done, it would always return density for ordinal directions no matter what
|
||||
if(ordinal_direction_check())
|
||||
return FALSE
|
||||
if(mover_dir != dir)
|
||||
return density
|
||||
return FALSE
|
||||
|
||||
/obj/structure/railing/CheckExit(atom/movable/O, target)
|
||||
var/mob/living/M = O
|
||||
if(istype(O) && O.checkpass(PASSFENCE))
|
||||
return TRUE
|
||||
if(istype(O, /obj/item/projectile))
|
||||
return TRUE
|
||||
if(ismob(O))
|
||||
if(M.flying || M.floating)
|
||||
return TRUE
|
||||
if(O.throwing)
|
||||
return TRUE
|
||||
if(O.move_force >= MOVE_FORCE_EXTREMELY_STRONG)
|
||||
return TRUE
|
||||
if(currently_climbed)
|
||||
return TRUE
|
||||
mover_dir = get_dir(O.loc, target)
|
||||
if(mover_dir == dir)
|
||||
return FALSE
|
||||
if(ordinal_direction_check())
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
// Checks if the direction the mob is trying to move towards would be blocked by a corner railing
|
||||
/obj/structure/railing/proc/ordinal_direction_check()
|
||||
switch(dir)
|
||||
if(5)
|
||||
if(mover_dir == 1 || mover_dir == 4)
|
||||
return TRUE
|
||||
if(6)
|
||||
if(mover_dir == 2 || mover_dir == 4)
|
||||
return TRUE
|
||||
if(9)
|
||||
if(mover_dir == 1 || mover_dir == 8)
|
||||
return TRUE
|
||||
if(10)
|
||||
if(mover_dir == 2 || mover_dir == 8)
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/obj/structure/railing/do_climb(mob/living/user)
|
||||
var/initial_mob_loc = get_turf(user)
|
||||
. = ..()
|
||||
if(.)
|
||||
currently_climbed = TRUE
|
||||
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
|
||||
currently_climbed = FALSE
|
||||
return
|
||||
user.Move(get_step(user, dir), TRUE)
|
||||
currently_climbed = FALSE
|
||||
|
||||
/obj/structure/railing/proc/can_be_rotated(mob/user)
|
||||
if(anchored)
|
||||
to_chat(user, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
|
||||
return FALSE
|
||||
|
||||
var/target_dir = turn(dir, -45)
|
||||
|
||||
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>")
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/obj/structure/railing/proc/check_anchored(checked_anchored)
|
||||
if(anchored == checked_anchored)
|
||||
return TRUE
|
||||
|
||||
/obj/structure/railing/proc/after_rotation(mob/user)
|
||||
add_fingerprint(user)
|
||||
|
||||
/obj/structure/railing/AltClick(mob/user)
|
||||
if(user.incapacitated())
|
||||
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, 45))
|
||||
@@ -175,6 +175,8 @@ GLOBAL_LIST_EMPTY(safes)
|
||||
|
||||
/obj/structure/safe/attackby(obj/item/I, mob/user, params)
|
||||
if(open)
|
||||
if(I.flags && ABSTRACT)
|
||||
return
|
||||
if(broken && istype(I, /obj/item/safe_internals) && do_after(user, 2 SECONDS, target = src))
|
||||
to_chat(user, "<span class='notice'>You replace the broken mechanism.</span>")
|
||||
qdel(I)
|
||||
@@ -368,7 +370,8 @@ GLOBAL_LIST_EMPTY(safes)
|
||||
/obj/structure/safe/floor/Initialize()
|
||||
. = ..()
|
||||
var/turf/T = loc
|
||||
hide(T.intact)
|
||||
if(!T.transparent_floor)
|
||||
hide(T.intact)
|
||||
|
||||
/obj/structure/safe/floor/hide(intact)
|
||||
invisibility = intact ? INVISIBILITY_MAXIMUM : 0
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
density = 0
|
||||
layer = 3.5
|
||||
max_integrity = 100
|
||||
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
|
||||
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
