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Replaces all instances of /turf/simulated/shuttle with simulated/wall/shuttle or simulated/floor/shuttle counterparts. (#7315)
Replaced all the snowflakey shuttle turfs with either /turf/simulated/wall/shuttle or /turf/simulated/floor/shuttle where I could, meaning shuttles are no longer indestructible but they can still take a lot of punishment.
Added a few unsimulated turf variants to use on the cc z-level rather than having to use their simulated counterparts.
Added smooth dark shuttle wall icons and a few more shuttle floor variants by AmoryBlaine.
Fixed the dark shuttle corner blocks from looking weird after transit.
A side effect of removing these shuttle turf types, conjure spells will now work inside of shuttles that used these removed turfs. Could perhaps be readded using areas if needed.
This is part 1 of the stuff from #5771 which will be split up and added in smaller batches beginning with adding the turf types with this pr.
This commit is contained in:
@@ -776,7 +776,7 @@
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playsound(src,'sound/magic/lightningbolt.ogg',60,1)
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var/turf/T = get_turf(holder.wearer)
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if(istype(T, /turf/simulated))
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if(istype(T, /turf/simulated/mineral) || istype(T, /turf/simulated/wall) || istype(T, /turf/simulated/shuttle))
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if(istype(T, /turf/simulated/mineral) || istype(T, /turf/simulated/wall))
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T.ChangeTurf(T.baseturf)
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else
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T.ChangeTurf(/turf/space)
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@@ -61,9 +61,6 @@
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/material/iron
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value = 5
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/material/voxalloy
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value = 100
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/material/wood
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value = 3
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@@ -184,6 +184,8 @@ var/list/name_to_material
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if ("vaurca")
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wall_icon = 'icons/turf/smooth/vaurca_wall.dmi'
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skip_blend = TRUE
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if ("shuttle")
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skip_blend = TRUE
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else
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world.log << "materials: [src] has unknown icon_base [icon_base]."
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@@ -293,7 +295,7 @@ var/list/name_to_material
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stack_type = /obj/item/stack/material/gold
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icon_colour = "#EDD12F"
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weight = 30
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hardness = 15
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hardness = 15
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conductivity = 41
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stack_origin_tech = list(TECH_MATERIAL = 4)
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sheet_singular_name = "ingot"
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@@ -665,22 +667,17 @@ var/list/name_to_material
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hitsound = 'sound/weapons/smash.ogg'
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// Adminspawn only, do not let anyone get this.
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/material/voxalloy
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name = "voxalloy"
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display_name = "durable alloy"
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stack_type = null
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icon_colour = "#6C7364"
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integrity = 1200
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melting_point = 6000 // Hull plating.
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explosion_resistance = 200 // Hull plating.
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hardness = 500
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weight = 500
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protectiveness = 80 // 80%
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/material/voxalloy/elevatorium
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/material/elevatorium
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name = "elevatorium"
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display_name = "elevator panelling"
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stack_type = null
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icon_colour = "#666666"
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integrity = 1200
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melting_point = 6000
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explosion_resistance = 200
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hardness = 500
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weight = 500
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protectiveness = 80
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/material/wood
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name = "wood"
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@@ -708,7 +705,7 @@ var/list/name_to_material
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/material/wood/log //This is gonna replace wood planks in a way for NBT, leaving it here for now
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name = "log"
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stack_type = /obj/item/stack/material/woodlog
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stack_type = /obj/item/stack/material/woodlog
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icon_colour = "#824B28"
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integrity = 50
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icon_base = "solid"
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@@ -731,7 +728,7 @@ var/list/name_to_material
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explosion_resistance = 0
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hardness = 0.1
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weight = 7
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melting_point = T0C+220
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melting_point = T0C+220
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ignition_point = T0C+218
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sheet_singular_name = "branch"
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sheet_plural_name = "branch"
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@@ -1007,3 +1004,16 @@ var/list/name_to_material
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weight = 23
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protectiveness = 20 // 50%
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conductivity = 10
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/material/shuttle
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name = "shuttle"
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display_name = "spaceship alloy"
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stack_type = null
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icon_colour = "#6C7364"
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icon_base = "shuttle"
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integrity = 1200
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melting_point = 6000 // Hull plating.
