Files
Aurora.3/code/game/objects/structures/light_pole.dm
kyres1 f18d4128ad [WORK IN PROGRESS] Konyang and Point Verdant (#16714)
* starting point verdant

* major progress

* PAIN

* test

* zlevels AAGHHH OH NO

* im scream

* kawnyang

* dam thats good

* Biff Largehuge

* Look Gordon, ropes!

* wawagh

* rgrhgrhrgrh

* Gordon, you're alive! Thank God for that hazard suit.

* help

* frownie face

* wegh

* Gordon! Get away from the beams!

* Good morning, Gordon.

* Signs

* fix multiple proc definition

* initial ambience

* gay rain

* beach and some pebbles literally

* fixing conflicts aUGH

* generation

* guh?

* sewers and beach additions

* maping

* map

* womp womp

* landing zone

* fixing missing shit

* buddha

* ass

* major map updates

* implemented key doors, fixed baloon alert and tasks

* mineral color, adds ozone layer

* real fake walls

* vending subtypes for the regional market

* mooooar

* minimart pt 1

* haneunim skybox

* station mapping progress

* minimart and roboclinic

* offices progress

* bar work

* size change, some polishing of the office + police station

* map size update. Also a fuckton

* tunnels

* more work

* Why doesnt the map initialize

* broke shit

* fixing point verdant spawning, also ocean landing zone

* finishing some buildings

* mapping, village, not finished

* village, main road

* village stuff

* village stuff

* village stuff

* village stuff

* anchoring

* village stuff

* random space tiles fix

* random space tiles fix

* bin fixes

* missing initialize hint on new floors

* fix open space on basement level

* idk

* missing initialize hint

* tests again please

* tests rerun please

* oven/small be gone

* remove shuttle landmarks idk

* bad stairs fix maybe

* fix missing open space above stairs

* tests rerun please

* CircularRandomTurfAround fix

* spaces to tabs

---------

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>
2023-09-23 21:23:38 +02:00

148 lines
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/obj/structure/light_pole
name = "light pole"
desc = "A tall light source."
icon = 'icons/effects/32x96.dmi'
icon_state = "rustlamp_l"
anchored = TRUE
density = TRUE
light_wedge = LIGHT_OMNI
light_color = LIGHT_COLOR_HALOGEN
light_range = 8
light_power = 8
/obj/structure/light_pole/r
icon_state = "rustlamp_r"
/obj/structure/light_pole/konyang
name = "dangling lamp"
desc = "A flame-lit lamp dangling precariously from a tall pole."
icon = 'icons/obj/structure/urban/poles.dmi'
icon_state = "right_lamp"
layer = 9.1
anchored = TRUE
density = FALSE
light_color = "#FA644B"
light_wedge = LIGHT_OMNI
light_range = 6
light_power = 1
/obj/structure/light_pole/konyang/left
icon_state = "left_lamp"
/obj/structure/utility_pole
name = "tall pole"
desc = "A very tall utility pole for urban infrastructure."
icon = 'icons/obj/structure/urban/poles.dmi'
icon_state = "junction"
layer = 9
anchored = TRUE
/obj/structure/utility_pole/gwok
name = "Go Go Gwok street sign"
desc = "A very tall street sign which alerts you of a Go Go Gwok eating establishment, where you can eat establishments."
icon = 'icons/obj/structure/urban/konyang64x96.dmi'
icon_state = "nice_gwok"
/obj/structure/utility_pole/street
desc = "A tall light source. This one seems to be off."
icon = 'icons/obj/structure/urban/poles.dmi'
icon_state = "street"
/obj/effect/overlay/street_light
icon = 'icons/obj/structure/urban/poles.dmi'
icon_state = "street_light"
layer = EFFECTS_ABOVE_LIGHTING_LAYER
/obj/effect/overlay/street_light/classic
icon_state = "classic_lamp_light"
density = 1
/obj/structure/utility_pole/street/on
desc = "A tall light source. This one shines brightly."
light_wedge = LIGHT_OMNI
light_color = "#e8ffeb"
light_range = 8
light_power = 1.9
/obj/structure/utility_pole/street/on/Initialize(mapload)
. = ..()
cut_overlays()
overlays += /obj/effect/overlay/street_light
return
/obj/structure/utility_pole/street/classic
icon_state = "classic_lamp"
/obj/structure/utility_pole/street/classic/on
desc = "A tall light source. This one shines brightly."
light_wedge = LIGHT_OMNI
light_color = LIGHT_COLOR_TUNGSTEN
light_range = 8
light_power = 1.9
/obj/structure/utility_pole/street/classic/on/Initialize(mapload)
. = ..()
cut_overlays()
overlays += /obj/effect/overlay/street_light/classic
return
/obj/effect/overlay/street_light/crosswalk
icon_state = "crosswalk_go"
/obj/structure/utility_pole/street/crosswalk
name = "crosswalk indicator"
desc = "A very tall crosswalk indicator which can be manually used to scan for danger, before letting the viewer know whether it's safe to cross the road or not."
icon_state = "crosswalk"
light_color = LIGHT_COLOR_GREEN
light_range = 3.1
light_power = 2.6
/obj/structure/utility_pole/street/crosswalk/Initialize(mapload)
. = ..()
cut_overlays()
overlays += /obj/effect/overlay/street_light/crosswalk
return
/obj/effect/overlay/street_light/traffic
icon_state = "traffic_lights"
/obj/effect/overlay/street_light/traffic/inverted
icon_state = "traffic_lights_inverse"
/obj/structure/utility_pole/street/traffic
name = "traffic indicator"
desc = "A very tall crosswalk indicator which can be used to better run red lights."
icon_state = "traffic"
light_color = LIGHT_COLOR_HALOGEN
light_range = 3.1
light_power = 2.6
/obj/structure/utility_pole/street/traffic/base/Initialize(mapload)
. = ..()
cut_overlays()
overlays += /obj/effect/overlay/street_light/traffic
return
/obj/structure/utility_pole/street/traffic/inverted/Initialize(mapload)
. = ..()
cut_overlays()
overlays += /obj/effect/overlay/street_light/traffic/inverted
return
/obj/structure/utility_pole/power
name = "power pole"
desc = "A very tall utility pole for urban infrastructure. This one is a basis for power lines overhead."
icon_state = "power"
/obj/structure/utility_pole/power/central
icon_state = "central"
/obj/effect/overlay/overhead_line
name = "overhead utility line"
icon = 'icons/obj/structure/urban/poles.dmi'
icon_state = "line"
layer = 9.1
/obj/effect/overlay/overhead_line/end
icon_state = "line_end"