/* * False Walls */ // Minimum pressure difference to fail building falsewalls. // Also affects admin alerts. #define FALSEDOOR_MAX_PRESSURE_DIFF 25.0 /obj/structure/falsewall name = "wall" desc = "A huge chunk of metal used to seperate rooms." anchored = 1 icon = 'icons/turf/walls.dmi' var/mineral = "metal" var/walltype = "metal" var/opening = 0 density = 1 opacity = 1 canSmoothWith = list( /turf/simulated/wall, /obj/structure/falsewall, /obj/structure/falsewall/reinforced // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS. ) /obj/structure/falsewall/New() ..() relativewall_neighbours() /obj/structure/falsewall/Destroy() var/temploc = loc loc = null for(var/turf/simulated/wall/W in range(temploc,1)) W.relativewall() for(var/obj/structure/falsewall/W in range(temploc,1)) W.relativewall() ..() /obj/structure/falsewall/relativewall() if(!density) icon_state = "[walltype]fwall_open" return var/junction = findSmoothingNeighbors() icon_state = "[walltype][junction]" return /obj/structure/falsewall/attack_hand(mob/user) if(opening) return opening = 1 if(density) do_the_flick() sleep(4) density = 0 set_opacity(0) update_icon(0) else var/srcturf = get_turf(src) for(var/mob/living/obstacle in srcturf) //Stop people from using this as a shield opening = 0 return do_the_flick() density = 1 sleep(4) set_opacity(1) update_icon() opening = 0 /obj/structure/falsewall/proc/do_the_flick() if(density) flick("[walltype]fwall_opening", src) else flick("[walltype]fwall_closing", src) /obj/structure/falsewall/update_icon(relativewall = 1)//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 = "[walltype]0" if(relativewall) relativewall() else icon_state = "[walltype]fwall_open" /obj/structure/falsewall/proc/ChangeToWall(delete = 1) var/turf/T = get_turf(src) if(!walltype || walltype == "metal") T.ChangeTurf(/turf/simulated/wall) else T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[walltype]")) if(delete) qdel(src) return T /obj/structure/falsewall/attackby(obj/item/weapon/W, mob/user, params) if(opening) user << "You must wait until the door has stopped moving." return if(density) var/turf/T = get_turf(src) if(T.density) user << "[src] is blocked!" return if(istype(W, /obj/item/weapon/screwdriver)) if (!istype(T, /turf/simulated/floor)) user << "[src] bolts must be tightened on the floor!" return user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.") ChangeToWall() if(istype(W, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = W if(WT.remove_fuel(0,user)) dismantle(user) else user << "You can't reach, close it first!" if(istype(W, /obj/item/weapon/pickaxe/plasmacutter) || istype(W, /obj/item/weapon/pickaxe/diamonddrill) || istype(W, /obj/item/weapon/melee/energy/blade)) dismantle(user) /obj/structure/falsewall/proc/dismantle(mob/user) user.visible_message("[user] dismantles the false wall.", "You dismantle the false wall.") new /obj/structure/girder/displaced(loc) if(mineral == "metal") if(istype(src, /obj/structure/falsewall/reinforced)) new /obj/item/stack/sheet/plasteel(loc) new /obj/item/stack/sheet/plasteel(loc) else new /obj/item/stack/sheet/metal(loc) new /obj/item/stack/sheet/metal(loc) else var/P = text2path("/obj/item/stack/sheet/mineral/[mineral]") new P(loc) new P(loc) playsound(src, 'sound/items/Welder.ogg', 100, 1) qdel(src) /* * False R-Walls */ /obj/structure/falsewall/reinforced name = "reinforced wall" desc = "A huge chunk of reinforced metal used to seperate rooms." icon_state = "r_wall" walltype = "rwall" /obj/structure/falsewall/reinforced/ChangeToWall(delete = 1) var/turf/T = get_turf(src) T.ChangeTurf(/turf/simulated/wall/r_wall) if(delete) qdel(src) return T /* * Uranium Falsewalls */ /obj/structure/falsewall/uranium name = "uranium wall" desc = "A wall with uranium plating. This is probably a bad idea." icon_state = "" mineral = "uranium" walltype = "uranium" var/active = null var/last_event = 0 /obj/structure/falsewall/uranium/attackby(obj/item/weapon/W as obj, mob/user as mob, params) radiate() ..() /obj/structure/falsewall/uranium/attack_hand(mob/user as mob) radiate() ..() /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/uranium/T in range(3,src)) T.radiate() last_event = world.time active = null return return /* * Other misc falsewall types */ /obj/structure/falsewall/gold name = "gold wall" desc = "A wall with gold plating. Swag!" icon_state = "" mineral = "gold" walltype = "gold" /obj/structure/falsewall/silver name = "silver wall" desc = "A wall with silver plating. Shiny." icon_state = "" mineral = "silver" walltype = "silver" /obj/structure/falsewall/diamond name = "diamond wall" desc = "A wall with diamond plating. You monster." icon_state = "" mineral = "diamond" walltype = "diamond" /obj/structure/falsewall/plasma name = "plasma wall" desc = "A wall with plasma plating. This is definately a bad idea." icon_state = "" mineral = "plasma" walltype = "plasma" /obj/structure/falsewall/plasma/proc/burnbabyburn(user) playsound(src, 'sound/items/Welder.ogg', 100, 1) atmos_spawn_air(SPAWN_HEAT | SPAWN_TOXINS, 400) new /obj/structure/girder/displaced(loc) qdel(src) /obj/structure/falsewall/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) if(exposed_temperature > 300) burnbabyburn() //-----------wtf?-----------start /obj/structure/falsewall/clown name = "bananium wall" desc = "A wall with bananium plating. Honk!" icon_state = "" mineral = "clown" walltype = "clown" /obj/structure/falsewall/sandstone name = "sandstone wall" desc = "A wall with sandstone plating." icon_state = "" mineral = "sandstone" walltype = "sandstone" //------------wtf?------------end