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the little construction pr
This commit is contained in:
@@ -20,9 +20,50 @@
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drop_sound = 'sound/items/drop/axe.ogg'
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pickup_sound = 'sound/items/pickup/axe.ogg'
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//crafting / welding vars
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var/datum/material/material //*sigh* i guess this is how we're doing this.
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var/craftable = FALSE //set to TRUE for tiles you can craft stuff from directly, like grass
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var/can_weld = FALSE //set to TRUE for tiles you can reforge into their components via welding, like metal
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var/welds_into = /obj/item/stack/material/steel //what you get from the welding. defaults to steel.
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var/default_type = DEFAULT_WALL_MATERIAL
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/obj/item/stack/tile/Initialize()
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. = ..()
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randpixel_xy()
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if(craftable)
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material = get_material_by_name("[default_type]")
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if(!material)
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return INITIALIZE_HINT_QDEL
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if(material) //sanity check
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recipes = material.get_recipes()
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stacktype = material.stack_type
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/obj/item/stack/tile/attackby(obj/item/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weldingtool))
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var/obj/item/weldingtool/WT = W
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if(can_weld == FALSE)
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to_chat("You can't reform these into their original components.")
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return
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if(get_amount() < 4)
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to_chat(user, "<span class='warning'>You need at least four tiles to do this.</span>")
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return
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if(WT.remove_fuel(0,user))
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new welds_into(usr.loc)
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usr.update_icon()
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visible_message("<span class='notice'>\The [src] is shaped by [user.name] with the welding tool.</span>","You hear welding.")
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var/obj/item/stack/tile/T = src
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src = null
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var/replace = (user.get_inactive_hand()==T)
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T.use(4)
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if (!T && replace)
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user.put_in_hands(welds_into)
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return TRUE
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return ..()
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/*
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* Grass
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@@ -32,6 +73,7 @@
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singular_name = "grass floor tile"
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desc = "A patch of grass like they often use on golf courses."
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icon_state = "tile_grass"
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default_type = "grass"
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force = 1.0
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throwforce = 1.0
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throw_speed = 5
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@@ -41,6 +83,7 @@
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no_variants = FALSE
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drop_sound = 'sound/items/drop/herb.ogg'
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pickup_sound = 'sound/items/pickup/herb.ogg'
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craftable = TRUE
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/*
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* Wood
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@@ -187,6 +230,7 @@
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throw_speed = 5
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throw_range = 20
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no_variants = FALSE
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can_weld = TRUE
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/obj/item/stack/tile/floor/red
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name = "red floor tile"
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@@ -217,21 +261,36 @@
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name = "steel floor tile"
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singular_name = "steel floor tile"
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icon_state = "tile_steel"
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<<<<<<< HEAD
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matter = list(MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT / 4)
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=======
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matter = list("plasteel" = SHEET_MATERIAL_AMOUNT / 4)
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welds_into = /obj/item/stack/material/plasteel
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>>>>>>> 6b909477bca... the little construction pr (#9002)
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no_variants = FALSE
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/obj/item/stack/tile/floor/steel
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name = "steel floor tile"
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singular_name = "steel floor tile"
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icon_state = "tile_steel"
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<<<<<<< HEAD
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matter = list(MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT / 4)
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=======
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matter = list("plasteel" = SHEET_MATERIAL_AMOUNT / 4)
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welds_into = /obj/item/stack/material/plasteel
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>>>>>>> 6b909477bca... the little construction pr (#9002)
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no_variants = FALSE
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/obj/item/stack/tile/floor/white
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name = "white floor tile"
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singular_name = "white floor tile"
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icon_state = "tile_white"
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<<<<<<< HEAD
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matter = list(MAT_PLASTIC = SHEET_MATERIAL_AMOUNT / 4)
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=======
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matter = list("plastic" = SHEET_MATERIAL_AMOUNT / 4)
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welds_into = /obj/item/stack/material/plastic
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>>>>>>> 6b909477bca... the little construction pr (#9002)
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no_variants = FALSE
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/obj/item/stack/tile/floor/yellow
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@@ -245,14 +304,24 @@
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name = "dark floor tile"
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singular_name = "dark floor tile"
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icon_state = "tile_steel"
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<<<<<<< HEAD
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matter = list(MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT / 4)
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=======
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matter = list("plasteel" = SHEET_MATERIAL_AMOUNT / 4)
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welds_into = /obj/item/stack/material/plasteel
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>>>>>>> 6b909477bca... the little construction pr (#9002)
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no_variants = FALSE
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/obj/item/stack/tile/floor/freezer
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name = "freezer floor tile"
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singular_name = "freezer floor tile"
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icon_state = "tile_freezer"