|
||||
|
||||
/obj/structure/sign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
item_chair = null
|
||||
anchored = FALSE
|
||||
movable = TRUE
|
||||
buildstackamount = 15
|
||||
|
||||
var/move_delay = null
|
||||
|
||||
@@ -75,7 +76,7 @@
|
||||
if(!has_buckled_mobs())
|
||||
return
|
||||
var/mob/living/buckled_mob = buckled_mobs[1]
|
||||
if(istype(A, /obj/machinery/door))
|
||||
if(istype(A, /obj/machinery/door) || istype(A, /obj/machinery/gateway))
|
||||
A.Bumped(buckled_mob)
|
||||
|
||||
if(propelled)
|
||||
|
||||
@@ -389,7 +389,7 @@
|
||||
canSmoothWith = null
|
||||
max_integrity = 70
|
||||
resistance_flags = ACID_PROOF
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
|
||||
var/list/debris = list()
|
||||
|
||||
/obj/structure/table/glass/Initialize(mapload)
|
||||
@@ -530,7 +530,7 @@
|
||||
canSmoothWith = list(/obj/structure/table/reinforced, /obj/structure/table)
|
||||
max_integrity = 200
|
||||
integrity_failure = 50
|
||||
armor = list("melee" = 10, "bullet" = 30, "laser" = 30, "energy" = 100, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
|
||||
armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
|
||||
|
||||
/obj/structure/table/reinforced/deconstruction_hints(mob/user)
|
||||
if(deconstruction_ready)
|
||||
@@ -708,7 +708,7 @@
|
||||
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
|
||||
user.visible_message("<span class='warning'>[user] kicks [src].</span>", \
|
||||
"<span class='danger'>You kick [src].</span>")
|
||||
take_damage(rand(4,8), BRUTE, "melee", 1)
|
||||
take_damage(rand(4,8), BRUTE, MELEE, 1)
|
||||
|
||||
/obj/structure/rack/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
|
||||
switch(damage_type)
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
can_be_unanchored = TRUE
|
||||
max_integrity = 25
|
||||
resistance_flags = ACID_PROOF
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
|
||||
rad_insulation = RAD_VERY_LIGHT_INSULATION
|
||||
var/ini_dir = null
|
||||
var/state = WINDOW_OUT_OF_FRAME
|
||||
@@ -27,6 +27,8 @@
|
||||
var/real_explosion_block //ignore this, just use explosion_block
|
||||
var/breaksound = "shatter"
|
||||
var/hitsound = 'sound/effects/Glasshit.ogg'
|
||||
/// Used to restore colours from polarised glass
|
||||
var/old_color
|
||||
|
||||
/obj/structure/window/examine(mob/user)
|
||||
. = ..()
|
||||
@@ -69,6 +71,17 @@
|
||||
|
||||
air_update_turf(TRUE)
|
||||
|
||||
/obj/structure/window/proc/toggle_polarization()
|
||||
if(opacity)
|
||||
if(!old_color)
|
||||
old_color = "#FFFFFF"
|
||||
animate(src, color = old_color, time = 0.5 SECONDS)
|
||||
set_opacity(FALSE)
|
||||
else
|
||||
old_color = color
|
||||
animate(src, color = "#222222", time = 0.5 SECONDS)
|
||||
set_opacity(TRUE)
|
||||
|
||||
/obj/structure/window/narsie_act()
|
||||
color = NARSIE_WINDOW_COLOUR
|
||||
|
||||
@@ -474,7 +487,7 @@
|
||||
icon_state = "rwindow"
|
||||
reinf = TRUE
|
||||
heat_resistance = 1600
|
||||
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
|
||||
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
|
||||
rad_insulation = RAD_HEAVY_INSULATION
|
||||
max_integrity = 50
|
||||
explosion_block = 1
|
||||
@@ -495,16 +508,9 @@
|
||||
/obj/structure/window/reinforced/polarized
|
||||
name = "electrochromic window"
|
||||
desc = "Adjusts its tint with voltage. Might take a few good hits to shatter it."
