Merge pull request #3060 from Citadel-Station-13/upstream-merge-31086
[MIRROR] Adds desc to things lacking them.
This commit is contained in:
@@ -4,6 +4,7 @@
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suffix = "\[3\]"
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icon_state = "walkietalkie"
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item_state = "walkietalkie"
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desc = "A basic handheld radio that communicates with local telecommunication networks."
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dog_fashion = /datum/dog_fashion/back
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var/on = TRUE // 0 for off
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var/last_transmission
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@@ -41,7 +41,7 @@
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/obj/item/target/syndicate
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icon_state = "target_s"
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desc = "A shooting target that looks like a syndicate scum."
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desc = "A shooting target that looks like syndicate scum."
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hp = 2600
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/obj/item/target/alien
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@@ -1,7 +1,7 @@
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/obj/item/picket_sign
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icon_state = "picket"
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name = "blank picket sign"
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desc = "It's blank"
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desc = "It's blank."
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force = 5
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w_class = WEIGHT_CLASS_BULKY
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attack_verb = list("bashed","smacked")
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@@ -17,6 +17,7 @@
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icon = 'icons/obj/food/containers.dmi'
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icon_state = "donutbox6"
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name = "donut box"
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desc = "Mmm. Donuts."
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resistance_flags = FLAMMABLE
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var/icon_type = "donut"
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var/spawn_type = null
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@@ -25,6 +25,7 @@
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w_class = WEIGHT_CLASS_NORMAL
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max_w_class = WEIGHT_CLASS_SMALL
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max_combined_w_class = 14
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desc = "This shouldn't exist. If it does, create an issue report."
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/obj/item/storage/secure/examine(mob/user)
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..()
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@@ -177,6 +178,7 @@
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icon_opened = "safe0"
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icon_locking = "safeb"
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icon_sparking = "safespark"
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desc = "Excellent for securing things away from grubby hands."
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force = 8
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w_class = WEIGHT_CLASS_GIGANTIC
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max_w_class = 8
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@@ -5,6 +5,7 @@
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icon = 'icons/obj/vending_restock.dmi'
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icon_state = "refill_snack"
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item_state = "restock_unit"
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desc = "A vending machine restock cart."
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lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
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flags_1 = CONDUCT_1
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@@ -4,6 +4,7 @@
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name = "\improper AI core"
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icon = 'icons/mob/ai.dmi'
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icon_state = "0"
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desc = "The framework for an artificial intelligence core."
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max_integrity = 500
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var/state = 0
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var/datum/ai_laws/laws = new()
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@@ -6,6 +6,7 @@
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anchored = FALSE
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density = TRUE
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max_integrity = 200
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desc = "The mechanical framework for an airlock."
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var/state = 0
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var/mineral = null
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var/typetext = ""
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@@ -6,6 +6,7 @@
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//trees
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/obj/structure/flora/tree
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name = "tree"
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desc = "A large tree."
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density = TRUE
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pixel_x = -16
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layer = FLY_LAYER
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@@ -40,6 +41,7 @@
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/obj/structure/flora/tree/pine
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name = "pine tree"
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desc = "A coniferous pine tree."
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icon = 'icons/obj/flora/pinetrees.dmi'
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icon_state = "pine_1"
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@@ -49,6 +51,7 @@
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/obj/structure/flora/tree/pine/xmas
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name = "xmas tree"
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desc = "A wondrous decorated Christmas tree."
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icon_state = "pine_c"
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/obj/structure/flora/tree/pine/xmas/Initialize()
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@@ -57,10 +60,12 @@
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/obj/structure/flora/tree/dead
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icon = 'icons/obj/flora/deadtrees.dmi'
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desc = "A dead tree. How it died, you know not."
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icon_state = "tree_1"
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/obj/structure/flora/tree/palm
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icon = 'icons/misc/beach2.dmi'
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desc = "A tree straight from the tropics."
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icon_state = "palm1"
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/obj/structure/flora/tree/palm/Initialize()
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@@ -98,6 +103,7 @@
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//grass
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/obj/structure/flora/grass
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name = "grass"
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desc = "A patch of overgrown grass."
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icon = 'icons/obj/flora/snowflora.dmi'
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gender = PLURAL //"this is grass" not "this is a grass"
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@@ -127,6 +133,7 @@
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//bushes
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/obj/structure/flora/bush
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name = "bush"
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desc = "Some type of shrub."
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icon = 'icons/obj/flora/snowflora.dmi'
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icon_state = "snowbush1"
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anchored = TRUE
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@@ -139,6 +146,7 @@
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/obj/structure/flora/ausbushes
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name = "bush"
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desc = "Some kind of plant."
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icon = 'icons/obj/flora/ausflora.dmi'
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icon_state = "firstbush_1"
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@@ -256,6 +264,7 @@
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name = "potted plant"
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icon = 'icons/obj/flora/plants.dmi'
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icon_state = "plant-01"
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desc = "A little bit of nature contained in a pot."
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layer = ABOVE_MOB_LAYER
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w_class = WEIGHT_CLASS_HUGE
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force = 10
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@@ -365,6 +374,7 @@
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/obj/structure/flora/junglebush
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name = "bush"
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desc = "A wild plant that is found in jungles."
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icon = 'icons/obj/flora/jungleflora.dmi'
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icon_state = "busha"
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@@ -1,6 +1,7 @@
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/obj/structure/girder
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name = "girder"
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icon_state = "girder"
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desc = "A large structural assembly made out of metal; It requires a layer of metal before it can be considered a wall."
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anchored = TRUE
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density = TRUE
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layer = BELOW_OBJ_LAYER
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@@ -7,6 +7,7 @@
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/obj/structure/transit_tube/station
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name = "station tube station"
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icon_state = "closed_station0"
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desc = "The lynchpin of the transit system."
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exit_delay = 1
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enter_delay = 2
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tube_construction = /obj/structure/c_transit_tube/station
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@@ -3,6 +3,7 @@
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name = "transit tube"
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icon = 'icons/obj/atmospherics/pipes/transit_tube.dmi'
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icon_state = "straight"
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desc = "A transit tube for moving things around."