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<<<<<<< HEAD
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matter = list(MAT_PLASTIC = SHEET_MATERIAL_AMOUNT / 4)
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=======
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matter = list("plastic" = SHEET_MATERIAL_AMOUNT / 4)
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welds_into = /obj/item/stack/material/plastic
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>>>>>>> 6b909477bca... the little construction pr (#9002)
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no_variants = FALSE
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/obj/item/stack/tile/floor/cyborg
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@@ -264,6 +333,7 @@
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charge_costs = list(250)
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stacktype = /obj/item/stack/tile/floor
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build_type = /obj/item/stack/tile/floor
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can_weld = FALSE //we're not going there
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/obj/item/stack/tile/linoleum
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name = "linoleum"
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@@ -276,6 +346,7 @@
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throw_range = 20
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flags = 0
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no_variants = FALSE
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can_weld = FALSE
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/obj/item/stack/tile/wmarble
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name = "light marble tile"
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@@ -288,6 +359,8 @@
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throw_range = 20
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flags = 0
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no_variants = FALSE
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can_weld = TRUE
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welds_into = /obj/item/stack/material/marble
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/obj/item/stack/tile/bmarble
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name = "dark marble tile"
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@@ -300,12 +373,15 @@
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throw_range = 20
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flags = 0
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no_variants = FALSE
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can_weld = TRUE
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welds_into = /obj/item/stack/material/marble
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/obj/item/stack/tile/roofing
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name = "roofing"
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singular_name = "roofing"
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desc = "A section of roofing material. You can use it to repair the ceiling, or expand it."
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icon_state = "techtile_grid"
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can_weld = FALSE //roofing can also be made from wood, so let's not open that can of worms today
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/obj/item/stack/tile/roofing/cyborg
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name = "roofing synthesizer"
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@@ -313,4 +389,9 @@
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uses_charge = 1
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charge_costs = list(250)
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stacktype = /obj/item/stack/tile/roofing
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build_type = /obj/item/stack/tile/roofing
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<<<<<<< HEAD
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build_type = /obj/item/stack/tile/roofing
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=======
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build_type = /obj/item/stack/tile/roofing
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can_weld = FALSE
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>>>>>>> 6b909477bca... the little construction pr (#9002)
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@@ -74,6 +74,12 @@
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board_type = new /datum/frame/frame_types/geiger
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matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
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/obj/item/circuitboard/electrochromic
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name = T_BOARD("electrochromic button")
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build_path = /obj/machinery/button/windowtint
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board_type = new /datum/frame/frame_types/electrochromic_button
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matter = list(MAT_STEEL = 50, "glass" = 50)
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//Computer
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/obj/item/weapon/circuitboard/holopad
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@@ -69,9 +69,12 @@
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return
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if (istype(C, /obj/item/stack/rods))
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var/obj/item/stack/rods/R = C
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if(R.use(2))
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if(R.get_amount() < 2)
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to_chat(user, "<span class='notice'>You need at least two rods to form a catwalk here.</span>")
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else
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to_chat(user, "<span class='notice'>You start connecting \the [R.name] to \the [src.name] ...</span>")
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if(do_after(user, 5 SECONDS))
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R.use(2) //2023-02-27 bugfix to prevent rods being used without catwalk creation
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src.alpha = 0 // Note: I don't know why this is set, Eris did it, just trusting for now. ~Leshana
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new /obj/structure/catwalk(src.loc)
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qdel(src)
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@@ -1,3 +1,4 @@
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<<<<<<< HEAD
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/obj/structure/window
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name = "window"
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desc = "A window."
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@@ -695,3 +696,711 @@
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qdel(src)
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return TRUE
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return FALSE
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=======
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/obj/structure/window
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name = "window"
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desc = "A window."
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icon = 'icons/obj/structures.dmi'
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density = 1
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can_atmos_pass = ATMOS_PASS_PROC
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w_class = ITEMSIZE_NORMAL
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layer = WINDOW_LAYER
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pressure_resistance = 4*ONE_ATMOSPHERE
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anchored = 1.0
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atom_flags = ATOM_HAS_TRANSITION_PRIORITY
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var/maxhealth = 14.0
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var/maximal_heat = T0C + 100 // Maximal heat before this window begins taking damage from fire
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var/damage_per_fire_tick = 2.0 // Amount of damage per fire tick. Regular windows are not fireproof so they might as well break quickly.
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var/health
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var/force_threshold = 0
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var/ini_dir = null
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var/state = 2
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var/reinf = 0
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var/basestate
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var/shardtype = /obj/item/material/shard
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var/glasstype = null // Set this in subtypes. Null is assumed strange or otherwise impossible to dismantle, such as for shuttle glass.
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var/silicate = 0 // number of units of silicate
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var/fulltile = FALSE // Set to true on full-tile variants.
