obj/structure icon = 'structures.dmi' girder icon_state = "girder" anchored = 1 density = 1 var/state = 0 displaced icon_state = "displaced" anchored = 0 reinforced icon_state = "reinforced" state = 2 /obj/structure/girder/attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W, /obj/item/weapon/wrench) && state == 0 && anchored && !istype(src,/obj/structure/girder/displaced)) playsound(src.loc, 'Ratchet.ogg', 100, 1) var/turf/T = get_turf(user) user << "\blue Now disassembling the girder" sleep(40) if(get_turf(user) == T) user << "\blue You dissasembled the girder!" new /obj/item/weapon/sheet/metal(get_turf(src)) del(src) else if(istype(W, /obj/item/weapon/sheet/metal) && istype(src,/obj/structure/girder/displaced)) W:amount -= 1 if(W:amount <= 0) del(W) user << "\blue You create a false wall! Push on it to open or close the passage." new /obj/falsewall (src.loc) del(src) else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced)) playsound(src.loc, 'Screwdriver.ogg', 100, 1) var/turf/T = get_turf(user) user << "\blue Now unsecuring support struts" sleep(40) if(get_turf(user) == T) user << "\blue You unsecured the support struts!" state = 1 else if(istype(W, /obj/item/weapon/wirecutters) && istype(src,/obj/structure/girder/reinforced) && state == 1) playsound(src.loc, 'Wirecutter.ogg', 100, 1) var/turf/T = get_turf(user) user << "\blue Now removing support struts" sleep(40) if(get_turf(user) == T) user << "\blue You removed the support struts!" new/obj/structure/girder( src.loc ) del(src) else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored ) playsound(src.loc, 'Crowbar.ogg', 100, 1) var/turf/T = get_turf(user) user << "\blue Now dislodging the girder" sleep(40) if(get_turf(user) == T) user << "\blue You dislodged the girder!" new/obj/structure/girder/displaced( src.loc ) del(src) else if(istype(W, /obj/item/weapon/wrench) && state == 0 && !anchored ) playsound(src.loc, 'Ratchet.ogg', 100, 1) var/turf/T = get_turf(user) user << "\blue Now securing the girder" sleep(40) if(get_turf(user) == T) user << "\blue You secured the girder!" new/obj/structure/girder( src.loc ) del(src) else if((istype(W, /obj/item/weapon/sheet/metal)) && (W:amount >= 2)) var/turf/T = get_turf(user) user << "\blue Now adding plating..." sleep(40) if (get_turf(user) == T) user << "\blue You added the plating!" var/turf/Tsrc = get_turf(src) Tsrc.ReplaceWithWall() W:amount -= 2 if(W:amount <= 0) del(W) del(src) return else if (istype(W, /obj/item/weapon/sheet/r_metal)) var/turf/T = get_turf(user) if (src.icon_state == "reinforced") //Time to finalize! user << "\blue Now finalising reinforced wall." sleep(50) if(W) if(get_turf(user) == T) user << "\blue Wall fully reinforced!" var/turf/Tsrc = get_turf(src) Tsrc.ReplaceWithRWall() W:amount-- if (W:amount <= 0) del(W) del(src) return else user << "\blue Now reinforcing girders" sleep(60) user << "\blue Girders reinforced!" new/obj/structure/girder/reinforced( src.loc ) del(src) return else ..() /obj/structure/girder/blob_act() if(prob(40)) del(src)