Re-adds room beauty without the negative moodlets (#46848)

* re-add

* epic

* fix

* epic
This commit is contained in:
Qustinnus
2019-10-06 04:47:49 +02:00
committed by moo
parent dd20f0e757
commit 26a95ac867
20 changed files with 152 additions and 3 deletions
+2
View File
@@ -66,6 +66,8 @@
original_name = name // can't use initial because of random posters
name = "poster - [name]"
desc = "A large piece of space-resistant printed paper. [desc]"
addtimer(CALLBACK(src, /datum.proc/AddComponent, /datum/component/beauty, 300), 0)
/obj/structure/sign/poster/proc/randomise(base_type)
var/list/poster_types = subtypesof(base_type)
@@ -5,6 +5,7 @@
var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
var/beauty = 0
/obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases)
. = ..()
@@ -25,6 +26,8 @@
if(LAZYLEN(diseases_to_add))
AddComponent(/datum/component/infective, diseases_to_add)
addtimer(CALLBACK(src, /datum.proc/AddComponent, /datum/component/beauty, beauty), 0)
var/turf/T = get_turf(src)
if(T && is_station_level(T.z))
SSblackbox.record_feedback("tally", "station_mess_created", 1, name)
@@ -8,6 +8,7 @@
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
bloodiness = BLOOD_AMOUNT_PER_DECAL
blood_state = BLOOD_STATE_XENO
beauty = -250
/obj/effect/decal/cleanable/xenoblood/Initialize()
. = ..()
@@ -2,6 +2,7 @@
/obj/effect/decal/cleanable/food
icon = 'icons/effects/tomatodecal.dmi'
gender = NEUTER
beauty = -100
/obj/effect/decal/cleanable/food/tomato_smudge
name = "tomato smudge"
@@ -6,6 +6,7 @@
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_HUMAN
bloodiness = BLOOD_AMOUNT_PER_DECAL
beauty = -100
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
C.add_blood_DNA(return_blood_DNA())
@@ -34,11 +35,13 @@
desc = "They look like tracks left by wheels."
icon_state = "tracks"
random_icon_states = null
beauty = -50
/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose
name = "blood"
icon = 'icons/effects/blood.dmi'
desc = "Your instincts say you shouldn't be following these."
beauty = -50
var/list/existing_dirs = list()
/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
@@ -3,6 +3,7 @@
desc = "Someone should clean that up."
icon = 'icons/obj/objects.dmi'
icon_state = "shards"
beauty = -50
/obj/effect/decal/cleanable/ash
name = "ashes"
@@ -10,6 +11,7 @@
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
mergeable_decal = FALSE
beauty = -50
/obj/effect/decal/cleanable/ash/Initialize()
. = ..()
@@ -24,6 +26,7 @@
/obj/effect/decal/cleanable/ash/large
name = "large pile of ashes"
icon_state = "big_ash"
beauty = -100
/obj/effect/decal/cleanable/ash/large/Initialize()
. = ..()
@@ -34,6 +37,7 @@
desc = "Back to sand."
icon = 'icons/obj/shards.dmi'
icon_state = "tiny"
beauty = -100
/obj/effect/decal/cleanable/glass/Initialize()
. = ..()
@@ -52,6 +56,7 @@
canSmoothWith = list(/obj/effect/decal/cleanable/dirt, /turf/closed/wall, /obj/structure/falsewall)
smooth = SMOOTH_FALSE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
beauty = -75
/obj/effect/decal/cleanable/dirt/Initialize()
. = ..()
@@ -78,6 +83,7 @@
light_power = 3
light_range = 2
light_color = LIGHT_COLOR_GREEN
beauty = -300
/obj/effect/decal/cleanable/greenglow/ex_act()
return
@@ -93,6 +99,7 @@
layer = WALL_OBJ_LAYER
icon_state = "cobweb1"
resistance_flags = FLAMMABLE
beauty = -100
/obj/effect/decal/cleanable/cobweb/cobweb2
icon_state = "cobweb2"
@@ -104,10 +111,12 @@
icon = 'icons/effects/effects.dmi'
icon_state = "molten"
mergeable_decal = FALSE
beauty = -150
/obj/effect/decal/cleanable/molten_object/large
name = "big gooey grey mass"
icon_state = "big_molten"
beauty = -300
//Vomit (sorry)
/obj/effect/decal/cleanable/vomit
@@ -116,6 +125,7 @@
icon = 'icons/effects/blood.dmi'
icon_state = "vomit_1"
random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
beauty = -150
/obj/effect/decal/cleanable/vomit/attack_hand(mob/user)
. = ..()
@@ -10,6 +10,7 @@
blood_state = BLOOD_STATE_OIL
bloodiness = BLOOD_AMOUNT_PER_DECAL
mergeable_decal = FALSE
beauty = -50
/obj/effect/decal/cleanable/robot_debris/proc/streak(list/directions)
set waitfor = 0
@@ -49,6 +50,7 @@
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_OIL
bloodiness = BLOOD_AMOUNT_PER_DECAL
beauty = -100
/obj/effect/decal/cleanable/oil/Initialize()
. = ..()
@@ -74,6 +76,7 @@
/obj/effect/decal/cleanable/oil/streak
icon_state = "streak1"
random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
beauty = -50
/obj/effect/decal/cleanable/oil/slippery/ComponentInitialize()
. = ..()