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/obj/structure/window/examine(mob/user)
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. = ..()
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if(health == maxhealth)
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. += "<span class='notice'>It looks fully intact.</span>"
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else
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var/perc = health / maxhealth
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if(perc > 0.75)
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. += "<span class='notice'>It has a few cracks.</span>"
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else if(perc > 0.5)
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. += "<span class='warning'>It looks slightly damaged.</span>"
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else if(perc > 0.25)
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. += "<span class='warning'>It looks moderately damaged.</span>"
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else
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. += "<span class='danger'>It looks heavily damaged.</span>"
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if(silicate)
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if (silicate < 30)
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. += "<span class='notice'>It has a thin layer of silicate.</span>"
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else if (silicate < 70)
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. += "<span class='notice'>It is covered in silicate.</span>"
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else
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. += "<span class='notice'>There is a thick layer of silicate covering it.</span>"
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/obj/structure/window/examine_icon()
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return icon(icon=initial(icon),icon_state=initial(icon_state))
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/obj/structure/window/take_damage(var/damage = 0, var/sound_effect = 1)
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var/initialhealth = health
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if(silicate)
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damage = damage * (1 - silicate / 200)
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health = max(0, health - damage)
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if(health <= 0)
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shatter()
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else
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if(sound_effect)
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playsound(src, 'sound/effects/Glasshit.ogg', 100, 1)
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if(health < maxhealth / 4 && initialhealth >= maxhealth / 4)
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visible_message("[src] looks like it's about to shatter!" )
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update_icon()
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else if(health < maxhealth / 2 && initialhealth >= maxhealth / 2)
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visible_message("[src] looks seriously damaged!" )
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update_icon()
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else if(health < maxhealth * 3/4 && initialhealth >= maxhealth * 3/4)
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visible_message("Cracks begin to appear in [src]!" )
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update_icon()
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return
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/obj/structure/window/proc/apply_silicate(var/amount)
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if(health < maxhealth) // Mend the damage
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health = min(health + amount * 3, maxhealth)
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if(health == maxhealth)
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visible_message("[src] looks fully repaired." )
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else // Reinforce
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silicate = min(silicate + amount, 100)
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updateSilicate()
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/obj/structure/window/proc/updateSilicate()
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cut_overlays()
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update_icon()
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var/image/img = image(src)
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img.color = "#ffffff"
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img.alpha = silicate * 255 / 100
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add_overlay(img)
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/obj/structure/window/proc/shatter(var/display_message = 1)
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playsound(src, "shatter", 70, 1)
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if(display_message)
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visible_message("[src] shatters!")
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new shardtype(loc)
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if(reinf)
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new /obj/item/stack/rods(loc)
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if(is_fulltile())
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new shardtype(loc) //todo pooling?
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if(reinf)
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new /obj/item/stack/rods(loc)
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qdel(src)
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return
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/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
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var/proj_damage = Proj.get_structure_damage()
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if(!proj_damage) return
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..()
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take_damage(proj_damage)
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return
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/obj/structure/window/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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return
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if(2.0)
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shatter(0)
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return
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if(3.0)
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if(prob(50))
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shatter(0)
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return
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/obj/structure/window/blob_act()
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take_damage(50)
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/obj/structure/window/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return TRUE
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if(is_fulltile())
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return FALSE //full tile window, you can't move into it!
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if((get_dir(loc, target) & dir) || (get_dir(mover, target) == turn(dir, 180)))
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return !density
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else
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return TRUE
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/obj/structure/window/CanZASPass(turf/T, is_zone)
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if(is_fulltile() || get_dir(T, loc) == turn(dir, 180)) // Make sure we're handling the border correctly.
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return !anchored // If it's anchored, it'll block air.
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return TRUE // Don't stop airflow from the other sides.
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/obj/structure/window/CheckExit(atom/movable/O as mob|obj, target as turf)
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if(istype(O) && O.checkpass(PASSGLASS))
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return 1
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if(get_dir(O.loc, target) == dir)
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return 0
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return 1
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/obj/structure/window/hitby(AM as mob|obj)
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..()
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visible_message("<span class='danger'>[src] was hit by [AM].</span>")
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var/tforce = 0
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if(ismob(AM))
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tforce = 40
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else if(isobj(AM))
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var/obj/item/I = AM
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tforce = I.throwforce
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if(reinf) tforce *= 0.25
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if(health - tforce <= 7 && !reinf)
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anchored = 0
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update_verbs()
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update_nearby_icons()
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step(src, get_dir(AM, src))
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take_damage(tforce)
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/obj/structure/window/attack_tk(mob/user as mob)
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user.visible_message("<span class='notice'>Something knocks on [src].</span>")
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playsound(src, 'sound/effects/Glasshit.ogg', 50, 1)
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/obj/structure/window/attack_hand(mob/user as mob)
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user.setClickCooldown(user.get_attack_speed())
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if(HULK in user.mutations)
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user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
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user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
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user.do_attack_animation(src)
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shatter()
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else if (usr.a_intent == I_HURT)
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if (istype(usr,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = usr
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if(H.species.can_shred(H))
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attack_generic(H,25)
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return
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playsound(src, 'sound/effects/glassknock.ogg', 80, 1)
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user.do_attack_animation(src)
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usr.visible_message("<span class='danger'>\The [usr] bangs against \the [src]!</span>",
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"<span class='danger'>You bang against \the [src]!</span>",
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||||
"You hear a banging sound.")
