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* I like wood 😩 * Makes them faster to remove * 😩 * I hate molti Co-authored-by: Molti <108117184+Moltijoe@users.noreply.github.com> --------- Co-authored-by: Molti <108117184+Moltijoe@users.noreply.github.com>
1012 lines
34 KiB
Plaintext
1012 lines
34 KiB
Plaintext
/obj/structure/window
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name = "window"
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desc = "A window."
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icon_state = "window"
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density = TRUE
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layer = ABOVE_OBJ_LAYER //Just above doors
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pressure_resistance = 4*ONE_ATMOSPHERE
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anchored = TRUE //initially is 0 for tile smoothing
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flags_1 = ON_BORDER_1 | RAD_PROTECT_CONTENTS_1
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max_integrity = 25
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can_be_unanchored = TRUE
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resistance_flags = ACID_PROOF
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
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CanAtmosPass = ATMOS_PASS_PROC
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rad_insulation = RAD_VERY_LIGHT_INSULATION
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var/ini_dir = null
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var/state = WINDOW_SCREWED_TO_FRAME
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var/reinf = FALSE
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var/heat_resistance = 800
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var/decon_speed = 30
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var/wtype = "glass"
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var/fulltile = FALSE
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var/glass_type = /obj/item/stack/sheet/glass
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var/glass_amount = 1
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var/mutable_appearance/crack_overlay
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var/real_explosion_block //ignore this, just use explosion_block
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var/breaksound = "shatter"
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var/hitsound = 'sound/effects/Glasshit.ogg'
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/obj/structure/window/examine(mob/user)
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. = ..()
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if(reinf)
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if(anchored && state == WINDOW_SCREWED_TO_FRAME)
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. += span_notice("The window is <b>screwed</b> to the frame.")
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else if(anchored && state == WINDOW_IN_FRAME)
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. += span_notice("The window is <i>unscrewed</i> but <b>pried</b> into the frame.")
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else if(anchored && state == WINDOW_OUT_OF_FRAME)
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. += span_notice("The window is out of the frame, but could be <i>pried</i> in. It is <b>screwed</b> to the floor.")
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else if(!anchored)
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. += span_notice("The window is <i>unscrewed</i> from the floor, and could be deconstructed by <b>wrenching</b>.")
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else
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if(anchored)
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. += span_notice("The window is <b>screwed</b> to the floor.")
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else
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. += span_notice("The window is <i>unscrewed</i> from the floor, and could be deconstructed by <b>wrenching</b>.")
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/obj/structure/window/Initialize(mapload, direct)
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. = ..()
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if(direct)
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setDir(direct)
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if(reinf && anchored)
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state = RWINDOW_SECURE
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ini_dir = dir
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air_update_turf(1)
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if(fulltile)
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setDir()
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//windows only block while reinforced and fulltile, so we'll use the proc
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real_explosion_block = explosion_block
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explosion_block = EXPLOSION_BLOCK_PROC
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/obj/structure/window/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/simple_rotation,ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS ,null,CALLBACK(src, .proc/can_be_rotated),CALLBACK(src,.proc/after_rotation))
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/obj/structure/window/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
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switch(the_rcd.mode)
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if(RCD_DECONSTRUCT)
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return list("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 5)
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return FALSE
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/obj/structure/window/rcd_act(mob/user, var/obj/item/construction/rcd/the_rcd)
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if (resistance_flags & INDESTRUCTIBLE)
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return FALSE
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switch(the_rcd.mode)
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if(RCD_DECONSTRUCT)
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to_chat(user, span_notice("You deconstruct the window."))
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qdel(src)
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return TRUE
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return FALSE
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/obj/structure/window/narsie_act()
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add_atom_colour(NARSIE_WINDOW_COLOUR, FIXED_COLOUR_PRIORITY)
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/obj/structure/window/ratvar_act()
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if(!fulltile)
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new/obj/structure/window/reinforced/clockwork(get_turf(src), dir)
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else
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new/obj/structure/window/reinforced/clockwork/fulltile(get_turf(src))
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qdel(src)
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/obj/structure/window/honk_act()
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if(fulltile)
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new/obj/structure/window/bananium/fulltile(get_turf(src))
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else
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return
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qdel(src)
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/obj/structure/window/singularity_pull(S, current_size)
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..()
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if(current_size >= STAGE_FIVE)
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deconstruct(FALSE)
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/obj/structure/window/setDir(direct)
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if(!fulltile)
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..()
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else
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..(FULLTILE_WINDOW_DIR)
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/obj/structure/window/CanAllowThrough(atom/movable/mover, turf/target)
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. = ..()
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if(istype(mover) && (mover.pass_flags & PASSGLASS))
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return 1
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if(dir == FULLTILE_WINDOW_DIR)
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return 0 //full tile window, you can't move into it!
