@@ -11,20 +11,22 @@
|
||||
obj_integrity = 25
|
||||
var/ini_dir = null
|
||||
var/state = WINDOW_OUT_OF_FRAME
|
||||
var/reinf = 0
|
||||
var/reinf = FALSE
|
||||
var/heat_resistance = 800
|
||||
var/decon_speed = 30
|
||||
var/wtype = "glass"
|
||||
var/fulltile = 0
|
||||
var/fulltile = FALSE
|
||||
var/glass_type = /obj/item/stack/sheet/glass
|
||||
var/glass_amount = 1
|
||||
var/mutable_appearance/crack_overlay
|
||||
var/list/debris = list()
|
||||
can_be_unanchored = 1
|
||||
resistance_flags = ACID_PROOF
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 100)
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
|
||||
CanAtmosPass = ATMOS_PASS_PROC
|
||||
var/real_explosion_block //ignore this, just use explosion_block
|
||||
var/breaksound = "shatter"
|
||||
var/hitsound = 'sound/effects/Glasshit.ogg'
|
||||
|
||||
/obj/structure/window/examine(mob/user)
|
||||
..()
|
||||
@@ -144,7 +146,7 @@
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
user.visible_message("<span class='notice'>Something knocks on [src].</span>")
|
||||
add_fingerprint(user)
|
||||
playsound(loc, 'sound/effects/Glassknock.ogg', 50, 1)
|
||||
playsound(src, 'sound/effects/Glassknock.ogg', 50, 1)
|
||||
|
||||
/obj/structure/window/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
|
||||
if(!can_be_reached(user))
|
||||
@@ -157,7 +159,7 @@
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
user.visible_message("[user] knocks on [src].")
|
||||
add_fingerprint(user)
|
||||
playsound(loc, 'sound/effects/Glassknock.ogg', 50, 1)
|
||||
playsound(src, 'sound/effects/Glassknock.ogg', 50, 1)
|
||||
|
||||
/obj/structure/window/attack_paw(mob/user)
|
||||
return attack_hand(user)
|
||||
@@ -178,10 +180,10 @@
|
||||
if(obj_integrity < max_integrity)
|
||||
if(WT.remove_fuel(0,user))
|
||||
to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
|
||||
playsound(loc, WT.usesound, 40, 1)
|
||||
playsound(src, WT.usesound, 40, 1)
|
||||
if(do_after(user, 40*I.toolspeed, target = src))
|
||||
obj_integrity = max_integrity
|
||||
playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
|
||||
playsound(src, 'sound/items/Welder2.ogg', 50, 1)
|
||||
update_nearby_icons()
|
||||
to_chat(user, "<span class='notice'>You repair [src].</span>")
|
||||
else
|
||||
@@ -190,7 +192,7 @@
|
||||
|
||||
if(!(flags&NODECONSTRUCT))
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
playsound(loc, I.usesound, 75, 1)
|
||||
playsound(src, I.usesound, 75, 1)
|
||||
if(reinf)
|
||||
if(state == WINDOW_SCREWED_TO_FRAME || state == WINDOW_IN_FRAME)
|
||||
to_chat(user, "<span class='notice'>You begin to [state == WINDOW_SCREWED_TO_FRAME ? "unscrew the window from":"screw the window to"] the frame...</span>")
|
||||
@@ -214,19 +216,19 @@
|
||||
|
||||
else if (istype(I, /obj/item/weapon/crowbar) && reinf && (state == WINDOW_OUT_OF_FRAME || state == WINDOW_IN_FRAME))
|
||||
to_chat(user, "<span class='notice'>You begin to lever the window [state == WINDOW_OUT_OF_FRAME ? "into":"out of"] the frame...</span>")
|
||||
playsound(loc, I.usesound, 75, 1)
|
||||
playsound(src, I.usesound, 75, 1)
|
||||
if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
|
||||
state = (state == WINDOW_OUT_OF_FRAME ? WINDOW_IN_FRAME : WINDOW_OUT_OF_FRAME)
|
||||
to_chat(user, "<span class='notice'>You pry the window [state == WINDOW_IN_FRAME ? "into":"out of"] the frame.</span>")
|
||||
return
|
||||
|
||||
else if(istype(I, /obj/item/weapon/wrench) && !anchored)
|
||||
playsound(loc, I.usesound, 75, 1)
|
||||
playsound(src, I.usesound, 75, 1)
|
||||
to_chat(user, "<span class='notice'> You begin to disassemble [src]...</span>")
|
||||
if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
|
||||
var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
|
||||
G.add_fingerprint(user)
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
to_chat(user, "<span class='notice'>You successfully disassemble [src].</span>")
|
||||
qdel(src)
|
||||
return
|
||||
@@ -265,18 +267,18 @@
|
||||
switch(damage_type)
|
||||
if(BRUTE)
|
||||
if(damage_amount)
|
||||
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
||||
playsound(src, hitsound, 75, 1)
|
||||
else
|
||||
playsound(src, 'sound/weapons/tap.ogg', 50, 1)
|
||||
if(BURN)
|
||||
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
|
||||
playsound(src, 'sound/items/Welder.ogg', 100, 1)
|
||||
|
||||
|
||||
/obj/structure/window/deconstruct(disassembled = TRUE)
|
||||
if(QDELETED(src))
|
||||
return
|
||||
if(!disassembled)
|
||||
playsound(src, "shatter", 70, 1)
|
||||
playsound(src, breaksound, 70, 1)
|
||||
var/turf/T = loc
|
||||
if(!(flags & NODECONSTRUCT))
|
||||
for(var/i in debris)
|
||||
@@ -408,7 +410,6 @@
|
||||
/obj/structure/window/GetExplosionBlock()
|
||||
return reinf && fulltile ? real_explosion_block : 0
|
||||
|
||||
|
||||
/obj/structure/window/unanchored
|
||||
anchored = FALSE
|
||||
|
||||
@@ -416,21 +417,48 @@
|
||||
name = "reinforced window"
|
||||
desc = "A window that is reinforced with metal rods."