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density = TRUE
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layer = LOW_ITEM_LAYER
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anchored = TRUE
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@@ -1,158 +1,159 @@
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// transit tube construction
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// normal transit tubes
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/obj/structure/c_transit_tube
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name = "unattached transit tube"
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icon = 'icons/obj/atmospherics/pipes/transit_tube.dmi'
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icon_state = "straight"
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// transit tube construction
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// normal transit tubes
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/obj/structure/c_transit_tube
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name = "unattached transit tube"
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icon = 'icons/obj/atmospherics/pipes/transit_tube.dmi'
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icon_state = "straight"
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desc = "An unattached segment of transit tube."
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density = FALSE
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layer = LOW_ITEM_LAYER //same as the built tube
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layer = LOW_ITEM_LAYER //same as the built tube
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anchored = FALSE
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var/flipped = 0
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var/build_type = /obj/structure/transit_tube
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var/flipped_build_type
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var/base_icon
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/obj/structure/c_transit_tube/examine(mob/user)
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..()
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to_chat(user, "<span class='notice'>Alt-click to rotate it clockwise.</span>")
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/obj/structure/c_transit_tube/proc/tube_rotate()
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setDir(turn(dir, -90))
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/obj/structure/c_transit_tube/proc/tube_flip()
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if(flipped_build_type)
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flipped = !flipped
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var/cur_flip = initial(flipped) ? !flipped : flipped
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if(cur_flip)
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build_type = flipped_build_type
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else
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build_type = initial(build_type)
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icon_state = "[base_icon][flipped]"
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else
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setDir(turn(dir, 180))
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// disposals-style flip and rotate verbs
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/obj/structure/c_transit_tube/verb/rotate()
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set name = "Rotate Tube"
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set category = "Object"
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set src in view(1)
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if(usr.incapacitated())
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return
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tube_rotate()
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/obj/structure/c_transit_tube/AltClick(mob/user)
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..()
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if(user.incapacitated())
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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if(!in_range(src, user))
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return
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tube_rotate()
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/obj/structure/c_transit_tube/verb/flip()
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set name = "Flip"
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set category = "Object"
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set src in view(1)
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if(usr.incapacitated())
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return
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tube_flip()
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/obj/structure/c_transit_tube/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/wrench))
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to_chat(user, "<span class='notice'>You start attaching the [name]...</span>")
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add_fingerprint(user)
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playsound(src.loc, I.usesound, 50, 1)
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if(do_after(user, 40*I.toolspeed, target = src))
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if(QDELETED(src))
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return
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to_chat(user, "<span class='notice'>You attach the [name].</span>")
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var/obj/structure/transit_tube/R = new build_type(loc, dir)
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transfer_fingerprints_to(R)
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qdel(src)
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else
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return ..()
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// transit tube station
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/obj/structure/c_transit_tube/station
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name = "unattached through station"
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icon_state = "closed_station0"
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build_type = /obj/structure/transit_tube/station
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flipped_build_type = /obj/structure/transit_tube/station/flipped
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base_icon = "closed_station"
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/obj/structure/c_transit_tube/station/flipped
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icon_state = "closed_station1"
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flipped = 1
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build_type = /obj/structure/transit_tube/station/flipped
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flipped_build_type = /obj/structure/transit_tube/station
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// reverser station, used for the terminus
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/obj/structure/c_transit_tube/station/reverse
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name = "unattached terminus station"
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icon_state = "closed_terminus0"
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build_type = /obj/structure/transit_tube/station/reverse
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flipped_build_type = /obj/structure/transit_tube/station/reverse/flipped
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base_icon = "closed_terminus"
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/obj/structure/c_transit_tube/station/reverse/flipped
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icon_state = "closed_terminus1"
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flipped = 1
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build_type = /obj/structure/transit_tube/station/reverse/flipped
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flipped_build_type = /obj/structure/transit_tube/station/reverse
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/obj/structure/c_transit_tube/crossing
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icon_state = "crossing"
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build_type = /obj/structure/transit_tube/crossing
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/obj/structure/c_transit_tube/diagonal
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icon_state = "diagonal"
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build_type = /obj/structure/transit_tube/diagonal
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/obj/structure/c_transit_tube/diagonal/crossing
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icon_state = "diagonal_crossing"
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build_type = /obj/structure/transit_tube/diagonal/crossing
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/obj/structure/c_transit_tube/curved
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icon_state = "curved0"
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build_type = /obj/structure/transit_tube/curved
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flipped_build_type = /obj/structure/transit_tube/curved/flipped
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base_icon = "curved"
