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* after dark * FIXES * breakin * butt * Update code/game/objects/items/devices/floor_painter.dm Co-authored-by: Cody Brittain <cbrittain10@yahoo.com> * Update code/game/objects/items/devices/floor_painter.dm Co-authored-by: Cody Brittain <cbrittain10@yahoo.com> * Update code/game/objects/structures/lattice.dm Co-authored-by: Cody Brittain <cbrittain10@yahoo.com> * testing 1 * a * FUCK THIS PRESET!!! * allah * OTEMACHI * tis' done * Project Exorcism : Sneed's Snairs (Formerly Chuck's) * Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm * Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm * Update stools.dm * Update code/game/objects/structures/stool_bed_chair_nest/stools.dm * Update code/game/objects/structures/stool_bed_chair_nest/stools.dm * Update stools.dm * Update chairs.dm * Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm * inhand fixes * airlocks (matt has cooked) fuck * my cody plays the mamba * fuck * fixes layering issue * airlocks and everything else Please fucking kill me * underlays * unfuck blending * finished replacing old ass shit * your ass is geass * conflicts die now * public fat'wa * progress on walls and windows * more mapping * baltimore accents be like * minor progress * monitors * fire alarms and apc adjustments * apcs pixel adjustments, final airlock look * also grilles * shuttle wall start plus shuttle windows * starting consoles * table outlines * I love broke ass sprites * fixing the stupid ass exterior walls * light fuckery * terminal directionals, external airlocks, table fixes, blahblahblah * fix 1 * fix 2 * some more fixes * fix chairs * basic untested railings and updating colors from atteria * bridge and some fixes * removing some artifacts on the new walls * breaking wood tables and adding 4 wall materials * fix * compile & wood fixes * make the horizon compile again * railings, firedoors, ATMs, intercomms and tables again * mapping begins also some tweaks to map view of icons * full tile steel walls * i sure hope nothing bad happens * airlock updates (untested) * reverts most wall machinery * skull * wall coloring * makes the tg wood chill out * work on airlocks * hull consistency * cause you live forever in the lights you make * whoops can't show that in a christian manga * terminals should be on walls and everything's hunky dory now also i changed the wood stuff as per atteria's suggestion * fixing airlocks * fixes * window resprite, coloring adjustments * scc hull resprite * new grilles, frame edits, and borosilicate * greyscale wood palette improvement * shuttle windows * window frame fix * apc update * refit and reshaded fire alarms * mapping icon fixes * table fixes * map fixes, platforms and stairs * updates cutter, new walls and terminals * mapping fixes * fix preview * preview fix stone * stairs * initial work for the map * railing and windowpane fuckery * new external airlocks * a * fix the maps in preparation * wall object pixel offsets * air alarms D1 * extinguisher cabinets * APC DESTROYED MISSION ACCOMPLISHED GOOD WORK * deck 3: floor decals, APCs, air alarms, fire extinguisher cabinets * deck 3: fireaxe cabinet * /shuttle_landmark/distress/blue, move base_turf from map to obj def * intercom presets * formatting * deck 1: floor decals * deck 2: named area fix (LMAO), signs to use single quotes * deck 2: floor decals, APCs, air alarms, fire extinguisher cabinets, fireaxe cabinets * Platforms and stairs! * grates and bugfixes * Angled ship walls + grate color fix * corrects apc anim overlay * deck 2 and away site fixes # Conflicts: # maps/sccv_horizon/sccv_horizon-2_deck_2.dmm * deck 2 missing grate * warning stripes * railings and ledges * windows and fixtures * windoorsagain * airlocks pt1 * windows de-seamed and transparent * airlocks and pixel offsets * fixes for airlocks * more airlock fixes * presets for ringer, request console and newscaster * 132 * asfsaf * kitchen tiling * thicker freezer tile bevels * More angled walls * New shutters and blast doors * directional corrections * ops railing fixes * updated window map things and shutters * value changes and blast door changes * Ledges and platforms galore (D2/D3) * all decks: fix door dirs * all decks: newscasters, intercoms, requests consoles, ringer consoles * helm light blue decals to dark blue * supermatter door dir fix * fix directional presets (dirs/offsets): newscaster, intercom, requests console, ringer console * firedoor changes * deck 3: overlapping wall mountables fixes * map changes * airlock changes * map tweaks * airlock & stair icons * various mapping modifications * Double airlocks + fixing denied states + fixing airlocks on all levels * Rebase * directional terminals buttons and lights again, platform