/obj/structure/window/full sheets = 2 dir=SOUTHWEST level = 3 /obj/structure/window/full/CheckExit(atom/movable/O as mob|obj, target as turf) return 1 /obj/structure/window/full/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(istype(mover) && mover.checkpass(PASSGLASS)) return 1 return 0 /obj/structure/window/full/is_fulltile() return 1 //merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm) /obj/structure/window/full/update_icon() //A little cludge here, since I don't know how it will work with slim windows. Most likely VERY wrong. //this way it will only update full-tile ones //This spawn is here so windows get properly updated when one gets deleted. spawn(2) if(!src) return if(!is_fulltile()) return var/junction = 0 //will be used to determine from which side the window is connected to other windows if(anchored) for(var/obj/structure/window/full/W in orange(src,1)) if(W.anchored && W.density) //Only counts anchored, not-destroyed full-tile windows. if(abs(x-W.x)-abs(y-W.y) ) //doesn't count windows, placed diagonally to src junction |= get_dir(src,W) icon_state = "[basestate][junction]" return /obj/structure/window/full/basic desc = "It looks thin and flimsy. A few knocks with... anything, really should shatter it." icon_state = "window" basestate = "window" /obj/structure/window/full/plasmabasic name = "plasma window" desc = "A plasma-glass alloy window. It looks insanely tough to break. It appears it's also insanely tough to burn through." basestate = "plasmawindow" icon_state = "plasmawindow" shardtype = /obj/item/weapon/shard/plasma glasstype = /obj/item/stack/sheet/plasmaglass health = 120 /obj/structure/window/full/plasmareinforced name = "reinforced plasma window" desc = "A plasma-glass alloy window, with rods supporting it. It looks hopelessly tough to break. It also looks completely fireproof, considering how basic plasma windows are insanely fireproof." basestate = "plasmarwindow" icon_state = "plasmarwindow" shardtype = /obj/item/weapon/shard/plasma glasstype = /obj/item/stack/sheet/plasmaglass reinf = 1 health = 160 /obj/structure/window/full/reinforced name = "reinforced window" desc = "It looks rather strong. Might take a few good hits to shatter it." icon_state = "rwindow" basestate = "rwindow" health = 40 reinf = 1 /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." icon_state = "twindow" basestate = "twindow" opacity = 1 /obj/structure/window/full/reinforced/tinted/frosted name = "frosted window" desc = "It looks rather strong and frosted over. Looks like it might take a few less hits then a normal reinforced window." icon_state = "fwindow" basestate = "fwindow" health = 30 /obj/structure/window/full/shuttle name = "shuttle window" desc = "It looks rather strong. Might take a few good hits to shatter it." icon = 'icons/obj/podwindows.dmi' icon_state = "window" basestate = "window" health = 160 reinf = 1 /obj/structure/window/full/shuttle/New() ..() color = null /obj/structure/window/full/shuttle/update_icon() //icon_state has to be set manually return /obj/structure/window/full/shuttle/shuttleRotate(rotation) ..() var/matrix/M = transform M.Turn(rotation) transform = M /obj/structure/window/full/shuttle/dark icon = 'icons/turf/shuttle.dmi' icon_state = "window5" basestate = "window5"