/obj/structure/girder icon_state = "girder" anchored = 1 density = 1 layer = TURF_LAYER + 0.9 var/state = 0 var/health = 200 var/metalUsed = 2 //used to determine amount returned in deconstruction /obj/structure/girder/proc/refundMetal(metalAmount) //refunds metal used in construction when deconstructed for(var/i=0;i < metalAmount;i++) new /obj/item/stack/sheet/metal(get_turf(src)) /obj/structure/girder/attack_animal(var/mob/living/simple_animal/M) M.changeNext_move(CLICK_CD_MELEE) M.do_attack_animation(src) if(M.environment_smash >= 1) if(M.environment_smash == 3) ex_act(2) M.visible_message("[M] smashes through \the [src].", "You smash through \the [src].") else M.visible_message("[M] smashes against \the [src].", "You smash against \the [src].") take_damage(rand(25, 75)) return /obj/structure/girder/proc/take_damage(var/amount) health -= amount if(health < 0) qdel(src) /obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob, params) if(istype(W, /obj/item/weapon/wrench) && state == 0) if(anchored && !istype(src,/obj/structure/girder/displaced)) playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1) to_chat(user, "\blue Now disassembling the girder") if(do_after(user,40, target = src)) if(!src) return to_chat(user, "\blue You dissasembled the girder!") refundMetal(metalUsed) qdel(src) else if(!anchored) playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1) to_chat(user, "\blue Now securing the girder") if(do_after(user, 40, target = src)) to_chat(user, "\blue You secured the girder!") new/obj/structure/girder( src.loc ) qdel(src) else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter)) to_chat(user, "\blue Now slicing apart the girder") if(do_after(user,30, target = src)) if(!src) return to_chat(user, "\blue You slice apart the girder!") refundMetal(metalUsed) qdel(src) else if(istype(W, /obj/item/weapon/pickaxe/drill/diamonddrill)) to_chat(user, "\blue You drill through the girder!") refundMetal(metalUsed) qdel(src) else if(istype(W, /obj/item/weapon/pickaxe/drill/jackhammer)) playsound(src.loc, 'sound/weapons/sonic_jackhammer.ogg', 100, 1) to_chat(user, "You Disintegrate the girder!") refundMetal(metalUsed) qdel(src) else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced)) playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1) to_chat(user, "\blue Now unsecuring support struts") if(do_after(user,40, target = src)) if(!src) return to_chat(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, 'sound/items/Wirecutter.ogg', 100, 1) to_chat(user, "\blue Now removing support struts") if(do_after(user,40, target = src)) if(!src) return to_chat(user, "\blue You removed the support struts!") new/obj/structure/girder( src.loc ) qdel(src) else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored ) playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1) to_chat(user, "\blue Now dislodging the girder") if(do_after(user, 40, target = src)) if(!src) return to_chat(user, "\blue You dislodged the girder!") new/obj/structure/girder/displaced( src.loc ) qdel(src) else if(istype(W, /obj/item/stack/sheet)) var/obj/item/stack/sheet/S = W switch(S.type) if(/obj/item/stack/sheet/metal, /obj/item/stack/sheet/metal/cyborg) if(!anchored) if(S.amount < 2) return S.use(2) to_chat(user, "\blue You create a false wall! Push on it to open or close the passage.") new /obj/structure/falsewall (src.loc) qdel(src) else if(S.amount < 2) return ..() to_chat(user, "\blue Now adding plating...") if(do_after(user,40, target = src)) if(!src || !S || S.amount < 2) return S.use(2) to_chat(user, "\blue You added the plating!") var/turf/Tsrc = get_turf(src) Tsrc.ChangeTurf(/turf/simulated/wall) for(var/turf/simulated/wall/X in Tsrc.loc) if(X) X.add_hiddenprint(usr) qdel(src) return if(/obj/item/stack/sheet/plasteel) if(!anchored) if(S.amount < 2) return S.use(2) to_chat(user, "\blue You create a false wall! Push on it to open or close the passage.") new /obj/structure/falsewall/reinforced (src.loc) qdel(src) else if(src.icon_state == "reinforced") //I cant believe someone would actually write this line of code... if(S.amount < 1) return ..