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/obj/structure/c_transit_tube/curved/flipped
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icon_state = "curved1"
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build_type = /obj/structure/transit_tube/curved/flipped
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flipped_build_type = /obj/structure/transit_tube/curved
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flipped = 1
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/obj/structure/c_transit_tube/junction
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icon_state = "junction0"
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build_type = /obj/structure/transit_tube/junction
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flipped_build_type = /obj/structure/transit_tube/junction/flipped
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base_icon = "junction"
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/obj/structure/c_transit_tube/junction/flipped
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icon_state = "junction1"
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flipped = 1
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build_type = /obj/structure/transit_tube/junction/flipped
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flipped_build_type = /obj/structure/transit_tube/junction
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//transit tube pod
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//see station.dm for the logic
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/obj/structure/c_transit_tube_pod
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name = "unattached transit tube pod"
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icon = 'icons/obj/atmospherics/pipes/transit_tube.dmi'
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icon_state = "pod"
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var/flipped = 0
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var/build_type = /obj/structure/transit_tube
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var/flipped_build_type
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var/base_icon
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/obj/structure/c_transit_tube/examine(mob/user)
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..()
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to_chat(user, "<span class='notice'>Alt-click to rotate it clockwise.</span>")
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/obj/structure/c_transit_tube/proc/tube_rotate()
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setDir(turn(dir, -90))
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/obj/structure/c_transit_tube/proc/tube_flip()
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if(flipped_build_type)
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flipped = !flipped
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var/cur_flip = initial(flipped) ? !flipped : flipped
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if(cur_flip)
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build_type = flipped_build_type
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else
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build_type = initial(build_type)
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icon_state = "[base_icon][flipped]"
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else
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setDir(turn(dir, 180))
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// disposals-style flip and rotate verbs
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/obj/structure/c_transit_tube/verb/rotate()
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set name = "Rotate Tube"
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set category = "Object"
|
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set src in view(1)
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|
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if(usr.incapacitated())
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return
|
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|
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tube_rotate()
|
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|
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/obj/structure/c_transit_tube/AltClick(mob/user)
|
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..()
|
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if(user.incapacitated())
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
|
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return
|
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if(!in_range(src, user))
|
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return
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tube_rotate()
|
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|
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/obj/structure/c_transit_tube/verb/flip()
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set name = "Flip"
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set category = "Object"
|
||||
set src in view(1)
|
||||
|
||||
if(usr.incapacitated())
|
||||
return
|
||||
tube_flip()
|
||||
|
||||
|
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/obj/structure/c_transit_tube/attackby(obj/item/I, mob/user, params)
|
||||
if(istype(I, /obj/item/wrench))
|
||||
to_chat(user, "<span class='notice'>You start attaching the [name]...</span>")
|
||||
add_fingerprint(user)
|
||||
playsound(src.loc, I.usesound, 50, 1)
|
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if(do_after(user, 40*I.toolspeed, target = src))
|
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if(QDELETED(src))
|
||||
return
|
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to_chat(user, "<span class='notice'>You attach the [name].</span>")
|
||||
var/obj/structure/transit_tube/R = new build_type(loc, dir)
|
||||
transfer_fingerprints_to(R)
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qdel(src)
|
||||
else
|
||||
return ..()
|
||||
|
||||
// transit tube station
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||||
/obj/structure/c_transit_tube/station
|
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name = "unattached through station"
|
||||
icon_state = "closed_station0"
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||||
build_type = /obj/structure/transit_tube/station
|
||||
flipped_build_type = /obj/structure/transit_tube/station/flipped
|
||||
base_icon = "closed_station"
|
||||
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/obj/structure/c_transit_tube/station/flipped
|
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icon_state = "closed_station1"
|
||||
flipped = 1
|
||||
build_type = /obj/structure/transit_tube/station/flipped
|
||||
flipped_build_type = /obj/structure/transit_tube/station
|
||||
|
||||
|
||||
// reverser station, used for the terminus
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/obj/structure/c_transit_tube/station/reverse
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name = "unattached terminus station"
|
||||
icon_state = "closed_terminus0"
|
||||
build_type = /obj/structure/transit_tube/station/reverse
|
||||
flipped_build_type = /obj/structure/transit_tube/station/reverse/flipped
|
||||
base_icon = "closed_terminus"
|
||||
|
||||
/obj/structure/c_transit_tube/station/reverse/flipped
|
||||
icon_state = "closed_terminus1"
|
||||
flipped = 1
|
||||
build_type = /obj/structure/transit_tube/station/reverse/flipped
|
||||
flipped_build_type = /obj/structure/transit_tube/station/reverse
|
||||
|
||||
|
||||
/obj/structure/c_transit_tube/crossing
|
||||
icon_state = "crossing"
|
||||
build_type = /obj/structure/transit_tube/crossing
|
||||
|
||||
|
||||
/obj/structure/c_transit_tube/diagonal
|
||||
icon_state = "diagonal"
|
||||
build_type = /obj/structure/transit_tube/diagonal
|
||||
|
||||
/obj/structure/c_transit_tube/diagonal/crossing
|
||||
icon_state = "diagonal_crossing"
|
||||
build_type = /obj/structure/transit_tube/diagonal/crossing
|
||||
|
||||
|
||||
/obj/structure/c_transit_tube/curved
|
||||
icon_state = "curved0"
|
||||
build_type = /obj/structure/transit_tube/curved
|
||||
flipped_build_type = /obj/structure/transit_tube/curved/flipped
|
||||
base_icon = "curved"
|
||||
|
||||
/obj/structure/c_transit_tube/curved/flipped
|
||||
icon_state = "curved1"
|
||||
build_type = /obj/structure/transit_tube/curved/flipped
|
||||
flipped_build_type = /obj/structure/transit_tube/curved
|
||||
flipped = 1
|
||||
|
||||
|
||||
/obj/structure/c_transit_tube/junction
|
||||
icon_state = "junction0"
|
||||
build_type = /obj/structure/transit_tube/junction
|
||||
flipped_build_type = /obj/structure/transit_tube/junction/flipped
|
||||
base_icon = "junction"
|
||||
|
||||
|
||||
/obj/structure/c_transit_tube/junction/flipped
|
||||
icon_state = "junction1"
|
||||
flipped = 1
|
||||
build_type = /obj/structure/transit_tube/junction/flipped
|
||||
flipped_build_type = /obj/structure/transit_tube/junction
|
||||
|
||||
|
||||
//transit tube pod
|
||||
//see station.dm for the logic
|
||||
/obj/structure/c_transit_tube_pod
|
||||
name = "unattached transit tube pod"
|
||||
icon = 'icons/obj/atmospherics/pipes/transit_tube.dmi'
|
||||
icon_state = "pod"
|
||||
anchored = FALSE
|
||||
density = FALSE
|
||||
|
||||
@@ -1,370 +1,371 @@
|
||||
/* Windoor (window door) assembly -Nodrak
|
||||
* Step 1: Create a windoor out of rglass
|
||||
* Step 2: Add r-glass to the assembly to make a secure windoor (Optional)
|
||||
* Step 3: Rotate or Flip the assembly to face and open the way you want
|
||||
* Step 4: Wrench the assembly in place
|
||||
* Step 5: Add cables to the assembly
|
||||
* Step 6: Set access for the door.
