mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-29 19:52:12 +00:00
All credits to the author for this handy little script. I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work. To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders" If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
654 lines
18 KiB
Plaintext
654 lines
18 KiB
Plaintext
obj/structure
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icon = 'icons/obj/structures.dmi'
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obj/structure/blob_act()
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if(prob(50))
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del(src)
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obj/structure/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if(prob(50))
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del(src)
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return
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if(3.0)
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return
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obj/structure/meteorhit(obj/O as obj)
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del(src)
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/obj/structure/girder
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icon_state = "girder"
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anchored = 1
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density = 1
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layer = 2
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var/state = 0
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attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench) && state == 0)
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if(anchored && !istype(src,/obj/structure/girder/displaced))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "\blue Now disassembling the girder"
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if(do_after(user,40))
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if(!src) return
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user << "\blue You dissasembled the girder!"
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new /obj/item/stack/sheet/metal(get_turf(src))
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del(src)
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else if(!anchored)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "\blue Now securing the girder"
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if(get_turf(user, 40))
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user << "\blue You secured the girder!"
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new/obj/structure/girder( src.loc )
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del(src)
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else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
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user << "\blue Now slicing apart the girder"
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if(do_after(user,30))
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if(!src) return
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user << "\blue You slice apart the girder!"
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new /obj/item/stack/sheet/metal(get_turf(src))
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del(src)
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else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
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user << "\blue You drill through the girder!"
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new /obj/item/stack/sheet/metal(get_turf(src))
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del(src)
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else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced))
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user << "\blue Now unsecuring support struts"
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if(do_after(user,40))
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if(!src) return
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user << "\blue You unsecured the support struts!"
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state = 1
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else if(istype(W, /obj/item/weapon/wirecutters) && istype(src,/obj/structure/girder/reinforced) && state == 1)
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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user << "\blue Now removing support struts"
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if(do_after(user,40))
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if(!src) return
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user << "\blue You removed the support struts!"
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new/obj/structure/girder( src.loc )
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del(src)
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else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored )
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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user << "\blue Now dislodging the girder"
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You dislodged the girder!"
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new/obj/structure/girder/displaced( src.loc )
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del(src)
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else if(istype(W, /obj/item/stack/sheet))
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var/obj/item/stack/sheet/S = W
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switch(S.type)
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if(/obj/item/stack/sheet/metal)
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if(!anchored)
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if(S.amount < 2) return
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S.use(2)
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user << "\blue You create a false wall! Push on it to open or close the passage."
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new /obj/structure/falsewall (src.loc)
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else
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if(S.amount < 2) return ..()
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user << "\blue Now adding plating..."
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if (do_after(user,40))
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if(!src || !S || S.amount < 2) return
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S.use(2)
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user << "\blue You added the plating!"
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var/turf/Tsrc = get_turf(src)
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Tsrc.ReplaceWithWall()
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for(var/obj/machinery/atmospherics/pipe/P in Tsrc)
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P.layer = 1
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for(var/turf/simulated/wall/X in Tsrc.loc)
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if(X) X.add_hiddenprint(usr)
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del(src)
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return
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if(/obj/item/stack/sheet/plasteel)
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if(!anchored)
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if(S.amount < 2) return
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S.use(2)
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user << "\blue You create a false wall! Push on it to open or close the passage."
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new /obj/structure/falserwall (src.loc)
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else
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if (src.icon_state == "reinforced") //I cant believe someone would actually write this line of code...
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if(S.amount < 1) return ..()
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user << "\blue Now finalising reinforced wall."
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if(do_after(user, 50))
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if(!src || !S || S.amount < 1) return
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S.use(1)
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user << "\blue Wall fully reinforced!"
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var/turf/Tsrc = get_turf(src)
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Tsrc.ReplaceWithRWall()
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for(var/obj/machinery/atmospherics/pipe/P in Tsrc)
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P.layer = 1
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for(var/turf/simulated/wall/r_wall/X in Tsrc.loc)
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if(X) X.add_hiddenprint(usr)
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del(src)
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return
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else
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if(S.amount < 1) return ..()
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user << "\blue Now reinforcing girders"
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if (do_after(user,60))
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if(!src || !S || S.amount < 1) return
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S.use(1)
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user << "\blue Girders reinforced!"
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new/obj/structure/girder/reinforced( src.loc )
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del(src)
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return
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if(/obj/item/stack/sheet/gold)
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if(!anchored)
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if(S.amount < 2) return
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S.use(2)
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user << "\blue You create a false wall! Push on it to open or close the passage."
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new /obj/structure/falsewall/gold (src.loc)
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else
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if(S.amount < 2) return ..()
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user << "\blue Now adding plating..."
