/obj/effect/spawner/window name = "window spawner" icon = 'icons/obj/structures.dmi' icon_state = "window_spawner" var/useFull = 0 var/useGrille = 1 var/windowtospawn = /obj/structure/window/basic /obj/effect/spawner/window/New() spawn(0) for(var/obj/structure/grille/G in get_turf(src)) qdel(G) //just in case mappers don't know what they are doing if(!useFull) for(var/cdir in cardinal) for(var/obj/effect/spawner/window/WS in get_step(src,cdir)) cdir = null break if(!cdir) continue var/obj/structure/window/WI = new windowtospawn(get_turf(src)) WI.dir = cdir else var/obj/structure/window/W = new windowtospawn(get_turf(src)) W.dir = SOUTHWEST if(useGrille) new /obj/structure/grille(get_turf(src)) src.air_update_turf(1) //atmos can pass otherwise spawn(10) qdel(src) /obj/effect/spawner/window/reinforced name = "reinforced window spawner" icon_state = "rwindow_spawner" windowtospawn = /obj/structure/window/reinforced