Remaps the Srom, adds a bunch of map assets that were used during the skrell arc (#8175)

This commit is contained in:
fernerr
2020-02-10 17:43:54 +01:00
committed by GitHub
parent 23e46e52ff
commit d13a6058ec
45 changed files with 4534 additions and 3894 deletions
@@ -146,3 +146,9 @@
new /obj/item/clothing/head/helmet/thunderdome(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
/obj/structure/closet/skrell
icon_state = "skrell"
icon_closed = "skrell"
icon_opened = "skrellopen"
layer = OBJ_LAYER - 0.01
@@ -119,6 +119,17 @@
airlock_type = "/lift"
glass = -1
/obj/structure/door_assembly/door_assembly_skrell
base_icon_state = "skrell_purple"
base_name = "Airlock"
airlock_type = "/skrell"
glass = -1
/obj/structure/door_assembly/door_assembly_skrell/grey
base_icon_state = "skrell_grey"
base_name = "Airlock"
airlock_type = "/skrell/grey"
/obj/structure/door_assembly/multi_tile
icon = 'icons/obj/doors/door_assembly2x1.dmi'
dir = EAST
+34 -1
View File
@@ -32,6 +32,40 @@
..()
icon_state = "tree_[rand(1, 6)]"
/obj/structure/flora/tree/jungle
name = "tree"
icon_state = "tree"
desc = "A lush and healthy tree."
icon = 'icons/obj/flora/jungletrees.dmi'
pixel_x = -48
pixel_y = -20
/obj/structure/flora/tree/jungle/small
pixel_y = 0
pixel_x = -32
icon = 'icons/obj/flora/jungletreesmall.dmi'
//Jungle grass
/obj/structure/flora/grass/jungle
name = "jungle grass"
desc = "Thick alien flora."
icon = 'icons/obj/flora/jungleflora.dmi'
icon_state = "grassa"
/obj/structure/flora/grass/jungle/b
icon_state = "grassb"
//rocks
/obj/structure/flora/rock
icon_state = "basalt"
desc = "A rock."
icon = 'icons/obj/flora/rocks_grey.dmi'
density = TRUE
/obj/structure/flora/rock/pile
name = "rocks"
icon_state = "lavarocks"
desc = "A pile of rocks."
//grass
/obj/structure/flora/grass
@@ -61,7 +95,6 @@
..()
icon_state = "snowgrassall[rand(1, 3)]"
//bushes
/obj/structure/flora/bush
name = "bush"
+3
View File
@@ -236,6 +236,9 @@
health = rand(-5, -1) //In the destroyed but not utterly threshold.
healthcheck() //Send this to healthcheck just in case we want to do something else with it.
/obj/structure/grille/diagonal
icon_state = "grille_diagonal"
/obj/structure/grille/cult
name = "cult grille"
desc = "A matrice built out of an unknown material, with some sort of force field blocking air around it"
@@ -22,6 +22,7 @@
var/can_dismantle = 1
gfi_layer_rotation = GFI_ROTATION_DEFDIR
var/apply_material_color = TRUE
var/makes_rolling_sound = TRUE
var/buckle_sound = 'sound/effects/buckle.ogg'
/obj/structure/bed/Initialize(mapload, var/new_material, var/new_padding_material)
@@ -182,15 +183,39 @@
/obj/structure/bed/padded/New(var/newloc)
..(newloc,"plastic","cotton")
/obj/structure/bed/aqua
name = "aquabed"
icon_state = "aquabed"
/obj/structure/bed/aqua/Initialize()
.=..()
set_light(1,1,LIGHT_COLOR_CYAN)
/obj/structure/bed/aqua/update_icon()
return
/*
* Roller beds
*/
/obj/structure/bed/roller
name = "roller bed"
icon = 'icons/obj/rollerbed.dmi'
icon_state = "down"
icon_state = "standard_down"
var/base_state = "standard"
var/item_bedpath = /obj/item/roller
anchored = 0
/obj/structure/bed/roller/hover
name = "medical hoverbed"
icon_state = "hover_down"
base_state = "hover"
makes_rolling_sound = FALSE
item_bedpath = /obj/item/roller/hover
/obj/structure/bed/roller/hover/Initialize()
.=..()
set_light(2,1,LIGHT_COLOR_CYAN)
/obj/structure/bed/roller/update_icon()
return // Doesn't care about material or anything else.
@@ -212,13 +237,20 @@
name = "roller bed"
desc = "A collapsed roller bed that can be carried around."
icon = 'icons/obj/rollerbed.dmi'
icon_state = "folded"
icon_state = "standard_folded"
drop_sound = 'sound/items/drop/axe.ogg'
center_of_mass = list("x" = 17,"y" = 7)
var/bedpath = /obj/structure/bed/roller
w_class = 4.0 // Can't be put in backpacks. Oh well.