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if (do_after(user,40))
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if(!src || !S || S.amount < 2) return
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S.use(2)
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user << "\blue You added the plating!"
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var/turf/Tsrc = get_turf(src)
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Tsrc.ReplaceWithMineralWall("gold")
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for(var/obj/machinery/atmospherics/pipe/P in Tsrc)
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P.layer = 1
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for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
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if(X) X.add_hiddenprint(usr)
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del(src)
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return
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if(/obj/item/stack/sheet/silver)
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if(!anchored)
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if(S.amount < 2) return
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S.use(2)
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user << "\blue You create a false wall! Push on it to open or close the passage."
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new /obj/structure/falsewall/silver (src.loc)
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else
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if(S.amount < 2) return ..()
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user << "\blue Now adding plating..."
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if (do_after(user,40))
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if(!src || !S || S.amount < 2) return
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S.use(2)
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user << "\blue You added the plating!"
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var/turf/Tsrc = get_turf(src)
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Tsrc.ReplaceWithMineralWall("silver")
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for(var/obj/machinery/atmospherics/pipe/P in Tsrc)
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P.layer = 1
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for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
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if(X) X.add_hiddenprint(usr)
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del(src)
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return
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if(/obj/item/stack/sheet/diamond)
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if(!anchored)
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if(S.amount < 2) return
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S.use(2)
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user << "\blue You create a false wall! Push on it to open or close the passage."
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new /obj/structure/falsewall/diamond (src.loc)
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else
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if(S.amount < 2) return ..()
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user << "\blue Now adding plating..."
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if (do_after(user,40))
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if(!src || !S || S.amount < 2) return
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S.use(2)
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user << "\blue You added the plating!"
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var/turf/Tsrc = get_turf(src)
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Tsrc.ReplaceWithMineralWall("diamond")
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for(var/obj/machinery/atmospherics/pipe/P in Tsrc)
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P.layer = 1
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for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
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if(X) X.add_hiddenprint(usr)
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del(src)
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return
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if(/obj/item/stack/sheet/uranium)
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if(!anchored)
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if(S.amount < 2) return
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S.use(2)
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user << "\blue You create a false wall! Push on it to open or close the passage."
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new /obj/structure/falsewall/uranium (src.loc)
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else
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if(S.amount < 2) return ..()
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user << "\blue Now adding plating..."
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if (do_after(user,40))
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if(!src || !S || S.amount < 2) return
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S.use(2)
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user << "\blue You added the plating!"
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var/turf/Tsrc = get_turf(src)
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Tsrc.ReplaceWithMineralWall("uranium")
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for(var/obj/machinery/atmospherics/pipe/P in Tsrc)
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P.layer = 1
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for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
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if(X) X.add_hiddenprint(usr)
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del(src)
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return
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if(/obj/item/stack/sheet/plasma)
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if(!anchored)
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if(S.amount < 2) return
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S.use(2)
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user << "\blue You create a false wall! Push on it to open or close the passage."
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new /obj/structure/falsewall/plasma (src.loc)
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else
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if(S.amount < 2) return ..()
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user << "\blue Now adding plating..."
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if (do_after(user,40))
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if(!src || !S || S.amount < 2) return
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S.use(2)
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user << "\blue You added the plating!"
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var/turf/Tsrc = get_turf(src)
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Tsrc.ReplaceWithMineralWall("plasma")
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for(var/obj/machinery/atmospherics/pipe/P in Tsrc)
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P.layer = 1
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for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
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if(X) X.add_hiddenprint(usr)
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del(src)
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return
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if(/obj/item/stack/sheet/clown)
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if(!anchored)
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if(S.amount < 2) return
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S.use(2)
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user << "\blue You create a false wall! Push on it to open or close the passage."
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new /obj/structure/falsewall/clown (src.loc)
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else
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if(S.amount < 2) return ..()
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user << "\blue Now adding plating..."
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if (do_after(user,40))
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if(!src || !S || S.amount < 2) return
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user << "\blue You added the plating!"
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var/turf/Tsrc = get_turf(src)
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Tsrc.ReplaceWithMineralWall("clown")
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for(var/obj/machinery/atmospherics/pipe/P in Tsrc)
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P.layer = 1
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for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
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if(X) X.add_hiddenprint(usr)
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del(src)
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return
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if(/obj/item/stack/sheet/sandstone)
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if(!anchored)
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if(S.amount < 2) return
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S.use(2)
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user << "\blue You create a false wall! Push on it to open or close the passage."
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new /obj/structure/falsewall/sandstone (src.loc)
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else
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if(S.amount < 2) return ..()
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user << "\blue Now adding plating..."