tweaks terminal north facing sprites, atm/food terminal directionals proper door control and lightswitch directionals (presets still need to be set up, mapping) re-adds new light tube sprites, again new sprites for floor lights and the other stuff that got added adjusted platforms to be recolorable, added light and dark versions, fixed some shading * missing ERT outfit thingy fix * floor lights fixed * deck 3: various small fixes * deck 1: various small fixes * deck 2: various small fixes * fixes * d2 fixes & multitile door fix * d2 fixes, remove unused airlock files, button icon fixes, window icon fixes * make it actually compile, oops! * make it actually compile, pt2 * CE office camera * pew pew pew * pew pew pew 2 * fixes * deck 3: buttons fixes * deck 3: button and other fixes * deck 3: fixes and stuff * D1 fixes & skrell airlocks * minor D2 tweaks * a lot of airlock-related fixes, glass tables, paint sprayer fixes, decal fixes, changelog * maintenance hatch sprites * fixing double doors * flips multi-tiles, fixes multi-tiles, adds desk windoors * new plastic flaps * deck 2: a few buttons * side + middle doors * created paths for 3-tiles doors * apply to map the 3 tiles airlocks * some fixes, windoor alpha * remove this random ass potted plant * more map fixes * holodeck disposal pipe fix * secure airlock sprites no code or obj definitions yet * vault airlock * vault door fixes * scc window alpha * adjusts double door glass, firedoor open state * adjusts construction states for doors * remove some defunct icons and fix anims * assembly stuff * pharma fixes * vault door dir * firedoor smart generation moved to its own proc * lift doors, d1 fixes * firedoor smart generation: adjacent wall check * firedoor smart generation: adjacent firedoor check * all decks: missing firedoor and other fixes * deck 2: weird maint stairs fix * oops * diona airlock fix * the shuttle wall gigadeath * fixes * some fixes for leftover map item paths, and double lattices * new diona walls * more fixes * and more * deck 1: fix out of bounds keys * deck 3: fix out of bounds keys * runtime 3: duplicate APCs fix * all decks: make all 3 tile wide doors glass --------- Co-authored-by: Wezzy <wowzewow@gmail.com> Co-authored-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com> Co-authored-by: Cody Brittain <cbrittain10@yahoo.com> Co-authored-by: kyres1 <noodle.buster31@gmail.com> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: atteria <tarkona@protonmail.com> Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com> Co-authored-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com> Co-authored-by: naut <nautilussplat@gmail.com> Co-authored-by: naut <55491249+nauticall@users.noreply.github.com>
350 lines
16 KiB
Plaintext
350 lines
16 KiB
Plaintext
/*
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Spawners for mappers. Just plonk one down of the desired size and it will place the machinery for you. The red arrow things indicate where the chamber is.
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This spawner places pipe leading up to the interior door, you will need to finish it off yourself with a connector, canister, and pipe connecting the two. It also assumes you already put in wall and floor.
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*/
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#define HALF_X round((tiles_in_x_direction - 1) * 0.5) //These are required so that the airlock can be in the middle of the chamber wall
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#define HALF_Y round((tiles_in_y_direction - 1) * 0.5)
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#define CHAMBER_LONG 1
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#define CHAMBER_SQUARE 2
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#define CHAMBER_BIGGER 3
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#define DOOR_NORMAL_PLACEMENT 1
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#define DOOR_FLIPPED_PLACEMENT 2
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#define AIRPUMP_TAG "[id_to_link]_pump"
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#define SENSOR_TAG "[id_to_link]_sensor"
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#define OUTER_DOOR_TAG "[id_to_link]_outer"
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#define INNER_DOOR_TAG "[id_to_link]_inner"
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/obj/effect/map_effect/airlock
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name = "1 by 1 airlock spawner (interior north, exterior south)"
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desc = "If you can see this, there's probably a missing airlock here. Better tell an admin and report this on the github."