|
||||
icon_state = "rwindow"
|
||||
reinf = 1
|
||||
reinf = TRUE
|
||||
heat_resistance = 1600
|
||||
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 25, bio = 100, rad = 100, fire = 80, acid = 100)
|
||||
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
|
||||
max_integrity = 50
|
||||
explosion_block = 1
|
||||
glass_type = /obj/item/stack/sheet/rglass
|
||||
|
||||
/obj/structure/window/reinforced/unanchored
|
||||
anchored = FALSE
|
||||
|
||||
/obj/structure/window/plasma
|
||||
name = "plasma window"
|
||||
desc = "A window made out of a plasma-silicate alloy. It looks insanely tough to break and burn through."
|
||||
icon_state = "plasma_window"
|
||||
reinf = FALSE
|
||||
heat_resistance = 25000
|
||||
armor = list("melee" = 75, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100, "fire" = 00, "acid" = 100)
|
||||
max_integrity = 50
|
||||
explosion_block = 1
|
||||
glass_type = /obj/item/stack/sheet/glass/plasma
|
||||
|
||||
/obj/structure/window/plasma/unanchored
|
||||
anchored = FALSE
|
||||
|
||||
/obj/structure/window/plasma/reinforced
|
||||
name = "reinforced plasma window"
|
||||
desc = "A window made out of a plasma-silicate alloy and a rod matrice. It looks hopelessly tough to break and is most likely nigh fireproof."
|
||||
icon_state = "rplasmawindow"
|
||||
reinf = TRUE
|
||||
heat_resistance = 50000
|
||||
armor = list("melee" = 85, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
|
||||
max_integrity = 100
|
||||
explosion_block = 2
|
||||
glass_type = /obj/item/stack/sheet/rglass/plasma
|
||||
|
||||
/obj/structure/window/plasma/reinforced/unanchored
|
||||
anchored = FALSE
|
||||
|
||||
/obj/structure/window/reinforced/tinted
|
||||
name = "tinted window"
|
||||
icon_state = "twindow"
|
||||
opacity = 1
|
||||
|
||||
/obj/structure/window/reinforced/tinted/frosted
|
||||
name = "frosted window"
|
||||
icon_state = "fwindow"
|
||||
@@ -448,25 +476,52 @@
|
||||
icon_state = "window"
|
||||
dir = FULLTILE_WINDOW_DIR
|
||||
max_integrity = 50
|
||||
fulltile = 1
|
||||
fulltile = TRUE
|
||||
flags = PREVENT_CLICK_UNDER
|
||||
smooth = SMOOTH_TRUE
|
||||
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile,/obj/structure/window/reinforced/highpressure/fulltile, /obj/structure/window/reinforced/tinted/fulltile)
|
||||
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile,/obj/structure/window/reinforced/highpressure/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
|
||||
glass_amount = 2
|
||||
|
||||
/obj/structure/window/fulltile/unanchored
|
||||
anchored = FALSE
|
||||
|
||||
/obj/structure/window/plasma/fulltile
|
||||
icon = 'icons/obj/smooth_structures/plasma_window.dmi'
|
||||
icon_state = "plasma_window"
|
||||
dir = FULLTILE_WINDOW_DIR
|
||||
max_integrity = 60
|
||||
fulltile = TRUE
|
||||
flags = PREVENT_CLICK_UNDER
|
||||
smooth = SMOOTH_TRUE
|
||||
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile,/obj/structure/window/reinforced/highpressure/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
|
||||
glass_amount = 2
|
||||
|
||||
/obj/structure/window/plasma/fulltile/unanchored
|
||||
anchored = FALSE
|
||||
|
||||
/obj/structure/window/plasma/reinforced/fulltile
|
||||
icon = 'icons/obj/smooth_structures/rplasma_window.dmi'
|
||||
icon_state = "rplasma_window"
|
||||
dir = FULLTILE_WINDOW_DIR
|
||||
max_integrity = 120
|
||||
fulltile = TRUE
|
||||
flags = PREVENT_CLICK_UNDER
|
||||
smooth = SMOOTH_TRUE
|
||||
glass_amount = 2
|
||||
