/obj/structure/girder name = "girder" icon_state = "girder" anchored = 1 density = 1 layer = 2 var/state = 0 var/girderpasschance = 20 // percentage chance that a projectile passes through the girder. /obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob, params) add_fingerprint(user) if(istype(W, /obj/item/weapon/wrench) && state == 0) if(anchored && !istype(src,/obj/structure/girder/displaced)) playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1) user << "Now disassembling the girder..." if(do_after(user,40)) if(!src.loc) return user << "You dissasembled the girder!" new /obj/item/stack/sheet/metal(get_turf(src)) qdel(src) else if(!anchored) if (!istype(src.loc, /turf/simulated/floor)) usr << "A floor must be present to secure the girder!" return playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1) user << "Now securing the girder..." if(do_after(user, 40)) if(!src.loc) return user << "You secured the girder!" var/obj/structure/girder/G = new (loc) transfer_fingerprints_to(G) qdel(src) else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter)) user << "Now slicing apart the girder..." if(do_after(user,30)) if(!src.loc) return user << "You slice apart the girder!" new /obj/item/stack/sheet/metal(get_turf(src)) qdel(src) else if(istype(W, /obj/item/weapon/pickaxe/drill/jackhammer)) var/obj/item/weapon/pickaxe/drill/jackhammer/D = W if(!D.bcell.use(D.drillcost)) user << "Your [D.name] doesn't have enough power to break through the [name]." return D.update_icon() user << "You smash through the girder!" new /obj/item/stack/sheet/metal(get_turf(src)) D.playDigSound() qdel(src) else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced)) playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1) user << "Now unsecuring support struts..." if(do_after(user,40)) if(!src.loc) return user << "You unsecured the support struts!" state = 1 else if(istype(W, /obj/item/weapon/wirecutters) && istype(src,/obj/structure/girder/reinforced) && state == 1) playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1) user << "Now removing support struts..." if(do_after(user,40)) if(!src.loc) return user << "You removed the support struts!" var/obj/structure/girder/G = new (loc) transfer_fingerprints_to(G) qdel(src) else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored ) playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1) user << "Now dislodging the girder..." if(do_after(user, 40)) if(!src.loc) return user << "You dislodged the girder!" var/obj/structure/girder/displaced/D = new (loc) transfer_fingerprints_to(D) qdel(src) else if(istype(W, /obj/item/stack/sheet)) if (!istype(src.loc, /turf/simulated/floor)) usr << "The girder is too unstable to build anything!" return var/obj/item/stack/sheet/S = W switch(S.type) if(/obj/item/stack/sheet/metal, /obj/item/stack/sheet/metal/cyborg) if(!anchored) if (S.use(2)) user << "You create a false wall! Push on it to open or close the passage." var/obj/structure/falsewall/F = new (loc) transfer_fingerprints_to(F) qdel(src) else user << "You need two sheets of metal to create a false wall." return else if(S.get_amount() < 2) user << "You need two sheets of metal to finish a wall." return user << "Now adding plating..." if (do_after(user, 40)) if(loc == null || S.get_amount() < 2) return S.use(2) user << "You added the plating!" var/turf/Tsrc = get_turf(src) Tsrc.ChangeTurf(/turf/simulated/wall) for(var/turf/simulated/wall/X in Tsrc.loc) if(X) transfer_fingerprints_to(X) qdel(src) return if(/obj/item/stack/sheet/plasteel) if(!anchored) if(S.amount < 2) user << "You need at least two sheets to create a false wall." return S.use(2) user << "You create a false wall! Push on it to open or close the passage." var/obj/structure/falsewall/reinforced/FW = new (loc) transfer_fingerprints_to(FW) qdel(src) else if (src.icon_state == "reinforced") //I cant believe someone would actually write this line of code... if(S.amount < 1) return ..