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var/attempted_dir = get_dir(loc, target)
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if(attempted_dir == dir)
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return
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if(istype(mover, /obj/structure/window))
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var/obj/structure/window/W = mover
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if(!valid_window_location(loc, W.ini_dir))
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return FALSE
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else if(istype(mover, /obj/structure/windoor_assembly))
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var/obj/structure/windoor_assembly/W = mover
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if(!valid_window_location(loc, W.ini_dir))
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return FALSE
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else if(istype(mover, /obj/machinery/door/window) && !valid_window_location(loc, mover.dir))
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return FALSE
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else if(attempted_dir != dir)
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return TRUE
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/obj/structure/window/CheckExit(atom/movable/O, turf/target)
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if(istype(O) && (O.pass_flags & 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/attack_tk(mob/user)
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message(span_notice("Something knocks on [src]."))
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add_fingerprint(user)
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playsound(src, 'sound/effects/Glassknock.ogg', 50, 1)
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/obj/structure/window/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
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if(!can_be_reached(user))
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return 1
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. = ..()
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/obj/structure/window/attack_hand(mob/user)
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. = ..()
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if(.)
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return
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if(!can_be_reached(user))
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return
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message("[user] knocks on [src].")
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add_fingerprint(user)
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playsound(src, 'sound/effects/Glassknock.ogg', 50, 1)
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/obj/structure/window/attack_paw(mob/user)
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return attack_hand(user)
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/obj/structure/window/attack_generic(mob/user, damage_amount = 0, damage_type = BRUTE, damage_flag = 0, sound_effect = 1) //used by attack_alien, attack_animal, and attack_slime
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if(!can_be_reached(user))
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return
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..()
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/obj/structure/window/attackby(obj/item/I, mob/living/user, params)
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if(!can_be_reached(user))
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return 1 //skip the afterattack
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add_fingerprint(user)
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if(I.tool_behaviour == TOOL_WELDER && user.a_intent == INTENT_HELP)
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if(obj_integrity < max_integrity)
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if(!I.tool_start_check(user, amount=0))
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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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obj_integrity = max_integrity
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update_nearby_icons()
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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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if(!(flags_1&NODECONSTRUCT_1) && !(reinf && state >= RWINDOW_FRAME_BOLTED))
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if(I.tool_behaviour == TOOL_SCREWDRIVER)
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I.play_tool_sound(src, 75)
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to_chat(user, span_notice("You begin to [anchored ? "unscrew the window from":"screw the window to"] the floor..."))
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if(I.use_tool(src, user, decon_speed, extra_checks = CALLBACK(src, .proc/check_anchored, anchored)))
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setAnchored(!anchored)
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to_chat(user, span_notice("You [anchored ? "fasten the window to":"unfasten the window from"] the floor."))
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return
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else if(I.tool_behaviour == TOOL_CROWBAR && reinf && (state == WINDOW_OUT_OF_FRAME))
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to_chat(user, span_notice("You begin to lever the window into the frame..."))
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I.play_tool_sound(src, 75)
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if(I.use_tool(src, user, 100, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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state = RWINDOW_SECURE
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to_chat(user, span_notice("You pry the window into the frame."))
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return
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else if(I.tool_behaviour == TOOL_WRENCH && !anchored)
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I.play_tool_sound(src, 75)
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to_chat(user, span_notice(" You begin to disassemble [src]..."))
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if(I.use_tool(src, user, decon_speed, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
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G.add_fingerprint(user)
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playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
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to_chat(user, span_notice("You successfully disassemble [src]."))
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qdel(src)
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return
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return ..()
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/obj/structure/window/setAnchored(anchorvalue)
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..()
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air_update_turf(TRUE)
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update_nearby_icons()
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/obj/structure/window/proc/check_state(checked_state)
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if(state == checked_state)
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return TRUE
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/obj/structure/window/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/window/proc/check_state_and_anchored(checked_state, checked_anchored)
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return check_state(checked_state) && check_anchored(checked_anchored)
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/obj/structure/window/mech_melee_attack(obj/mecha/M, equip_allowed)
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if(!can_be_reached())
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return
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..()
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/obj/structure/window/proc/can_be_reached(mob/user)
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if(!fulltile)
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if(get_dir(user,src) & dir)
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for(var/obj/O in loc)
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if(!O.CanPass(user, user.loc, 1))
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return 0
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return 1
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/obj/structure/window/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
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. = ..()
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if(.) //received damage
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update_nearby_icons()
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/obj/structure/window/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(src, hitsound, 75, 1)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, 1)
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if(BURN)
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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/obj/structure/window/deconstruct(disassembled = TRUE)
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if(QDELETED(src))
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return
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if(!disassembled)
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playsound(src, breaksound, 70, 1)
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if(!(flags_1 & NODECONSTRUCT_1))
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for(var/obj/item/shard/debris in spawnDebris(drop_location()))
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transfer_fingerprints_to(debris) // transfer fingerprints to shards only
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qdel(src)
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update_nearby_icons()
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/obj/structure/window/proc/spawnDebris(location)
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. = list()
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. += new /obj/item/shard(location)
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. += new /obj/effect/decal/cleanable/glass(location)
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if (reinf)
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. += new /obj/item/stack/rods(location, (fulltile ? 2 : 1))
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if (fulltile)
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. += new /obj/item/shard(location)
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/obj/structure/window/proc/can_be_rotated(mob/user,rotation_type)
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if(anchored)
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to_chat(user, span_warning("[src] cannot be rotated while it is fastened to the floor!"))
