/obj/structure/falsewall var/mineral = "metal" /obj/structure/falserwall var/mineral = "metal" /obj/structure/falsewall/gold mineral = "gold" /obj/structure/falsewall/silver mineral = "silver" /obj/structure/falsewall/diamond mineral = "diamond" /obj/structure/falsewall/uranium mineral = "uranium" var/active = null var/last_event = 0 /obj/structure/falsewall/plasma mineral = "plasma" /obj/structure/falsewall/clown mineral = "clown" /obj/structure/falsewall/sandstone mineral = "sandstone" /*/obj/structure/falsewall/wood mineral = "wood"*/ /obj/structure/falsewall/attack_hand(mob/user as mob) if(density) // Open wall icon_state = "[mineral]fwall_open" flick("[mineral]fwall_opening", src) sleep(15) src.density = 0 SetOpacity(0) else flick("[mineral]fwall_closing", src) icon_state = "[mineral]0" sleep(15) src.density = 1 SetOpacity(1) src.relativewall() /obj/structure/falsewall/uranium/attack_hand(mob/user as mob) radiate() ..() /obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open ..() if(density) icon_state = "[mineral]0" src.relativewall() else icon_state = "[mineral]fwall_open" /obj/structure/falsewall/attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W, /obj/item/weapon/screwdriver)) var/turf/T = get_turf(src) user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.") if(!mineral) T.ReplaceWithWall() else T.ReplaceWithMineralWall(mineral) del(src) if( istype(W, /obj/item/weapon/weldingtool) ) var/obj/item/weapon/weldingtool/WT = W if( WT:welding ) var/turf/T = get_turf(src) if(!mineral) T.ReplaceWithWall() else T.ReplaceWithMineralWall(mineral) if(mineral != "plasma")//Stupid shit keeps me from pushing the attackby() to plasma walls -Sieve T = get_turf(src) T.attackby(W,user) del(src) else if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) ) var/turf/T = get_turf(src) if(!mineral) T.ReplaceWithWall() else T.ReplaceWithMineralWall(mineral) if(mineral != "plasma") T = get_turf(src) T.attackby(W,user) del(src) //DRILLING else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill)) var/turf/T = get_turf(src) if(!mineral) T.ReplaceWithWall() else T.ReplaceWithMineralWall(mineral) T = get_turf(src) T.attackby(W,user) del(src) else if( istype(W, /obj/item/weapon/melee/energy/blade) ) var/turf/T = get_turf(src) if(!mineral) T.ReplaceWithWall() else T.ReplaceWithMineralWall(mineral) if(mineral != "plasma") T = get_turf(src) T.attackby(W,user) del(src) /* 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() */ /obj/structure/falsewall/uranium/attackby(obj/item/weapon/W as obj, mob/user as mob) radiate() ..() /obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open ..() if(density) icon_state = "[mineral]0" src.relativewall() else icon_state = "[mineral]fwall_open" /obj/structure/falserwall/ attack_hand(mob/user as mob) if(density) // Open wall icon_state = "frwall_open" flick("frwall_opening", src) sleep(15) density = 0 SetOpacity(0) else icon_state = "r_wall" flick("frwall_closing", src) sleep(15) density = 1 SetOpacity(1) relativewall() attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W, /obj/item/weapon/screwdriver)) var/turf/T = get_turf(src) user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the wall.") T.ReplaceWithWall() //Intentionally makes a regular wall instead of an r-wall (no cheap r-walls for you). del(src) if( istype(W, /obj/item/weapon/weldingtool) ) var/obj/item/weapon/weldingtool/WT = W if( WT.remove_fuel(0,user) ) var/turf/T = get_turf(src) T.ReplaceWithWall() T = get_turf(src) T.attackby(W,user) del(src) else if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) ) var/turf/T = get_turf(src) T.ReplaceWithWall() T = get_turf(src) T.attackby(W,user) del(src) //DRILLING else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill)) var/turf/T = get_turf(src) T.ReplaceWithWall() T = get_turf(src) T.attackby(W,user) del(src) else if( istype(W, /obj/item/weapon/melee/energy/blade) ) var/turf/T = get_turf(src) T.ReplaceWithWall() T = get_turf(src) T.attackby(W,user) del(src) /obj/structure/falsewall/uranium/proc/radiate() if(!active) if(world.time > last_event+15) active = 1 for(var/mob/living/L in range(3,src)) L.apply_effect(12,IRRADIATE,0) for(var/turf/simulated/wall/mineral/T in range(3,src)) if(T.mineral == "uranium") T.radiate() last_event = world.time active = null return return