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* Combat Mechs Can Punch More Things Removes the var to check for the 5 things it can attack, instead it can punch anything (but not everything will take damage). Gives punching objects a check so you don't accidently smash something without meaning to. Gives closets and canisters a proc to take_damage so they'll actually get smashed by the mechs. * Take_Damage Boogaloo * More take_damage Stuff Adds click delay on attacking barriers. Proper noises when attacking material doors and barricades. More stuff can be broken by mech punch and simple mobs. * Adds changelong * usr to user
107 lines
3.3 KiB
Plaintext
107 lines
3.3 KiB
Plaintext
// Based on catwalk.dm from https://github.com/Endless-Horizon/CEV-Eris
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/obj/structure/catwalk
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name = "catwalk"
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desc = "Cats really don't like these things."
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plane = DECAL_PLANE
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layer = ABOVE_UTILITY
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icon = 'icons/turf/catwalks.dmi'
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icon_state = "catwalk"
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density = 0
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var/health = 100
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var/maxhealth = 100
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anchored = 1.0
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/obj/structure/catwalk/Initialize()
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. = ..()
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for(var/obj/structure/catwalk/O in range(1))
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O.update_icon()
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for(var/obj/structure/catwalk/C in get_turf(src))
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if(C != src)
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warning("Duplicate [type] in [loc] ([x], [y], [z])")
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return INITIALIZE_HINT_QDEL
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update_icon()
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/obj/structure/catwalk/Destroy()
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var/turf/location = loc
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. = ..()
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location.alpha = initial(location.alpha)
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for(var/obj/structure/catwalk/L in orange(location, 1))
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L.update_icon()
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/obj/structure/catwalk/update_icon()
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var/connectdir = 0
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for(var/direction in cardinal)
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if(locate(/obj/structure/catwalk, get_step(src, direction)))
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connectdir |= direction
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//Check the diagonal connections for corners, where you have, for example, connections both north and east. In this case it checks for a north-east connection to determine whether to add a corner marker or not.
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var/diagonalconnect = 0 //1 = NE; 2 = SE; 4 = NW; 8 = SW
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//NORTHEAST
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if(connectdir & NORTH && connectdir & EAST)
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if(locate(/obj/structure/catwalk, get_step(src, NORTHEAST)))
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diagonalconnect |= 1
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//SOUTHEAST
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if(connectdir & SOUTH && connectdir & EAST)
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if(locate(/obj/structure/catwalk, get_step(src, SOUTHEAST)))
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diagonalconnect |= 2
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//NORTHWEST
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if(connectdir & NORTH && connectdir & WEST)
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if(locate(/obj/structure/catwalk, get_step(src, NORTHWEST)))
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diagonalconnect |= 4
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//SOUTHWEST
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if(connectdir & SOUTH && connectdir & WEST)
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if(locate(/obj/structure/catwalk, get_step(src, SOUTHWEST)))
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diagonalconnect |= 8
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icon_state = "catwalk[connectdir]-[diagonalconnect]"
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/obj/structure/catwalk/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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if(2.0)
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qdel(src)
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if(3.0)
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qdel(src)
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return
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/obj/structure/catwalk/attackby(obj/item/C as obj, mob/user as mob)
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if(istype(C, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = C
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if(WT.isOn())
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if(WT.remove_fuel(0, user))
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to_chat(user, "<span class='notice'>Slicing lattice joints ...</span>")
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new /obj/item/stack/rods(src.loc)
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new /obj/item/stack/rods(src.loc)
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new /obj/structure/lattice(src.loc)
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qdel(src)
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if(C.is_screwdriver())
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if(health < maxhealth)
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to_chat(user, "<span class='notice'>You begin repairing \the [src.name] with \the [C.name].</span>")
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if(do_after(user, 20, src))
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health = maxhealth
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else
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take_damage(C.force)
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user.setClickCooldown(user.get_attack_speed(C))
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return ..()
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/obj/structure/catwalk/Crossed()
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. = ..()
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if(isliving(usr))
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playsound(src, pick('sound/effects/footstep/catwalk1.ogg', 'sound/effects/footstep/catwalk2.ogg', 'sound/effects/footstep/catwalk3.ogg', 'sound/effects/footstep/catwalk4.ogg', 'sound/effects/footstep/catwalk5.ogg'), 25, 1)
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/obj/structure/catwalk/CheckExit(atom/movable/O, turf/target)
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if(O.checkpass(PASSGRILLE))
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return 1
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if(target && target.z < src.z)
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return 0
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return 1
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/obj/structure/catwalk/take_damage(amount)
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health -= amount
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if(health <= 0)
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visible_message("<span class='warning'>\The [src] breaks down!</span>")
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playsound(loc, 'sound/effects/grillehit.ogg', 50, 1)
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new /obj/item/stack/rods(get_turf(src))
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Destroy() |