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explosion_resistance = 200 // Hull plating.
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hardness = 500
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weight = 500
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protectiveness = 80 // 80%
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@@ -11,8 +11,7 @@
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var/list/mineral_can_smooth_with = list(
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/turf/simulated/mineral,
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/turf/simulated/wall,
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/turf/unsimulated/wall,
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/turf/simulated/shuttle
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/turf/unsimulated/wall
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)
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// Some extra types for the surface to keep things pretty.
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@@ -167,6 +166,51 @@ var/list/mineral_can_smooth_with = list(
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if(istype(M.selected,/obj/item/mecha_parts/mecha_equipment/tool/drill))
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M.selected.action(src)
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//For use in non-station z-levels as decoration.
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/turf/unsimulated/mineral/asteroid
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name = "rock"
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icon = 'icons/turf/map_placeholders.dmi'
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icon_state = "rock"
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desc = "It's a greyish rock. Exciting."
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opacity = 1
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var/icon/actual_icon = 'icons/turf/smooth/rock_wall.dmi'
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layer = 2.01
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var/list/asteroid_can_smooth_with = list(
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/turf/unsimulated/mineral,
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/turf/unsimulated/mineral/asteroid
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)
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smooth = SMOOTH_MORE | SMOOTH_BORDER | SMOOTH_NO_CLEAR_ICON
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smoothing_hints = SMOOTHHINT_CUT_F | SMOOTHHINT_ONLY_MATCH_TURF | SMOOTHHINT_TARGETS_NOT_UNIQUE
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/turf/unsimulated/mineral/asteroid/Initialize(mapload)
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if (initialized)
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crash_with("Warning: [src]([type]) initialized multiple times!")
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if (icon != actual_icon)
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icon = actual_icon
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initialized = TRUE
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turfs += src
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if(dynamic_lighting)
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luminosity = 0
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else
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luminosity = 1
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has_opaque_atom = TRUE
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if (smooth)
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canSmoothWith = asteroid_can_smooth_with
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pixel_x = -4
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pixel_y = -4
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queue_smooth(src)
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if (!mapload)
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queue_smooth_neighbors(src)
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return INITIALIZE_HINT_NORMAL
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#define SPREAD(the_dir) \
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if (prob(mineral.spread_chance)) { \
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var/turf/simulated/mineral/target = get_step(src, the_dir); \
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@@ -554,8 +598,7 @@ var/list/mineral_can_smooth_with = list(
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var/list/asteroid_floor_smooth = list(
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/turf/unsimulated/floor/asteroid/ash,
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/turf/simulated/mineral,
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/turf/simulated/wall,
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/turf/simulated/shuttle
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/turf/simulated/wall
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)
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// Copypaste parent for performance.
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@@ -200,7 +200,7 @@
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/obj/item/projectile/energy/bee/on_impact(var/atom/A)
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playsound(src.loc, pick('sound/effects/Buzz1.ogg','sound/effects/Buzz2.ogg'), 70, 1)
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var/turf/T = get_turf(A)
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if(!istype(T, /turf/simulated/wall) && !istype(T, /turf/simulated/shuttle/wall) && !istype(A, /obj/structure/window) && !istype(A, /obj/machinery/door))
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if(!istype(T, /turf/simulated/wall) && !istype(A, /obj/structure/window) && !istype(A, /obj/machinery/door))
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for(var/i=1, i<=8, i++)
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var/atom/movable/x = new /mob/living/simple_animal/bee/beegun //hackmaster pro, butt fuck it
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x.forceMove(T)
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@@ -43,9 +43,6 @@ How they spawn stuff is decided by behaviour vars, which are explained below
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var/atom/summoned_object
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if(ispath(summoned_object_type,/turf))
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if(istype(get_turf(user),/turf/simulated/shuttle) || istype(spawn_place, /turf/simulated/shuttle))
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to_chat(user, "<span class='warning'>You can't build things on shuttles!</span>")
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continue
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spawn_place.ChangeTurf(summoned_object_type)
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summoned_object = spawn_place
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else
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