// Cargo Elevator Hatch /obj/structure/cargo_elevator_hatch name = "cargo elevator hatch" desc = "The cargo elevator's hatch. Two hefty chunks of blast resistant and hermetically sealed plasteel. Cargo comes from below." icon = 'icons/obj/cargo_elevator.dmi' icon_state = "cargo_elevator_hatch_offset" appearance_flags = DEFAULT_APPEARANCE_FLAGS // Makes it visible from off-screen, objects have "TILE_BOUND" set by default. pixel_x = -96 // So it doesn't get deleted by the elevator. pixel_y = -352 // Ditto. anchored = TRUE density = FALSE /obj/structure/cargo_elevator_hatch/Initialize() . = ..() layer = DECAL_PLATING_LAYER // Set here, otherwise it isn't visible in the map editor. /obj/structure/cargo_elevator_hatch/attack_hand(mob/user) to_chat(user, SPAN_NOTICE("You reach down and touch \the [src]. Nothing happens.")) /obj/structure/cargo_elevator_hatch/attackby(obj/item/attacking_item, mob/user) to_chat(user, SPAN_NOTICE("You hit \the [src] with \the [attacking_item]. Nothing happens.")) // Cargo Elevator Plating /turf/simulated/floor/plating/cargo_elevator name = "cargo hatch plating" desc = "The cargo hatch's plating." // Sanity checks in case someone somehow tries to interact with one of the platings. /turf/simulated/floor/plating/cargo_elevator/attack_hand(mob/user) to_chat(user, SPAN_NOTICE("You reach down and touch \the [src]. Nothing happens.")) /turf/simulated/floor/plating/cargo_elevator/attackby(obj/item/attacking_item, mob/user) to_chat(user, SPAN_NOTICE("You hit \the [src] with \the [attacking_item]. Nothing happens.")) /obj/effect/elevator name = "\proper elevator shaft" desc = "There seems to be an awful lot of machinery down below." icon = 'icons/effects/224x192.dmi' icon_state = "elevator_shaft" unacidable = TRUE layer = TURF_DETAIL_LAYER appearance_flags = KEEP_TOGETHER /obj/effect/elevator/ex_act(severity) return /obj/effect/elevator/animation_overlay icon_state = null layer = TURF_SHADOW_LAYER blend_mode = BLEND_INSET_OVERLAY appearance_flags = KEEP_TOGETHER /obj/effect/elevator/animation_overlay/hatch name = "elevator hatch" icon_state = "hatch" /obj/effect/elevator/animation_overlay/hatch/left icon_state = "hatch_L" /obj/effect/elevator/animation_overlay/hatch/right icon_state = "hatch_R"