Merge pull request #7355 from Citadel-Station-13/upstream-merge-38934
[MIRROR] Fix constructed directional windows leaking atmos, wrap setting of the anchored var on objects
This commit is contained in:
@@ -113,6 +113,7 @@
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// /obj signals
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#define COMSIG_OBJ_DECONSTRUCT "obj_deconstruct" //from base of obj/deconstruct(): (disassembled)
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#define COMSIG_OBJ_SETANCHORED "obj_setanchored" //called in /obj/structure/setAnchored(): (value)
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// /obj/item signals
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#define COMSIG_ITEM_ATTACK "item_attack" //from base of obj/item/attack(): (/mob/living/target, /mob/living/user)
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@@ -152,6 +153,7 @@
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// /obj/item/pen signals
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#define COMSIG_PEN_ROTATED "pen_rotated" //called after rotation in /obj/item/pen/attack_self(): (rotation, mob/living/carbon/user)
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// /mob/living/carbon/human signals
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#define COMSIG_HUMAN_MELEE_UNARMED_ATTACK "human_melee_unarmed_attack" //from mob/living/carbon/human/UnarmedAttack(): (atom/target)
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#define COMSIG_HUMAN_MELEE_UNARMED_ATTACKBY "human_melee_unarmed_attackby" //from mob/living/carbon/human/UnarmedAttack(): (mob/living/carbon/human/attacker)
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@@ -311,7 +311,7 @@ Class Procs:
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/obj/machinery/proc/spawn_frame(disassembled)
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var/obj/structure/frame/machine/M = new /obj/structure/frame/machine(loc)
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. = M
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M.anchored = anchored
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M.setAnchored(anchored)
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if(!disassembled)
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M.obj_integrity = M.max_integrity * 0.5 //the frame is already half broken
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transfer_fingerprints_to(M)
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@@ -372,7 +372,7 @@ Class Procs:
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//as long as we're the same anchored state and we're either on a floor or are anchored, toggle our anchored state
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if(I.use_tool(src, user, time, extra_checks = CALLBACK(src, .proc/unfasten_wrench_check, prev_anchored, user)))
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to_chat(user, "<span class='notice'>You [anchored ? "un" : ""]secure [src].</span>")
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anchored = !anchored
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setAnchored(!anchored)
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playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
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return SUCCESSFUL_UNFASTEN
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return FAILED_UNFASTEN
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@@ -42,7 +42,7 @@
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if(istype(W, /obj/item/weldingtool))
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if(weld(W, user))
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to_chat(user, "<span class='notice'>You weld the assembly securely into place.</span>")
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anchored = TRUE
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setAnchored(TRUE)
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state = 2
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return
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if(2)
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@@ -62,7 +62,7 @@
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if(weld(W, user))
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to_chat(user, "<span class='notice'>You unweld the assembly from its place.</span>")
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state = 1
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anchored = TRUE
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setAnchored(TRUE)
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return
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// Upgrades!
