Misc Stuff:

* False walls now should update their lighting properly.
* False Walls now require 2 metal to finish instead of 1. NO MORE FREE METAL FOR YOU.
* False R-walls are now creatable. Instead of using regular metal when making a false wall, just use R-metal. It's still functionally identical to a regular false wall.
* Reinforcing Girders with R-Metal actually uses up a sheet of r-metal rather then just fairy dust.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@508 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
morikou@gmail.com
2010-12-01 07:05:43 +00:00
parent 649dc66253
commit cfc77ecc3f
5 changed files with 58 additions and 8 deletions
+35 -4
View File
@@ -174,8 +174,7 @@
src.density = 0
src.sd_SetOpacity(0)
var/turf/T = src.loc
T.sd_LumUpdate()
T.sd_LumReset()
else
icon_state = "wall"
@@ -184,8 +183,9 @@
src.density = 1
src.sd_SetOpacity(1)
var/turf/T = src.loc
T.sd_LumUpdate()
//T.sd_LumUpdate()
src.relativewall()
T.sd_LumReset()
attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -206,4 +206,35 @@
var/turf/Tsrc = get_turf(src)
Tsrc.ReplaceWithWall()
*/
*/
/obj/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)