From f663cd73c39afee15626bcccd4e1acfe9a9d0d0d Mon Sep 17 00:00:00 2001 From: Divulf <134484326+Divulf@users.noreply.github.com> Date: Sat, 8 Jul 2023 00:17:55 +1200 Subject: [PATCH] Fixes false wall examine text to match regular walls. Also makes fake walls very weak to simplemobs that have the ability to smash objects. (#21575) --- code/game/objects/structures/false_walls.dm | 17 +++++++++++++---- 1 file changed, 13 insertions(+), 4 deletions(-) diff --git a/code/game/objects/structures/false_walls.dm b/code/game/objects/structures/false_walls.dm index 6658200cfaf..46134ecda00 100644 --- a/code/game/objects/structures/false_walls.dm +++ b/code/game/objects/structures/false_walls.dm @@ -21,6 +21,8 @@ var/walltype = /turf/simulated/wall var/girder_type = /obj/structure/girder/displaced var/opening = FALSE + /// Minimum environment smash level (found on simple animals) to break through this instantly + var/env_smash_level = ENVIRONMENT_SMASH_STRUCTURES density = TRUE opacity = TRUE @@ -38,13 +40,14 @@ var/healthpercent = (obj_integrity/max_integrity) * 100 switch(healthpercent) if(100) - return "It looks fully intact." + . += "It looks fully intact." if(70 to 99) - return "It looks slightly damaged." + . += "It looks slightly damaged." if(40 to 70) - return "It looks moderately damaged." + . += "It looks moderately damaged." if(0 to 40) - return "It looks heavily damaged." + . += "It looks heavily damaged." + . += "
Using a lit welding tool on this item will allow you to slice through it, eventually removing the outer layer." /obj/structure/falsewall/Destroy() density = FALSE @@ -116,6 +119,12 @@ if(istype(W, /obj/item/gun/energy/plasmacutter) || istype(W, /obj/item/pickaxe/drill/diamonddrill) || istype(W, /obj/item/pickaxe/drill/jackhammer) || istype(W, /obj/item/melee/energy/blade) || istype(W, /obj/item/twohanded/required/pyro_claws)) dismantle(user, TRUE) +/obj/structure/falsewall/attack_animal(mob/living/simple_animal/M) + . = ..() + if(. && M.environment_smash >= env_smash_level) + deconstruct(FALSE) + to_chat(M, "You smash through the wall.") + /obj/structure/falsewall/screwdriver_act(mob/living/user, obj/item/I) if(opening) to_chat(user, "You must wait until the door has stopped moving.")