Firedoors now more like window doors. They are see-through and only block movement in one direction.

They probably need a new icon. The new one is kinda ugly and, since its red, may blend in with the fire alarm effect too much.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5509 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
entrian.tration@gmail.com
2013-01-10 21:14:34 +00:00
parent d64186ec9b
commit ba036675da
2 changed files with 18 additions and 11 deletions

View File

@@ -84,20 +84,27 @@
//border_only fire doors are special when it comes to air groups
/obj/machinery/door/firedoor/border_only /obj/machinery/door/firedoor/border_only
icon = 'icons/obj/doors/edge_Doorfire.dmi'
glass = 1 //There is a glass window so you can see through the door
//This is needed due to BYOND limitations in controlling visibility
CanPass(atom/movable/mover, turf/target, height=0, air_group=0) CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group) if(istype(mover) && mover.checkpass(PASSGLASS))
var/direction = get_dir(src,target) return 1
return (dir != direction) if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
else if(density) if(air_group) return 0
if(!height) return !density
var/direction = get_dir(src,target) else
return (dir != direction) return 1
else
return 0 CheckExit(atom/movable/mover as mob|obj, turf/target as turf)
return 1 if(istype(mover) && mover.checkpass(PASSGLASS))
return 1
if(get_dir(loc, target) == dir)
return !density
else
return 1
update_nearby_tiles(need_rebuild) update_nearby_tiles(need_rebuild)

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