|
||||
glass_amount = 2
|
||||
var/id
|
||||
|
||||
/obj/structure/window/reinforced/polarized/proc/toggle()
|
||||
if(opacity)
|
||||
animate(src, color="#FFFFFF", time=5)
|
||||
set_opacity(0)
|
||||
else
|
||||
animate(src, color="#222222", time=5)
|
||||
set_opacity(1)
|
||||
|
||||
/obj/machinery/button/windowtint
|
||||
name = "window tint control"
|
||||
icon = 'icons/obj/power.dmi'
|
||||
@@ -514,12 +520,35 @@
|
||||
var/id = 0
|
||||
var/active = 0
|
||||
|
||||
/obj/machinery/button/windowtint/Initialize(mapload, w_dir = null)
|
||||
. = ..()
|
||||
switch(w_dir)
|
||||
if(NORTH)
|
||||
pixel_y = 25
|
||||
if(SOUTH)
|
||||
pixel_y = -25
|
||||
if(EAST)
|
||||
pixel_x = 25
|
||||
if(WEST)
|
||||
pixel_x = -25
|
||||
|
||||
/obj/machinery/button/windowtint/attack_hand(mob/user)
|
||||
if(..())
|
||||
return 1
|
||||
return TRUE
|
||||
|
||||
toggle_tint()
|
||||
|
||||
/obj/machinery/button/windowtint/wrench_act(mob/user, obj/item/I)
|
||||
. = TRUE
|
||||
if(!I.tool_use_check(user, 0))
|
||||
return
|
||||
user.visible_message("<span class='notice'>[user] starts unwrenching [src] from the wall...</span>", "<span class='notice'>You are unwrenching [src] from the wall...</span>", "<span class='warning'>You hear ratcheting.</span>")
|
||||
if(!I.use_tool(src, user, 50, volume = I.tool_volume))
|
||||
return
|
||||
WRENCH_UNANCHOR_WALL_MESSAGE
|
||||
new /obj/item/mounted/frame/light_switch/windowtint(get_turf(src))
|
||||
qdel(src)
|
||||
|
||||
/obj/machinery/button/windowtint/proc/toggle_tint()
|
||||
use_power(5)
|
||||
|
||||
@@ -528,9 +557,11 @@
|
||||
|
||||
for(var/obj/structure/window/reinforced/polarized/W in range(src,range))
|
||||
if(W.id == src.id || !W.id)
|
||||
spawn(0)
|
||||
W.toggle()
|
||||
return
|
||||
W.toggle_polarization()
|
||||
|
||||
for(var/obj/structure/window/full/reinforced/polarized/W in range(src, range))
|
||||
if(W.id == id || !W.id)
|
||||
W.toggle_polarization()
|
||||
|
||||
/obj/machinery/button/windowtint/power_change()
|
||||
..()
|
||||
@@ -550,7 +581,7 @@
|
||||
heat_resistance = 32000
|
||||
max_integrity = 150
|
||||
explosion_block = 1
|
||||
armor = list("melee" = 75, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
|
||||
armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
|
||||
rad_insulation = RAD_NO_INSULATION
|
||||
|
||||
/obj/structure/window/plasmabasic/BlockSuperconductivity()
|
||||
@@ -566,7 +597,7 @@
|
||||
reinf = TRUE
|
||||
max_integrity = 500
|
||||
explosion_block = 2
|
||||
armor = list("melee" = 85, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
|
||||
armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
|
||||
rad_insulation = RAD_NO_INSULATION
|
||||
damage_deflection = 21
|
||||
|
||||
@@ -589,7 +620,7 @@
|
||||
icon_state = "window"
|
||||
max_integrity = 50
|
||||
smooth = SMOOTH_TRUE
|
||||
canSmoothWith = list(/obj/structure/window/full/basic, /obj/structure/window/full/reinforced, /obj/structure/window/full/reinforced/tinted, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced, /turf/simulated/wall/indestructible/fakeglass)
|
||||
canSmoothWith = list(/obj/structure/window/full/basic, /obj/structure/window/full/reinforced, /obj/structure/window/full/reinforced/polarized, /obj/structure/window/full/reinforced/tinted, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced, /turf/simulated/wall/indestructible/fakeglass)
|
||||
|
||||
/obj/structure/window/full/plasmabasic
|
||||
name = "plasma window"
|
||||
@@ -602,9 +633,9 @@
|
||||
heat_resistance = 32000
|
||||
max_integrity = 300
|
||||
smooth = SMOOTH_TRUE
|
||||
canSmoothWith = list(/obj/structure/window/full/basic, /obj/structure/window/full/reinforced, /obj/structure/window/full/reinforced/tinted, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced, /turf/simulated/wall/indestructible/fakeglass)
|
||||
canSmoothWith = list(/obj/structure/window/full/basic, /obj/structure/window/full/reinforced, /obj/structure/window/full/reinforced/polarized, /obj/structure/window/full/reinforced/tinted, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced, /turf/simulated/wall/indestructible/fakeglass)