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icon = 'icons/obj/airlock_spawner.dmi'
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icon_state = "1x1_N_to_S"
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layer = LIGHTING_LAYER //So we absolutely always appear above everything else. We delete ourself after spawning so this is fine
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var/interior_direction = NORTH //This is also the direction the spawner will send the pipe
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var/exterior_direction = SOUTH
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var/opposite_interior_direction //We're checking these often enough for them to merit their own vars
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var/interior_direction_cw
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var/interior_direction_ccw
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var/north_or_south_interior //Used a bit everywhere for locational stuff
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var/north_or_south_exterior //Likewise
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var/tiles_in_x_direction = 1
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var/tiles_in_y_direction = 1
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var/id_to_link
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var/radio_frequency = 1379
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var/required_access = list(access_external_airlocks)
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var/door_name = "external access"
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var/door_type = /obj/machinery/door/airlock/external
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var/one_door_interior //For square airlocks, if you set this then a) only one door will spawn, and b) you can choose if the door should go opposite to how it normally goes. Please use the define
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var/one_door_exterior //See above
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/obj/effect/map_effect/airlock/Initialize()
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..()
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forceMove(locate(x + 1, y + 1, z)) //Needs to move because our icon_state implies we are one turf to the northeast, when we're not
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opposite_interior_direction = turn(interior_direction, 180) //Do it this way (instead of setting it directly) to avoid code mishaps
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interior_direction_cw = turn(interior_direction, 90)
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interior_direction_ccw = turn(interior_direction, 270)
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if(interior_direction == NORTH || interior_direction == SOUTH)
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north_or_south_interior = TRUE
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if(exterior_direction == NORTH || exterior_direction == SOUTH)
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north_or_south_exterior = TRUE
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id_to_link = "[loc.x-loc.y-loc.z]" //We want unique IDs, this will give us a unique ID by using our coordinates
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var/turf/turf_interior = get_airlock_location(interior_direction)
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var/turf/turf_exterior = get_airlock_location(exterior_direction)
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handle_door_creation(turf_interior, TRUE, one_door_interior)
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handle_door_creation(turf_exterior, FALSE, one_door_exterior)
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handle_pipes_creation(turf_interior)
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handle_control_placement()
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return INITIALIZE_HINT_QDEL
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/obj/effect/map_effect/airlock/proc/get_airlock_location(desired_direction) //Finds a turf to place an airlock and returns it, this turf will be in the middle of the relevant wall
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var/turf/T
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switch(desired_direction)
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if(NORTH)
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T = locate(x + HALF_X, y + tiles_in_y_direction, z)
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if(SOUTH)
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T = locate(x + HALF_X, y - 1, z)
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if(EAST)
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T = locate(x + tiles_in_x_direction, y + HALF_Y, z)
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if(WEST)
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T = locate(x - 1, y + HALF_Y, z)
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return T
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/obj/effect/map_effect/airlock/proc/handle_door_creation(turf/T, is_this_an_interior_airlock, one_door_only) //Creates a door (or two) and also creates a button
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var/obj/machinery/door/airlock/A
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if(one_door_only != DOOR_FLIPPED_PLACEMENT)
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A = new door_type(T)
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handle_door_stuff(A, is_this_an_interior_airlock)
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var/obj/machinery/access_button/the_button = spawn_button(T, is_this_an_interior_airlock ? interior_direction : exterior_direction, is_this_an_interior_airlock) //Creates a button, with position and specific cycle command depending on door direction/if it's interior or exterior
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if(one_door_only == DOOR_NORMAL_PLACEMENT) //We only need one door, we are done
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return
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if(!(tiles_in_x_direction % 2) && (is_this_an_interior_airlock && north_or_south_interior || !is_this_an_interior_airlock && north_or_south_exterior)) //Handle extra airlock for aesthetics
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A = new door_type(get_step(T, EAST))
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handle_door_stuff(A, is_this_an_interior_airlock)