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return FALSE
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var/target_dir = turn(dir, rotation_type == ROTATION_CLOCKWISE ? -90 : 90)
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if(!valid_window_location(loc, target_dir))
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to_chat(user, span_warning("[src] cannot be rotated in that direction!"))
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return FALSE
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return TRUE
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/obj/structure/window/proc/after_rotation(mob/user,rotation_type)
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air_update_turf(1)
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ini_dir = dir
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add_fingerprint(user)
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/obj/structure/window/Destroy()
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density = FALSE
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air_update_turf(1)
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update_nearby_icons()
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return ..()
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/obj/structure/window/Move()
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var/turf/T = loc
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. = ..()
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setDir(ini_dir)
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move_update_air(T)
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/obj/structure/window/CanAtmosPass(turf/T)
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if(!anchored || !density)
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return TRUE
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return !(FULLTILE_WINDOW_DIR == dir || dir == get_dir(loc, T))
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//This proc is used to update the icons of nearby windows.
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/obj/structure/window/proc/update_nearby_icons()
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update_icon()
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if(smooth)
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queue_smooth_neighbors(src)
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//merges adjacent full-tile windows into one
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/obj/structure/window/update_icon()
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if(!QDELETED(src))
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if(!fulltile)
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return
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var/ratio = obj_integrity / max_integrity
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ratio = CEILING(ratio*4, 1) * 25
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if(smooth)
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queue_smooth(src)
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cut_overlay(crack_overlay)
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if(ratio > 75)
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return
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crack_overlay = mutable_appearance('icons/obj/structures.dmi', "damage[ratio]", -(layer+0.1))
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add_overlay(crack_overlay)
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/obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > (T0C + heat_resistance))
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take_damage(round(exposed_volume / 100), BURN, 0, 0)
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..()
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/obj/structure/window/get_dumping_location(obj/item/storage/source,mob/user)
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return null
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/obj/structure/window/CanAStarPass(ID, to_dir)
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if(!density)
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return 1
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if((dir == FULLTILE_WINDOW_DIR) || (dir == to_dir))
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return 0
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return 1
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/obj/structure/window/GetExplosionBlock()
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return reinf && fulltile ? real_explosion_block : 0
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/obj/structure/window/spawner/east
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dir = EAST
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/obj/structure/window/spawner/west
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dir = WEST
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/obj/structure/window/spawner/north
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dir = NORTH
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/obj/structure/window/unanchored
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anchored = FALSE
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state = WINDOW_OUT_OF_FRAME
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/obj/structure/window/reinforced
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name = "reinforced window"
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desc = "A window that is reinforced with metal rods."
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icon_state = "rwindow"
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reinf = TRUE
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heat_resistance = 1600
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armor = list(MELEE = 80, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
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max_integrity = 75
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explosion_block = 1
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damage_deflection = 11
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state = RWINDOW_SECURE
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glass_type = /obj/item/stack/sheet/rglass
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rad_insulation = RAD_HEAVY_INSULATION
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/obj/structure/window/reinforced/bronze
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name = "bronze window"
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desc = "A paper-thin pane of translucent yet reinforced bronze."
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icon = 'icons/obj/smooth_structures/clockwork_window.dmi'
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icon_state = "clockwork_window_single"
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glass_type = /obj/item/stack/tile/bronze
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//this is shitcode but all of construction is shitcode and needs a refactor, it works for now
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//If you find this like 4 years later and construction still hasn't been refactored, I'm so sorry for this
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/obj/structure/window/reinforced/attackby(obj/item/I, mob/living/user, params)
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switch(state)
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if(RWINDOW_SECURE)
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if(I.tool_behaviour == TOOL_WELDER && user.a_intent == INTENT_HARM)
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user.visible_message(span_notice("[user] holds \the [I] to the security screws on \the [src]..."),
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span_notice("You begin heating the security screws on \the [src]..."))
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if(I.use_tool(src, user, 8 SECONDS, volume = 100))
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to_chat(user, span_notice("The security bolts are glowing white hot and look ready to be removed."))
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state = RWINDOW_BOLTS_HEATED
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addtimer(CALLBACK(src, .proc/cool_bolts), 300)
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return
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if(RWINDOW_BOLTS_HEATED)
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if(I.tool_behaviour == TOOL_SCREWDRIVER)
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user.visible_message(span_notice("[user] digs into the heated security screws and starts removing them..."),
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span_notice("You dig into the heated screws hard and they start turning..."))
