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https://github.com/PolarisSS13/Polaris.git
synced 2026-08-22 20:56:33 +01:00
Merge remote-tracking branch 'polaris/master' into pixel_projectiles
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@@ -27,24 +27,24 @@
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. = ..(user)
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if(health == maxhealth)
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user << "<span class='notice'>It looks fully intact.</span>"
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to_chat(user, "<span class='notice'>It looks fully intact.</span>")
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else
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var/perc = health / maxhealth
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if(perc > 0.75)
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user << "<span class='notice'>It has a few cracks.</span>"
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to_chat(user, "<span class='notice'>It has a few cracks.</span>")
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else if(perc > 0.5)
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user << "<span class='warning'>It looks slightly damaged.</span>"
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to_chat(user, "<span class='warning'>It looks slightly damaged.</span>")
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else if(perc > 0.25)
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user << "<span class='warning'>It looks moderately damaged.</span>"
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to_chat(user, "<span class='warning'>It looks moderately damaged.</span>")
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else
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user << "<span class='danger'>It looks heavily damaged.</span>"
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to_chat(user, "<span class='danger'>It looks heavily damaged.</span>")
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if(silicate)
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if (silicate < 30)
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user << "<span class='notice'>It has a thin layer of silicate.</span>"
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to_chat(user, "<span class='notice'>It has a thin layer of silicate.</span>")
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else if (silicate < 70)
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user << "<span class='notice'>It is covered in silicate.</span>"
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to_chat(user, "<span class='notice'>It is covered in silicate.</span>")
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else
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user << "<span class='notice'>There is a thick layer of silicate covering it.</span>"
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to_chat(user, "<span class='notice'>There is a thick layer of silicate covering it.</span>")
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/obj/structure/window/proc/take_damage(var/damage = 0, var/sound_effect = 1)
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var/initialhealth = health
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@@ -260,26 +260,26 @@
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state = 3 - state
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update_nearby_icons()
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playsound(src, W.usesound, 75, 1)
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user << (state == 1 ? "<span class='notice'>You have unfastened the window from the frame.</span>" : "<span class='notice'>You have fastened the window to the frame.</span>")
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to_chat(user, "<span class='notice'>You have [state ? "un" : ""]fastened the window [state ? "from" : "to"] the frame.</span>")
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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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update_verbs()
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playsound(src, W.usesound, 75, 1)
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user << (anchored ? "<span class='notice'>You have fastened the frame to the floor.</span>" : "<span class='notice'>You have unfastened the frame from the floor.</span>")
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to_chat(user, "<span class='notice'>You have [anchored ? "" : "un"]fastened the frame [anchored ? "to" : "from"] the floor.</span>")
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else if(!reinf)
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anchored = !anchored
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update_nearby_icons()
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update_verbs()
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playsound(src, W.usesound, 75, 1)
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user << (anchored ? "<span class='notice'>You have fastened the window to the floor.</span>" : "<span class='notice'>You have unfastened the window.</span>")
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to_chat(user, "<span class='notice'>You have [anchored ? "" : "un"]fastened the window [anchored ? "to" : "from"] the floor.</span>")
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else if(W.is_crowbar() && reinf && state <= 1)
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state = 1 - state
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playsound(src, W.usesound, 75, 1)
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user << (state ? "<span class='notice'>You have pried the window into the frame.</span>" : "<span class='notice'>You have pried the window out of the frame.</span>")
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to_chat(user, "<span class='notice'>You have pried the window [state ? "into" : "out of"] the frame.</span>")
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else if(W.is_wrench() && !anchored && (!state || !reinf))
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if(!glasstype)
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user << "<span class='notice'>You're not sure how to dismantle \the [src] properly.</span>"
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to_chat(user, "<span class='notice'>You're not sure how to dismantle \the [src] properly.</span>")
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else
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playsound(src, W.usesound, 75, 1)
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visible_message("<span class='notice'>[user] dismantles \the [src].</span>")
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@@ -327,8 +327,8 @@
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return
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/obj/structure/window/proc/rotate()
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set name = "Rotate Window Counter-Clockwise"
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/obj/structure/window/verb/rotate_counterclockwise()
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set name = "Rotate Window Counterclockwise"
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set category = "Object"
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set src in oview(1)
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@@ -339,17 +339,17 @@
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return 0
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if(anchored)
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usr << "It is fastened to the floor therefore you can't rotate it!"
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to_chat(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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set_dir(turn(dir, 90))
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src.set_dir(turn(src.dir, 90))
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updateSilicate()
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update_nearby_tiles(need_rebuild=1)
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return
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/obj/structure/window/proc/revrotate()
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/obj/structure/window/verb/rotate_clockwise()
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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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@@ -361,11 +361,11 @@
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return 0
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if(anchored)
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usr << "It is fastened to the floor therefore you can't rotate it!"
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to_chat(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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set_dir(turn(dir, 270))
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src.set_dir(turn(src.dir, 270))
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updateSilicate()
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update_nearby_tiles(need_rebuild=1)
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return
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@@ -418,11 +418,11 @@
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//Updates the availabiliy of the rotation verbs
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/obj/structure/window/proc/update_verbs()
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if(anchored || is_fulltile())
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verbs -= /obj/structure/window/proc/rotate
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verbs -= /obj/structure/window/proc/revrotate
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verbs -= /obj/structure/window/verb/rotate_counterclockwise
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verbs -= /obj/structure/window/verb/rotate_clockwise
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else if(!is_fulltile())
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verbs += /obj/structure/window/proc/rotate
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verbs += /obj/structure/window/proc/revrotate
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verbs += /obj/structure/window/verb/rotate_counterclockwise
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verbs += /obj/structure/window/verb/rotate_clockwise
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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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