here we go again (#2456)
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@@ -70,7 +70,7 @@
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rods++
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for(var/i in 1 to shards)
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debris += new /obj/item/weapon/shard(src)
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debris += new /obj/item/shard(src)
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if(rods)
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debris += new /obj/item/stack/rods(src, rods)
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@@ -78,13 +78,13 @@
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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/rcd_vals(mob/user, obj/item/weapon/construction/rcd/the_rcd)
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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/weapon/construction/rcd/the_rcd)
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/obj/structure/window/rcd_act(mob/user, var/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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to_chat(user, "<span class='notice'>You deconstruct the window.</span>")
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@@ -94,7 +94,7 @@
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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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for(var/obj/item/weapon/shard/shard in debris)
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for(var/obj/item/shard/shard in debris)
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shard.add_atom_colour(NARSIE_WINDOW_COLOUR, FIXED_COLOUR_PRIORITY)
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/obj/structure/window/ratvar_act()
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@@ -173,8 +173,8 @@
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return 1 //skip the afterattack
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add_fingerprint(user)
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if(istype(I, /obj/item/weapon/weldingtool) && user.a_intent == INTENT_HELP)
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var/obj/item/weapon/weldingtool/WT = I
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if(istype(I, /obj/item/weldingtool) && user.a_intent == INTENT_HELP)
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var/obj/item/weldingtool/WT = I
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if(obj_integrity < max_integrity)
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if(WT.remove_fuel(0,user))
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to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
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@@ -189,7 +189,7 @@
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return
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if(!(flags_1&NODECONSTRUCT_1))
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if(istype(I, /obj/item/weapon/screwdriver))
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if(istype(I, /obj/item/screwdriver))
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playsound(src, I.usesound, 75, 1)
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if(reinf)
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if(state == WINDOW_SCREWED_TO_FRAME || state == WINDOW_IN_FRAME)
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@@ -212,7 +212,7 @@
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return
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else if (istype(I, /obj/item/weapon/crowbar) && reinf && (state == WINDOW_OUT_OF_FRAME || state == WINDOW_IN_FRAME))
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else if (istype(I, /obj/item/crowbar) && reinf && (state == WINDOW_OUT_OF_FRAME || state == WINDOW_IN_FRAME))
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to_chat(user, "<span class='notice'>You begin to lever the window [state == WINDOW_OUT_OF_FRAME ? "into":"out of"] the frame...</span>")
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playsound(src, I.usesound, 75, 1)
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if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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@@ -220,7 +220,7 @@
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to_chat(user, "<span class='notice'>You pry the window [state == WINDOW_IN_FRAME ? "into":"out of"] the frame.</span>")
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return
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else if(istype(I, /obj/item/weapon/wrench) && !anchored)
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else if(istype(I, /obj/item/wrench) && !anchored)
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playsound(src, I.usesound, 75, 1)
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to_chat(user, "<span class='notice'> You begin to disassemble [src]...</span>")
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if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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@@ -394,7 +394,7 @@
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take_damage(round(exposed_volume / 100), BURN, 0, 0)
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..()
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/obj/structure/window/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
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/obj/structure/window/storage_contents_dump_act(obj/item/storage/src_object, mob/user)
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return 0
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/obj/structure/window/CanAStarPass(ID, to_dir)
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@@ -664,7 +664,7 @@
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var/papers = rand(1,4)
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debris += new /obj/item/stack/sheet/mineral/wood()
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for(var/i in 1 to papers)
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debris += new /obj/item/weapon/paper/natural()
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debris += new /obj/item/paper/natural()
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update_icon()
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/obj/structure/window/paperframe/attack_hand(mob/user)
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@@ -692,13 +692,13 @@
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queue_smooth(src)
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/obj/structure/window/paperframe/attackby(obj/item/weapon/W, mob/user)
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/obj/structure/window/paperframe/attackby(obj/item/W, mob/user)
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if(W.is_hot())
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fire_act(W.is_hot())
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return
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if(user.a_intent == INTENT_HARM)
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return ..()
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if(istype(W, /obj/item/weapon/paper) && obj_integrity < max_integrity)
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if(istype(W, /obj/item/paper) && obj_integrity < max_integrity)
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user.visible_message("[user] starts to patch the holes in \the [src].")
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if(do_after(user, 20, target = src))
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obj_integrity = min(obj_integrity+4,max_integrity)
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