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.")