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if(one_door_only == DOOR_FLIPPED_PLACEMENT)
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the_button.forceMove(get_step(the_button, EAST))
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else if(!(tiles_in_y_direction % 2) && (is_this_an_interior_airlock && !north_or_south_interior || !is_this_an_interior_airlock && !north_or_south_exterior)) //Handle extra airlock for aesthetics
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A = new door_type(get_step(T, NORTH))
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handle_door_stuff(A, is_this_an_interior_airlock)
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if(one_door_only == DOOR_FLIPPED_PLACEMENT)
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the_button.forceMove(get_step(the_button, NORTH))
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if((interior_direction & (EAST|WEST)) || (exterior_direction & (EAST|WEST)))
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A.dir = EAST
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else
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A.dir = NORTH
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/obj/effect/map_effect/airlock/proc/handle_door_stuff(obj/machinery/door/airlock/A, is_this_an_interior_airlock) //This sets up the door vars correctly and then locks it before first use
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A.set_frequency(radio_frequency)
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A.id_tag = is_this_an_interior_airlock ? INNER_DOOR_TAG : OUTER_DOOR_TAG
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A.req_access = required_access
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A.name = door_name
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A.lock()
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/obj/effect/map_effect/airlock/proc/spawn_button(turf/T, some_direction, is_this_an_interior_airlock)
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var/obj/machinery/access_button/the_button = new(T)
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the_button.master_tag = id_to_link
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the_button.set_frequency(radio_frequency)
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switch(some_direction)
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if(NORTH)
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the_button.pixel_x -= 25
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the_button.pixel_y = 7
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if(EAST)
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the_button.pixel_x = 7
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the_button.pixel_y = -25
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if(SOUTH)
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the_button.pixel_x -= 25
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the_button.pixel_y -= 7
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if(WEST)
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the_button.pixel_x -= 7
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the_button.pixel_y -= 25
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the_button.req_access = required_access
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if(is_this_an_interior_airlock)
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the_button.command = "cycle_interior"
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else
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the_button.command = "cycle_exterior"
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return the_button
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/obj/effect/map_effect/airlock/proc/handle_control_placement() //Stick the sensor and controller on the same bit of wall, this will ONLY be unsuitable if airlocks are on both the south and west turfs
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var/turf/T = get_turf(src)
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var/obj/machinery/airlock_sensor/AS = new(T)
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var/obj/machinery/embedded_controller/radio/airlock/airlock_controller/AC = new(T, id_to_link, radio_frequency, OUTER_DOOR_TAG, INNER_DOOR_TAG, AIRPUMP_TAG, SENSOR_TAG)
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AC.req_access = required_access
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AS.id_tag = SENSOR_TAG
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AS.set_frequency(radio_frequency)
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if(interior_direction != WEST && exterior_direction != WEST) //If west wall is free, place stuff there
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AC.pixel_x -= 25
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AC.pixel_y += 9
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AS.pixel_x -= 25
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AS.pixel_y -= 9
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else if(interior_direction != SOUTH && exterior_direction != SOUTH) //If south wall is free, place stuff there
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AC.pixel_x += 9
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AC.pixel_y -= 25
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AS.pixel_x -= 9
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AS.pixel_y -= 25
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else //Send them over to the other side of the chamber
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T = locate(x + tiles_in_x_direction - 1, y + tiles_in_y_direction - 1, z)
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AC.forceMove(T)
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AS.forceMove(T)
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AC.pixel_x += 25
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AC.pixel_y += 9
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AS.pixel_x += 25
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AS.pixel_y -= 9
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/obj/effect/map_effect/airlock/proc/handle_pipes_creation(turf/T) //This places all required piping down, then properly initializes it. T is the turf that the interior airlock occupies
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var/turf/below_T = get_step(T, opposite_interior_direction)
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var/two_way_pipe = interior_direction | opposite_interior_direction
