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Flock walls in 3/4 #268
Flock walls in 3/4 #268
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@@ -1044,6 +1044,28 @@ | |
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// Flockdrone BS goes here - cirr | ||
/obj/window/auto/feather | ||
default_material = "gnesisglass" | ||
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/obj/window/auto/feather/New() | ||
connects_to += /turf/simulated/wall/auto/feather | ||
..() | ||
src.AddComponent(/datum/component/flock_protection, FALSE, TRUE, TRUE) | ||
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/obj/window/auto/feather/special_desc(dist, mob/user) | ||
if(isflock(user)) | ||
return {"<span class='flocksay'><span class='bold'>###=-</span> Ident confirmed, data packet received. | ||
<br><span class='bold'>ID:</span> Fibrewoven Window | ||
<br><span class='bold'>System Integrity:</span> [round((src.health/src.health_max)*100)]% | ||
<br><span class='bold'>###=-</span></span>"} | ||
// todo: damageable walls | ||
else | ||
return null // give the standard description | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Some indentation stuff that can be fixed here, and comments removed probably There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. willfix There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Err I mean previous layout was fine, except maybe some lines after return could be indented further which I think was fixed, but none of the lines have proper tabbing There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. oh gross, I didn't even notice |
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/obj/window/auto/feather/proc/repair() | ||
src.health = min(src.health + 10, src.health_max) | ||
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/obj/window/feather | ||
icon = 'icons/misc/featherzone.dmi' | ||
icon_state = "window" | ||
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@@ -269,25 +269,29 @@ turf/simulated/floor/feather/proc/bfs(turf/start)//breadth first search, made by | |
/turf/simulated/wall/auto/feather | ||
name = "weird glowing wall" | ||
desc = "You can feel it thrumming and pulsing." | ||
icon = 'icons/misc/featherzone.dmi' | ||
icon_state = "0" | ||
icon = 'icons/turf/walls_flock.dmi' | ||
icon_state = "flock0" | ||
mod = "flock" | ||
health = 250 | ||
var/max_health = 250 | ||
flags = USEDELAY | ||
flags = USEDELAY | ALWAYS_SOLID_FLUID | IS_PERSPECTIVE_FLUID | ||
mat_appearances_to_ignore = list("steel", "gnesis") | ||
mat_changename = FALSE | ||
mat_changedesc = FALSE | ||
connects_to = list(/turf/simulated/wall/auto/feather, /obj/machinery/door/feather) | ||
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connect_overlay = TRUE | ||
connect_diagonal = TRUE | ||
connects_to = list(/turf/simulated/wall/auto/feather, /obj/machinery/door, /obj/window) | ||
connects_with_overlay = list(/obj/machinery/door, /obj/window) | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Do we want it connecting to non-Flock stuff? Felt it gave more of a contrast when it didn't and makes a bit more sense that it only connects to its own stuff, but if it looks nicer? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Yeah, I considered having them separate but it looked shit so I changed it. The connectors round it off nicely. |
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var/broken = FALSE | ||
var/on = FALSE | ||
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update_icon() | ||
..() | ||
if (src.broken) | ||
icon_state = icon_state + "b" | ||
else | ||
icon_state = icon_state + (src.on ? "on" : "") | ||
//TODO animate walls and put this back | ||
//if (src.broken) | ||
// icon_state = icon_state + "b" | ||
//else | ||
// icon_state = icon_state + (src.on ? "on" : "") | ||
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/turf/simulated/wall/auto/feather/New() | ||
..() | ||
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Was wondering if auto windows somehow inherit from the regular windows, but it seems some stuff is missing like ignoring material appearances?
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window/auto inherits from /obj/window yes, but it overrides a lot of behaviour