mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-05 15:11:38 +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
399 lines
11 KiB
Plaintext
399 lines
11 KiB
Plaintext
/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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..()
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if(health <=0)
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new /obj/item/weapon/shard( src.loc )
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new /obj/item/stack/rods( src.loc )
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src.density = 0
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del(src)
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return
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/obj/structure/window/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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new /obj/item/weapon/shard( src.loc )
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if(reinf) new /obj/item/stack/rods( src.loc)
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//SN src = null
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del(src)
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return
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if(3.0)
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if (prob(50))
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new /obj/item/weapon/shard( src.loc )
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if(reinf) new /obj/item/stack/rods( src.loc)
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del(src)
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return
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return
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/obj/structure/window/blob_act()
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if(reinf) new /obj/item/stack/rods( src.loc)
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density = 0
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del(src)
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/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if (src.dir == SOUTHWEST || src.dir == SOUTHEAST || src.dir == NORTHWEST || src.dir == NORTHEAST)
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return 0 //full tile window, you can't move into it!
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if(get_dir(loc, target) == dir)
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return !density
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else
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return 1
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/obj/structure/window/CheckExit(atom/movable/O as mob|obj, target as turf)
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if(istype(O) && O.checkpass(PASSGLASS))
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return 1
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if (get_dir(O.loc, target) == dir)
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return 0
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return 1
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/obj/structure/window/meteorhit()
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//*****RM
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//world << "glass at [x],[y],[z] Mhit"
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src.health = 0
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new /obj/item/weapon/shard( src.loc )
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if(reinf) new /obj/item/stack/rods( src.loc)
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src.density = 0
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del(src)
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return
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/obj/structure/window/hitby(AM as mob|obj)
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..()
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <B>[src] was hit by [AM].</B>", 1)
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var/tforce = 0
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if(ismob(AM))
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tforce = 40
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else
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tforce = AM:throwforce
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if(reinf) tforce /= 4.0
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
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src.health = max(0, src.health - tforce)
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if (src.health <= 7 && !reinf)
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src.anchored = 0
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update_nearby_icons()
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step(src, get_dir(AM, src))
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if (src.health <= 0)
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new /obj/item/weapon/shard( src.loc )
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if(reinf) new /obj/item/stack/rods( src.loc)
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src.density = 0
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del(src)
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return
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//..() //Does this really need to be here twice? The parent proc doesn't even do anything yet. - Nodrak
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return
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//These all need to be rewritten to use visiblemessage()
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/obj/structure/window/attack_hand()
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if ((HULK in usr.mutations) || (SUPRSTR in usr.augmentations))
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usr << "\blue You smash through the window."
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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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O << "\red [usr] smashes through the window!"
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src.health = 0
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new /obj/item/weapon/shard( src.loc )
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if(reinf) new /obj/item/stack/rods( src.loc)
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src.density = 0
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del(src)
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return
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/obj/structure/window/attack_paw()
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if ((HULK in usr.mutations))
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usr << "\blue You smash through the window."
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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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O << "\red [usr] smashes through the window!"
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src.health = 0
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new /obj/item/weapon/shard( src.loc )
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if(reinf) new /obj/item/stack/rods( src.loc)
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src.density = 0
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del(src)
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return
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/obj/structure/window/attack_alien()
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if (istype(usr, /mob/living/carbon/alien/larva))//Safety check for larva. /N
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return
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usr << "\green You smash against the window."
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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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O << "\red [usr] smashes against the window."
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
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src.health -= 15
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if(src.health <= 0)
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usr << "\green You smash through the window."
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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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O << "\red [usr] smashes through the window!"
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src.health = 0
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new /obj/item/weapon/shard(src.loc)
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if(reinf)
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new /obj/item/stack/rods(src.loc)
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src.density = 0
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del(src)
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return
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return
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/obj/structure/window/attack_animal(mob/living/simple_animal/M as mob)
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if (M.melee_damage_upper == 0)
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return
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M << "\green You smash against the window."
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for(var/mob/O in viewers(src, null))
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if ((O.client && !( O.blinded )))
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O << "\red [M] smashes against the window."
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
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src.health -= M.melee_damage_upper
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if(src.health <= 0)
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M << "\green You smash through the window."
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for(var/mob/O in viewers(src, null))
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if ((O.client && !( O.blinded )))
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O << "\red [M] smashes through the window!"
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src.health = 0
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new /obj/item/weapon/shard(src.loc)
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if(reinf)
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new /obj/item/stack/rods(src.loc)
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src.density = 0
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del(src)
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return
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return
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/obj/structure/window/attack_metroid()
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if(!istype(usr, /mob/living/carbon/metroid/adult))
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return
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usr<< "\green You smash against the window."
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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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O << "\red [usr] smashes against the window."
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
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src.health -= rand(10,15)
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if(src.health <= 0)
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usr << "\green You smash through the window."
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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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O << "\red [usr] smashes through the window!"
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src.health = 0
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new /obj/item/weapon/shard(src.loc)
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if(reinf)
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new /obj/item/stack/rods(src.loc)
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src.density = 0
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del(src)
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return
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return
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/obj/structure/window/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(!istype(W)) return//I really wish I did not need this
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if (istype(W, /obj/item/weapon/screwdriver))
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if(reinf && state >= 1)
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state = 3 - state
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
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usr << ( state==1? "You have unfastened the window from the frame." : "You have fastened the window to the frame." )
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else if(reinf && state == 0)
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anchored = !anchored
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update_nearby_icons()
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
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user << (src.anchored ? "You have fastened the frame to the floor." : "You have unfastened the frame from the floor.")