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@@ -111,7 +111,7 @@
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var/obj/structure/frame/computer/A = new /obj/structure/frame/computer(src.loc)
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A.dir = dir
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A.circuit = circuit
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A.anchored = TRUE
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A.setAnchored(TRUE)
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if(stat & BROKEN)
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if(user)
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to_chat(user, "<span class='notice'>The broken glass falls out.</span>")
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@@ -11,7 +11,7 @@
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to_chat(user, "<span class='notice'>You start wrenching the frame into place...</span>")
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if(P.use_tool(src, user, 20, volume=50))
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to_chat(user, "<span class='notice'>You wrench the frame into place.</span>")
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anchored = TRUE
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setAnchored(TRUE)
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state = 1
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return
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if(istype(P, /obj/item/weldingtool))
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@@ -30,7 +30,7 @@
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to_chat(user, "<span class='notice'>You start to unfasten the frame...</span>")
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if(P.use_tool(src, user, 20, volume=50))
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to_chat(user, "<span class='notice'>You unfasten the frame.</span>")
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anchored = FALSE
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setAnchored(FALSE)
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state = 0
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return
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if(istype(P, /obj/item/circuitboard/computer) && !circuit)
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@@ -106,7 +106,7 @@
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if(P.use_tool(src, user, 40, volume=75))
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if(state == 1)
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to_chat(user, "<span class='notice'>You [anchored ? "un" : ""]secure [name].</span>")
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anchored = !anchored
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setAnchored(!anchored)
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return
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if(2)
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@@ -114,7 +114,7 @@
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to_chat(user, "<span class='notice'>You start [anchored ? "un" : ""]securing [name]...</span>")
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if(P.use_tool(src, user, 40, volume=75))
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to_chat(user, "<span class='notice'>You [anchored ? "un" : ""]secure [name].</span>")
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anchored = !anchored
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setAnchored(!anchored)
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return
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if(istype(P, /obj/item/circuitboard/machine))
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@@ -169,7 +169,7 @@
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to_chat(user, "<span class='notice'>You start [anchored ? "un" : ""]securing [name]...</span>")
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if(P.use_tool(src, user, 40, volume=75))
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to_chat(user, "<span class='notice'>You [anchored ? "un" : ""]secure [name].</span>")
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anchored = !anchored
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setAnchored(!anchored)
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return
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if(istype(P, /obj/item/screwdriver))
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@@ -181,7 +181,7 @@
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if(component_check)
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P.play_tool_sound(src)
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var/obj/machinery/new_machine = new circuit.build_path(loc, 1)
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new_machine.anchored = anchored
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new_machine.setAnchored(anchored)
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new_machine.on_construction()
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for(var/obj/O in new_machine.component_parts)
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qdel(O)
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@@ -66,10 +66,10 @@
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if(istype(O, /obj/item/wrench))
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if(!anchored && !isinspace())
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to_chat(user,"<span class='notice'>You secure [src] to the floor.</span>")
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anchored = TRUE
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setAnchored(TRUE)
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else if(anchored)
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to_chat(user,"<span class='notice'>You unsecure and disconnect [src].</span>")
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anchored = FALSE
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setAnchored(FALSE)
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playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
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return
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return ..()
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@@ -1321,7 +1321,7 @@
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A = new /obj/structure/door_assembly(loc)
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//If you come across a null assemblytype, it will produce the default assembly instead of disintegrating.
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A.heat_proof_finished = src.heat_proof //tracks whether there's rglass in
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A.anchored = TRUE
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A.setAnchored(TRUE)
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A.glass = src.glass
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A.state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
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A.created_name = name
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@@ -246,7 +246,7 @@
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if("rightsecure")
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WA.facing = "r"
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WA.secure = TRUE
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WA.anchored = TRUE
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WA.setAnchored(TRUE)
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WA.state= "02"
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WA.setDir(src.dir)
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WA.ini_dir = src.dir
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@@ -167,13 +167,13 @@
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if (!anchored && !isinspace())
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to_chat(user, "<span class='notice'>[src] is now secured.</span>")
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add_overlay("[base_state]-s")
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anchored = TRUE
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setAnchored(TRUE)
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power_change()
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proximity_monitor.SetRange(range)
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else
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to_chat(user, "<span class='notice'>[src] can now be moved.</span>")
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cut_overlays()
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anchored = FALSE
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setAnchored(FALSE)
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power_change()
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proximity_monitor.SetRange(0)
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@@ -393,7 +393,7 @@ Possible to do for anyone motivated enough:
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Hologram.copy_known_languages_from(user,replace = TRUE)
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Hologram.mouse_opacity = MOUSE_OPACITY_TRANSPARENT//So you can't click on it.
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Hologram.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
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Hologram.anchored = TRUE//So space wind cannot drag it.
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Hologram.setAnchored(TRUE)//So space wind cannot drag it.
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Hologram.name = "[user.name] (Hologram)"//If someone decides to right click.
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Hologram.set_light(2) //hologram lighting
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move_hologram()
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@@ -551,7 +551,7 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
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holder.selected_default_language = record.language
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Hologram.mouse_opacity = MOUSE_OPACITY_TRANSPARENT//So you can't click on it.
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Hologram.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
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Hologram.anchored = TRUE//So space wind cannot drag it.
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Hologram.setAnchored(TRUE)//So space wind cannot drag it.
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Hologram.name = "[record.caller_name] (Hologram)"//If someone decides to right click.