() to_chat(user, "\blue Now finalising reinforced wall.") if(do_after(user, 50, target = src)) if(!src || !S || S.amount < 1) return S.use(1) to_chat(user, "\blue Wall fully reinforced!") var/turf/Tsrc = get_turf(src) Tsrc.ChangeTurf(/turf/simulated/wall/r_wall) for(var/turf/simulated/wall/r_wall/X in Tsrc.loc) if(X) X.add_hiddenprint(usr) qdel(src) return else if(S.amount < 1) return ..() to_chat(user, "\blue Now reinforcing girders") if(do_after(user,60, target = src)) if(!src || !S || S.amount < 1) return S.use(1) to_chat(user, "\blue Girders reinforced!") new/obj/structure/girder/reinforced( src.loc ) qdel(src) return if(S.sheettype) var/M = S.sheettype if(!anchored) if(S.amount < 2) return S.use(2) to_chat(user, "\blue You create a false wall! Push on it to open or close the passage.") var/F = text2path("/obj/structure/falsewall/[M]") new F (src.loc) qdel(src) else if(S.amount < 2) return ..() to_chat(user, "\blue Now adding plating...") if(do_after(user,40, target = src)) if(!src || !S || S.amount < 2) return S.use(2) to_chat(user, "\blue You added the plating!") var/turf/Tsrc = get_turf(src) Tsrc.ChangeTurf(text2path("/turf/simulated/wall/mineral/[M]")) for(var/turf/simulated/wall/mineral/X in Tsrc.loc) if(X) X.add_hiddenprint(usr) qdel(src) return add_hiddenprint(usr) else if(istype(W, /obj/item/pipe)) var/obj/item/pipe/P = W if(P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds. user.drop_item() P.loc = src.loc to_chat(user, "\blue You fit the pipe into the [src]!") else ..() /obj/structure/girder/blob_act() if(prob(40)) qdel(src) /obj/structure/girder/bullet_act(var/obj/item/projectile/Proj) if(istype(Proj, /obj/item/projectile/beam)) health -= Proj.damage ..() if(health <= 0) new /obj/item/stack/sheet/metal(get_turf(src)) qdel(src) if(istype(Proj ,/obj/item/projectile/beam/pulse)) src.ex_act(2) ..() return 0 /obj/structure/girder/ex_act(severity) switch(severity) if(1.0) qdel(src) return if(2.0) if(prob(75)) var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal) new remains(loc) qdel(src) return if(3.0) if(prob(40)) var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal) new remains(loc) qdel(src) return else return /obj/structure/girder/displaced icon_state = "displaced" anchored = 0 health = 50 /obj/structure/girder/reinforced icon_state = "reinforced" state = 2 health = 500 /obj/structure/cultgirder icon= 'icons/obj/cult.dmi' icon_state= "cultgirder" anchored = 1 density = 1 layer = 2 var/health = 250 /obj/structure/cultgirder/attackby(obj/item/W as obj, mob/user as mob, params) if(istype(W, /obj/item/weapon/wrench)) playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1) to_chat(user, "\blue Now disassembling the girder") if(do_after(user,40, target = src)) to_chat(user, "\blue You dissasembled the girder!") dismantle() else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter)) to_chat(user, "\blue Now slicing apart the girder") if(do_after(user,30, target = src)) to_chat(user, "\blue You slice apart the girder!") dismantle() else if(istype(W, /obj/item/weapon/pickaxe/drill/diamonddrill)) to_chat(user, "\blue You drill through the girder!") dismantle() /obj/structure/cultgirder/proc/dismantle() new /obj/effect/decal/remains/human(get_turf(src)) qdel(src) /obj/structure/cultgirder/blob_act() if(prob(40)) dismantle() /obj/structure/cultgirder/bullet_act(var/obj/item/projectile/Proj) //No beam check- How else will you destroy the cult girder with silver bullets????? health -= Proj.damage ..() if(health <= 0) dismantle() return /obj/structure/cultgirder/ex_act(severity) switch(severity) if(1.0) qdel(src) return if(2.0) if(prob(30)) new /obj/effect/decal/remains/human(loc) qdel(src) return if(3.0) if(prob(5)) new /obj/effect/decal/remains/human(loc) qdel(src) return else return