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var/chamber_shape //This determines the layout of the chamber and therefore how many vents should be present
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if(tiles_in_x_direction == 2 && tiles_in_y_direction == 2)
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chamber_shape = CHAMBER_SQUARE
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else if(tiles_in_x_direction > 1 && tiles_in_y_direction > 1)
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chamber_shape = CHAMBER_BIGGER
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else
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chamber_shape = CHAMBER_LONG
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pipe_creation_helper(/obj/machinery/atmospherics/pipe/simple/visible, T, interior_direction, two_way_pipe)
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switch(chamber_shape)
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if(CHAMBER_LONG) //Easy enough, place a single vent
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pipe_creation_helper(/obj/machinery/atmospherics/unary/vent_pump/high_volume,
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below_T,
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interior_direction)
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if(CHAMBER_SQUARE) //We need a T-manifold and two vents for this
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pipe_creation_helper(/obj/machinery/atmospherics/pipe/manifold/visible,
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below_T,
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north_or_south_interior ? WEST : SOUTH,
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NORTH | EAST | (north_or_south_interior ? SOUTH : WEST))
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pipe_creation_helper(/obj/machinery/atmospherics/unary/vent_pump/high_volume, get_step(below_T, opposite_interior_direction), interior_direction)
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pipe_creation_helper(/obj/machinery/atmospherics/unary/vent_pump/high_volume, north_or_south_interior ? EAST_OF_TURF(below_T) : NORTH_OF_TURF(below_T), turn(interior_direction, interior_direction == SOUTH || interior_direction == EAST ? -90 : 90))
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if(CHAMBER_BIGGER) //We need a central column of manifolds and a vent either side of each manifold
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var/depth = north_or_south_interior ? tiles_in_y_direction : tiles_in_x_direction
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var/turf/put_thing_here = below_T
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for(var/i in 1 to depth)
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if(i != depth)//We're placing more pipe later, so we need a 4-way manifold
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pipe_creation_helper(/obj/machinery/atmospherics/pipe/manifold4w/visible, put_thing_here, interior_direction, NORTH | EAST | SOUTH | WEST)
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else //We stop here, so place a T-manifold down
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pipe_creation_helper(/obj/machinery/atmospherics/pipe/manifold/visible,
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put_thing_here,
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opposite_interior_direction,
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interior_direction_cw | interior_direction | interior_direction_ccw)
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pipe_creation_helper(/obj/machinery/atmospherics/unary/vent_pump/high_volume,
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get_step(put_thing_here, interior_direction_cw),
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interior_direction_ccw)
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pipe_creation_helper(/obj/machinery/atmospherics/unary/vent_pump/high_volume,
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get_step(put_thing_here, interior_direction_ccw),
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interior_direction_cw)
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put_thing_here = get_step(put_thing_here, opposite_interior_direction) //Now move the turf we're generating stuff from 1 forward
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/obj/effect/map_effect/airlock/proc/pipe_creation_helper(path, location, direction, initialization_directions) //Create some kind of atmospherics machinery and initialize it properly
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var/obj/machinery/atmospherics/A = new path(location)
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A.dir = direction
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A.initialize_directions = initialization_directions ? initialization_directions : A.dir
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if(istype(A, /obj/machinery/atmospherics/unary/vent_pump/high_volume))
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var/obj/machinery/atmospherics/unary/vent_pump/high_volume/created_pump = A
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created_pump.id_tag = AIRPUMP_TAG
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created_pump.frequency = radio_frequency
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unregister_radio(created_pump, radio_frequency)
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created_pump.setup_radio()
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//Premade airlocks for mappers, probably won't need all of these but whatever
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/obj/effect/map_effect/airlock/s_to_n
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name = "1 by 1 airlock spawner (interior south, exterior north)"
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icon_state = "1x1_S_to_N"
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interior_direction = SOUTH
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exterior_direction = NORTH
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/obj/effect/map_effect/airlock/e_to_w
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name = "1 by 1 airlock spawner (interior east, exterior west)"
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icon_state = "1x1_E_to_W"
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interior_direction = EAST
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exterior_direction = WEST
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/obj/effect/map_effect/airlock/w_to_e