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Hologram.set_light(2) //hologram lighting
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visible_message("<span class='notice'>A holographic image of [record.caller_name] flickers to life before your eyes!</span>")
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@@ -261,7 +261,7 @@
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//This code handles moving the turret around. After all, it's a portable turret!
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if(!anchored && !isinspace())
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anchored = TRUE
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setAnchored(TRUE)
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invisibility = INVISIBILITY_MAXIMUM
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update_icon()
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to_chat(user, "<span class='notice'>You secure the exterior bolts on the turret.</span>")
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@@ -269,7 +269,7 @@
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cover = new /obj/machinery/porta_turret_cover(loc) //create a new turret. While this is handled in process(), this is to workaround a bug where the turret becomes invisible for a split second
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cover.parent_turret = src //make the cover's parent src
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else if(anchored)
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anchored = FALSE
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setAnchored(FALSE)
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to_chat(user, "<span class='notice'>You unsecure the exterior bolts on the turret.</span>")
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power_change()
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invisibility = 0
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@@ -26,7 +26,7 @@
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if(istype(I, /obj/item/wrench) && !anchored)
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I.play_tool_sound(src, 100)
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to_chat(user, "<span class='notice'>You secure the external bolts.</span>")
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anchored = TRUE
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setAnchored(TRUE)
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build_step = PTURRET_BOLTED
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return
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@@ -51,7 +51,7 @@
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else if(istype(I, /obj/item/wrench))
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I.play_tool_sound(src, 75)
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to_chat(user, "<span class='notice'>You unfasten the external bolts.</span>")
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anchored = FALSE
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setAnchored(FALSE)
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build_step = PTURRET_UNSECURED
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return
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@@ -192,4 +192,4 @@
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if(installed_gun)
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qdel(installed_gun)
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installed_gun = null
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. = ..()
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. = ..()
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@@ -45,12 +45,12 @@
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return
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if(!parent_turret.anchored)
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parent_turret.anchored = TRUE
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parent_turret.setAnchored(TRUE)
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to_chat(user, "<span class='notice'>You secure the exterior bolts on the turret.</span>")
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parent_turret.invisibility = 0
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parent_turret.update_icon()
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else
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parent_turret.anchored = FALSE
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parent_turret.setAnchored(FALSE)
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to_chat(user, "<span class='notice'>You unsecure the exterior bolts on the turret.</span>")
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parent_turret.invisibility = INVISIBILITY_MAXIMUM
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parent_turret.update_icon()
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@@ -25,7 +25,7 @@
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if(charging)
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to_chat(user, "<span class='notice'>Remove the charging item first!</span>")
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return
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anchored = !anchored
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setAnchored(!anchored)
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power_change()
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to_chat(user, "<span class='notice'>You [anchored ? "attached" : "detached"] [src].</span>")
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G.play_tool_sound(src)
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@@ -178,14 +178,14 @@
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if(!anchored && !isinspace())
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W.play_tool_sound(src, 100)
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to_chat(user, "<span class='notice'>You secure \the [src] to the floor!</span>")
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anchored = TRUE
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setAnchored(TRUE)
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else if(anchored)
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W.play_tool_sound(src, 100)
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to_chat(user, "<span class='notice'>You unsecure \the [src] from the floor!</span>")
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if(active)
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to_chat(user, "<span class='notice'>\The [src] shuts off!</span>")
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shields_down()
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anchored = FALSE
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setAnchored(FALSE)
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else if(W.GetID())
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if(allowed(user) && !(obj_flags & EMAGGED))
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@@ -62,7 +62,7 @@
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return
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if(anchored)
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anchored = FALSE
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setAnchored(FALSE)
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to_chat(user, "<span class='notice'>You unscrew the beacon from the floor.</span>")
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disconnect_from_network()
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return
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@@ -70,7 +70,7 @@
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if(!connect_to_network())
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to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
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return
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anchored = TRUE
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setAnchored(TRUE)
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to_chat(user, "<span class='notice'>You screw the beacon to the floor and attach the cable.</span>")
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return
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else
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@@ -119,14 +119,14 @@
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else
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to_chat(user, "<span class='notice'>You firmly wrench the bomb to the floor.</span>")
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I.play_tool_sound(src)
