/obj/machinery/atmospherics/pipe/vent/burstpipe icon = 'icons/obj/pipes.dmi' icon_state = "burst" name = "burst pipe" desc = "A section of burst piping. Leaks like a sieve." //level = 1 volume = 1000 // large volume dir = SOUTH initialize_directions = SOUTH /obj/machinery/atmospherics/pipe/vent/burstpipe/New(var/_loc, var/setdir=SOUTH) // Easier spawning. dir=setdir ..(_loc) /obj/machinery/atmospherics/pipe/vent/burstpipe/hide(var/i) if(level == 1 && istype(loc, /turf/simulated)) invisibility = i ? 101 : 0 update_icon() /obj/machinery/atmospherics/pipe/vent/burstpipe/update_icon() alpha = invisibility ? 128 : 255 if(!node1) qdel(src) //TODO: silent deleting looks weird /obj/machinery/atmospherics/pipe/vent/burstpipe/ex_act(var/severity) return // We're already damaged. :^) /obj/machinery/atmospherics/pipe/vent/burstpipe/attackby(var/obj/item/weapon/W, var/mob/user) if (!istype(W, /obj/item/weapon/wrench)) return ..() var/turf/T = get_turf(src) playsound(T, 'sound/items/Ratchet.ogg', 50, 1) user << "\blue You begin to remove \the [src]..." if (do_after(user, 40)) user.visible_message( \ "[user] removes \the [src].", \ "\blue You have removed \the [src].", \ "You hear a ratchet.") //new /obj/item/pipe(T, make_from=src) del(src)