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https://github.com/Skyrat-SS13/Skyrat-tg.git
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bb70889f6e
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
193 lines
5.6 KiB
Plaintext
193 lines
5.6 KiB
Plaintext
/obj/structure/railing
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name = "railing"
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desc = "Basic railing meant to protect idiots like you from falling."
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icon = 'icons/obj/railings.dmi'
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icon_state = "railing"
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flags_1 = ON_BORDER_1
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obj_flags = CAN_BE_HIT | BLOCKS_CONSTRUCTION_DIR
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density = TRUE
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anchored = TRUE
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pass_flags_self = LETPASSTHROW|PASSSTRUCTURE
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layer = ABOVE_TREE_LAYER
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plane = ABOVE_GAME_PLANE
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/// armor is a little bit less than a grille. max_integrity about half that of a grille.
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armor_type = /datum/armor/structure_railing
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max_integrity = 25
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var/climbable = TRUE
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///item released when deconstructed
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var/item_deconstruct = /obj/item/stack/rods
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/datum/armor/structure_railing
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melee = 35
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bullet = 50
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laser = 50
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energy = 100
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bomb = 10
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/obj/structure/railing/unbreakable
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resistance_flags = INDESTRUCTIBLE
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/obj/structure/railing/corner //aesthetic corner sharp edges hurt oof ouch
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icon_state = "railing_corner"
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density = FALSE
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climbable = FALSE
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/obj/structure/railing/corner/unbreakable
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resistance_flags = INDESTRUCTIBLE
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/obj/structure/railing/corner/end //end of a segment of railing without making a loop
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icon_state = "railing_end"
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/obj/structure/railing/corner/end/unbreakable
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resistance_flags = INDESTRUCTIBLE
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/obj/structure/railing/corner/end/flip //same as above but flipped around
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icon_state = "railing_end_flip"
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/obj/structure/railing/corner/end/flip/unbreakable
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resistance_flags = INDESTRUCTIBLE
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/obj/structure/railing/Initialize(mapload)
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. = ..()
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if(climbable)
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AddElement(/datum/element/climbable)
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if(density && flags_1 & ON_BORDER_1) // blocks normal movement from and to the direction it's facing.
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var/static/list/loc_connections = list(
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COMSIG_ATOM_EXIT = PROC_REF(on_exit),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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var/static/list/tool_behaviors = list(
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TOOL_WELDER = list(
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SCREENTIP_CONTEXT_LMB = "Repair",
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),
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TOOL_WRENCH = list(
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SCREENTIP_CONTEXT_LMB = "Anchor/Unanchor",
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),
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TOOL_WIRECUTTER = list(
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SCREENTIP_CONTEXT_LMB = "Deconstruct",
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),
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)
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AddElement(/datum/element/contextual_screentip_tools, tool_behaviors)
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AddComponent(/datum/component/simple_rotation, ROTATION_NEEDS_ROOM)
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/obj/structure/railing/examine(mob/user)
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. = ..()
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if(anchored == TRUE)
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. += span_notice("The railing is <b>bolted</b> to the floor.")
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else
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. += span_notice("The railing is <i>unbolted</i> from the floor and can be deconstructed with <b>wirecutters</b>.")
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/obj/structure/railing/attackby(obj/item/I, mob/living/user, params)
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..()
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add_fingerprint(user)
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if(I.tool_behaviour == TOOL_WELDER && !user.combat_mode)
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if(atom_integrity < max_integrity)
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if(!I.tool_start_check(user, amount=1))
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return
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to_chat(user, span_notice("You begin repairing [src]..."))
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if(I.use_tool(src, user, 40, volume=50))
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atom_integrity = max_integrity
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to_chat(user, span_notice("You repair [src]."))
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else
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to_chat(user, span_warning("[src] is already in good condition!"))
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return
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/obj/structure/railing/wirecutter_act(mob/living/user, obj/item/I)
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. = ..()
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to_chat(user, span_warning("You cut apart the railing."))
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I.play_tool_sound(src, 100)
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deconstruct()
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return TRUE
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/obj/structure/railing/atom_deconstruct(disassembled)
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var/rods_to_make = istype(src,/obj/structure/railing/corner) ? 1 : 2
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var/obj/rod = new item_deconstruct(drop_location(), rods_to_make)
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transfer_fingerprints_to(rod)
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///Implements behaviour that makes it possible to unanchor the railing.
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/obj/structure/railing/wrench_act(mob/living/user, obj/item/I)
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. = ..()
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to_chat(user, span_notice("You begin to [anchored ? "unfasten the railing from":"fasten the railing to"] the floor..."))
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if(I.use_tool(src, user, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_anchored), anchored)))
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set_anchored(!anchored)
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to_chat(user, span_notice("You [anchored ? "fasten the railing to":"unfasten the railing from"] the floor."))
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return TRUE
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/obj/structure/railing/CanPass(atom/movable/mover, border_dir)
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. = ..()
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if(border_dir & dir)
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return . || mover.throwing || (mover.movement_type & MOVETYPES_NOT_TOUCHING_GROUND)
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return TRUE
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/obj/structure/railing/CanAStarPass(to_dir, datum/can_pass_info/pass_info)
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if(!(to_dir & dir))
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return TRUE
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return ..()
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/obj/structure/railing/proc/on_exit(datum/source, atom/movable/leaving, direction)
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SIGNAL_HANDLER
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if(leaving == src)
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return // Let's not block ourselves.
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if(!(direction & dir))
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return
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if (!density)
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return
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if (leaving.throwing)
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return
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if (leaving.movement_type & (PHASING|MOVETYPES_NOT_TOUCHING_GROUND))
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return
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if (leaving.move_force >= MOVE_FORCE_EXTREMELY_STRONG)
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return
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leaving.Bump(src)
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return COMPONENT_ATOM_BLOCK_EXIT
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/obj/structure/railing/proc/check_anchored(checked_anchored)
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if(anchored == checked_anchored)
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return TRUE
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/obj/structure/railing/wooden_fence
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name = "wooden fence"
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desc = "wooden fence meant to keep animals in."
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icon = 'icons/obj/structures.dmi'
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icon_state = "wooden_railing"
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item_deconstruct = /obj/item/stack/sheet/mineral/wood
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layer = ABOVE_MOB_LAYER
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plane = GAME_PLANE
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/obj/structure/railing/wooden_fence/Initialize(mapload)
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. = ..()
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RegisterSignal(src, COMSIG_ATOM_DIR_CHANGE, PROC_REF(on_change_layer))
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adjust_dir_layer(dir)
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/obj/structure/railing/wooden_fence/proc/on_change_layer(datum/source, old_dir, new_dir)
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SIGNAL_HANDLER
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adjust_dir_layer(new_dir)
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/obj/structure/railing/wooden_fence/proc/adjust_dir_layer(direction)
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layer = (direction & NORTH) ? MOB_LAYER : initial(layer)
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/obj/structure/railing/corner/end/wooden_fence
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icon = 'icons/obj/structures.dmi'
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icon_state = "wooden_railing_corner"
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/obj/structure/railing/corner/end/flip/wooden_fence
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icon = 'icons/obj/structures.dmi'
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icon_state = "wooden_railing_corner_flipped"
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