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else
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playsound(src, 'sound/effects/glassknock.ogg', 80, 1)
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usr.visible_message("[usr.name] knocks on the [src.name].",
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"You knock on the [src.name].",
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"You hear a knocking sound.")
|
||||
return
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||||
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||||
/obj/structure/window/attack_generic(var/mob/user, var/damage)
|
||||
user.setClickCooldown(user.get_attack_speed())
|
||||
if(!damage)
|
||||
return
|
||||
if(damage >= STRUCTURE_MIN_DAMAGE_THRESHOLD)
|
||||
visible_message("<span class='danger'>[user] smashes into [src]!</span>")
|
||||
if(reinf)
|
||||
damage = damage / 2
|
||||
take_damage(damage)
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||||
else
|
||||
visible_message("<span class='notice'>\The [user] bonks \the [src] harmlessly.</span>")
|
||||
user.do_attack_animation(src)
|
||||
return 1
|
||||
|
||||
/obj/structure/window/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if(!istype(W)) return//I really wish I did not need this
|
||||
|
||||
// Fixing.
|
||||
if(istype(W, /obj/item/weldingtool) && user.a_intent == I_HELP)
|
||||
var/obj/item/weldingtool/WT = W
|
||||
if(health < maxhealth)
|
||||
if(WT.remove_fuel(1 ,user))
|
||||
to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
|
||||
playsound(src, WT.usesound, 50, 1)
|
||||
if(do_after(user, 40 * WT.toolspeed, target = src))
|
||||
health = maxhealth
|
||||
// playsound(src, 'sound/items/Welder.ogg', 50, 1)
|
||||
update_icon()
|
||||
to_chat(user, "<span class='notice'>You repair [src].</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
|
||||
return
|
||||
|
||||
// Slamming.
|
||||
if (istype(W, /obj/item/grab) && get_dist(src,user)<2)
|
||||
var/obj/item/grab/G = W
|
||||
if(istype(G.affecting,/mob/living))
|
||||
var/mob/living/M = G.affecting
|
||||
var/state = G.state
|
||||
qdel(W) //gotta delete it here because if window breaks, it won't get deleted
|
||||
switch (state)
|
||||
if(1)
|
||||
M.visible_message("<span class='warning'>[user] slams [M] against \the [src]!</span>")
|
||||
M.apply_damage(7)
|
||||
hit(10)
|
||||
if(2)
|
||||
M.visible_message("<span class='danger'>[user] bashes [M] against \the [src]!</span>")
|
||||
if (prob(50))
|
||||
M.Weaken(1)
|
||||
M.apply_damage(10)
|
||||
hit(25)
|
||||
if(3)
|
||||
M.visible_message("<span class='danger'><big>[user] crushes [M] against \the [src]!</big></span>")
|
||||
M.Weaken(5)
|
||||
M.apply_damage(20)
|
||||
hit(50)
|
||||
return
|
||||
|
||||
if(W.item_flags & NOBLUDGEON) return
|
||||
|
||||
if(W.is_screwdriver())
|
||||
if(reinf && state >= 1)
|
||||
state = 3 - state
|
||||
update_nearby_icons()
|
||||
playsound(src, W.usesound, 75, 1)
|
||||
to_chat(user, "<span class='notice'>You have [state == 1 ? "un" : ""]fastened the window [state ? "from" : "to"] the frame.</span>")
|
||||
else if(reinf && state == 0)
|
||||
anchored = !anchored
|
||||
update_nearby_icons()
|
||||
update_verbs()
|
||||
playsound(src, W.usesound, 75, 1)
|
||||
to_chat(user, "<span class='notice'>You have [anchored ? "" : "un"]fastened the frame [anchored ? "to" : "from"] the floor.</span>")
|
||||
else if(!reinf)
|
||||
anchored = !anchored
|
||||
update_nearby_icons()
|
||||