|
||||
* Step 7: Screwdriver the door to complete
|
||||
*/
|
||||
|
||||
|
||||
/obj/structure/windoor_assembly
|
||||
icon = 'icons/obj/doors/windoor.dmi'
|
||||
|
||||
name = "windoor Assembly"
|
||||
icon_state = "l_windoor_assembly01"
|
||||
/* Windoor (window door) assembly -Nodrak
|
||||
* Step 1: Create a windoor out of rglass
|
||||
* Step 2: Add r-glass to the assembly to make a secure windoor (Optional)
|
||||
* Step 3: Rotate or Flip the assembly to face and open the way you want
|
||||
* Step 4: Wrench the assembly in place
|
||||
* Step 5: Add cables to the assembly
|
||||
* Step 6: Set access for the door.
|
||||
* Step 7: Screwdriver the door to complete
|
||||
*/
|
||||
|
||||
|
||||
/obj/structure/windoor_assembly
|
||||
icon = 'icons/obj/doors/windoor.dmi'
|
||||
|
||||
name = "windoor Assembly"
|
||||
icon_state = "l_windoor_assembly01"
|
||||
desc = "A small glass and wire assembly for windoors."
|
||||
anchored = FALSE
|
||||
density = FALSE
|
||||
dir = NORTH
|
||||
|
||||
var/ini_dir
|
||||
var/obj/item/electronics/airlock/electronics = null
|
||||
var/created_name = null
|
||||
|
||||
//Vars to help with the icon's name
|
||||
var/facing = "l" //Does the windoor open to the left or right?
|
||||
dir = NORTH
|
||||
|
||||
var/ini_dir
|
||||
var/obj/item/electronics/airlock/electronics = null
|
||||
var/created_name = null
|
||||
|
||||
//Vars to help with the icon's name
|
||||
var/facing = "l" //Does the windoor open to the left or right?
|
||||
var/secure = FALSE //Whether or not this creates a secure windoor
|
||||
var/state = "01" //How far the door assembly has progressed
|
||||
CanAtmosPass = ATMOS_PASS_PROC
|
||||
|
||||
/obj/structure/windoor_assembly/examine(mob/user)
|
||||
..()
|
||||
to_chat(user, "<span class='notice'>Alt-click to rotate it clockwise.</span>")
|
||||
|
||||
/obj/structure/windoor_assembly/New(loc, set_dir)
|
||||
..()
|
||||
if(set_dir)
|
||||
dir = set_dir
|
||||
ini_dir = dir
|
||||
air_update_turf(1)
|
||||
|
||||
/obj/structure/windoor_assembly/Destroy()
|
||||
var/state = "01" //How far the door assembly has progressed
|
||||
CanAtmosPass = ATMOS_PASS_PROC
|
||||
|
||||
/obj/structure/windoor_assembly/examine(mob/user)
|
||||
..()
|
||||
to_chat(user, "<span class='notice'>Alt-click to rotate it clockwise.</span>")
|
||||
|
||||
/obj/structure/windoor_assembly/New(loc, set_dir)
|
||||
..()
|
||||
if(set_dir)
|
||||
dir = set_dir
|
||||
ini_dir = dir
|
||||
air_update_turf(1)
|
||||
|
||||
/obj/structure/windoor_assembly/Destroy()
|
||||
density = FALSE
|
||||
air_update_turf(1)
|
||||
return ..()
|
||||
|
||||
/obj/structure/windoor_assembly/Move()
|
||||
var/turf/T = loc
|
||||
..()
|
||||
setDir(ini_dir)
|
||||
move_update_air(T)
|
||||
|
||||
/obj/structure/windoor_assembly/update_icon()
|
||||
icon_state = "[facing]_[secure ? "secure_" : ""]windoor_assembly[state]"
|
||||
|
||||
air_update_turf(1)
|
||||
return ..()
|
||||
|
||||
/obj/structure/windoor_assembly/Move()
|
||||
var/turf/T = loc
|
||||
..()
|
||||
setDir(ini_dir)
|
||||
move_update_air(T)
|
||||
|
||||
/obj/structure/windoor_assembly/update_icon()
|
||||
icon_state = "[facing]_[secure ? "secure_" : ""]windoor_assembly[state]"
|
||||
|
||||
/obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target)
|
||||
if(istype(mover) && mover.checkpass(PASSGLASS))
|
||||
return 1
|
||||
if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
|
||||
return !density
|
||||
if(istype(mover, /obj/structure/window))
|
||||
var/obj/structure/window/W = mover
|
||||
if(!valid_window_location(loc, W.ini_dir))
|
||||
return FALSE
|
||||
else if(istype(mover, /obj/structure/windoor_assembly))
|
||||
var/obj/structure/windoor_assembly/W = mover
|
||||
if(!valid_window_location(loc, W.ini_dir))
|
||||
return FALSE
|
||||
else if(istype(mover, /obj/machinery/door/window) && !valid_window_location(loc, mover.dir))
|
||||
return FALSE
|
||||
return 1
|
||||
|
||||
/obj/structure/windoor_assembly/CanAtmosPass(turf/T)
|
||||
if(get_dir(loc, T) == dir)
|
||||
return !density
|
||||
else
|
||||
return 1
|
||||
|
||||
/obj/structure/windoor_assembly/CheckExit(atom/movable/mover as mob|obj, turf/target)
|
||||
if(istype(mover) && mover.checkpass(PASSGLASS))
|
||||
return 1
|
||||
if(get_dir(loc, target) == dir)
|
||||
return !density
|
||||
else
|
||||
return 1
|
||||
|
||||
|
||||
/obj/structure/windoor_assembly/attackby(obj/item/W, mob/user, params)
|
||||
//I really should have spread this out across more states but thin little windoors are hard to sprite.