|
||||
/obj/structure/window/plasma/reinforced/fulltile/unanchored
|
||||
anchored = FALSE
|
||||
|
||||
/obj/structure/window/reinforced/fulltile
|
||||
icon = 'icons/obj/smooth_structures/reinforced_window.dmi'
|
||||
icon_state = "r_window"
|
||||
dir = FULLTILE_WINDOW_DIR
|
||||
max_integrity = 100
|
||||
fulltile = 1
|
||||
fulltile = TRUE
|
||||
flags = PREVENT_CLICK_UNDER
|
||||
smooth = SMOOTH_TRUE
|
||||
|
||||
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile,/obj/structure/window/reinforced/highpressure/fulltile, /obj/structure/window/reinforced/tinted/fulltile)
|
||||
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile,/obj/structure/window/reinforced/highpressure/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
|
||||
level = 3
|
||||
glass_amount = 2
|
||||
|
||||
@@ -475,10 +530,10 @@
|
||||
icon_state = "r_window"
|
||||
dir = FULLTILE_WINDOW_DIR
|
||||
max_integrity = 1000
|
||||
fulltile = 1
|
||||
fulltile = TRUE
|
||||
flags = PREVENT_CLICK_UNDER
|
||||
smooth = SMOOTH_TRUE
|
||||
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile,/obj/structure/window/reinforced/highpressure/fulltile, /obj/structure/window/reinforced/tinted/fulltile)
|
||||
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile,/obj/structure/window/reinforced/highpressure/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
|
||||
level = 3
|
||||
glass_amount = 2
|
||||
|
||||
@@ -489,10 +544,10 @@
|
||||
icon = 'icons/obj/smooth_structures/tinted_window.dmi'
|
||||
icon_state = "tinted_window"
|
||||
dir = FULLTILE_WINDOW_DIR
|
||||
fulltile = 1
|
||||
fulltile = TRUE
|
||||
flags = PREVENT_CLICK_UNDER
|
||||
smooth = SMOOTH_TRUE
|
||||
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile,/obj/structure/window/reinforced/highpressure/fulltile, /obj/structure/window/reinforced/tinted/fulltile/)
|
||||
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile,/obj/structure/window/reinforced/highpressure/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
|
||||
level = 3
|
||||
glass_amount = 2
|
||||
|
||||
@@ -500,7 +555,7 @@
|
||||
icon = 'icons/obj/smooth_structures/rice_window.dmi'
|
||||
icon_state = "ice_window"
|
||||
max_integrity = 150
|
||||
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/reinforced/fulltile/ice)
|
||||
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile,/obj/structure/window/reinforced/highpressure/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
|
||||
level = 3
|
||||
glass_amount = 2
|
||||
|
||||
@@ -512,11 +567,11 @@
|
||||
dir = FULLTILE_WINDOW_DIR
|
||||
max_integrity = 100
|
||||
wtype = "shuttle"
|
||||
fulltile = 1
|
||||
fulltile = TRUE
|
||||
flags = PREVENT_CLICK_UNDER
|
||||
reinf = 1
|
||||
reinf = TRUE
|
||||
heat_resistance = 1600
|
||||
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 25, bio = 100, rad = 100, fire = 80, acid = 100)
|
||||
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
|
||||
smooth = SMOOTH_TRUE
|
||||
canSmoothWith = null
|
||||
explosion_block = 1
|
||||
@@ -537,7 +592,7 @@
|
||||
icon_state = "clockwork_window_single"
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
max_integrity = 80
|
||||
armor = list(melee = 60, bullet = 25, laser = 0, energy = 0, bomb = 25, bio = 100, rad = 100, fire = 80, acid = 100)
|
||||
armor = list("melee" = 60, "bullet" = 25, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
|
||||
explosion_block = 2 //fancy AND hard to destroy. the most useful combination.
