Update windoor_assembly.dm
This commit is contained in:
@@ -1,21 +1,3 @@
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<<<<<<< HEAD
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/* Windoor (window door) assembly -Nodrak
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* Step 1: Create a windoor out of rglass
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* Step 2: Add r-glass to the assembly to make a secure windoor (Optional)
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* Step 3: Rotate or Flip the assembly to face and open the way you want
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* Step 4: Wrench the assembly in place
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* Step 5: Add cables to the assembly
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* Step 6: Set access for the door.
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* Step 7: Screwdriver the door to complete
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*/
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/obj/structure/windoor_assembly
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icon = 'icons/obj/doors/windoor.dmi'
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name = "windoor Assembly"
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icon_state = "l_windoor_assembly01"
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=======
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/* Windoor (window door) assembly -Nodrak
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* Step 1: Create a windoor out of rglass
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* Step 2: Add r-glass to the assembly to make a secure windoor (Optional)
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@@ -33,358 +15,357 @@
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name = "windoor Assembly"
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icon_state = "l_windoor_assembly01"
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desc = "A small glass and wire assembly for windoors."
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>>>>>>> 3e4d747... Adds desc to things lacking them. (#31086)
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anchored = FALSE
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density = FALSE
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dir = NORTH
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var/ini_dir
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var/obj/item/electronics/airlock/electronics = null
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var/created_name = null
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//Vars to help with the icon's name
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var/facing = "l" //Does the windoor open to the left or right?
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dir = NORTH
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var/ini_dir
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var/obj/item/electronics/airlock/electronics = null
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var/created_name = null
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//Vars to help with the icon's name
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var/facing = "l" //Does the windoor open to the left or right?
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var/secure = FALSE //Whether or not this creates a secure windoor
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var/state = "01" //How far the door assembly has progressed
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CanAtmosPass = ATMOS_PASS_PROC
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/obj/structure/windoor_assembly/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/windoor_assembly/New(loc, set_dir)
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..()
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if(set_dir)
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dir = set_dir
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ini_dir = dir
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air_update_turf(1)
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/obj/structure/windoor_assembly/Destroy()
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var/state = "01" //How far the door assembly has progressed
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CanAtmosPass = ATMOS_PASS_PROC
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/obj/structure/windoor_assembly/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/windoor_assembly/New(loc, set_dir)
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..()
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if(set_dir)
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dir = set_dir
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ini_dir = dir
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air_update_turf(1)
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/obj/structure/windoor_assembly/Destroy()
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density = FALSE
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air_update_turf(1)
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return ..()
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/obj/structure/windoor_assembly/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/windoor_assembly/update_icon()
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icon_state = "[facing]_[secure ? "secure_" : ""]windoor_assembly[state]"
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air_update_turf(1)
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return ..()
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/obj/structure/windoor_assembly/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/windoor_assembly/update_icon()
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icon_state = "[facing]_[secure ? "secure_" : ""]windoor_assembly[state]"
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/obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
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return !density
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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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return 1
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/obj/structure/windoor_assembly/CanAtmosPass(turf/T)
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if(get_dir(loc, T) == dir)
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return !density
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else
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return 1
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/obj/structure/windoor_assembly/CheckExit(atom/movable/mover as mob|obj, turf/target)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(get_dir(loc, target) == dir)
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return !density
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else
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return 1
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/obj/structure/windoor_assembly/attackby(obj/item/W, mob/user, params)
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//I really should have spread this out across more states but thin little windoors are hard to sprite.