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if (do_after(user,40))
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if(!src || !S || S.amount < 2) return
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S.use(2)
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user << "\blue You added the plating!"
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var/turf/Tsrc = get_turf(src)
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Tsrc.ReplaceWithMineralWall("sandstone")
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for(var/obj/machinery/atmospherics/pipe/P in Tsrc)
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P.layer = 1
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for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
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if(X) X.add_hiddenprint(usr)
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del(src)
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return
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add_hiddenprint(usr)
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del(src)
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else if(istype(W, /obj/item/pipe))
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var/obj/item/pipe/P = W
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if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds.
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user.drop_item()
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P.loc = src.loc
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user << "\blue You fit the pipe into the [src]!"
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else
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..()
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blob_act()
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if(prob(40))
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del(src)
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ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(30))
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var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
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new remains(loc)
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del(src)
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return
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if(3.0)
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if (prob(5))
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var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
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new remains(loc)
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del(src)
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return
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else
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return
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/obj/structure/girder/displaced
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icon_state = "displaced"
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anchored = 0
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/obj/structure/girder/reinforced
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icon_state = "reinforced"
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state = 2
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/obj/structure/cultgirder
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icon= 'icons/obj/cult.dmi'
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icon_state= "cultgirder"
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anchored = 1
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density = 1
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layer = 2
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attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "\blue Now disassembling the girder"
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if(do_after(user,40))
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user << "\blue You dissasembled the girder!"
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new /obj/effect/decal/remains/human(get_turf(src))
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del(src)
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else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
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user << "\blue Now slicing apart the girder"
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if(do_after(user,30))
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user << "\blue You slice apart the girder!"
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new /obj/effect/decal/remains/human(get_turf(src))
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del(src)
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else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
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user << "\blue You drill through the girder!"
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new /obj/effect/decal/remains/human(get_turf(src))
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del(src)
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blob_act()
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if(prob(40))
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del(src)
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ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(30))
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new /obj/effect/decal/remains/human(loc)
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del(src)
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return
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if(3.0)
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if (prob(5))
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new /obj/effect/decal/remains/human(loc)
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del(src)
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return
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else
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return
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// LATTICE
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/obj/structure/lattice/blob_act()
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del(src)
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return
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/obj/structure/lattice/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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del(src)
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return
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if(3.0)
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return
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else
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return
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/obj/structure/lattice/attackby(obj/item/C as obj, mob/user as mob)
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if (istype(C, /obj/item/stack/tile/plasteel))
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var/turf/T = get_turf(src)
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T.attackby(C, user) //BubbleWrap - hand this off to the underlying turf instead
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return
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if (istype(C, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = C
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if(WT.remove_fuel(0, user))
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user << "\blue Slicing lattice joints ..."
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new /obj/item/stack/rods(src.loc)
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del(src)
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return
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/obj/structure/falsewall
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var/mineral = "metal"
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/obj/structure/falserwall
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var/mineral = "metal"
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/obj/structure/falsewall/gold
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mineral = "gold"
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/obj/structure/falsewall/silver
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mineral = "silver"
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/obj/structure/falsewall/diamond
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mineral = "diamond"
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/obj/structure/falsewall/uranium
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mineral = "uranium"
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var/active = null
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var/last_event = 0
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/obj/structure/falsewall/plasma
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mineral = "plasma"
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/obj/structure/falsewall/clown
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mineral = "clown"
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/obj/structure/falsewall/sandstone
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mineral = "sandstone"
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/*/obj/structure/falsewall/wood
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mineral = "wood"*/
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/obj/structure/falsewall/attack_hand(mob/user as mob)
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if(density)
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// Open wall
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icon_state = "[mineral]fwall_open"
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flick("[mineral]fwall_opening", src)
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sleep(15)
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src.density = 0
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src.sd_SetOpacity(0)
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var/turf/T = src.loc
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T.sd_LumReset()
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else
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flick("[mineral]fwall_closing", src)
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icon_state = "[mineral]0"
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sleep(15)
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src.density = 1
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src.sd_SetOpacity(1)
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var/turf/T = src.loc
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//T.sd_LumUpdate()
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src.relativewall()
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T.sd_LumReset()
|
|
|
|
/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)
|
|
src.density = 0
|
|
src.sd_SetOpacity(0)
|
|
var/turf/T = src.loc
|
|
T.sd_LumReset()
|
|
|
|
else
|
|
icon_state = "r_wall"
|
|
flick("frwall_closing", src)
|
|
sleep(15)
|
|
src.density = 1
|
|
src.sd_SetOpacity(1)
|
|
var/turf/T = src.loc
|
|
//T.sd_LumUpdate()
|
|
src.relativewall()
|
|
T.sd_LumReset()
|
|
|
|
|
|
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 r 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
|