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anchored = TRUE
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setAnchored(TRUE)
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if(active)
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to_chat(user, "<span class='notice'>The bolts lock in place.</span>")
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else
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if(!active)
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to_chat(user, "<span class='notice'>You wrench the bomb from the floor.</span>")
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I.play_tool_sound(src)
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anchored = FALSE
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setAnchored(FALSE)
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else
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to_chat(user, "<span class='warning'>The bolts are locked down!</span>")
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@@ -31,6 +31,9 @@
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/obj/vv_edit_var(vname, vval)
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switch(vname)
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if("anchored")
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setAnchored(vval)
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return TRUE
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if("obj_flags")
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if ((obj_flags & DANGEROUS_POSSESSION) && !(vval & DANGEROUS_POSSESSION))
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return FALSE
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@@ -71,6 +74,10 @@
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SStgui.close_uis(src)
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. = ..()
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/obj/proc/setAnchored(anchorvalue)
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SEND_SIGNAL(src, COMSIG_OBJ_SETANCHORED, anchorvalue)
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anchored = anchorvalue
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/obj/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
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..()
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if(obj_flags & FROZEN)
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@@ -254,7 +254,7 @@
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else if(istype(W, /obj/item/wrench) && anchorable)
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if(isinspace() && !anchored)
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return
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anchored = !anchored
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setAnchored(!anchored)
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W.play_tool_sound(src, 75)
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user.visible_message("<span class='notice'>[user] [anchored ? "anchored" : "unanchored"] \the [src] [anchored ? "to" : "from"] the ground.</span>", \
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"<span class='notice'>You [anchored ? "anchored" : "unanchored"] \the [src] [anchored ? "to" : "from"] the ground.</span>", \
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@@ -106,7 +106,7 @@
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return
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to_chat(user, "<span class='notice'>You secure the airlock assembly.</span>")
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name = "secured airlock assembly"
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anchored = TRUE
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setAnchored(TRUE)
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else
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to_chat(user, "There is another door here!")
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@@ -119,7 +119,7 @@
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return
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to_chat(user, "<span class='notice'>You unsecure the airlock assembly.</span>")
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name = "airlock assembly"
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anchored = FALSE
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setAnchored(FALSE)
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else if(istype(W, /obj/item/stack/cable_coil) && state == AIRLOCK_ASSEMBLY_NEEDS_WIRES && anchored )
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if(!W.tool_start_check(user, amount=1))
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@@ -281,7 +281,7 @@
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target.heat_proof_finished = source.heat_proof_finished
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target.created_name = source.created_name
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target.state = source.state
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target.anchored = source.anchored
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target.setAnchored(source.anchored)
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if(previous)
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target.previous_assembly = source.type
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if(electronics)
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@@ -11,7 +11,7 @@
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to_chat(user, "<span class='notice'>You begin to [anchored ? "unwrench" : "wrench"] [src].</span>")
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if(I.use_tool(src, user, 20, volume=50))
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to_chat(user, "<span class='notice'>You successfully [anchored ? "unwrench" : "wrench"] [src].</span>")
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anchored = !anchored
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setAnchored(!anchored)
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else
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return ..()
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@@ -68,7 +68,7 @@
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return FALSE
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to_chat(user, "<span class='notice'>You construct the window.</span>")
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var/obj/structure/window/WD = new the_rcd.window_type(drop_location())
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WD.anchored = TRUE
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WD.setAnchored(TRUE)
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return TRUE
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return FALSE
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@@ -145,7 +145,7 @@
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else if((istype(W, /obj/item/screwdriver)) && (isturf(loc) || anchored))
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if(!shock(user, 90))
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W.play_tool_sound(src, 100)
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anchored = !anchored
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setAnchored(!anchored)
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user.visible_message("<span class='notice'>[user] [anchored ? "fastens" : "unfastens"] [src].</span>", \
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"<span class='notice'>You [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor.</span>")
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return
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@@ -194,7 +194,7 @@
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WD = new/obj/structure/window/fulltile(drop_location()) //normal window
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WD.setDir(dir_to_set)
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WD.ini_dir = dir_to_set
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WD.anchored = FALSE
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WD.setAnchored(FALSE)
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WD.state = 0
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ST.use(2)
|
||||
to_chat(user, "<span class='notice'>You place [WD] on [src].</span>")
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
var/uraction = anchored ? "unscrew [src] from " : "screw [src] to"
|
||||
user.visible_message("<span class='warning'>[user] [action] the floor.</span>", "<span class='notice'>You start to [uraction] the floor...</span>", "You hear rustling noises.")
