mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-17 11:05:16 +01:00
Re-adds room beauty without the negative moodlets (#46848)
* re-add * epic * fix * epic
This commit is contained in:
@@ -66,6 +66,8 @@
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original_name = name // can't use initial because of random posters
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name = "poster - [name]"
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desc = "A large piece of space-resistant printed paper. [desc]"
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addtimer(CALLBACK(src, /datum.proc/AddComponent, /datum/component/beauty, 300), 0)
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/obj/structure/sign/poster/proc/randomise(base_type)
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var/list/poster_types = subtypesof(base_type)
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@@ -5,6 +5,7 @@
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var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
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var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
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var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
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var/beauty = 0
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/obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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@@ -25,6 +26,8 @@
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if(LAZYLEN(diseases_to_add))
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AddComponent(/datum/component/infective, diseases_to_add)
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addtimer(CALLBACK(src, /datum.proc/AddComponent, /datum/component/beauty, beauty), 0)
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var/turf/T = get_turf(src)
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if(T && is_station_level(T.z))
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SSblackbox.record_feedback("tally", "station_mess_created", 1, name)
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@@ -8,6 +8,7 @@
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random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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blood_state = BLOOD_STATE_XENO
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beauty = -250
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/obj/effect/decal/cleanable/xenoblood/Initialize()
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. = ..()
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@@ -2,6 +2,7 @@
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/obj/effect/decal/cleanable/food
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icon = 'icons/effects/tomatodecal.dmi'
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gender = NEUTER
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beauty = -100
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/obj/effect/decal/cleanable/food/tomato_smudge
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name = "tomato smudge"
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@@ -6,6 +6,7 @@
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random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
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blood_state = BLOOD_STATE_HUMAN
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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beauty = -100
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/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
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C.add_blood_DNA(return_blood_DNA())
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@@ -34,11 +35,13 @@
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desc = "They look like tracks left by wheels."
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icon_state = "tracks"
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random_icon_states = null
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beauty = -50
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/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose
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name = "blood"
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icon = 'icons/effects/blood.dmi'
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desc = "Your instincts say you shouldn't be following these."
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beauty = -50
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var/list/existing_dirs = list()
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/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
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@@ -3,6 +3,7 @@
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desc = "Someone should clean that up."
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icon = 'icons/obj/objects.dmi'
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icon_state = "shards"
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beauty = -50
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/obj/effect/decal/cleanable/ash
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name = "ashes"
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@@ -10,6 +11,7 @@
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icon = 'icons/obj/objects.dmi'
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icon_state = "ash"
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mergeable_decal = FALSE
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beauty = -50
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/obj/effect/decal/cleanable/ash/Initialize()
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. = ..()
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@@ -24,6 +26,7 @@
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/obj/effect/decal/cleanable/ash/large
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name = "large pile of ashes"
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icon_state = "big_ash"
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beauty = -100
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/obj/effect/decal/cleanable/ash/large/Initialize()
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. = ..()
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@@ -34,6 +37,7 @@
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desc = "Back to sand."
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icon = 'icons/obj/shards.dmi'
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icon_state = "tiny"
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beauty = -100
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/obj/effect/decal/cleanable/glass/Initialize()
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. = ..()
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@@ -52,6 +56,7 @@
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canSmoothWith = list(/obj/effect/decal/cleanable/dirt, /turf/closed/wall, /obj/structure/falsewall)
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smooth = SMOOTH_FALSE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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beauty = -75
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/obj/effect/decal/cleanable/dirt/Initialize()
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. = ..()
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@@ -78,6 +83,7 @@
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light_power = 3
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light_range = 2
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light_color = LIGHT_COLOR_GREEN
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beauty = -300
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/obj/effect/decal/cleanable/greenglow/ex_act()
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return
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@@ -93,6 +99,7 @@
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layer = WALL_OBJ_LAYER
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icon_state = "cobweb1"
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resistance_flags = FLAMMABLE
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beauty = -100
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/obj/effect/decal/cleanable/cobweb/cobweb2
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icon_state = "cobweb2"
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@@ -104,10 +111,12 @@
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icon = 'icons/effects/effects.dmi'
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icon_state = "molten"
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mergeable_decal = FALSE
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beauty = -150
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/obj/effect/decal/cleanable/molten_object/large
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name = "big gooey grey mass"
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icon_state = "big_molten"
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beauty = -300
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//Vomit (sorry)
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/obj/effect/decal/cleanable/vomit
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@@ -116,6 +125,7 @@
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icon = 'icons/effects/blood.dmi'
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icon_state = "vomit_1"
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random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
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beauty = -150
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/obj/effect/decal/cleanable/vomit/attack_hand(mob/user)
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. = ..()
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@@ -10,6 +10,7 @@
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blood_state = BLOOD_STATE_OIL
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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mergeable_decal = FALSE
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beauty = -50
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/obj/effect/decal/cleanable/robot_debris/proc/streak(list/directions)
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set waitfor = 0
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@@ -49,6 +50,7 @@
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random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
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blood_state = BLOOD_STATE_OIL
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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beauty = -100
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/obj/effect/decal/cleanable/oil/Initialize()
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. = ..()
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@@ -74,6 +76,7 @@
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/obj/effect/decal/cleanable/oil/streak
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icon_state = "streak1"
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random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
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beauty = -50
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/obj/effect/decal/cleanable/oil/slippery/ComponentInitialize()
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. = ..()
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