update_verbs()
|
||||
playsound(src, W.usesound, 75, 1)
|
||||
to_chat(user, "<span class='notice'>You have [anchored ? "" : "un"]fastened the window [anchored ? "to" : "from"] the floor.</span>")
|
||||
else if(W.is_crowbar() && reinf && state <= 1)
|
||||
state = 1 - state
|
||||
playsound(src, W.usesound, 75, 1)
|
||||
to_chat(user, "<span class='notice'>You have pried the window [state ? "into" : "out of"] the frame.</span>")
|
||||
else if(W.is_wrench() && !anchored && (!state || !reinf))
|
||||
if(!glasstype)
|
||||
to_chat(user, "<span class='notice'>You're not sure how to dismantle \the [src] properly.</span>")
|
||||
else
|
||||
playsound(src, W.usesound, 75, 1)
|
||||
visible_message("<span class='notice'>[user] dismantles \the [src].</span>")
|
||||
var/obj/item/stack/material/mats = new glasstype(loc)
|
||||
if(is_fulltile())
|
||||
mats.amount = 4
|
||||
qdel(src)
|
||||
else if(istype(W, /obj/item/stack/cable_coil) && reinf && state == 0 && !istype(src, /obj/structure/window/reinforced/polarized))
|
||||
var/obj/item/stack/cable_coil/C = W
|
||||
if (C.use(1))
|
||||
playsound(src, 'sound/effects/sparks1.ogg', 75, 1)
|
||||
user.visible_message( \
|
||||
"<span class='notice'>\The [user] begins to wire \the [src] for electrochromic tinting.</span>", \
|
||||
"<span class='notice'>You begin to wire \the [src] for electrochromic tinting.</span>", \
|
||||
"You hear sparks.")
|
||||
if(do_after(user, 20 * C.toolspeed, src) && state == 0)
|
||||
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
var/obj/structure/window/reinforced/polarized/P = new(loc, dir)
|
||||
if(is_fulltile())
|
||||
P.fulltile = TRUE
|
||||
P.icon_state = "fwindow"
|
||||
P.maxhealth = maxhealth
|
||||
P.health = health
|
||||
P.state = state
|
||||
P.anchored = anchored
|
||||
qdel(src)
|
||||
else if(istype(W,/obj/item/frame) && anchored)
|
||||
var/obj/item/frame/F = W
|
||||
F.try_build(src, user)
|
||||
else
|
||||
user.setClickCooldown(user.get_attack_speed(W))
|
||||
if(W.damtype == BRUTE || W.damtype == BURN)
|
||||
user.do_attack_animation(src)
|
||||
hit(W.force)
|
||||
if(health <= 7)
|
||||
anchored = 0
|
||||
update_nearby_icons()
|
||||
step(src, get_dir(user, src))
|
||||
else
|
||||
playsound(src, 'sound/effects/Glasshit.ogg', 75, 1)
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/structure/window/proc/hit(var/damage, var/sound_effect = 1)
|
||||
if(damage < force_threshold || force_threshold < 0)
|
||||
return
|
||||
if(reinf) damage *= 0.5
|
||||
take_damage(damage)
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/window/verb/rotate_counterclockwise()
|
||||
set name = "Rotate Window Counterclockwise"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if(usr.incapacitated())
|
||||
return 0
|
||||
|
||||
if(is_fulltile())
|
||||
return 0
|
||||
|
||||
if(anchored)
|
||||
to_chat(usr, "It is fastened to the floor therefore you can't rotate it!")
|
||||
return 0
|
||||
|
||||
update_nearby_tiles(need_rebuild=1) //Compel updates before
|
||||
src.set_dir(turn(src.dir, 90))
|
||||
updateSilicate()
|
||||
update_nearby_tiles(need_rebuild=1)
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/window/verb/rotate_clockwise()
|
||||
set name = "Rotate Window Clockwise"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if(usr.incapacitated())
|
||||
return 0
|
||||
|
||||
if(is_fulltile())
|
||||
return 0
|
||||
|
||||
if(anchored)
|
||||
to_chat(usr, "It is fastened to the floor therefore you can't rotate it!")