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name = "1 by 1 airlock spawner (interior west, exterior east)"
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icon_state = "1x1_W_to_E"
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interior_direction = WEST
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exterior_direction = EAST
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/obj/effect/map_effect/airlock/long //Long and thin
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name = "long airlock spawner (interior north, exterior south)"
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icon_state = "1x2_N_to_S"
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tiles_in_y_direction = 2
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/obj/effect/map_effect/airlock/s_to_n/long
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name = "long airlock spawner (interior south, exterior north)"
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icon_state = "1x2_S_to_N"
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tiles_in_y_direction = 2
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/obj/effect/map_effect/airlock/e_to_w/long
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name = "long airlock spawner (interior east, exterior west)"
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icon_state = "1x2_E_to_W"
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tiles_in_x_direction = 2
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/obj/effect/map_effect/airlock/w_to_e/long
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name = "long airlock spawner (interior west, exterior east)"
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icon_state = "1x2_W_to_E"
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tiles_in_x_direction = 2
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/obj/effect/map_effect/airlock/long/square //Square
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name = "square airlock spawner (interior north, exterior south)"
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icon_state = "2x2_N_to_S"
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tiles_in_x_direction = 2
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/obj/effect/map_effect/airlock/s_to_n/long/square
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name = "square airlock spawner (interior south, exterior north)"
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icon_state = "2x2_S_to_N"
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tiles_in_x_direction = 2
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/obj/effect/map_effect/airlock/e_to_w/long/square
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name = "square airlock spawner (interior east, exterior west)"
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icon_state = "2x2_E_to_W"
|
|
tiles_in_y_direction = 2
|
|
/obj/effect/map_effect/airlock/w_to_e/long/square
|
|
name = "square airlock spawner (interior west, exterior east)"
|
|
icon_state = "2x2_W_to_E"
|
|
tiles_in_y_direction = 2
|
|
/obj/effect/map_effect/airlock/long/square/e_to_s
|
|
name = "square airlock spawner (interior east, exterior south)"
|
|
icon_state = "2x2_E_to_S"
|
|
interior_direction = EAST
|
|
exterior_direction = SOUTH
|
|
|
|
/obj/effect/map_effect/airlock/long/square/wide
|
|
name = "rectangular airlock spawner (interior north, exterior south)"
|
|
icon_state = "3x2_N_to_S"
|
|
tiles_in_x_direction = 3
|
|
/obj/effect/map_effect/airlock/s_to_n/long/square/wide
|
|
name = "rectangular airlock spawner (interior south, exterior north)"
|
|
icon_state = "3x2_S_to_N"
|
|
tiles_in_x_direction = 3
|
|
/obj/effect/map_effect/airlock/e_to_w/long/square/wide
|
|
name = "rectangular airlock spawner (interior east, exterior west)"
|
|
icon_state = "3x2_E_to_W"
|
|
tiles_in_y_direction = 3
|
|
/obj/effect/map_effect/airlock/w_to_e/long/square/wide
|
|
name = "rectangular airlock spawner (interior west, exterior east)"
|
|
icon_state = "3x2_W_to_E"
|
|
tiles_in_y_direction = 3
|
|
|
|
/obj/effect/map_effect/airlock/long/square/three
|
|
name = "3 by 3 square airlock spawner (interior north, exterior south)"
|
|
icon_state = "3x3_N_to_S"
|
|
interior_direction = NORTH
|
|
exterior_direction = SOUTH
|
|
tiles_in_x_direction = 3
|
|
tiles_in_y_direction = 3
|
|
|
|
/obj/effect/map_effect/airlock/e_to_w/arrivals
|
|
required_access = null
|
|
|
|
/obj/effect/map_effect/airlock/engineer
|
|
required_access = list(access_engine)
|
|
door_name = "engineering external access"
|
|
/obj/effect/map_effect/airlock/e_to_w/engineer
|
|
required_access = list(access_engine)
|
|
door_name = "engineering external access"
|
|
/obj/effect/map_effect/airlock/s_to_n/engineer
|
|
required_access = list(access_engine)
|
|
door_name = "engineering external access"
|
|
/obj/effect/map_effect/airlock/long/engineer
|
|
required_access = list(access_engine)
|
|
door_name = "engineering external access"
|
|
/obj/effect/map_effect/airlock/long/square/engine
|
|
required_access = list(access_engine)
|
|
door_name = "engine external access"
|
|
icon_state = "2x2_N_to_S_leftdoors"
|
|
door_type = /obj/machinery/door/airlock/external
|
|
one_door_interior = DOOR_NORMAL_PLACEMENT
|
|
one_door_exterior = DOOR_NORMAL_PLACEMENT
|
|
/obj/effect/map_effect/airlock/long/square/engine/reversed
|
|
icon_state = "2x2_N_to_S_rightdoors"
|
|
one_door_interior = DOOR_FLIPPED_PLACEMENT
|
|
one_door_exterior = DOOR_FLIPPED_PLACEMENT
|
|
|
|
/obj/effect/map_effect/airlock/w_to_e/long/square/wide/mining
|
|
door_name = "mining external access"
|
|
required_access = list(access_mining)
|
|
/obj/effect/map_effect/airlock/long/square/wide/mining
|
|
door_name = "mining external access"
|
|
required_access = list(access_mining)
|
|
|
|
/obj/effect/map_effect/airlock/long/square/e_to_s/telecoms
|
|
door_name = "telecoms external access"
|
|
required_access = list(access_tcomsat, access_external_airlocks)
|
|
door_type = /obj/machinery/door/airlock/external
|
|
|
|
/obj/effect/map_effect/airlock/long/square/three/syndicate
|
|
name = "3 by 3 square airlock spawner (interior west, exterior north)"
|
|
icon_state = "3x3_W_to_N"
|
|
interior_direction = WEST
|
|
exterior_direction = NORTH
|
|
door_name = "ship external access"
|
|
req_access = list(access_syndicate)
|
|
door_type = /obj/machinery/door/airlock/external
|
|
|
|
#undef HALF_X
|
|
#undef HALF_Y
|
|
#undef CHAMBER_LONG
|
|
#undef CHAMBER_SQUARE
|
|
#undef CHAMBER_BIGGER
|
|
#undef DOOR_NORMAL_PLACEMENT
|
|
#undef DOOR_FLIPPED_PLACEMENT
|
|
#undef AIRPUMP_TAG
|
|
#undef SENSOR_TAG
|
|
#undef OUTER_DOOR_TAG
|
|
#undef INNER_DOOR_TAG
|