/* CONTAINS: GLASS SHEET REINFORCED GLASS SHEET SHARDS */ /proc/construct_window(mob/usr as mob, obj/item/stack/sheet/src as obj) if (!( istype(usr.loc, /turf/simulated) )) return if ( ! (istype(usr, /mob/living/carbon/human) || \ istype(usr, /mob/living/silicon) || \ istype(usr, /mob/living/carbon/monkey) && ticker && ticker.mode.name == "monkey") ) usr << "\red You don't have the dexterity to do this!" return 1 var/reinf = istype(src, /obj/item/stack/sheet/rglass) var/title = reinf?"Sheet Reinf. Glass":"Sheet-Glass" title += " ([src.amount] sheet\s left)" switch(alert(title, "Would you like full tile glass or one direction?", "one direct", "full (2 sheets)", "cancel", null)) if("one direct") if (src.amount < 1) return 1 var/list/directions = new/list(cardinal) for (var/obj/structure/window/win in usr.loc) directions-=win.dir if(!(win.ini_dir in cardinal)) usr << "\red Can't let you do that." return 1 var/dir_to_set = 2 //yes, this could probably be done better but hey... it works... for(var/obj/structure/window/WT in usr.loc) if (WT.dir == dir_to_set) dir_to_set = 4 for(var/obj/structure/window/WT in usr.loc) if (WT.dir == dir_to_set) dir_to_set = 1 for(var/obj/structure/window/WT in usr.loc) if (WT.dir == dir_to_set) dir_to_set = 8 for(var/obj/structure/window/WT in usr.loc) if (WT.dir == dir_to_set) dir_to_set = 2 var/obj/structure/window/W if(reinf) W = new /obj/structure/window/reinforced( usr.loc, reinf ) W.state = 0 else W = new /obj/structure/window/basic( usr.loc, reinf ) W.dir = dir_to_set W.ini_dir = W.dir W.anchored = 0 src.use(1) if("full (2 sheets)") if (src.amount < 2) return 1 if (locate(/obj/structure/window) in usr.loc) usr << "\red Can't let you do that." return 1 var/obj/structure/window/W if(reinf) W = new /obj/structure/window/reinforced( usr.loc, reinf ) W.state = 0 else W = new /obj/structure/window/basic( usr.loc, reinf ) W.dir = SOUTHWEST W.ini_dir = SOUTHWEST W.anchored = 0 src.use(2) else //do nothing return // GLASS /obj/item/stack/sheet/glass/attack_self(mob/user as mob) construct_window(usr, src) /obj/item/stack/sheet/glass/attackby(obj/item/W, mob/user) ..() if(istype(W,/obj/item/weapon/cable_coil)) var/obj/item/weapon/cable_coil/CC = W if(CC.amount < 5) user << "\b There is not enough wire in this coil. You need 5 lengths." CC.amount -= 5 amount -= 1 user << "\blue You attack wire to the [name]." new/obj/item/stack/light_w(user.loc) if(CC.amount <= 0) user.u_equip(CC) del(CC) if(src.amount <= 0) user.u_equip(src) del(src) else if( istype(W, /obj/item/stack/rods) ) var/obj/item/stack/rods/V = W var/obj/item/stack/sheet/rglass/RG = new (user.loc) RG.add_fingerprint(user) RG.add_to_stacks(user) V.use(1) var/obj/item/stack/sheet/glass/G = src src = null var/replace = (user.get_inactive_hand()==G) G.use(1) if (!G && !RG && replace) user.put_in_hand(RG) else return ..() // REINFORCED GLASS /obj/item/stack/sheet/rglass/attack_self(mob/user as mob) construct_window(usr, src) // SHARDS /obj/item/weapon/shard/Bump() spawn( 0 ) if (prob(20)) src.force = 15 else src.force = 4 ..() return return /obj/item/weapon/shard/New() //****RM //world<<"New shard at [x],[y],[z]" src.icon_state = pick("large", "medium", "small") switch(src.icon_state) if("small") src.pixel_x = rand(1, 18) src.pixel_y = rand(1, 18) if("medium") src.pixel_x = rand(1, 16) src.pixel_y = rand(1, 16) if("large") src.pixel_x = rand(1, 10) src.pixel_y = rand(1, 5) else return /obj/item/weapon/shard/attackby(obj/item/weapon/W as obj, mob/user as mob) ..() if ( istype(W, /obj/item/weapon/weldingtool) && W:welding ) W:eyecheck(user) new /obj/item/stack/sheet/glass( user.loc ) //SN src = null del(src) return return ..() /obj/item/weapon/shard/HasEntered(AM as mob|obj) if(ismob(AM)) var/mob/M = AM M << "\red You step in the broken glass!" playsound(src.loc, 'glass_step.ogg', 50, 1) if(ishuman(M)) var/mob/living/carbon/human/H = M if(!H.shoes) var/datum/organ/external/affecting = H.organs[pick("l_foot", "r_foot")] H.weakened = max(3, H.weakened) affecting.take_damage(5, 0) H.UpdateDamageIcon() H.updatehealth() ..()