|
||||
return 0
|
||||
|
||||
update_nearby_tiles(need_rebuild=1) //Compel updates before
|
||||
src.set_dir(turn(src.dir, 270))
|
||||
updateSilicate()
|
||||
update_nearby_tiles(need_rebuild=1)
|
||||
return
|
||||
|
||||
/obj/structure/window/Initialize(var/ml, start_dir=null, constructed=0)
|
||||
. = ..()
|
||||
|
||||
if (start_dir)
|
||||
set_dir(start_dir)
|
||||
|
||||
//player-constructed windows
|
||||
if (constructed)
|
||||
anchored = 0
|
||||
state = 0
|
||||
update_verbs()
|
||||
|
||||
health = maxhealth
|
||||
|
||||
ini_dir = dir
|
||||
|
||||
update_nearby_tiles(need_rebuild=1)
|
||||
update_nearby_icons()
|
||||
|
||||
for(var/obj/structure/table/T in view(src, 1))
|
||||
T.update_connections()
|
||||
T.update_icon()
|
||||
|
||||
/obj/structure/window/Destroy()
|
||||
density = 0
|
||||
update_nearby_tiles()
|
||||
var/turf/location = loc
|
||||
. = ..()
|
||||
for(var/obj/structure/window/W in orange(location, 1))
|
||||
W.update_icon()
|
||||
for(var/obj/structure/table/T in view(location, 1))
|
||||
T.update_connections()
|
||||
T.update_icon()
|
||||
|
||||
/obj/structure/window/Move()
|
||||
var/ini_dir = dir
|
||||
update_nearby_tiles(need_rebuild=1)
|
||||
var/oldloc = loc
|
||||
. = ..()
|
||||
set_dir(ini_dir)
|
||||
update_nearby_tiles(need_rebuild=1)
|
||||
if(loc != oldloc)
|
||||
for(var/obj/structure/table/T in view(oldloc, 1) | view(loc, 1))
|
||||
T.update_connections()
|
||||
T.update_icon()
|
||||
|
||||
//checks if this window is full-tile one
|
||||
/obj/structure/window/proc/is_fulltile()
|
||||
return fulltile
|
||||
|
||||
/obj/structure/window/is_between_turfs(var/turf/origin, var/turf/target)
|
||||
if(fulltile)
|
||||
return TRUE
|
||||
return ..()
|
||||
|
||||
//This proc is used to update the icons of nearby windows. It should not be confused with update_nearby_tiles(), which is an atmos proc!
|
||||
/obj/structure/window/proc/update_nearby_icons()
|
||||
update_icon()
|
||||
for(var/obj/structure/window/W in orange(src, 1))
|
||||
W.update_icon()
|
||||
|
||||
//Updates the availabiliy of the rotation verbs
|
||||
/obj/structure/window/proc/update_verbs()
|
||||
if(anchored || is_fulltile())
|
||||
verbs -= /obj/structure/window/verb/rotate_counterclockwise
|
||||
verbs -= /obj/structure/window/verb/rotate_clockwise
|
||||
else if(!is_fulltile())
|
||||
verbs += /obj/structure/window/verb/rotate_counterclockwise
|
||||
verbs += /obj/structure/window/verb/rotate_clockwise
|
||||
|
||||
//merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm)
|
||||
/obj/structure/window/update_icon()
|
||||
//A little cludge here, since I don't know how it will work with slim windows. Most likely VERY wrong.
|
||||
//this way it will only update full-tile ones
|
||||
cut_overlays()
|
||||
if(!is_fulltile())
|
||||
// Rotate the sprite somewhat so non-fulltiled windows can be seen as needing repair.
|
||||
var/full_tilt_degrees = 15
|
||||
var/tilt_to_apply = abs((health / maxhealth) - 1)
|
||||
if(tilt_to_apply && prob(50))
|
||||
tilt_to_apply = -tilt_to_apply
|
||||
adjust_rotation(LERP(0, full_tilt_degrees, tilt_to_apply))
|
||||
|
||||
icon_state = "[basestate]"
|
||||
return
|
||||
var/list/dirs = list()
|
||||
if(anchored)
|
||||
for(var/obj/structure/window/W in orange(src,1))
|
||||
if(W.anchored && W.density && W.glasstype == src.glasstype && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
|
||||
dirs += get_dir(src, W)
|
||||
|
||||
var/list/connections = dirs_to_corner_states(dirs)
|
||||
|
||||
icon_state = ""
|
||||
var/list/add = list()
|
||||
for(var/i = 1 to 4)
|
||||
var/image/image = image(icon, "[basestate][connections[i]]", dir = 1<<(i-1))
|
||||
add += image
|
||||
add_overlay(add)
|
||||
|
||||
// Damage overlays.
|
||||
var/ratio = health / maxhealth
|
||||
ratio = CEILING(ratio * 4, 1) * 25
|
||||
|
||||
if(ratio > 75)
|
||||
return
|
||||
add_overlay(image(icon, "damage[ratio]", layer = layer + 0.1))
|
||||
|
||||
return
|
||||
|
||||
/obj/structure/window/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
if(exposed_temperature > maximal_heat)
|
||||
hit(damage_per_fire_tick, 0)
|
||||
..()
|
||||
|
||||
|
||||
|
||||
/obj/structure/window/basic
|
||||
desc = "It looks thin and flimsy. A few knocks with... almost anything, really should shatter it."