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else if(!reinf)
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src.anchored = !( src.anchored )
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update_nearby_icons()
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
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user << (src.anchored ? "You have fastened the window to the floor." : "You have unfastened the window.")
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else if(istype(W, /obj/item/weapon/crowbar) && reinf && state <=1)
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state = 1-state;
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playsound(src.loc, 'sound/items/Crowbar.ogg', 75, 1)
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user << (state ? "You have pried the window into the frame." : "You have pried the window out of the frame.")
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else
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var/aforce = W.force
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if(reinf) aforce /= 2.0
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if(W.damtype == BRUTE || W.damtype == BURN)
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src.health = max(0, src.health - aforce)
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
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if (src.health <= 7)
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src.anchored = 0
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update_nearby_icons()
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step(src, get_dir(user, src))
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if (src.health <= 0)
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if (src.dir == SOUTHWEST)
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var/index = null
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index = 0
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while(index < 2)
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new /obj/item/weapon/shard( src.loc )
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if(reinf) new /obj/item/stack/rods( src.loc)
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index++
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else
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new /obj/item/weapon/shard( src.loc )
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if(reinf) new /obj/item/stack/rods( src.loc)
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src.density = 0
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del(src)
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return
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..()
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return
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/obj/structure/window/verb/rotate()
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set name = "Rotate Window Counter-Clockwise"
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set category = "Object"
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set src in oview(1)
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if (src.anchored)
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usr << "It is fastened to the floor; therefore, you can't rotate it!"
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return 0
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update_nearby_tiles(need_rebuild=1) //Compel updates before
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src.dir = turn(src.dir, 90)
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updateSilicate()
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update_nearby_tiles(need_rebuild=1)
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src.ini_dir = src.dir
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return
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/obj/structure/window/verb/revrotate()
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set name = "Rotate Window Clockwise"
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set category = "Object"
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set src in oview(1)
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if (src.anchored)
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usr << "It is fastened to the floor; therefore, you can't rotate it!"
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return 0
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update_nearby_tiles(need_rebuild=1) //Compel updates before
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src.dir = turn(src.dir, 270)
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updateSilicate()
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update_nearby_tiles(need_rebuild=1)
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src.ini_dir = src.dir
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return
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/obj/structure/window/proc/updateSilicate()
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if(silicateIcon && silicate)
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src.icon = initial(icon)
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var/icon/I = icon(icon,icon_state,dir)
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var/r = (silicate / 100) + 1
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var/g = (silicate / 70) + 1
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var/b = (silicate / 50) + 1
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I.SetIntensity(r,g,b)
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icon = I
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silicateIcon = I
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/obj/structure/window/New(Loc,re=0)
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..()
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if(re) reinf = re
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src.ini_dir = src.dir
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if(reinf)
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icon_state = "rwindow"
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desc = "A reinforced window."
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name = "reinforced window"
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state = 2*anchored
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health = 40
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if(opacity)
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icon_state = "twindow"
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else
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icon_state = "window"
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update_nearby_tiles(need_rebuild=1)
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update_nearby_icons()
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return
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/obj/structure/window/Del()
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density = 0
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update_nearby_tiles()
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playsound(src, "shatter", 70, 1)
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update_nearby_icons()
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..()
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/obj/structure/window/Move()
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update_nearby_tiles(need_rebuild=1)
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..()
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src.dir = src.ini_dir
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update_nearby_tiles(need_rebuild=1)
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return
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//This proc has to do with airgroups and atmos, it has nothing to do with smoothwindows, that's update_nearby_tiles().
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/obj/structure/window/proc/update_nearby_tiles(need_rebuild)
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if(!air_master) return 0
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var/turf/simulated/source = loc
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var/turf/simulated/target = get_step(source,dir)
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if(need_rebuild)
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if(istype(source)) //Rebuild/update nearby group geometry
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if(source.parent)
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air_master.groups_to_rebuild += source.parent
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else
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air_master.tiles_to_update += source
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if(istype(target))
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if(target.parent)
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air_master.groups_to_rebuild += target.parent
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else
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air_master.tiles_to_update += target
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else
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if(istype(source)) air_master.tiles_to_update += source
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if(istype(target)) air_master.tiles_to_update += target
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return 1
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//checks if this window is full-tile one
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/obj/structure/window/proc/is_fulltile()
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if(dir in list(5,6,9,10))
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return 1
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return 0
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//This proc is used to update the icons of nearby windows. It should not be confused with update_nearby_tiles(), which is an atmos proc!
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/obj/structure/window/proc/update_nearby_icons()
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src.update_icon()
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for(var/direction in cardinal)
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for(var/obj/structure/window/W in get_step(src,direction) )
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W.update_icon()
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//merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm)
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/obj/structure/window/update_icon()
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//A little cludge here, since I don't know how it will work with slim windows. Most likely VERY wrong.
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//this way it will only update full-tile ones
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//This spawn is here so windows get properly updated when one gets deleted.
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spawn(2)
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if(!src) return
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if (!is_fulltile())
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return
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var/junction = 0 //will be used to determine from which side the window is connected to other windows
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if (src.anchored)
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for(var/obj/structure/window/W in orange(src,1))
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if (W.anchored && W.density && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
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if (abs(src.x-W.x)-abs(src.y-W.y) ) //doesn't count windows, placed diagonally to src
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junction |= get_dir(src,W)
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if (opacity)
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src.icon_state = "twindow[junction]"
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else
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if (reinf)
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src.icon_state = "rwindow[junction]"
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else
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src.icon_state = "window[junction]"
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return
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