|
||||
if(W.use_tool(src, user, 100, volume=100, extra_checks = CALLBACK(src, .proc/check_anchored_state, anchored)))
|
||||
anchored = !anchored
|
||||
setAnchored(!anchored)
|
||||
to_chat(user, "<span class='notice'> You [anchored ? "unscrew" : "screw"] [src] from the floor.</span>")
|
||||
return TRUE
|
||||
else
|
||||
|
||||
@@ -117,7 +117,7 @@
|
||||
"<span class='notice'>You start to weld [src] to the floor...</span>",
|
||||
"<span class='italics'>You hear welding.</span>")
|
||||
if (W.use_tool(src, user, 20, volume=50))
|
||||
anchored = TRUE
|
||||
setAnchored(TRUE)
|
||||
to_chat(user, "<span class='notice'>You weld [src] to the floor.</span>")
|
||||
else
|
||||
if(!W.tool_start_check(user, amount=0))
|
||||
@@ -127,7 +127,7 @@
|
||||
"<span class='notice'>You start to cut [src] free from the floor...</span>",
|
||||
"<span class='italics'>You hear welding.</span>")
|
||||
if (W.use_tool(src, user, 20, volume=50))
|
||||
anchored = FALSE
|
||||
setAnchored(FALSE)
|
||||
to_chat(user, "<span class='notice'>You cut [src] free from the floor.</span>")
|
||||
|
||||
//Finishing the frame
|
||||
|
||||
@@ -121,7 +121,7 @@
|
||||
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
|
||||
setAnchored(TRUE)
|
||||
if(secure)
|
||||
name = "secure anchored windoor assembly"
|
||||
else
|
||||
@@ -136,7 +136,7 @@
|
||||
if(!anchored)
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You unsecure the windoor assembly.</span>")
|
||||
anchored = FALSE
|
||||
setAnchored(FALSE)
|
||||
if(secure)
|
||||
name = "secure windoor assembly"
|
||||
else
|
||||
|
||||
@@ -207,15 +207,12 @@
|
||||
else if(state == WINDOW_OUT_OF_FRAME)
|
||||
to_chat(user, "<span class='notice'>You begin to [anchored ? "unscrew the frame from":"screw the frame to"] the floor...</span>")
|
||||
if(I.use_tool(src, user, decon_speed, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
|
||||
anchored = !anchored
|
||||
update_nearby_icons()
|
||||
setAnchored(!anchored)
|
||||
to_chat(user, "<span class='notice'>You [anchored ? "fasten the frame to":"unfasten the frame from"] the floor.</span>")
|
||||
else //if we're not reinforced, we don't need to check or update state
|
||||
to_chat(user, "<span class='notice'>You begin to [anchored ? "unscrew the window from":"screw the window to"] the floor...</span>")
|
||||
if(I.use_tool(src, user, decon_speed, extra_checks = CALLBACK(src, .proc/check_anchored, anchored)))
|
||||
anchored = !anchored
|
||||
air_update_turf(TRUE)
|
||||
update_nearby_icons()
|
||||
setAnchored(!anchored)
|
||||
to_chat(user, "<span class='notice'>You [anchored ? "fasten the window to":"unfasten the window from"] the floor.</span>")
|
||||
return
|
||||
|
||||
@@ -240,6 +237,11 @@
|
||||
return
|
||||
return ..()
|
||||
|
||||
/obj/structure/window/setAnchored(anchorvalue)
|
||||
..()
|
||||
air_update_turf(TRUE)
|
||||
update_nearby_icons()
|
||||
|
||||
/obj/structure/window/proc/check_state(checked_state)
|
||||
if(state == checked_state)
|
||||
return TRUE
|
||||
|
||||
Reference in New Issue
Block a user