|
||||
icon_state = "window"
|
||||
basestate = "window"
|
||||
glasstype = /obj/item/stack/material/glass
|
||||
maximal_heat = T0C + 100
|
||||
damage_per_fire_tick = 2.0
|
||||
maxhealth = 12.0
|
||||
force_threshold = 3
|
||||
|
||||
/obj/structure/window/basic/full
|
||||
icon_state = "window-full"
|
||||
maxhealth = 24
|
||||
fulltile = TRUE
|
||||
|
||||
/obj/structure/window/phoronbasic
|
||||
name = "phoron window"
|
||||
desc = "A borosilicate alloy window. It seems to be quite strong."
|
||||
basestate = "phoronwindow"
|
||||
icon_state = "phoronwindow"
|
||||
shardtype = /obj/item/material/shard/phoron
|
||||
glasstype = /obj/item/stack/material/glass/phoronglass
|
||||
maximal_heat = T0C + 2000
|
||||
damage_per_fire_tick = 1.0
|
||||
maxhealth = 40.0
|
||||
force_threshold = 5
|
||||
|
||||
/obj/structure/window/phoronbasic/full
|
||||
icon_state = "phoronwindow-full"
|
||||
maxhealth = 80
|
||||
fulltile = TRUE
|
||||
|
||||
/obj/structure/window/phoronreinforced
|
||||
name = "reinforced borosilicate window"
|
||||
desc = "A borosilicate alloy window, with rods supporting it. It seems to be very strong."
|
||||
basestate = "phoronrwindow"
|
||||
icon_state = "phoronrwindow"
|
||||
shardtype = /obj/item/material/shard/phoron
|
||||
glasstype = /obj/item/stack/material/glass/phoronrglass
|
||||
reinf = 1
|
||||
maximal_heat = T0C + 4000
|
||||
damage_per_fire_tick = 1.0 // This should last for 80 fire ticks if the window is not damaged at all. The idea is that borosilicate windows have something like ablative layer that protects them for a while.
|
||||
maxhealth = 80.0
|
||||
force_threshold = 10
|
||||
|
||||
/obj/structure/window/phoronreinforced/full
|
||||
icon_state = "phoronrwindow-full"
|
||||
maxhealth = 160
|
||||
fulltile = TRUE
|
||||
|
||||
/obj/structure/window/reinforced
|
||||
name = "reinforced window"
|
||||
desc = "It looks rather strong. Might take a few good hits to shatter it."
|
||||
icon_state = "rwindow"
|
||||
basestate = "rwindow"
|
||||
maxhealth = 40.0
|
||||
reinf = 1
|
||||
maximal_heat = T0C + 750
|
||||
damage_per_fire_tick = 2.0
|
||||
glasstype = /obj/item/stack/material/glass/reinforced
|
||||
force_threshold = 6
|
||||
|
||||
/obj/structure/window/reinforced/full
|
||||
icon_state = "rwindow-full"
|
||||
maxhealth = 80
|
||||
fulltile = TRUE
|
||||
|
||||
/obj/structure/window/reinforced/tinted
|
||||
name = "tinted window"
|
||||
desc = "It looks rather strong and opaque. Might take a few good hits to shatter it."
|
||||
icon_state = "twindow"
|
||||
basestate = "twindow"
|
||||
opacity = 1
|
||||
|
||||
/obj/structure/window/reinforced/tinted/frosted
|
||||
name = "frosted window"
|
||||
desc = "It looks rather strong and frosted over. Looks like it might take a few less hits then a normal reinforced window."
|
||||
icon_state = "fwindow"
|
||||
basestate = "fwindow"
|
||||
maxhealth = 30
|
||||
force_threshold = 5
|
||||
|
||||
/obj/structure/window/shuttle
|
||||
name = "shuttle window"
|
||||
desc = "It looks rather strong. Might take a few good hits to shatter it."
|
||||
icon = 'icons/obj/podwindows.dmi'
|
||||
icon_state = "window"
|
||||
basestate = "window"
|
||||
maxhealth = 40
|
||||
reinf = 1
|
||||
basestate = "w"
|
||||
dir = 5
|
||||
force_threshold = 7
|
||||
|
||||
/obj/structure/window/reinforced/polarized
|
||||
name = "electrochromic window"
|
||||
desc = "Adjusts its tint with voltage. Might take a few good hits to shatter it."
|
||||
var/id
|
||||
|
||||
/obj/structure/window/reinforced/polarized/full
|
||||
icon_state = "rwindow-full"
|
||||
maxhealth = 80
|
||||
fulltile = TRUE
|
||||
|
||||
/obj/structure/window/reinforced/polarized/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/multitool) && !anchored) // Only allow programming if unanchored!