|
||||
add_fingerprint(user)
|
||||
switch(state)
|
||||
if("01")
|
||||
if(istype(W, /obj/item/weldingtool) && !anchored )
|
||||
var/obj/item/weldingtool/WT = W
|
||||
if (WT.remove_fuel(0,user))
|
||||
user.visible_message("[user] disassembles the windoor assembly.", "<span class='notice'>You start to disassemble the windoor assembly...</span>")
|
||||
playsound(loc, 'sound/items/welder2.ogg', 50, 1)
|
||||
|
||||
if(do_after(user, 40*W.toolspeed, target = src))
|
||||
if(!src || !WT.isOn()) return
|
||||
to_chat(user, "<span class='notice'>You disassemble the windoor assembly.</span>")
|
||||
var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5)
|
||||
RG.add_fingerprint(user)
|
||||
if(secure)
|
||||
var/obj/item/stack/rods/R = new (get_turf(src), 4)
|
||||
R.add_fingerprint(user)
|
||||
qdel(src)
|
||||
else
|
||||
return
|
||||
|
||||
//Wrenching an unsecure assembly anchors it in place. Step 4 complete
|
||||
if(istype(W, /obj/item/wrench) && !anchored)
|
||||
for(var/obj/machinery/door/window/WD in loc)
|
||||
if(WD.dir == dir)
|
||||
to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
|
||||
return
|
||||
playsound(loc, W.usesound, 100, 1)
|
||||
user.visible_message("[user] secures the windoor assembly to the floor.", "<span class='notice'>You start to secure the windoor assembly to the floor...</span>")
|
||||
|
||||
if(do_after(user, 40*W.toolspeed, target = src))
|
||||
if(!src || anchored)
|
||||
return
|
||||
for(var/obj/machinery/door/window/WD in loc)
|
||||
if(WD.dir == dir)
|
||||
to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You secure the windoor assembly.</span>")
|
||||
if(istype(mover) && mover.checkpass(PASSGLASS))
|
||||
return 1
|
||||
if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
|
||||
return !density
|
||||
if(istype(mover, /obj/structure/window))
|
||||
var/obj/structure/window/W = mover
|
||||
if(!valid_window_location(loc, W.ini_dir))
|
||||
return FALSE
|
||||
else if(istype(mover, /obj/structure/windoor_assembly))
|
||||
var/obj/structure/windoor_assembly/W = mover
|
||||
if(!valid_window_location(loc, W.ini_dir))
|
||||
return FALSE
|
||||
else if(istype(mover, /obj/machinery/door/window) && !valid_window_location(loc, mover.dir))
|
||||
return FALSE
|
||||
return 1
|
||||
|
||||
/obj/structure/windoor_assembly/CanAtmosPass(turf/T)
|
||||
if(get_dir(loc, T) == dir)
|
||||
return !density
|
||||
else
|
||||
return 1
|
||||
|
||||
/obj/structure/windoor_assembly/CheckExit(atom/movable/mover as mob|obj, turf/target)
|
||||
if(istype(mover) && mover.checkpass(PASSGLASS))
|
||||
return 1
|
||||
if(get_dir(loc, target) == dir)
|
||||
return !density
|
||||
else
|
||||
return 1
|
||||
|
||||
|
||||
/obj/structure/windoor_assembly/attackby(obj/item/W, mob/user, params)
|
||||
//I really should have spread this out across more states but thin little windoors are hard to sprite.
|
||||
add_fingerprint(user)
|
||||
switch(state)
|
||||
if("01")
|
||||
if(istype(W, /obj/item/weldingtool) && !anchored )
|
||||
var/obj/item/weldingtool/WT = W
|
||||
if (WT.remove_fuel(0,user))
|
||||
user.visible_message("[user] disassembles the windoor assembly.", "<span class='notice'>You start to disassemble the windoor assembly...</span>")
|
||||
playsound(loc, 'sound/items/welder2.ogg', 50, 1)
|
||||
|
||||
if(do_after(user, 40*W.toolspeed, target = src))
|
||||
if(!src || !WT.isOn()) return
|
||||
to_chat(user, "<span class='notice'>You disassemble the windoor assembly.</span>")
|
||||
var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5)
|
||||
RG.add_fingerprint(user)
|
||||
if(secure)
|
||||
var/obj/item/stack/rods/R = new (get_turf(src), 4)
|
||||
R.add_fingerprint(user)
|
||||
qdel(src)
|
||||
else
|
||||
return
|
||||
|
||||
//Wrenching an unsecure assembly anchors it in place. Step 4 complete
|
||||
if(istype(W, /obj/item/wrench) && !anchored)
|
||||
for(var/obj/machinery/door/window/WD in loc)
|
||||
if(WD.dir == dir)
|
||||
to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
|
||||
return
|
||||
playsound(loc, W.usesound, 100, 1)
|
||||
user.visible_message("[user] secures the windoor assembly to the floor.", "<span class='notice'>You start to secure the windoor assembly to the floor...</span>")
|
||||
|
||||
if(do_after(user, 40*W.toolspeed, target = src))
|
||||
if(!src || anchored)
|
||||
return
|
||||
for(var/obj/machinery/door/window/WD in loc)
|
||||
if(WD.dir == dir)
|
||||
to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You secure the windoor assembly.</span>")
|
||||
anchored = TRUE
|
||||
if(secure)
|
||||
name = "secure anchored windoor assembly"
|
||||
else
|
||||
name = "anchored windoor assembly"
|
||||
|
||||
//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
|
||||
else if(istype(W, /obj/item/wrench) && anchored)
|
||||
playsound(loc, W.usesound, 100, 1)
|
||||
user.visible_message("[user] unsecures the windoor assembly to the floor.", "<span class='notice'>You start to unsecure the windoor assembly to the floor...</span>")
|
||||
|
||||
if(do_after(user, 40*W.toolspeed, target = src))
|
||||
if(!src || !anchored)
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You unsecure the windoor assembly.</span>")
|
||||
if(secure)
|
||||
name = "secure anchored windoor assembly"
|
||||
else
|
||||
name = "anchored windoor assembly"
|
||||
|
||||
//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
