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The lifeless live again. Or in this case, what never actually lived here. Ports Baystation12/Baystation12#17460 probably for real this time. What this allows us to do is create shuttles on runtime and make shuttles easier by just making landmarks and a shuttle instead of areas and shuttles. Also allows runtime landmark creation via flares or whatever AND allows shuttles to use different landmarks at will. I removed most of the overmap stuff, I think. It shouldn't be hard to slam it in whenever we need to. Changes: "Shuttle code has been completely reworked." "Shuttles can now be modified to have more than one destination." "Shuttles now have a takeoff sound." "You can now throw mobs against walls to damage them. A lot." "You now need a neckgrab to throw mobs." "BEING UNBUCKLED DURING SHUTTLE LAUNCH IS DANGEROUS! Don't do it." "Adminghosts can now interact with all shuttles."
80 lines
1.8 KiB
Plaintext
80 lines
1.8 KiB
Plaintext
/turf/simulated/floor
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name = "plating"
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icon = 'icons/turf/flooring/plating.dmi'
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icon_state = "plating"
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// Damage to flooring.
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var/broken
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var/burnt
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// Flooring data.
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var/flooring_override
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var/initial_flooring
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var/decl/flooring/flooring
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var/mineral = DEFAULT_WALL_MATERIAL
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thermal_conductivity = 0.040
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heat_capacity = 10000
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var/lava = 0
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/turf/simulated/floor/is_plating()
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return !flooring
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/turf/simulated/floor/Initialize(mapload, var/floortype)
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. = ..()
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if(!floortype && initial_flooring)
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floortype = initial_flooring
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if(floortype)
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set_flooring(get_flooring_data(floortype), mapload)
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/turf/simulated/floor/proc/set_flooring(decl/flooring/newflooring, mapload)
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if (!mapload)
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make_plating(defer_icon_update = 1)
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flooring = newflooring
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//Set the initial strings
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name = flooring.name
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desc = flooring.desc
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footstep_sound = flooring.footstep_sound
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if (mapload)
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queue_icon_update()
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else
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queue_icon_update(1)
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levelupdate()
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//This proc will set floor_type to null and the update_icon() proc will then change the icon_state of the turf
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//This proc auto corrects the grass tiles' siding.
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/turf/simulated/floor/proc/make_plating(var/place_product, var/defer_icon_update)
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cut_overlays()
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if(islist(decals))
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decals.Cut()
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decals = null
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name = base_name
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desc = base_desc
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icon = base_icon
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icon_state = base_icon_state
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if(flooring)
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if(flooring.build_type && place_product)
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new flooring.build_type(src)
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flooring = null
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set_light(0)
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broken = null
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burnt = null
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flooring_override = null
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levelupdate()
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if(!defer_icon_update)
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update_icon(1)
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/turf/simulated/floor/levelupdate()
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for(var/obj/O in src)
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O.hide(O.hides_under_flooring() && src.flooring)
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/turf/simulated/floor/shuttle_ceiling
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name = "hull plating"
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icon = 'icons/turf/flooring/tiles.dmi'
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icon_state = "reinforced_light"
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