/obj/item/roller/hover
name = "medical hoverbed"
desc = "A collapsed hoverbed that can be carried around."
icon_state = "hover_folded"
bedpath = /obj/structure/bed/roller/hover
/obj/item/roller/attack_self(mob/user)
var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(user.loc)
var/obj/structure/bed/roller/R = new bedpath(user.loc)
R.add_fingerprint(user)
qdel(src)
@@ -260,7 +292,8 @@
/obj/structure/bed/roller/Move()
..()
playsound(src, 'sound/effects/roll.ogg', 100, 1)
if(makes_rolling_sound)
playsound(src, 'sound/effects/roll.ogg', 100, 1)
if(buckled_mob)
if(buckled_mob.buckled == src)
buckled_mob.forceMove(src.loc)
@@ -272,12 +305,12 @@
M.pixel_y = 6
M.old_y = 6
density = 1
icon_state = "up"
icon_state = "[base_state]_up"
else
M.pixel_y = 0
M.old_y = 0
density = 0
icon_state = "down"
icon_state = "[base_state]_down"
return ..()
@@ -287,7 +320,7 @@
if(!ishuman(usr)) return
if(buckled_mob) return 0
visible_message("[usr] collapses \the [src.name].")
new/obj/item/roller(get_turf(src))
new item_bedpath(get_turf(src))
spawn(0)
qdel(src)
return
@@ -135,7 +135,8 @@
/obj/structure/bed/chair/office/Move()
. = ..()
playsound(src, 'sound/effects/roll.ogg', 100, 1)
if(makes_rolling_sound)
playsound(src, 'sound/effects/roll.ogg', 100, 1)
if(buckled_mob)
var/mob/living/occupant = buckled_mob
occupant.buckled = null
@@ -200,6 +201,20 @@
desc = "A comfortable seat for a pilot."
icon_state = "pilot"
/obj/structure/bed/chair/office/hover
name = "hoverchair"
desc = "Adjusts itself to the sitter's weight resulting in a most comfortable sitting experience. Like floating on a cloud."
icon_state = "hover_chair"
makes_rolling_sound = FALSE
can_dismantle = FALSE
/obj/structure/bed/chair/office/hover/Initialize()
.=..()
set_light(1,1,LIGHT_COLOR_CYAN)
/obj/structure/bed/chair/office/hover/command
icon_state = "hover_command"
/obj/structure/bed/chair/office/Initialize()
. = ..()
var/image/I = image(icon, "[icon_state]_over")
@@ -37,6 +37,25 @@
/obj/item/stool/padded/New(var/newloc, var/new_material)
..(newloc, "steel", "carpet")
/obj/item/stool/wood/New(var/newloc, var/new_material)
..(newloc, "wood")
/obj/item/stool/hover
name = "hoverstool"
desc = "Apply butt. Now as comfortable as a cloud."
icon_state = "hover_stool"
item_state_slots = null
/obj/item/stool/hover/New(var/newloc, var/new_material)
..(newloc, "skrell")
/obj/item/stool/hover/Initialize()
.=..()
set_light(1,1,LIGHT_COLOR_CYAN)
/obj/item/stool/hover/update_icon()
return
/obj/item/stool/update_icon()
// Prep icon.
icon_state = ""
+21 -1
View File
@@ -413,7 +413,6 @@
..()
/obj/structure/window/basic
desc = "It looks thin and flimsy. A few knocks with... anything, really should shatter it."
icon_state = "window"
@@ -446,6 +445,12 @@
damage_per_fire_tick = 1.0 // This should last for 80 fire ticks if the window is not damaged at all. The idea is that borosilicate windows have something like ablative layer that protects them for a while.
maxhealth = 80.0
/obj/structure/window/phoronreinforced/skrell
name = "advanced borosilicate-alloy window"
desc = "A window made out of a higly advanced borosilicate alloy. It seems to be extremely strong."
basestate = "skrell_phoronwindow"
icon_state = "skrell_phoronwindow"
maxhealth = 250
/obj/structure/window/reinforced
name = "reinforced window"
@@ -503,6 +508,21 @@
health = 160
maxhealth = 160
/obj/structure/window/shuttle/palepurple
icon = 'icons/obj/smooth/shuttle_window_palepurple.dmi'
/obj/structure/window/shuttle/skrell
name = "advanced borosilicate alloy window"
desc = "It looks extremely strong. Might take many good hits to crack it."
icon = 'icons/obj/smooth/skrell_window_purple.dmi'
health = 500
maxhealth = 500
smooth = SMOOTH_MORE|SMOOTH_DIAGONAL
canSmoothWith = list(
/turf/simulated/wall/shuttle/skrell,
/obj/structure/window/shuttle/skrell
)
/obj/structure/window/shuttle/crescent
desc = "It looks rather strong."