|
||||
else if(istype(W, /obj/item/wrench) && anchored)
|
||||
playsound(loc, W.usesound, 100, 1)
|
||||
user.visible_message("[user] unsecures the windoor assembly to the floor.", "<span class='notice'>You start to unsecure the windoor assembly to the floor...</span>")
|
||||
|
||||
if(do_after(user, 40*W.toolspeed, target = src))
|
||||
if(!src || !anchored)
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You unsecure the windoor assembly.</span>")
|
||||
anchored = FALSE
|
||||
if(secure)
|
||||
name = "secure windoor assembly"
|
||||
else
|
||||
name = "windoor assembly"
|
||||
|
||||
//Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
|
||||
else if(istype(W, /obj/item/stack/sheet/plasteel) && !secure)
|
||||
var/obj/item/stack/sheet/plasteel/P = W
|
||||
if(P.get_amount() < 2)
|
||||
to_chat(user, "<span class='warning'>You need more plasteel to do this!</span>")
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You start to reinforce the windoor with plasteel...</span>")
|
||||
|
||||
if(do_after(user,40, target = src))
|
||||
if(!src || secure || P.get_amount() < 2)
|
||||
return
|
||||
|
||||
P.use(2)
|
||||
to_chat(user, "<span class='notice'>You reinforce the windoor.</span>")
|
||||
if(secure)
|
||||
name = "secure windoor assembly"
|
||||
else
|
||||
name = "windoor assembly"
|
||||
|
||||
//Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
|
||||
else if(istype(W, /obj/item/stack/sheet/plasteel) && !secure)
|
||||
var/obj/item/stack/sheet/plasteel/P = W
|
||||
if(P.get_amount() < 2)
|
||||
to_chat(user, "<span class='warning'>You need more plasteel to do this!</span>")
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You start to reinforce the windoor with plasteel...</span>")
|
||||
|
||||
if(do_after(user,40, target = src))
|
||||
if(!src || secure || P.get_amount() < 2)
|
||||
return
|
||||
|
||||
P.use(2)
|
||||
to_chat(user, "<span class='notice'>You reinforce the windoor.</span>")
|
||||
secure = TRUE
|
||||
if(anchored)
|
||||
name = "secure anchored windoor assembly"
|
||||
else
|
||||
name = "secure windoor assembly"
|
||||
|
||||
//Adding cable to the assembly. Step 5 complete.
|
||||
else if(istype(W, /obj/item/stack/cable_coil) && anchored)
|
||||
user.visible_message("[user] wires the windoor assembly.", "<span class='notice'>You start to wire the windoor assembly...</span>")
|
||||
|
||||
if(do_after(user, 40, target = src))
|
||||
if(!src || !anchored || src.state != "01")
|
||||
return
|
||||
var/obj/item/stack/cable_coil/CC = W
|
||||
if(!CC.use(1))
|
||||
to_chat(user, "<span class='warning'>You need more cable to do this!</span>")
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You wire the windoor.</span>")
|
||||
state = "02"
|
||||
if(secure)
|
||||
name = "secure wired windoor assembly"
|
||||
else
|
||||
name = "wired windoor assembly"
|
||||
else
|
||||
return ..()
|
||||
|
||||
if("02")
|
||||
|
||||
//Removing wire from the assembly. Step 5 undone.
|
||||
if(istype(W, /obj/item/wirecutters))
|
||||
playsound(loc, W.usesound, 100, 1)
|
||||
user.visible_message("[user] cuts the wires from the airlock assembly.", "<span class='notice'>You start to cut the wires from airlock assembly...</span>")
|
||||
|
||||
if(do_after(user, 40*W.toolspeed, target = src))
|
||||
if(!src || state != "02")
|
||||
return
|
||||
|
||||
to_chat(user, "<span class='notice'>You cut the windoor wires.</span>")
|
||||
new/obj/item/stack/cable_coil(get_turf(user), 1)
|
||||
state = "01"
|
||||
if(secure)
|
||||
name = "secure anchored windoor assembly"
|
||||
else
|
||||
name = "anchored windoor assembly"
|
||||
|
||||
//Adding airlock electronics for access. Step 6 complete.
|
||||
else if(istype(W, /obj/item/electronics/airlock))
|
||||
if(!user.drop_item())
|
||||
return
|
||||
playsound(loc, W.usesound, 100, 1)
|
||||
user.visible_message("[user] installs the electronics into the airlock assembly.", "<span class='notice'>You start to install electronics into the airlock assembly...</span>")
|
||||
W.loc = src
|
||||
|
||||
if(do_after(user, 40, target = src))
|
||||
if(!src || electronics)
|
||||
W.loc = src.loc
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
|
||||
name = "near finished windoor assembly"
|
||||
electronics = W
|
||||
else
|
||||
W.loc = loc
|
||||
|
||||
//Screwdriver to remove airlock electronics. Step 6 undone.
|
||||
else if(istype(W, /obj/item/screwdriver))
|
||||
if(!electronics)
|
||||
return
|
||||
|
||||
playsound(loc, W.usesound, 100, 1)
|
||||
user.visible_message("[user] removes the electronics from the airlock assembly.", "<span class='notice'>You start to uninstall electronics from the airlock assembly...</span>")
|
||||
|
||||
if(do_after(user, 40*W.toolspeed, target = src))
|
||||
if(!src || !electronics)
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
|
||||
name = "wired windoor assembly"
|
||||
var/obj/item/electronics/airlock/ae
|
||||
ae = electronics
|
||||
electronics = null
|
||||
ae.loc = loc
|
||||
|
||||
else if(istype(W, /obj/item/pen))
|
||||
var/t = stripped_input(user, "Enter the name for the door.", name, created_name,MAX_NAME_LEN)
|
||||
if(!t)
|
||||
return
|
||||
if(!in_range(src, usr) && loc != usr)
|
||||
return
|
||||
created_name = t
|
||||
return
|
||||
|
||||
|
||||
|
||||
//Crowbar to complete the assembly, Step 7 complete.
