mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-24 20:47:43 +01:00
Merge resolution, compile fixes with outdated glass paths/map.
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@@ -18,7 +18,6 @@
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// var/silicate = 0 // number of units of silicate
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// var/icon/silicateIcon = null // the silicated icon
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/obj/structure/window/proc/take_damage(var/damage = 0, var/sound_effect = 1)
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var/initialhealth = src.health
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src.health = max(0, src.health - damage)
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@@ -85,11 +84,16 @@
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/obj/structure/window/meteorhit()
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shatter()
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//TODO: Make full windows a separate type of window.
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//Once a full window, it will always be a full window, so there's no point
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//having the same type for both.
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/obj/structure/window/proc/is_full_window()
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return (dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST)
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/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST)
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if(is_full_window())
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return 0 //full tile window, you can't move into it!
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if(get_dir(loc, target) == dir)
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return !density
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@@ -245,7 +249,6 @@
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dir = turn(dir, 90)
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// updateSilicate()
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update_nearby_tiles(need_rebuild=1)
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ini_dir = dir
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return
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@@ -262,7 +265,6 @@
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dir = turn(dir, 270)
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// updateSilicate()
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update_nearby_tiles(need_rebuild=1)
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ini_dir = dir
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return
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@@ -282,10 +284,15 @@
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*/
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/obj/structure/window/New(Loc,re=0)
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/obj/structure/window/New(Loc, start_dir=null, constructed=0)
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..()
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// if(re) reinf = re
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//player-constructed windows
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if (constructed)
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anchored = 0
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if (start_dir)
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dir = start_dir
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health = maxhealth
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@@ -294,8 +301,6 @@
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update_nearby_tiles(need_rebuild=1)
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update_nearby_icons()
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return
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/obj/structure/window/Del()
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density = 0
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@@ -305,6 +310,7 @@
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/obj/structure/window/Move()
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var/ini_dir = dir
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update_nearby_tiles(need_rebuild=1)
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..()
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dir = ini_dir
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@@ -406,7 +412,14 @@
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basestate = "rwindow"
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maxhealth = 40
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reinf = 1
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glasstype = /obj/item/stack/sheet/rglass
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glasstype = /obj/item/stack/sheet/glass/reinforced
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/obj/structure/window/New(Loc, constructed=0)
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..()
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//player-constructed windows
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if (constructed)
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state = 0
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/obj/structure/window/reinforced/tinted
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name = "tinted window"
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