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if(I.use_tool(src, user, 4 SECONDS, volume = 50))
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state = RWINDOW_BOLTS_OUT
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to_chat(user, span_notice("The screws come out, and a gap forms around the edge of the pane."))
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return
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if(RWINDOW_BOLTS_OUT)
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if(I.tool_behaviour == TOOL_CROWBAR)
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user.visible_message(span_notice("[user] wedges \the [I] into the gap in the frame and starts prying..."),
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span_notice("You wedge \the [I] into the gap in the frame and start prying..."))
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if(I.use_tool(src, user, 5 SECONDS, volume = 50))
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state = RWINDOW_POPPED
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to_chat(user, span_notice("The panel pops out of the frame, exposing some thin metal bars that looks like they can be cut."))
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return
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if(RWINDOW_POPPED)
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if(I.tool_behaviour == TOOL_WIRECUTTER)
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user.visible_message(span_notice("[user] starts cutting the exposed bars on \the [src]..."),
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span_notice("You start cutting the exposed bars on \the [src]"))
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if(I.use_tool(src, user, 3 SECONDS, volume = 50))
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state = RWINDOW_BARS_CUT
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to_chat(user, span_notice("The panels falls out of the way exposing the frame bolts."))
|
|
return
|
|
if(RWINDOW_BARS_CUT)
|
|
if(I.tool_behaviour == TOOL_WRENCH)
|
|
user.visible_message(span_notice("[user] starts unfastening \the [src] from the frame..."),
|
|
span_notice("You start unfastening the bolts from the frame..."))
|
|
if(I.use_tool(src, user, 5 SECONDS, volume = 50))
|
|
to_chat(user, span_notice("You unscrew the bolts from the frame and the window pops loose."))
|
|
state = WINDOW_OUT_OF_FRAME
|
|
setAnchored(FALSE)
|
|
return
|
|
return ..()
|
|
|
|
/obj/structure/window/proc/cool_bolts()
|
|
if(state == RWINDOW_BOLTS_HEATED)
|
|
state = RWINDOW_SECURE
|
|
visible_message(span_notice("The bolts on \the [src] look like they've cooled off..."))
|
|
|
|
/obj/structure/window/reinforced/examine(mob/user)
|
|
. = ..()
|
|
switch(state)
|
|
if(RWINDOW_SECURE)
|
|
. += "It's been screwed in with one way screws, you'd need to <b>heat them</b> to have any chance of backing them out."
|
|
if(RWINDOW_BOLTS_HEATED)
|
|
. += "The screws are glowing white hot, and you'll likely be able to <b>unscrew them</b> now."
|
|
if(RWINDOW_BOLTS_OUT)
|
|
. += "The screws have been removed, revealing a small gap you could fit a <b>prying tool</b> in."
|
|
if(RWINDOW_POPPED)
|
|
. += "The main plate of the window has popped out of the frame, exposing some bars that look like they can be <b>cut</b>."
|
|
if(RWINDOW_BARS_CUT)
|
|
. += "The main pane can be easily moved out of the way to reveal some <b>bolts</b> holding the frame in."
|
|
|
|
|
|
/obj/structure/window/reinforced/spawner/east
|
|
dir = EAST
|
|
|
|
/obj/structure/window/reinforced/spawner/west
|
|
dir = WEST
|
|
|
|
/obj/structure/window/reinforced/spawner/north
|
|
dir = NORTH
|
|
|
|
/obj/structure/window/reinforced/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/plasma
|
|
name = "plasma window"
|
|
desc = "A window made out of a plasma-silicate alloy. It looks insanely tough to break and burn through."
|
|
icon_state = "plasmawindow"
|
|
reinf = FALSE
|
|
heat_resistance = 25000
|
|
armor = list(MELEE = 60, BULLET = 5, LASER = 0, ENERGY = 100, BOMB = 45, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
|
|
max_integrity = 150
|
|
explosion_block = 1
|
|
glass_type = /obj/item/stack/sheet/plasmaglass
|
|
rad_insulation = RAD_FULL_INSULATION
|
|
|
|
/obj/structure/window/plasma/CanAllowThrough(atom/movable/mover, turf/target)
|
|
. = ..()
|
|
if(istype(mover, /obj/item/projectile/energy/nuclear_particle))
|
|
return FALSE
|
|
|
|
/obj/structure/window/plasma/spawnDebris(location)
|
|
. = list()
|
|
. += new /obj/item/shard/plasma(location)
|
|
. += new /obj/effect/decal/cleanable/glass/plasma(location)
|
|
if (reinf)
|
|
. += new /obj/item/stack/rods(location, (fulltile ? 2 : 1))
|
|
if (fulltile)
|
|
. += new /obj/item/shard/plasma(location)
|
|
|
|
/obj/structure/window/plasma/spawner/east
|
|
dir = EAST
|
|
|
|
/obj/structure/window/plasma/spawner/west
|
|
dir = WEST
|
|
|
|
/obj/structure/window/plasma/spawner/north
|
|
dir = NORTH
|
|
|
|
/obj/structure/window/plasma/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/plasma/reinforced
|
|
name = "reinforced plasma window"
|
|
desc = "A window made out of a plasma-silicate alloy and a rod matrix. It looks hopelessly tough to break and is most likely nigh fireproof."