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add_fingerprint(user)
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switch(state)
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if("01")
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if(istype(W, /obj/item/weldingtool) && !anchored )
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var/obj/item/weldingtool/WT = W
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if (WT.remove_fuel(0,user))
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user.visible_message("[user] disassembles the windoor assembly.", "<span class='notice'>You start to disassemble the windoor assembly...</span>")
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playsound(loc, 'sound/items/welder2.ogg', 50, 1)
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if(do_after(user, 40*W.toolspeed, target = src))
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if(!src || !WT.isOn()) return
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to_chat(user, "<span class='notice'>You disassemble the windoor assembly.</span>")
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var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5)
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RG.add_fingerprint(user)
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if(secure)
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var/obj/item/stack/rods/R = new (get_turf(src), 4)
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R.add_fingerprint(user)
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qdel(src)
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else
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return
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//Wrenching an unsecure assembly anchors it in place. Step 4 complete
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if(istype(W, /obj/item/wrench) && !anchored)
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for(var/obj/machinery/door/window/WD in loc)
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if(WD.dir == dir)
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to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
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return
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playsound(loc, W.usesound, 100, 1)
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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>")
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if(do_after(user, 40*W.toolspeed, target = src))
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if(!src || anchored)
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return
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for(var/obj/machinery/door/window/WD in loc)
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if(WD.dir == dir)
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to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
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return
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to_chat(user, "<span class='notice'>You secure the windoor assembly.</span>")
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
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return !density
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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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return 1
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/obj/structure/windoor_assembly/CanAtmosPass(turf/T)
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if(get_dir(loc, T) == dir)
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return !density
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else
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return 1
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/obj/structure/windoor_assembly/CheckExit(atom/movable/mover as mob|obj, turf/target)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(get_dir(loc, target) == dir)
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return !density
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else
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return 1
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/obj/structure/windoor_assembly/attackby(obj/item/W, mob/user, params)
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//I really should have spread this out across more states but thin little windoors are hard to sprite.
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add_fingerprint(user)
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switch(state)
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if("01")
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if(istype(W, /obj/item/weldingtool) && !anchored )
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var/obj/item/weldingtool/WT = W
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if (WT.remove_fuel(0,user))
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user.visible_message("[user] disassembles the windoor assembly.", "<span class='notice'>You start to disassemble the windoor assembly...</span>")
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playsound(loc, 'sound/items/welder2.ogg', 50, 1)
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if(do_after(user, 40*W.toolspeed, target = src))
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if(!src || !WT.isOn()) return
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to_chat(user, "<span class='notice'>You disassemble the windoor assembly.</span>")
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var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5)
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RG.add_fingerprint(user)
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if(secure)
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var/obj/item/stack/rods/R = new (get_turf(src), 4)
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R.add_fingerprint(user)
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qdel(src)
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else
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return
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//Wrenching an unsecure assembly anchors it in place. Step 4 complete
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if(istype(W, /obj/item/wrench) && !anchored)
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for(var/obj/machinery/door/window/WD in loc)
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if(WD.dir == dir)
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to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
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return
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playsound(loc, W.usesound, 100, 1)
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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>")
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if(do_after(user, 40*W.toolspeed, target = src))
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if(!src || anchored)
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return
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for(var/obj/machinery/door/window/WD in loc)
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if(WD.dir == dir)
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to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
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return
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to_chat(user, "<span class='notice'>You secure the windoor assembly.</span>")
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anchored = TRUE
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if(secure)
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name = "secure anchored windoor assembly"
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else
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name = "anchored windoor assembly"
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//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
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else if(istype(W, /obj/item/wrench) && anchored)
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playsound(loc, W.usesound, 100, 1)
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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>")
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if(do_after(user, 40*W.toolspeed, target = src))
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if(!src || !anchored)
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return
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to_chat(user, "<span class='notice'>You unsecure the windoor assembly.</span>")
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if(secure)
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name = "secure anchored windoor assembly"
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else
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name = "anchored windoor assembly"
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//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
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else if(istype(W, /obj/item/wrench) && anchored)
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playsound(loc, W.usesound, 100, 1)
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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>")
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if(do_after(user, 40*W.toolspeed, target = src))
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if(!src || !anchored)
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return
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to_chat(user, "<span class='notice'>You unsecure the windoor assembly.</span>")
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anchored = FALSE
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if(secure)
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name = "secure windoor assembly"
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else
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name = "windoor assembly"
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//Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
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else if(istype(W, /obj/item/stack/sheet/plasteel) && !secure)
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var/obj/item/stack/sheet/plasteel/P = W
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if(P.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need more plasteel to do this!</span>")
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return
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to_chat(user, "<span class='notice'>You start to reinforce the windoor with plasteel...</span>")
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if(do_after(user,40, target = src))
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if(!src || secure || P.get_amount() < 2)
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return
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P.use(2)
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to_chat(user, "<span class='notice'>You reinforce the windoor.</span>")
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if(secure)
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name = "secure windoor assembly"
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else
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name = "windoor assembly"
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//Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
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else if(istype(W, /obj/item/stack/sheet/plasteel) && !secure)
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var/obj/item/stack/sheet/plasteel/P = W
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if(P.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need more plasteel to do this!</span>")
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return
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to_chat(user, "<span class='notice'>You start to reinforce the windoor with plasteel...</span>")
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if(do_after(user,40, target = src))
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if(!src || secure || P.get_amount() < 2)
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return
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P.use(2)
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to_chat(user, "<span class='notice'>You reinforce the windoor.</span>")
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secure = TRUE
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if(anchored)
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name = "secure anchored windoor assembly"
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else
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name = "secure windoor assembly"
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//Adding cable to the assembly. Step 5 complete.
