Files
Waterpig bb70889f6e TG Upstream Part 1
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
2024-10-19 08:04:33 -07:00

193 lines
5.6 KiB
Plaintext

/obj/structure/railing
name = "railing"
desc = "Basic railing meant to protect idiots like you from falling."
icon = 'icons/obj/railings.dmi'
icon_state = "railing"
flags_1 = ON_BORDER_1
obj_flags = CAN_BE_HIT | BLOCKS_CONSTRUCTION_DIR
density = TRUE
anchored = TRUE
pass_flags_self = LETPASSTHROW|PASSSTRUCTURE
layer = ABOVE_TREE_LAYER
plane = ABOVE_GAME_PLANE
/// armor is a little bit less than a grille. max_integrity about half that of a grille.
armor_type = /datum/armor/structure_railing
max_integrity = 25
var/climbable = TRUE
///item released when deconstructed
var/item_deconstruct = /obj/item/stack/rods
/datum/armor/structure_railing
melee = 35
bullet = 50
laser = 50
energy = 100
bomb = 10
/obj/structure/railing/unbreakable
resistance_flags = INDESTRUCTIBLE
/obj/structure/railing/corner //aesthetic corner sharp edges hurt oof ouch
icon_state = "railing_corner"
density = FALSE
climbable = FALSE
/obj/structure/railing/corner/unbreakable
resistance_flags = INDESTRUCTIBLE
/obj/structure/railing/corner/end //end of a segment of railing without making a loop
icon_state = "railing_end"
/obj/structure/railing/corner/end/unbreakable
resistance_flags = INDESTRUCTIBLE
/obj/structure/railing/corner/end/flip //same as above but flipped around
icon_state = "railing_end_flip"
/obj/structure/railing/corner/end/flip/unbreakable
resistance_flags = INDESTRUCTIBLE
/obj/structure/railing/Initialize(mapload)
. = ..()
if(climbable)
AddElement(/datum/element/climbable)
if(density && flags_1 & ON_BORDER_1) // blocks normal movement from and to the direction it's facing.
var/static/list/loc_connections = list(
COMSIG_ATOM_EXIT = PROC_REF(on_exit),
)
AddElement(/datum/element/connect_loc, loc_connections)
var/static/list/tool_behaviors = list(
TOOL_WELDER = list(
SCREENTIP_CONTEXT_LMB = "Repair",
),
TOOL_WRENCH = list(
SCREENTIP_CONTEXT_LMB = "Anchor/Unanchor",
),
TOOL_WIRECUTTER = list(
SCREENTIP_CONTEXT_LMB = "Deconstruct",
),
)
AddElement(/datum/element/contextual_screentip_tools, tool_behaviors)
AddComponent(/datum/component/simple_rotation, ROTATION_NEEDS_ROOM)
/obj/structure/railing/examine(mob/user)
. = ..()
if(anchored == TRUE)
. += span_notice("The railing is <b>bolted</b> to the floor.")
else
. += span_notice("The railing is <i>unbolted</i> from the floor and can be deconstructed with <b>wirecutters</b>.")
/obj/structure/railing/attackby(obj/item/I, mob/living/user, params)
..()
add_fingerprint(user)
if(I.tool_behaviour == TOOL_WELDER && !user.combat_mode)
if(atom_integrity < max_integrity)
if(!I.tool_start_check(user, amount=1))
return
to_chat(user, span_notice("You begin repairing [src]..."))
if(I.use_tool(src, user, 40, volume=50))
atom_integrity = max_integrity
to_chat(user, span_notice("You repair [src]."))
else
to_chat(user, span_warning("[src] is already in good condition!"))
return
/obj/structure/railing/wirecutter_act(mob/living/user, obj/item/I)
. = ..()
to_chat(user, span_warning("You cut apart the railing."))
I.play_tool_sound(src, 100)
deconstruct()
return TRUE
/obj/structure/railing/atom_deconstruct(disassembled)
var/rods_to_make = istype(src,/obj/structure/railing/corner) ? 1 : 2
var/obj/rod = new item_deconstruct(drop_location(), rods_to_make)
transfer_fingerprints_to(rod)
///Implements behaviour that makes it possible to unanchor the railing.
/obj/structure/railing/wrench_act(mob/living/user, obj/item/I)
. = ..()
to_chat(user, span_notice("You begin to [anchored ? "unfasten the railing from":"fasten the railing to"] the floor..."))
if(I.use_tool(src, user, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_anchored), anchored)))
set_anchored(!anchored)
to_chat(user, span_notice("You [anchored ? "fasten the railing to":"unfasten the railing from"] the floor."))
return TRUE
/obj/structure/railing/CanPass(atom/movable/mover, border_dir)
. = ..()
if(border_dir & dir)
return . || mover.throwing || (mover.movement_type & MOVETYPES_NOT_TOUCHING_GROUND)
return TRUE
/obj/structure/railing/CanAStarPass(to_dir, datum/can_pass_info/pass_info)
if(!(to_dir & dir))
return TRUE
return ..()
/obj/structure/railing/proc/on_exit(datum/source, atom/movable/leaving, direction)
SIGNAL_HANDLER
if(leaving == src)
return // Let's not block ourselves.
if(!(direction & dir))
return
if (!density)
return
if (leaving.throwing)
return
if (leaving.movement_type & (PHASING|MOVETYPES_NOT_TOUCHING_GROUND))
return
if (leaving.move_force >= MOVE_FORCE_EXTREMELY_STRONG)
return
leaving.Bump(src)
return COMPONENT_ATOM_BLOCK_EXIT
/obj/structure/railing/proc/check_anchored(checked_anchored)
if(anchored == checked_anchored)
return TRUE
/obj/structure/railing/wooden_fence
name = "wooden fence"
desc = "wooden fence meant to keep animals in."
icon = 'icons/obj/structures.dmi'
icon_state = "wooden_railing"
item_deconstruct = /obj/item/stack/sheet/mineral/wood
layer = ABOVE_MOB_LAYER
plane = GAME_PLANE
/obj/structure/railing/wooden_fence/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_ATOM_DIR_CHANGE, PROC_REF(on_change_layer))
adjust_dir_layer(dir)
/obj/structure/railing/wooden_fence/proc/on_change_layer(datum/source, old_dir, new_dir)
SIGNAL_HANDLER
adjust_dir_layer(new_dir)
/obj/structure/railing/wooden_fence/proc/adjust_dir_layer(direction)
layer = (direction & NORTH) ? MOB_LAYER : initial(layer)
/obj/structure/railing/corner/end/wooden_fence
icon = 'icons/obj/structures.dmi'
icon_state = "wooden_railing_corner"
/obj/structure/railing/corner/end/flip/wooden_fence
icon = 'icons/obj/structures.dmi'
icon_state = "wooden_railing_corner_flipped"