Files
GS13NG/code/game/objects/structures.dm
Poojawa cf59ac1c3d 12/21 modernizations from TG live (#103)
* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes
2016-12-22 03:57:55 -06:00

113 lines
3.3 KiB
Plaintext

/obj/structure
icon = 'icons/obj/structures.dmi'
pressure_resistance = 8
obj_integrity = 300
max_integrity = 300
var/climb_time = 20
var/climb_stun = 2
var/climbable = FALSE
var/mob/structureclimber
var/broken = 0 //similar to machinery's stat BROKEN
/obj/structure/New()
if (!armor)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
..()
if(smooth)
queue_smooth(src)
queue_smooth_neighbors(src)
icon_state = ""
if(ticker)
cameranet.updateVisibility(src)
/obj/structure/Destroy()
if(ticker)
cameranet.updateVisibility(src)
if(opacity)
UpdateAffectingLights()
if(smooth)
queue_smooth_neighbors(src)
return ..()
/obj/structure/attack_hand(mob/user)
. = ..()
add_fingerprint(user)
if(structureclimber && structureclimber != user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
structureclimber.Weaken(2)
structureclimber.visible_message("<span class='warning'>[structureclimber.name] has been knocked off the [src]", "You're knocked off the [src]!", "You see [structureclimber.name] get knocked off the [src]</span>")
interact(user)
/obj/structure/interact(mob/user)
ui_interact(user)
/obj/structure/ui_act(action, params)
..()
add_fingerprint(usr)
/obj/structure/MouseDrop_T(atom/movable/O, mob/user)
. = ..()
if(!climbable)
return
if(ismob(O) && user == O && iscarbon(user))
if(user.canmove)
climb_structure(user)
return
if ((!( istype(O, /obj/item/weapon) ) || user.get_active_held_item() != O))
return
if(iscyborg(user))
return
if(!user.drop_item())
return
if (O.loc != src.loc)
step(O, get_dir(O, src))
return
/obj/structure/proc/climb_structure(mob/user)
src.add_fingerprint(user)
user.visible_message("<span class='warning'>[user] starts climbing onto [src].</span>", \
"<span class='notice'>You start climbing onto [src]...</span>")
var/adjusted_climb_time = climb_time
if(user.restrained()) //climbing takes twice as long when restrained.
adjusted_climb_time *= 2
if(isalien(user))
adjusted_climb_time *= 0.25 //aliens are terrifyingly fast
structureclimber = user
if(do_mob(user, user, adjusted_climb_time))
if(src.loc) //Checking if structure has been destroyed
density = 0
if(step(user,get_dir(user,src.loc)))
user.visible_message("<span class='warning'>[user] climbs onto [src].</span>", \
"<span class='notice'>You climb onto [src].</span>")
add_logs(user, src, "climbed onto")
user.Stun(climb_stun)
. = 1
else
user << "<span class='warning'>You fail to climb onto [src].</span>"
density = 1
structureclimber = null
/obj/structure/examine(mob/user)
..()
if(!(resistance_flags & INDESTRUCTIBLE))
if(resistance_flags & ON_FIRE)
user << "<span class='warning'>It's on fire!</span>"
if(broken)
user << "<span class='notice'>It looks broken.</span>"
var/examine_status = examine_status()
if(examine_status)
user << examine_status
/obj/structure/proc/examine_status() //An overridable proc, mostly for falsewalls.
var/healthpercent = (obj_integrity/max_integrity) * 100
switch(healthpercent)
if(100 to INFINITY)
return "It seems pristine and undamaged."
if(50 to 100)
return "It looks slightly damaged."
if(25 to 50)
return "It appears heavily damaged."
if(0 to 25)
return "<span class='warning'>It's falling apart!</span>"