|
|
icon_state = "plasmarwindow"
|
|
reinf = TRUE
|
|
heat_resistance = 50000
|
|
armor = list(MELEE = 80, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 60, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
|
|
max_integrity = 500
|
|
damage_deflection = 21
|
|
explosion_block = 2
|
|
glass_type = /obj/item/stack/sheet/plasmarglass
|
|
|
|
//entirely copypasted code
|
|
//take this out when construction is made a component or otherwise modularized in some way
|
|
/obj/structure/window/plasma/reinforced/attackby(obj/item/I, mob/living/user, params)
|
|
switch(state)
|
|
if(RWINDOW_SECURE)
|
|
if(I.tool_behaviour == TOOL_WELDER && user.a_intent == INTENT_HARM)
|
|
user.visible_message(span_notice("[user] holds \the [I] to the security screws on \the [src]..."),
|
|
span_notice("You begin heating the security screws on \the [src]..."))
|
|
if(I.use_tool(src, user, 180, volume = 100))
|
|
to_chat(user, span_notice("The security screws are glowing white hot and look ready to be removed."))
|
|
state = RWINDOW_BOLTS_HEATED
|
|
addtimer(CALLBACK(src, .proc/cool_bolts), 300)
|
|
return
|
|
if(RWINDOW_BOLTS_HEATED)
|
|
if(I.tool_behaviour == TOOL_SCREWDRIVER)
|
|
user.visible_message(span_notice("[user] digs into the heated security screws and starts removing them..."),
|
|
span_notice("You dig into the heated screws hard and they start turning..."))
|
|
if(I.use_tool(src, user, 80, volume = 50))
|
|
state = RWINDOW_BOLTS_OUT
|
|
to_chat(user, span_notice("The screws come out, and a gap forms around the edge of the pane."))
|
|
return
|
|
if(RWINDOW_BOLTS_OUT)
|
|
if(I.tool_behaviour == TOOL_CROWBAR)
|
|
user.visible_message(span_notice("[user] wedges \the [I] into the gap in the frame and starts prying..."),
|
|
span_notice("You wedge \the [I] into the gap in the frame and start prying..."))
|
|
if(I.use_tool(src, user, 50, volume = 50))
|
|
state = RWINDOW_POPPED
|
|
to_chat(user, span_notice("The panel pops out of the frame, exposing some thin metal bars that looks like they can be cut."))
|
|
return
|
|
if(RWINDOW_POPPED)
|
|
if(I.tool_behaviour == TOOL_WIRECUTTER)
|
|
user.visible_message(span_notice("[user] starts cutting the exposed bars on \the [src]..."),
|
|
span_notice("You start cutting the exposed bars on \the [src]"))
|
|
if(I.use_tool(src, user, 30, volume = 50))
|
|
state = RWINDOW_BARS_CUT
|
|
to_chat(user, span_notice("The panels falls out of the way exposing the frame bolts."))
|
|
return
|
|
if(RWINDOW_BARS_CUT)
|
|
if(I.tool_behaviour == TOOL_WRENCH)
|
|
user.visible_message(span_notice("[user] starts unfastening \the [src] from the frame..."),
|
|
span_notice("You start unfastening the bolts from the frame..."))
|
|
if(I.use_tool(src, user, 50, volume = 50))
|
|
to_chat(user, span_notice("You unfasten the bolts from the frame and the window pops loose."))
|
|
state = WINDOW_OUT_OF_FRAME
|
|
setAnchored(FALSE)
|
|
return
|
|
return ..()
|
|
|
|
/obj/structure/window/plasma/reinforced/examine(mob/user)
|
|
. = ..()
|
|
switch(state)
|
|
if(RWINDOW_SECURE)
|
|
. += "It's been screwed in with one way screws, you'd need to <b>heat them</b> to have any chance of backing them out."
|
|
if(RWINDOW_BOLTS_HEATED)
|
|
. += "The screws are glowing white hot, and you'll likely be able to <b>unscrew them</b> now."
|
|
if(RWINDOW_BOLTS_OUT)
|
|
. += "The screws have been removed, revealing a small gap you could fit a <b>prying tool</b> in."
|
|
if(RWINDOW_POPPED)
|
|
. += "The main plate of the window has popped out of the frame, exposing some bars that look like they can be <b>cut</b>."
|
|
if(RWINDOW_BARS_CUT)
|
|
. += "The main pane can be easily moved out of the way to reveal some <b>bolts</b> holding the frame in."