|
||||
decon_speed = 40
|
||||
glass_type = /obj/item/stack/tile/brass
|
||||
@@ -549,9 +604,7 @@
|
||||
if(fulltile)
|
||||
made_glow = TRUE
|
||||
..()
|
||||
for(var/obj/item/I in debris)
|
||||
debris -= I
|
||||
qdel(I)
|
||||
QDEL_LIST(debris)
|
||||
var/amount_of_gears = 2
|
||||
if(fulltile)
|
||||
new /obj/effect/temp_visual/ratvar/window(get_turf(src))
|
||||
@@ -591,7 +644,7 @@
|
||||
icon_state = "clockwork_window"
|
||||
smooth = SMOOTH_TRUE
|
||||
canSmoothWith = null
|
||||
fulltile = 1
|
||||
fulltile = TRUE
|
||||
flags = PREVENT_CLICK_UNDER
|
||||
dir = FULLTILE_WINDOW_DIR
|
||||
max_integrity = 120
|
||||
@@ -600,3 +653,80 @@
|
||||
|
||||
/obj/structure/window/reinforced/clockwork/fulltile/unanchored
|
||||
anchored = FALSE
|
||||
|
||||
/obj/structure/window/paperframe
|
||||
name = "paper frame"
|
||||
desc = "A fragile separator made of thin wood and paper."
|
||||
icon = 'icons/obj/smooth_structures/paperframes.dmi'
|
||||
icon_state = "frame"
|
||||
dir = FULLTILE_WINDOW_DIR
|
||||
opacity = TRUE
|
||||
max_integrity = 15
|
||||
obj_integrity = 15
|
||||
fulltile = TRUE
|
||||
flags = PREVENT_CLICK_UNDER
|
||||
smooth = SMOOTH_TRUE
|
||||
canSmoothWith = list(/obj/structure/window/paperframe, /obj/structure/mineral_door/paperframe)
|
||||
glass_amount = 2
|
||||
glass_type = /obj/item/stack/sheet/paperframes
|
||||
heat_resistance = 233
|
||||
decon_speed = 10
|
||||
CanAtmosPass = ATMOS_PASS_YES
|
||||
resistance_flags = FLAMMABLE
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
breaksound = 'sound/items/poster_ripped.ogg'
|
||||
hitsound = 'sound/weapons/slashmiss.ogg'
|
||||
var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "torn", layer = ABOVE_OBJ_LAYER - 0.1)
|
||||
var/static/mutable_appearance/paper = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "paper", layer = ABOVE_OBJ_LAYER - 0.1)
|
||||
|
||||
/obj/structure/window/paperframe/Initialize()
|
||||
. = ..()
|
||||
QDEL_LIST(debris)
|
||||
var/papers = rand(1,4)
|
||||
debris += new /obj/item/stack/sheet/mineral/wood()
|
||||
for(var/i in 1 to papers)
|
||||
debris += new /obj/item/weapon/paper/natural()
|
||||
update_icon()
|
||||
|
||||
/obj/structure/window/paperframe/attack_hand(mob/user)
|
||||
add_fingerprint(user)
|
||||
if(user.a_intent != INTENT_HARM)
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
user.visible_message("[user] knocks on [src].")
|
||||
playsound(src, "pageturn", 50, 1)
|
||||
else
|
||||
take_damage(4,BRUTE,"melee", 0)
|
||||
playsound(src, hitsound, 50, 1)
|
||||
if(!QDELETED(src))
|
||||
user.visible_message("<span class='danger'>[user] tears a hole in [src].</span>")
|
||||
update_icon()
|
||||
|
||||
/obj/structure/window/paperframe/update_icon()
|
||||
if(obj_integrity < max_integrity)
|
||||
cut_overlay(paper)
|
||||
add_overlay(torn)
|
||||
set_opacity(FALSE)
|
||||
else
|
||||
cut_overlay(torn)
|
||||
add_overlay(paper)
|
||||
set_opacity(TRUE)
|
||||
queue_smooth(src)
|
||||
|
||||
|
||||
/obj/structure/window/paperframe/attackby(obj/item/weapon/W, mob/user)
|
||||
if(W.is_hot())
|
||||
fire_act(W.is_hot())
|
||||
return
|
||||
if(user.a_intent == INTENT_HARM)
|
||||
return ..()
|
||||
if(istype(W, /obj/item/weapon/paper) && obj_integrity < max_integrity)
|
||||
user.visible_message("[user] starts to patch the holes in \the [src].")
|
||||
if(do_after(user, 20, target = src))
|
||||
obj_integrity = min(obj_integrity+4,max_integrity)
|
||||
qdel(W)
|
||||
user.visible_message("[user] patches some of the holes in \the [src].")
|
||||
if(obj_integrity == max_integrity)
|
||||
update_icon()
|
||||
return
|
||||
..()
|
||||
update_icon()
|
||||
|
||||
Reference in New Issue
Block a user