|
||||
else if(istype(W, /obj/item/crowbar))
|
||||
if(!electronics)
|
||||
to_chat(usr, "<span class='warning'>The assembly is missing electronics!</span>")
|
||||
return
|
||||
usr << browse(null, "window=windoor_access")
|
||||
playsound(loc, W.usesound, 100, 1)
|
||||
user.visible_message("[user] pries the windoor into the frame.", "<span class='notice'>You start prying the windoor into the frame...</span>")
|
||||
|
||||
if(do_after(user, 40*W.toolspeed, target = src))
|
||||
|
||||
if(loc && electronics)
|
||||
|
||||
if(anchored)
|
||||
name = "secure anchored windoor assembly"
|
||||
else
|
||||
name = "secure windoor assembly"
|
||||
|
||||
//Adding cable to the assembly. Step 5 complete.
|
||||
else if(istype(W, /obj/item/stack/cable_coil) && anchored)
|
||||
user.visible_message("[user] wires the windoor assembly.", "<span class='notice'>You start to wire the windoor assembly...</span>")
|
||||
|
||||
if(do_after(user, 40, target = src))
|
||||
if(!src || !anchored || src.state != "01")
|
||||
return
|
||||
var/obj/item/stack/cable_coil/CC = W
|
||||
if(!CC.use(1))
|
||||
to_chat(user, "<span class='warning'>You need more cable to do this!</span>")
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You wire the windoor.</span>")
|
||||
state = "02"
|
||||
if(secure)
|
||||
name = "secure wired windoor assembly"
|
||||
else
|
||||
name = "wired windoor assembly"
|
||||
else
|
||||
return ..()
|
||||
|
||||
if("02")
|
||||
|
||||
//Removing wire from the assembly. Step 5 undone.
|
||||
if(istype(W, /obj/item/wirecutters))
|
||||
playsound(loc, W.usesound, 100, 1)
|
||||
user.visible_message("[user] cuts the wires from the airlock assembly.", "<span class='notice'>You start to cut the wires from airlock assembly...</span>")
|
||||
|
||||
if(do_after(user, 40*W.toolspeed, target = src))
|
||||
if(!src || state != "02")
|
||||
return
|
||||
|
||||
to_chat(user, "<span class='notice'>You cut the windoor wires.</span>")
|
||||
new/obj/item/stack/cable_coil(get_turf(user), 1)
|
||||
state = "01"
|
||||
if(secure)
|
||||
name = "secure anchored windoor assembly"
|
||||
else
|
||||
name = "anchored windoor assembly"
|
||||
|
||||
//Adding airlock electronics for access. Step 6 complete.
|
||||
else if(istype(W, /obj/item/electronics/airlock))
|
||||
if(!user.drop_item())
|
||||
return
|
||||
playsound(loc, W.usesound, 100, 1)
|
||||
user.visible_message("[user] installs the electronics into the airlock assembly.", "<span class='notice'>You start to install electronics into the airlock assembly...</span>")
|
||||
W.loc = src
|
||||
|
||||
if(do_after(user, 40, target = src))
|
||||
if(!src || electronics)
|
||||
W.loc = src.loc
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
|
||||
name = "near finished windoor assembly"
|
||||
electronics = W
|
||||
else
|
||||
W.loc = loc
|
||||
|
||||
//Screwdriver to remove airlock electronics. Step 6 undone.
|
||||
else if(istype(W, /obj/item/screwdriver))
|
||||
if(!electronics)
|
||||
return
|
||||
|
||||
playsound(loc, W.usesound, 100, 1)
|
||||
user.visible_message("[user] removes the electronics from the airlock assembly.", "<span class='notice'>You start to uninstall electronics from the airlock assembly...</span>")
|
||||
|
||||
if(do_after(user, 40*W.toolspeed, target = src))
|
||||
if(!src || !electronics)
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
|
||||
name = "wired windoor assembly"
|
||||
var/obj/item/electronics/airlock/ae
|
||||
ae = electronics
|
||||
electronics = null
|
||||
ae.loc = loc
|
||||
|
||||
else if(istype(W, /obj/item/pen))
|
||||
var/t = stripped_input(user, "Enter the name for the door.", name, created_name,MAX_NAME_LEN)
|
||||
if(!t)
|
||||
return
|
||||
if(!in_range(src, usr) && loc != usr)
|
||||
return
|
||||
created_name = t
|
||||
return
|
||||
|
||||
|
||||
|
||||
//Crowbar to complete the assembly, Step 7 complete.
