/obj/structure
icon = 'icons/obj/structures.dmi'
pressure_resistance = 8
obj_integrity = 300
max_integrity = 300
var/climb_time = 20
var/climb_stun = 20
var/climbable = FALSE
var/mob/structureclimber
var/broken = 0 //similar to machinery's stat BROKEN
/obj/structure/Initialize()
if (!armor)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
. = ..()
if(smooth)
queue_smooth(src)
queue_smooth_neighbors(src)
icon_state = ""
if(SSticker)
GLOB.cameranet.updateVisibility(src)
/obj/structure/Destroy()
if(SSticker)
GLOB.cameranet.updateVisibility(src)
if(smooth)
queue_smooth_neighbors(src)
return ..()
/obj/structure/attack_hand(mob/user)
. = ..()
add_fingerprint(user)
if(structureclimber && structureclimber != user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
structureclimber.Knockdown(40)
structureclimber.visible_message("[structureclimber.name] has been knocked off the [src]", "You're knocked off the [src]!", "You see [structureclimber.name] get knocked off the [src]")
interact(user)
/obj/structure/interact(mob/user)
ui_interact(user)
/obj/structure/ui_act(action, params)
..()
add_fingerprint(usr)
/obj/structure/MouseDrop_T(atom/movable/O, mob/user)
. = ..()
if(!climbable)
return
if(ismob(O) && user == O && iscarbon(user))
if(user.canmove)
climb_structure(user)
return
if ((!( istype(O, /obj/item/weapon) ) || user.get_active_held_item() != O))
return
if(iscyborg(user))
return
if(!user.drop_item())
return
if (O.loc != src.loc)
step(O, get_dir(O, src))
return
/obj/structure/proc/do_climb(atom/movable/A)
if(climbable)
density = 0
. = step(A,get_dir(A,src.loc))
density = 1
/obj/structure/proc/climb_structure(mob/user)
src.add_fingerprint(user)
user.visible_message("[user] starts climbing onto [src].", \
"You start climbing onto [src]...")
var/adjusted_climb_time = climb_time
if(user.restrained()) //climbing takes twice as long when restrained.
adjusted_climb_time *= 2
if(isalien(user))
adjusted_climb_time *= 0.25 //aliens are terrifyingly fast
structureclimber = user
if(do_mob(user, user, adjusted_climb_time))
if(src.loc) //Checking if structure has been destroyed
if(do_climb(user))
user.visible_message("[user] climbs onto [src].", \
"You climb onto [src].")
add_logs(user, src, "climbed onto")
if(climb_stun)
user.Stun(climb_stun)
. = 1
else
to_chat(user, "You fail to climb onto [src].")
structureclimber = null
/obj/structure/examine(mob/user)
..()
if(!(resistance_flags & INDESTRUCTIBLE))
if(resistance_flags & ON_FIRE)
to_chat(user, "It's on fire!")
if(broken)
to_chat(user, "It appears to be broken.")
var/examine_status = examine_status(user)
if(examine_status)
to_chat(user, examine_status)
/obj/structure/proc/examine_status(mob/user) //An overridable proc, mostly for falsewalls.
var/healthpercent = (obj_integrity/max_integrity) * 100
switch(healthpercent)
if(50 to 99)
return "It looks slightly damaged."
if(25 to 50)
return "It appears heavily damaged."
if(0 to 25)
if(!broken)
return "It's falling apart!"