|
|
|
|
/obj/structure/window/plasma/reinforced/spawner/east
|
|
dir = EAST
|
|
|
|
/obj/structure/window/plasma/reinforced/spawner/west
|
|
dir = WEST
|
|
|
|
/obj/structure/window/plasma/reinforced/spawner/north
|
|
dir = NORTH
|
|
|
|
/obj/structure/window/plasma/reinforced/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/reinforced/tinted
|
|
name = "tinted window"
|
|
icon_state = "twindow"
|
|
opacity = 1
|
|
/obj/structure/window/reinforced/tinted/frosted
|
|
name = "frosted window"
|
|
icon_state = "fwindow"
|
|
|
|
/* Full Tile Windows (more obj_integrity) */
|
|
|
|
/obj/structure/window/fulltile
|
|
icon = 'icons/obj/smooth_structures/window.dmi'
|
|
icon_state = "window"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
max_integrity = 50
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
smooth = SMOOTH_TRUE
|
|
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/fulltile/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/plasma/fulltile
|
|
icon = 'icons/obj/smooth_structures/plasma_window.dmi'
|
|
icon_state = "plasmawindow"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
max_integrity = 300
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
smooth = SMOOTH_TRUE
|
|
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/plasma/fulltile/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/plasma/reinforced/fulltile
|
|
icon = 'icons/obj/smooth_structures/rplasma_window.dmi'
|
|
icon_state = "rplasmawindow"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
state = RWINDOW_SECURE
|
|
max_integrity = 1000
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
smooth = SMOOTH_TRUE
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/plasma/reinforced/fulltile/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/reinforced/fulltile
|
|
icon = 'icons/obj/smooth_structures/reinforced_window.dmi'
|
|
icon_state = "r_window"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
max_integrity = 150
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
smooth = SMOOTH_TRUE
|
|
state = RWINDOW_SECURE
|
|
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
|
|
level = 3
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/reinforced/fulltile/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/reinforced/tinted/fulltile
|
|
icon = 'icons/obj/smooth_structures/tinted_window.dmi'
|
|
icon_state = "tinted_window"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
smooth = SMOOTH_TRUE
|
|
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
|
|
level = 3
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/reinforced/fulltile/ice
|
|
icon = 'icons/obj/smooth_structures/rice_window.dmi'
|
|
icon_state = "ice_window"
|
|
max_integrity = 150
|
|
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
|
|
level = 3
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/reinforced/fulltile/bronze
|
|
name = "bronze window"
|
|
desc = "A pane of translucent yet reinforced bronze."
|
|
icon = 'icons/obj/smooth_structures/clockwork_window.dmi'
|
|
icon_state = "clockwork_window"
|
|
glass_type = /obj/item/stack/tile/bronze
|
|
|
|
/obj/structure/window/shuttle
|
|
name = "shuttle window"
|
|
desc = "A reinforced, air-locked pod window."
|
|
icon = 'icons/obj/smooth_structures/shuttle_window.dmi'
|
|
icon_state = "shuttle_window"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
max_integrity = 100
|
|
wtype = "shuttle"
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
reinf = TRUE
|
|
heat_resistance = 1600
|
|
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
|
|
smooth = SMOOTH_TRUE
|
|
canSmoothWith = null
|
|
explosion_block = 3
|
|
level = 3
|
|
glass_type = /obj/item/stack/sheet/titaniumglass
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/shuttle/narsie_act()
|
|
add_atom_colour("#3C3434", FIXED_COLOUR_PRIORITY)
|
|
|
|
/obj/structure/window/shuttle/tinted
|
|
opacity = TRUE
|
|
|
|
/obj/structure/window/shuttle/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/plastitanium
|
|
name = "plastitanium window"
|
|
desc = "A durable looking window made of an alloy of of plasma and titanium."
|
|
icon = 'icons/obj/smooth_structures/plastitanium_window.dmi'
|
|
icon_state = "plastitanium_window"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
max_integrity = 600
|
|
wtype = "shuttle"
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
reinf = TRUE
|
|
heat_resistance = 1600
|
|
armor = list(MELEE = 80, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
|
|
smooth = SMOOTH_TRUE
|
|
canSmoothWith = null
|
|
explosion_block = 3
|
|
damage_deflection = 21 //The same as reinforced plasma windows.
|
|
level = 3
|
|
glass_type = /obj/item/stack/sheet/plastitaniumglass
|
|
glass_amount = 2
|
|
rad_insulation = RAD_FULL_INSULATION
|
|
|
|
/obj/structure/window/plastitanium/CanAllowThrough(atom/movable/mover, turf/target)
|
|
. = ..()
|
|
if(istype(mover, /obj/item/projectile/energy/nuclear_particle))
|
|
return FALSE
|
|
|
|
/obj/structure/window/plastitanium/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/reinforced/clockwork
|
|
name = "brass window"
|
|
desc = "A paper-thin pane of translucent yet reinforced brass."