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else if(istype(W, /obj/item/stack/cable_coil) && anchored)
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user.visible_message("[user] wires the windoor assembly.", "<span class='notice'>You start to wire the windoor assembly...</span>")
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if(do_after(user, 40, target = src))
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if(!src || !anchored || src.state != "01")
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return
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var/obj/item/stack/cable_coil/CC = W
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if(!CC.use(1))
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to_chat(user, "<span class='warning'>You need more cable to do this!</span>")
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return
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to_chat(user, "<span class='notice'>You wire the windoor.</span>")
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state = "02"
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if(secure)
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name = "secure wired windoor assembly"
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else
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name = "wired windoor assembly"
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else
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return ..()
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if("02")
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//Removing wire from the assembly. Step 5 undone.
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if(istype(W, /obj/item/wirecutters))
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] cuts the wires from the airlock assembly.", "<span class='notice'>You start to cut the wires from airlock assembly...</span>")
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if(do_after(user, 40*W.toolspeed, target = src))
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if(!src || state != "02")
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return
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to_chat(user, "<span class='notice'>You cut the windoor wires.</span>")
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new/obj/item/stack/cable_coil(get_turf(user), 1)
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state = "01"
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if(secure)
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name = "secure anchored windoor assembly"
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else
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name = "anchored windoor assembly"
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//Adding airlock electronics for access. Step 6 complete.
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else if(istype(W, /obj/item/electronics/airlock))
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if(!user.drop_item())
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return
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] installs the electronics into the airlock assembly.", "<span class='notice'>You start to install electronics into the airlock assembly...</span>")
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W.loc = src
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if(do_after(user, 40, target = src))
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if(!src || electronics)
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W.loc = src.loc
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return
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to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
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name = "near finished windoor assembly"
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electronics = W
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else
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W.loc = loc
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//Screwdriver to remove airlock electronics. Step 6 undone.
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else if(istype(W, /obj/item/screwdriver))
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if(!electronics)
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return
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] removes the electronics from the airlock assembly.", "<span class='notice'>You start to uninstall electronics from the airlock assembly...</span>")
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if(do_after(user, 40*W.toolspeed, target = src))
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if(!src || !electronics)
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return
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to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
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name = "wired windoor assembly"
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var/obj/item/electronics/airlock/ae
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ae = electronics
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electronics = null
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ae.loc = loc
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else if(istype(W, /obj/item/pen))
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var/t = stripped_input(user, "Enter the name for the door.", name, created_name,MAX_NAME_LEN)
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if(!t)
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return
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if(!in_range(src, usr) && loc != usr)
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return
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created_name = t
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return
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//Crowbar to complete the assembly, Step 7 complete.
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else if(istype(W, /obj/item/crowbar))
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if(!electronics)
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to_chat(usr, "<span class='warning'>The assembly is missing electronics!</span>")
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return
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usr << browse(null, "window=windoor_access")
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] pries the windoor into the frame.", "<span class='notice'>You start prying the windoor into the frame...</span>")
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if(do_after(user, 40*W.toolspeed, target = src))
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if(loc && electronics)
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if(anchored)
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name = "secure anchored windoor assembly"
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else
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name = "secure windoor assembly"
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//Adding cable to the assembly. Step 5 complete.
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else if(istype(W, /obj/item/stack/cable_coil) && anchored)
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user.visible_message("[user] wires the windoor assembly.", "<span class='notice'>You start to wire the windoor assembly...</span>")
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if(do_after(user, 40, target = src))
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if(!src || !anchored || src.state != "01")
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return
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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