/obj/structure/plasticflaps //HOW DO YOU CALL THOSE THINGS ANYWAY name = "\improper plastic flaps" desc = "Completely impassable - or are they?" icon = 'icons/obj/stationobjs.dmi' //Change this. icon_state = "plasticflaps" density = 0 anchored = 1 layer = MOB_LAYER plane = MOB_PLANE explosion_resistance = 5 var/can_pass_lying = TRUE var/list/mobs_can_pass = list( /mob/living/bot, /mob/living/simple_mob/slime/xenobio, /mob/living/simple_mob/animal/passive/mouse, /mob/living/silicon/robot/drone ) /obj/structure/plasticflaps/attackby(obj/item/P, mob/user) if(P.is_wirecutter()) playsound(src, P.usesound, 50, 1) to_chat(user, "You start to cut the plastic flaps.") if(do_after(user, 10 * P.toolspeed)) to_chat(user, "You cut the plastic flaps.") var/obj/item/stack/material/plastic/A = new /obj/item/stack/material/plastic( src.loc ) A.amount = 4 qdel(src) return else return /obj/structure/plasticflaps/CanPass(atom/A, turf/T) if(istype(A) && A.checkpass(PASSGLASS)) return prob(60) var/obj/structure/bed/B = A if (istype(A, /obj/structure/bed) && B.has_buckled_mobs())//if it's a bed/chair and someone is buckled, it will not pass return 0 if(istype(A, /obj/vehicle) || istype (A, /obj/mecha)) //no vehicles return 0 var/mob/living/M = A if(istype(M)) if(M.lying && can_pass_lying) return ..() for(var/mob_type in mobs_can_pass) if(istype(A, mob_type)) return ..() return issmall(M) return ..() /obj/structure/plasticflaps/ex_act(severity) switch(severity) if (1) qdel(src) if (2) if (prob(50)) qdel(src) if (3) if (prob(5)) qdel(src) /obj/structure/plasticflaps/mining //A specific type for mining that doesn't allow airflow because of them damn crates name = "airtight plastic flaps" desc = "Heavy duty, airtight, plastic flaps. Have extra safety installed, preventing passage of living beings." can_atmos_pass = ATMOS_PASS_NO can_pass_lying = FALSE