Adds some new tile types, grates. Fixes #3332 (#8263)

This pr adds some assets that are not mapped in yet, but are to be used in future projects among other things.

Added a new type of linoleum, rubber carpets, dark/light metal grates. Added some proper footramp damaged states.
Makes blue/green (circuit/strata) tiles craftable somehow like requested here, though via autolathe instead.
Blown up footramps will no longer result in a 'Fix me!' icon appearing.
This commit is contained in:
fernerr
2020-02-17 20:42:05 +01:00
committed by GitHub
parent e9637672b1
commit 6dd1fbda22
12 changed files with 196 additions and 13 deletions
+59 -2
View File
@@ -64,8 +64,8 @@
desc = "A catwalk for easier EVA maneuvering."
icon = 'icons/obj/smooth/catwalk.dmi'
icon_state = "catwalk"
smooth = SMOOTH_MORE
canSmoothWith = list(/obj/structure/lattice/catwalk)
smooth = TRUE
canSmoothWith = null
// Special catwalk that can be placed on regular flooring.
/obj/structure/lattice/catwalk/indoor
@@ -98,3 +98,60 @@
var/atom/movable/AM = A
AM.forceMove(dest)
..()
/obj/structure/lattice/catwalk/indoor/grate
name = "grate"
desc = "A metal grate."
icon = 'icons/obj/grate.dmi'
icon_state = "grate_dark"
smooth = null
var/base_icon_state = "grate_dark"
var/damaged = FALSE
/obj/structure/lattice/catwalk/indoor/grate/old
icon_state = "grate_dark_old"
/obj/structure/lattice/catwalk/indoor/grate/damaged
icon_state = "grate_dark_dam0"
damaged = TRUE
/obj/structure/lattice/catwalk/indoor/grate/damaged/Initialize()
.=..()
icon_state = "[base_icon_state]_dam[rand(0,3)]"
/obj/structure/lattice/catwalk/indoor/grate/light
icon_state = "grate_light"
base_icon_state = "grate_light"
/obj/structure/lattice/catwalk/indoor/grate/light/old
icon_state = "grate_light_old"
/obj/structure/lattice/catwalk/indoor/grate/light/damaged
icon_state = "grate_light_dam0"
damaged = TRUE
/obj/structure/lattice/catwalk/indoor/grate/light/damaged/Initialize()
.=..()
icon_state = "[base_icon_state]_dam[rand(0,3)]"
/obj/structure/lattice/catwalk/indoor/grate/attackby(obj/item/C, mob/user)
if(C.iswelder() && damaged)
var/obj/item/weldingtool/WT = C
if(do_after(user, 5/C.toolspeed, act_target = src) && WT.remove_fuel(1, user))
to_chat(user, span("notice","You slice apart the [src] leaving nothing useful behind."))
playsound(src, 'sound/items/Welder.ogg', 50, 1)
qdel(src)
else
..()
/obj/structure/lattice/catwalk/indoor/grate/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
if(2.0)
if(!damaged)
icon_state = "[base_icon_state]_dam[rand(0,3)]"
damaged = TRUE
else
qdel(src)
return