|
||||
var/obj/item/multitool/MT = W
|
||||
// First check if they have a windowtint button buffered
|
||||
if(istype(MT.connectable, /obj/machinery/button/windowtint))
|
||||
var/obj/machinery/button/windowtint/buffered_button = MT.connectable
|
||||
src.id = buffered_button.id
|
||||
to_chat(user, "<span class='notice'>\The [src] is linked to \the [buffered_button] with ID '[id]'.</span>")
|
||||
return TRUE
|
||||
// Otherwise fall back to asking them... and remind them what the current ID is.
|
||||
if(id)
|
||||
to_chat(user, "The window's current ID is [id].")
|
||||
var/t = sanitizeSafe(input(user, "Enter the new ID for the window.", src.name, null), MAX_NAME_LEN)
|
||||
if(t && in_range(src, user))
|
||||
src.id = t
|
||||
to_chat(user, "<span class='notice'>The new ID of \the [src] is '[id]'.</span>")
|
||||
return TRUE
|
||||
. = ..()
|
||||
|
||||
/obj/structure/window/reinforced/polarized/proc/toggle()
|
||||
if(opacity)
|
||||
animate(src, color="#FFFFFF", time=5)
|
||||
set_opacity(0)
|
||||
else
|
||||
animate(src, color="#222222", time=5)
|
||||
set_opacity(1)
|
||||
|
||||
|
||||
|
||||
/obj/machinery/button/windowtint
|
||||
name = "window tint control"
|
||||
icon = 'icons/obj/power.dmi'
|
||||
icon_state = "light0"
|
||||
desc = "A remote control switch for polarized windows."
|
||||
var/range = 7
|
||||
circuit = /obj/item/circuitboard/electrochromic
|
||||
|
||||
/obj/machinery/button/windowtint/attack_hand(mob/user as mob)
|
||||
if(..())
|
||||
return 1
|
||||
|
||||
toggle_tint()
|
||||
|
||||
/obj/machinery/button/windowtint/proc/toggle_tint()
|
||||
use_power(5)
|
||||
|
||||
active = !active
|
||||
update_icon()
|
||||
|
||||
for(var/obj/structure/window/reinforced/polarized/W in range(src,range))
|
||||
if (W.id == src.id || !W.id)
|
||||
spawn(0)
|
||||
W.toggle()
|
||||
return
|
||||
|
||||
/obj/machinery/button/windowtint/power_change()
|
||||
..()
|
||||
if(active && !powered(power_channel))
|
||||
toggle_tint()
|
||||
|
||||
/obj/machinery/button/windowtint/update_icon()
|
||||
icon_state = "light[active]"
|
||||
|
||||
/obj/machinery/button/windowtint/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if(default_deconstruction_screwdriver(user, W))
|
||||
return
|
||||
else if(alarm_deconstruction_wirecutters(user, W))
|
||||
return
|
||||
else if(istype(W, /obj/item/multitool))
|
||||
var/obj/item/multitool/MT = W
|
||||
if(!id)
|
||||
// If no ID is set yet (newly built button?) let them select an ID for first-time use!
|
||||
var/t = sanitizeSafe(input(user, "Enter an ID for \the [src].", src.name, null), MAX_NAME_LEN)
|
||||
if(t && in_range(src, user))
|
||||
src.id = t
|
||||
to_chat(user, "<span class='notice'>The new ID of \the [src] is '[id]'. To reset this, rebuild the control.</span>")
|
||||
if(id)
|
||||
// It already has an ID (or they just set one), buffer it for copying to windows.
|
||||
to_chat(user, "<span class='notice'>You store \the [src] ID ('[id]') in \the [MT]'s buffer!</span>")
|
||||
MT.connectable = src
|
||||
MT.update_icon()
|
||||
return TRUE
|
||||
. = ..()
|
||||
|
||||
/obj/structure/window/rcd_values(mob/living/user, obj/item/rcd/the_rcd, passed_mode)
|
||||
switch(passed_mode)
|
||||
if(RCD_DECONSTRUCT)
|
||||
return list(
|
||||
RCD_VALUE_MODE = RCD_DECONSTRUCT,
|
||||
RCD_VALUE_DELAY = 5 SECONDS,
|
||||
RCD_VALUE_COST = RCD_SHEETS_PER_MATTER_UNIT * 5
|
||||
)
|
||||
|
||||
/obj/structure/window/rcd_act(mob/living/user, obj/item/rcd/the_rcd, passed_mode)
|
||||
switch(passed_mode)
|
||||
if(RCD_DECONSTRUCT)
|
||||
to_chat(user, span("notice", "You deconstruct \the [src]."))
|
||||
qdel(src)
|
||||
return TRUE
|
||||
return FALSE
|
||||
>>>>>>> 6b909477bca... the little construction pr (#9002)
|
||||
|
||||
Reference in New Issue
Block a user