|
||||
else if(istype(W, /obj/item/crowbar))
|
||||
if(!electronics)
|
||||
to_chat(usr, "<span class='warning'>The assembly is missing electronics!</span>")
|
||||
return
|
||||
usr << browse(null, "window=windoor_access")
|
||||
playsound(loc, W.usesound, 100, 1)
|
||||
user.visible_message("[user] pries the windoor into the frame.", "<span class='notice'>You start prying the windoor into the frame...</span>")
|
||||
|
||||
if(do_after(user, 40*W.toolspeed, target = src))
|
||||
|
||||
if(loc && electronics)
|
||||
|
||||
density = TRUE //Shouldn't matter but just incase
|
||||
to_chat(user, "<span class='notice'>You finish the windoor.</span>")
|
||||
|
||||
if(secure)
|
||||
var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(loc)
|
||||
if(facing == "l")
|
||||
windoor.icon_state = "leftsecureopen"
|
||||
windoor.base_state = "leftsecure"
|
||||
else
|
||||
windoor.icon_state = "rightsecureopen"
|
||||
windoor.base_state = "rightsecure"
|
||||
windoor.setDir(dir)
|
||||
to_chat(user, "<span class='notice'>You finish the windoor.</span>")
|
||||
|
||||
if(secure)
|
||||
var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(loc)
|
||||
if(facing == "l")
|
||||
windoor.icon_state = "leftsecureopen"
|
||||
windoor.base_state = "leftsecure"
|
||||
else
|
||||
windoor.icon_state = "rightsecureopen"
|
||||
windoor.base_state = "rightsecure"
|
||||
windoor.setDir(dir)
|
||||
windoor.density = FALSE
|
||||
|
||||
if(electronics.one_access)
|
||||
windoor.req_one_access = electronics.accesses
|
||||
else
|
||||
windoor.req_access = electronics.accesses
|
||||
windoor.electronics = electronics
|
||||
electronics.loc = windoor
|
||||
if(created_name)
|
||||
windoor.name = created_name
|
||||
qdel(src)
|
||||
windoor.close()
|
||||
|
||||
|
||||
else
|
||||
var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(loc)
|
||||
if(facing == "l")
|
||||
windoor.icon_state = "leftopen"
|
||||
windoor.base_state = "left"
|
||||
else
|
||||
windoor.icon_state = "rightopen"
|
||||
windoor.base_state = "right"
|
||||
windoor.setDir(dir)
|
||||
|
||||
if(electronics.one_access)
|
||||
windoor.req_one_access = electronics.accesses
|
||||
else
|
||||
windoor.req_access = electronics.accesses
|
||||
windoor.electronics = electronics
|
||||
electronics.loc = windoor
|
||||
if(created_name)
|
||||
windoor.name = created_name
|
||||
qdel(src)
|
||||
windoor.close()
|
||||
|
||||
|
||||
else
|
||||
var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(loc)
|
||||
if(facing == "l")
|
||||
windoor.icon_state = "leftopen"
|
||||
windoor.base_state = "left"
|
||||
else
|
||||
windoor.icon_state = "rightopen"
|
||||
windoor.base_state = "right"
|
||||
windoor.setDir(dir)
|
||||
windoor.density = FALSE
|
||||
|
||||
windoor.req_access = electronics.accesses
|
||||
windoor.electronics = electronics
|
||||
electronics.loc = windoor
|
||||
if(created_name)
|
||||
windoor.name = created_name
|
||||
qdel(src)
|
||||
windoor.close()
|
||||
|
||||
|
||||
else
|
||||
return ..()
|
||||
|
||||
//Update to reflect changes(if applicable)
|
||||
update_icon()
|
||||
|
||||
|
||||
//Rotates the windoor assembly clockwise
|
||||
/obj/structure/windoor_assembly/verb/revrotate()
|
||||
set name = "Rotate Windoor Assembly"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
if(usr.stat || !usr.canmove || usr.restrained())
|
||||
return
|
||||
if(anchored)
|
||||
to_chat(usr, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
|
||||
return FALSE
|
||||
|
||||
var/target_dir = turn(dir, 270)
|
||||
|
||||
if(!valid_window_location(loc, target_dir))
|
||||
to_chat(usr, "<span class='warning'>[src] cannot be rotated in that direction!</span>")
|
||||
return FALSE
|
||||
|
||||
setDir(target_dir)
|
||||
|
||||
ini_dir = dir
|
||||
update_icon()
|
||||
return TRUE
|
||||
|
||||
/obj/structure/windoor_assembly/AltClick(mob/user)
|
||||
..()
|
||||
if(user.incapacitated())
|
||||
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
|
||||
return
|
||||
if(!in_range(src, user))
|
||||
return
|
||||
else
|
||||
revrotate()
|
||||
|
||||
//Flips the windoor assembly, determines whather the door opens to the left or the right
|
||||
/obj/structure/windoor_assembly/verb/flip()
|
||||
set name = "Flip Windoor Assembly"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
if(usr.stat || !usr.canmove || usr.restrained())
|
||||
return
|
||||
|
||||
if(facing == "l")
|
||||
to_chat(usr, "<span class='notice'>The windoor will now slide to the right.</span>")
|
||||
facing = "r"
|
||||
else
|
||||
facing = "l"
|
||||
to_chat(usr, "<span class='notice'>The windoor will now slide to the left.</span>")
|
||||
|
||||
update_icon()
|
||||
return
|
||||
|
||||
windoor.req_access = electronics.accesses
|
||||
windoor.electronics = electronics
|
||||
electronics.loc = windoor
|
||||
if(created_name)
|
||||
windoor.name = created_name
|
||||
qdel(src)
|
||||
windoor.close()
|
||||
|
||||
|
||||
else
|
||||
return ..()
|
||||
|
||||
//Update to reflect changes(if applicable)
|
||||
update_icon()
|
||||
|
||||
|
||||
//Rotates the windoor assembly clockwise
|
||||
/obj/structure/windoor_assembly/verb/revrotate()
|
||||
set name = "Rotate Windoor Assembly"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
if(usr.stat || !usr.canmove || usr.restrained())
|
||||
return
|
||||
if(anchored)
|
||||
to_chat(usr, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
|
||||
return FALSE
|
||||
|
||||
var/target_dir = turn(dir, 270)
|
||||
|
||||
if(!valid_window_location(loc, target_dir))
|
||||
to_chat(usr, "<span class='warning'>[src] cannot be rotated in that direction!</span>")
|
||||
return FALSE
|
||||
|
||||
setDir(target_dir)
|
||||
|
||||
ini_dir = dir
|
||||
update_icon()
|
||||
return TRUE
|
||||
|
||||
/obj/structure/windoor_assembly/AltClick(mob/user)
|
||||
..()
|
||||
if(user.incapacitated())
|
||||
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
|
||||
return
|
||||
if(!in_range(src, user))
|
||||
return
|
||||
else
|
||||
revrotate()
|
||||
|
||||
//Flips the windoor assembly, determines whather the door opens to the left or the right
|
||||
/obj/structure/windoor_assembly/verb/flip()
|
||||
set name = "Flip Windoor Assembly"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
if(usr.stat || !usr.canmove || usr.restrained())
|
||||
return
|
||||
|
||||
if(facing == "l")
|
||||
to_chat(usr, "<span class='notice'>The windoor will now slide to the right.</span>")
|
||||
facing = "r"
|
||||
else
|
||||
facing = "l"
|
||||
to_chat(usr, "<span class='notice'>The windoor will now slide to the left.</span>")
|
||||
|
||||
update_icon()
|
||||
return
|
||||
|
||||
Reference in New Issue
Block a user