|
||||
explosion_block = 1
|
||||
armor = list("melee" = 75, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
|
||||
armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
|
||||
rad_insulation = RAD_NO_INSULATION
|
||||
|
||||
/obj/structure/window/full/plasmareinforced
|
||||
@@ -616,11 +647,11 @@
|
||||
shardtype = /obj/item/shard/plasma
|
||||
glass_type = /obj/item/stack/sheet/plasmarglass
|
||||
smooth = SMOOTH_TRUE
|
||||
canSmoothWith = list(/obj/structure/window/full/basic, /obj/structure/window/full/reinforced, /obj/structure/window/full/reinforced/tinted, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced, /turf/simulated/wall/indestructible/fakeglass)
|
||||
canSmoothWith = list(/obj/structure/window/full/basic, /obj/structure/window/full/reinforced, /obj/structure/window/full/reinforced/polarized, /obj/structure/window/full/reinforced/tinted, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced, /turf/simulated/wall/indestructible/fakeglass)
|
||||
reinf = TRUE
|
||||
max_integrity = 1000
|
||||
explosion_block = 2
|
||||
armor = list("melee" = 85, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
|
||||
armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
|
||||
rad_insulation = RAD_NO_INSULATION
|
||||
|
||||
/obj/structure/window/full/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
@@ -632,15 +663,21 @@
|
||||
icon = 'icons/obj/smooth_structures/reinforced_window.dmi'
|
||||
icon_state = "r_window"
|
||||
smooth = SMOOTH_TRUE
|
||||
canSmoothWith = list(/obj/structure/window/full/basic, /obj/structure/window/full/reinforced, /obj/structure/window/full/reinforced/tinted, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced, /turf/simulated/wall/indestructible/fakeglass)
|
||||
canSmoothWith = list(/obj/structure/window/full/basic, /obj/structure/window/full/reinforced, /obj/structure/window/full/reinforced/polarized, /obj/structure/window/full/reinforced/tinted, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced, /turf/simulated/wall/indestructible/fakeglass)
|
||||
max_integrity = 100
|
||||
reinf = TRUE
|
||||
heat_resistance = 1600
|
||||
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
|
||||
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
|
||||
rad_insulation = RAD_HEAVY_INSULATION
|
||||
explosion_block = 1
|
||||
glass_type = /obj/item/stack/sheet/rglass
|
||||
|
||||
/obj/structure/window/full/reinforced/polarized
|
||||
name = "electrochromic window"
|
||||
desc = "Adjusts its tint with voltage. Might take a few good hits to shatter it."
|
||||
glass_amount = 4
|
||||
var/id
|
||||
|
||||
/obj/structure/window/full/reinforced/tinted
|
||||
name = "tinted window"
|
||||
desc = "It looks rather strong and opaque. Might take a few good hits to shatter it."
|
||||
@@ -662,7 +699,7 @@
|
||||
reinf = TRUE
|
||||
heat_resistance = 1600
|
||||
explosion_block = 3
|
||||
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
|
||||
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
|
||||
smooth = SMOOTH_TRUE
|
||||
canSmoothWith = null
|
||||
glass_type = /obj/item/stack/sheet/titaniumglass
|
||||
@@ -681,7 +718,7 @@
|
||||
max_integrity = 100
|
||||
reinf = TRUE
|
||||
heat_resistance = 1600
|
||||
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
|
||||
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
|
||||
rad_insulation = RAD_HEAVY_INSULATION
|
||||
smooth = SMOOTH_TRUE
|
||||
canSmoothWith = null
|
||||
@@ -696,7 +733,7 @@
|
||||
icon_state = "clockwork_window_single"
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
max_integrity = 80
|
||||
armor = list("melee" = 60, "bullet" = 25, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
|
||||
armor = list(MELEE = 60, BULLET = 25, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
|
||||
explosion_block = 2 //fancy AND hard to destroy. the most useful combination.
|
||||
glass_type = /obj/item/stack/tile/brass
|
||||
reinf = FALSE
|
||||
|
||||
Reference in New Issue
Block a user