() user << "Now finalising reinforced wall..." if(do_after(user, 50)) if(!src.loc || !S || S.amount < 1) return S.use(1) user << "Wall fully reinforced!" var/turf/Tsrc = get_turf(src) Tsrc.ChangeTurf(/turf/simulated/wall/r_wall) for(var/turf/simulated/wall/r_wall/X in Tsrc.loc) if(X) transfer_fingerprints_to(X) qdel(src) return else if(S.amount < 1) return ..() user << "Now reinforcing girders..." if (do_after(user,60)) if(!src.loc || !S || S.amount < 1) return S.use(1) user << "Girders reinforced!" var/obj/structure/girder/reinforced/R = new (loc) transfer_fingerprints_to(R) qdel(src) return if(S.sheettype) var/M = S.sheettype if(!anchored) if(S.amount < 2) user << "You need at least two sheets to create a false wall." return S.use(2) user << "You create a false wall! Push on it to open or close the passage." var/F = text2path("/obj/structure/falsewall/[M]") var/obj/structure/FW = new F (loc) transfer_fingerprints_to(FW) qdel(src) else if(S.amount < 2) return ..() user << "Now adding plating..." if (do_after(user,40)) if(!src.loc || !S || S.amount < 2) return S.use(2) user << "You added the plating!" var/turf/Tsrc = get_turf(src) Tsrc.ChangeTurf(text2path("/turf/simulated/wall/mineral/[M]")) for(var/turf/simulated/wall/mineral/X in Tsrc.loc) if(X) transfer_fingerprints_to(X) qdel(src) return add_hiddenprint(usr) else if(istype(W, /obj/item/pipe)) var/obj/item/pipe/P = W if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds. user.drop_item() P.loc = src.loc user << "You fit the pipe into \the [src]!" else ..() /obj/structure/girder/CanPass(atom/movable/mover, turf/target, height=0) if(height==0) return 1 if(istype(mover) && mover.checkpass(PASSGRILLE)) return prob(girderpasschance) else if(istype(mover, /obj/item/projectile)) return prob(girderpasschance) else return 0 /obj/structure/girder/blob_act() if(prob(40)) qdel(src) /obj/structure/girder/ex_act(severity, target) switch(severity) if(1.0) qdel(src) return if(2.0) if (prob(70)) var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal) new remains(loc) qdel(src) return if(3.0) if (prob(15)) var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal) new remains(loc) qdel(src) return return /obj/structure/girder/displaced name = "displaced girder" icon_state = "displaced" anchored = 0 girderpasschance = 25 /obj/structure/girder/reinforced name = "reinforced girder" icon_state = "reinforced" state = 2 girderpasschance = 0 /obj/structure/girder/reinforced/ex_act(severity, target) switch(severity) if(1.0) qdel(src) return if(2.0) if (prob(30)) var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal) new remains(loc) qdel(src) return if(3.0) if (prob(5)) var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal) new remains(loc) qdel(src) return return /obj/structure/cultgirder icon= 'icons/obj/cult.dmi' icon_state= "cultgirder" anchored = 1 density = 1 layer = 2 /obj/structure/cultgirder/attackby(obj/item/W as obj, mob/user as mob, params) if(istype(W, /obj/item/weapon/wrench)) playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1) user << "Now disassembling the girder..." if(do_after(user,40)) user << "You dissasembled the girder!" var/obj/effect/decal/remains/human/R = new (get_turf(src)) transfer_fingerprints_to(R) qdel(src) else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter)) user << "Now slicing apart the girder..." if(do_after(user,30)) user << "You slice apart the girder!" var/obj/effect/decal/remains/human/R = new (get_turf(src)) transfer_fingerprints_to(R) qdel(src) else if(istype(W, /obj/item/weapon/pickaxe/drill/jackhammer)) var/obj/item/weapon/pickaxe/drill/jackhammer/D = W if(!D.bcell.use(D.drillcost)) return D.update_icon() user << "Your jackhammer smashes through the girder!" var/obj/effect/decal/remains/human/R = new (get_turf(src)) transfer_fingerprints_to(R) D.playDigSound() qdel(src) /obj/structure/cultgirder/blob_act() if(prob(40)) qdel(src) /obj/structure/cultgirder/ex_act(severity, target) switch(severity) if(1.0) qdel(src) return if(2.0) if (prob(30)) new /obj/effect/decal/remains/human(loc) qdel(src) return if(3.0) if (prob(5)) new /obj/effect/decal/remains/human(loc) qdel(src) return else return