mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-26 02:02:39 +00:00
- Making single panned glass now checks if there is already a pane facing the default way and adjusts to face the nearest empty way in a counter-clockwise search direction. Should make placing windows easier - Windows now have 'rotate clockwise' and 'rotate counter-clockwise' verbs - Fixed window creation, a bug which my previous update made MAPPING DEBUG TOOLS: - Renamed all verbs in mapping to other names so they don't interfere with existing verbs when writing part of the command and pressing tab. (copied for previous update as this one actually fixes it) git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1166 316c924e-a436-60f5-8080-3fe189b3f50e
286 lines
7.1 KiB
Plaintext
286 lines
7.1 KiB
Plaintext
/obj/window/bullet_act(flag)
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if (flag == PROJECTILE_BULLET)
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if(!reinf)
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new /obj/item/weapon/shard( src.loc )
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//SN src = null
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src.density = 0
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del(src)
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else
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health -= 35
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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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return
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/obj/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/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/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(istype(mover, /obj/beam))
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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/window/CheckExit(atom/movable/O as mob|obj, target as turf)
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if(istype(O, /obj/beam))
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return 1
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if (get_dir(O.loc, target) == src.dir)
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return 0
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return 1
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/obj/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/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(text("\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, '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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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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..()
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return
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/obj/window/attack_hand()
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if ((usr.mutations & 8))
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usr << text("\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 << text("\red [] smashes through the window!", usr)
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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/window/attack_paw()
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if ((usr.mutations & 8))
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usr << text("\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 << text("\red [] smashes through the window!", usr)
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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/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 << text("\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 << text("\red [] smashes against the window.", usr)
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playsound(src.loc, 'Glasshit.ogg', 100, 1)
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src.health -= 15
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if(src.health <= 0)
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usr << text("\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 << text("\red [] smashes through the window!", usr)
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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/window/attackby(obj/item/weapon/W as obj, mob/user as mob)
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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, '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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playsound(src.loc, '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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playsound(src.loc, '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)
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if(state <=1)
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state = 1-state;
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playsound(src.loc, '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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src.health = max(0, src.health - aforce)
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playsound(src.loc, 'Glasshit.ogg', 75, 1)
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if (src.health <= 7)
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src.anchored = 0
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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/window/verb/rotate()
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set name = "Rotate Window Counter-Clockwise"
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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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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/window/verb/revrotate()
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set name = "Rotate Window Clockwise"
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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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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/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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update_nearby_tiles(need_rebuild=1)
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return
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/obj/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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..()
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/obj/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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/obj/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 |