|
|
icon = 'icons/obj/smooth_structures/clockwork_window.dmi'
|
|
icon_state = "clockwork_window_single"
|
|
resistance_flags = FIRE_PROOF | ACID_PROOF
|
|
max_integrity = 150
|
|
armor = list(MELEE = 80, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
|
|
explosion_block = 2 //fancy AND hard to destroy. the most useful combination.
|
|
decon_speed = 40
|
|
glass_type = /obj/item/stack/tile/brass
|
|
glass_amount = 1
|
|
reinf = FALSE
|
|
var/made_glow = FALSE
|
|
|
|
/obj/structure/window/reinforced/clockwork/Initialize(mapload, direct)
|
|
. = ..()
|
|
change_construction_value(fulltile ? 2 : 1)
|
|
|
|
/obj/structure/window/reinforced/clockwork/spawnDebris(location)
|
|
. = list()
|
|
var/gearcount = fulltile ? 4 : 2
|
|
for(var/i in 1 to gearcount)
|
|
. += new /obj/item/clockwork/alloy_shards/medium/gear_bit(location)
|
|
|
|
/obj/structure/window/reinforced/clockwork/setDir(direct)
|
|
if(!made_glow)
|
|
var/obj/effect/E = new /obj/effect/temp_visual/ratvar/window/single(get_turf(src))
|
|
E.setDir(direct)
|
|
made_glow = TRUE
|
|
..()
|
|
|
|
/obj/structure/window/reinforced/clockwork/Destroy()
|
|
change_construction_value(fulltile ? -2 : -1)
|
|
return ..()
|
|
|
|
/obj/structure/window/reinforced/clockwork/ratvar_act()
|
|
if(GLOB.ratvar_awakens)
|
|
obj_integrity = max_integrity
|
|
update_icon()
|
|
|
|
/obj/structure/window/reinforced/clockwork/narsie_act()
|
|
take_damage(rand(25, 75), BRUTE)
|
|
if(!QDELETED(src))
|
|
var/previouscolor = color
|
|
color = "#960000"
|
|
animate(src, color = previouscolor, time = 0.8 SECONDS)
|
|
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 0.8 SECONDS)
|
|
|
|
/obj/structure/window/reinforced/clockwork/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/reinforced/clockwork/fulltile
|
|
icon_state = "clockwork_window"
|
|
smooth = SMOOTH_TRUE
|
|
canSmoothWith = null
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
dir = FULLTILE_WINDOW_DIR
|
|
max_integrity = 600
|
|
level = 3
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/reinforced/clockwork/spawnDebris(location)
|
|
. = list()
|
|
for(var/i in 1 to 4)
|
|
. += new /obj/item/clockwork/alloy_shards/medium/gear_bit(location)
|
|
|
|
/obj/structure/window/reinforced/clockwork/Initialize(mapload, direct)
|
|
made_glow = TRUE
|
|
new /obj/effect/temp_visual/ratvar/window(get_turf(src))
|
|
return ..()
|
|
|
|
|
|
/obj/structure/window/reinforced/clockwork/fulltile/unanchored
|
|
anchored = FALSE
|
|
state = WINDOW_OUT_OF_FRAME
|
|
|
|
/obj/structure/window/paperframe
|
|
name = "paper frame"
|
|
desc = "A fragile separator made of thin wood and paper."
|
|
icon = 'icons/obj/smooth_structures/paperframes.dmi'
|
|
icon_state = "frame"
|
|
dir = FULLTILE_WINDOW_DIR
|
|
opacity = TRUE
|
|
max_integrity = 15
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
smooth = SMOOTH_TRUE
|
|
canSmoothWith = list(/obj/structure/window/paperframe, /obj/structure/mineral_door/paperframe)
|
|
glass_amount = 2
|
|
glass_type = /obj/item/stack/sheet/paperframes
|
|
heat_resistance = 233
|
|
decon_speed = 10
|
|
CanAtmosPass = ATMOS_PASS_YES
|
|
resistance_flags = FLAMMABLE
|
|
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
|
breaksound = 'sound/items/poster_ripped.ogg'
|
|
hitsound = 'sound/weapons/slashmiss.ogg'
|
|
var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "torn", layer = ABOVE_OBJ_LAYER - 0.1)
|
|
var/static/mutable_appearance/paper = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "paper", layer = ABOVE_OBJ_LAYER - 0.1)
|
|
|
|
/obj/structure/window/paperframe/Initialize()
|
|
. = ..()
|
|
update_icon()
|
|
|
|
/obj/structure/window/paperframe/examine(mob/user)
|
|
. = ..()
|
|
if(obj_integrity < max_integrity)
|
|
. += span_info("It looks a bit damaged, you may be able to fix it with some <b>paper</b>.")
|
|
|
|
/obj/structure/window/paperframe/spawnDebris(location)
|
|
. = list(new /obj/item/stack/sheet/mineral/wood(location))
|
|
for (var/i in 1 to rand(1,4))
|
|
. += new /obj/item/paper/natural(location)
|
|
|
|
/obj/structure/window/paperframe/attack_hand(mob/user)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
add_fingerprint(user)
|
|
if(user.a_intent != INTENT_HARM)
|
|
user.changeNext_move(CLICK_CD_MELEE)
|
|
user.visible_message("[user] knocks on [src].")
|
|
playsound(src, "pageturn", 50, 1)
|
|
else
|
|
take_damage(4,BRUTE,MELEE, 0)
|
|
playsound(src, hitsound, 50, 1)
|
|
if(!QDELETED(src))
|
|
user.visible_message(span_danger("[user] tears a hole in [src]."))
|
|
update_icon()
|
|
|
|
/obj/structure/window/paperframe/update_icon()
|
|
if(obj_integrity < max_integrity)
|
|
cut_overlay(paper)
|
|
add_overlay(torn)
|
|
set_opacity(FALSE)
|
|
else
|
|
cut_overlay(torn)
|
|
add_overlay(paper)
|
|
set_opacity(TRUE)
|
|
queue_smooth(src)
|
|
|
|
|
|
/obj/structure/window/paperframe/attackby(obj/item/W, mob/user)
|
|
if(W.is_hot())
|
|
fire_act(W.is_hot())
|
|
return
|
|
if(user.a_intent == INTENT_HARM)
|
|
return ..()
|
|
if(istype(W, /obj/item/paper) && obj_integrity < max_integrity)
|
|
user.visible_message("[user] starts to patch the holes in \the [src].")
|
|
if(do_after(user, 2 SECONDS, src))
|
|
obj_integrity = min(obj_integrity+4,max_integrity)
|
|
qdel(W)
|
|
user.visible_message("[user] patches some of the holes in \the [src].")
|
|
if(obj_integrity == max_integrity)
|
|
update_icon()
|
|
return
|
|
..()
|
|
update_icon()
|
|
|
|
|
|
|
|
|
|
|
|
/obj/structure/cloth_curtain
|
|
name = "curtain"
|
|
desc = "Beta brand soft sheets"
|
|
icon = 'icons/obj/structures.dmi'
|
|
icon_state = "curtain_open"
|
|
color = "#af439d" //Default color, didn't bother hardcoding other colors, mappers can and should easily change it.
|
|
alpha = 200 //Mappers can also just set this to 255 if they want curtains that can't be seen through
|
|
layer = SIGN_LAYER
|
|
anchored = TRUE
|
|
opacity = FALSE
|
|
density = FALSE
|
|
var/open = TRUE
|
|
|
|
/obj/structure/cloth_curtain/proc/toggle()
|
|
open = !open
|
|
update_icon()
|
|
|
|
/obj/structure/cloth_curtain/update_icon()
|
|
if(!open)
|
|
icon_state = "curtain_closed"
|
|
layer = WALL_OBJ_LAYER
|
|
density = TRUE
|
|
open = FALSE
|
|
opacity = TRUE
|
|
|
|
else
|
|
icon_state = "curtain_open"
|
|
layer = SIGN_LAYER
|
|
density = FALSE
|
|
open = TRUE
|
|
opacity = FALSE
|
|
|
|
/obj/structure/cloth_curtain/attackby(obj/item/W, mob/user)
|
|
if (istype(W, /obj/item/toy/crayon))
|
|
color = input(user,"","Choose Color",color) as color
|
|
return TRUE
|
|
else
|
|
return ..()
|
|
|
|
/obj/structure/cloth_curtain/wrench_act(mob/living/user, obj/item/I)
|
|
default_unfasten_wrench(user, I, 50)
|
|
return TRUE
|
|
|
|
/obj/structure/cloth_curtain/wirecutter_act(mob/living/user, obj/item/I)
|
|
if(anchored)
|
|
return TRUE
|
|
|
|
user.visible_message(span_warning("[user] starts cuttting apart [src]."),
|
|
span_notice("You start to cut apart [src]."), "You hear cutting.")
|
|
if(I.use_tool(src, user, 50, volume=100) && !anchored)
|
|
to_chat(user, span_notice("You cut apart [src]."))
|
|
deconstruct()
|
|
|
|
return TRUE
|
|
|
|
|
|
/obj/structure/cloth_curtain/attack_hand(mob/user)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
playsound(loc, 'sound/effects/curtain.ogg', 50, 1)
|
|
toggle()
|
|
|
|
/obj/structure/cloth_curtain/deconstruct(disassembled = TRUE)
|
|
if(QDELETED(src))
|
|
return
|
|
new /obj/item/stack/sheet/cloth(loc, 2)
|
|
new /obj/item/stack/rods(loc, 1)
|
|
qdel(src)
|
|
|
|
/obj/structure/cloth_curtain/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
|
|
if(damage_amount)
|
|
switch(damage_type)
|
|
if(BRUTE)
|
|
playsound(src.loc, 'sound/weapons/slash.ogg', 80, 1)
|
|
if(BURN)
|
|
playsound(loc, 'sound/items/welder.ogg', 80, 1)
|
|
else
|
|
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
|