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[MIRROR] Seethrough component for shipping containers, big bones, ratvar wreck and necropolis gate [MDB IGNORE] (#17562)
* Seethrough component for shipping containers, big bones, ratvar wreck and necropolis gate (#71212) Big sprite, easy conversion. Let's you see through a bunch of stuff with big sprites 🆑 qol: you can look behind shipping containers, ratvars wreck, through the necropolis gate and behind the big bones /🆑 Behind a container https://user-images.githubusercontent.com/7501474/201395747-4843b2df-d3ad-4047-b4af-66310d1d0472.mp4 Through the necropolis gate https://user-images.githubusercontent.com/7501474/201416066-9f69399d-f757-4132-941d-5cf3b98ced5d.mp4 * Seethrough component for shipping containers, big bones, ratvar wreck and necropolis gate Co-authored-by: Time-Green <timkoster1@hotmail.com> Co-authored-by: Tastyfish <crazychris32@gmail.com>
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@@ -9,6 +9,11 @@
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custom_materials = list(/datum/material/bone=MINERAL_MATERIAL_AMOUNT*5)
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abstract_type = /obj/structure/statue/bone
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/obj/structure/statue/bone/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/seethrough, SEE_THROUGH_MAP_DEFAULT)
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/obj/structure/statue/bone/rib
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name = "colossal rib"
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desc = "It's staggering to think that something this big could have lived, let alone died."
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@@ -21,3 +21,7 @@
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bound_height = 64
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pixel_y = -10
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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/obj/structure/dead_ratvar/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/seethrough, SEE_THROUGH_MAP_RATVAR_WRECK)
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@@ -6,7 +6,8 @@
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icon_state = "gate_full"
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flags_1 = ON_BORDER_1
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appearance_flags = 0
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layer = TABLE_LAYER
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layer = FLY_LAYER
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plane = ABOVE_GAME_PLANE
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anchored = TRUE
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density = TRUE
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pixel_x = -32
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@@ -19,7 +20,6 @@
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var/locked = FALSE
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var/static/mutable_appearance/top_overlay
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var/static/mutable_appearance/door_overlay
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var/static/mutable_appearance/dais_overlay
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var/obj/structure/opacity_blocker/sight_blocker
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var/sight_blocker_distance = 1
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@@ -42,15 +42,15 @@
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door_overlay = mutable_appearance('icons/effects/96x96.dmi', "door")
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door_overlay.layer = EDGED_TURF_LAYER
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add_overlay(door_overlay)
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dais_overlay = mutable_appearance('icons/effects/96x96.dmi', "gate_dais")
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dais_overlay.layer = CLOSED_TURF_LAYER
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add_overlay(dais_overlay)
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new /obj/effect/decal/necropolis_gate_decal(loc)
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var/static/list/loc_connections = list(
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COMSIG_ATOM_EXIT = PROC_REF(on_exit),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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AddComponent(/datum/component/seethrough, SEE_THROUGH_MAP_DEFAULT_TWO_TALL)
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/obj/structure/necropolis_gate/Destroy(force)
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qdel(sight_blocker)
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@@ -192,6 +192,14 @@ GLOBAL_DATUM(necropolis_gate, /obj/structure/necropolis_gate/legion_gate)
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var/mutable_appearance/release_overlay = mutable_appearance('icons/effects/effects.dmi', "legiondoor")
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notify_ghosts("Legion has been released in the [get_area(src)]!", source = src, alert_overlay = release_overlay, action = NOTIFY_JUMP, flashwindow = FALSE)
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/obj/effect/decal/necropolis_gate_decal
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icon = 'icons/effects/96x96.dmi'
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icon_state = "gate_dais"
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flags_1 = ON_BORDER_1
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appearance_flags = 0
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pixel_x = -32
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pixel_y = -32
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/obj/effect/temp_visual/necropolis
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icon = 'icons/effects/96x96.dmi'
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icon_state = "door_closing"
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@@ -211,7 +219,8 @@ GLOBAL_DATUM(necropolis_gate, /obj/structure/necropolis_gate/legion_gate)
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icon = 'icons/effects/160x160.dmi'
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icon_state = "arch_full"
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appearance_flags = 0
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layer = TABLE_LAYER
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layer = FLY_LAYER
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plane = ABOVE_GAME_PLANE
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anchored = TRUE
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pixel_x = -64
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pixel_y = -40
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@@ -226,6 +235,8 @@ GLOBAL_DATUM(necropolis_gate, /obj/structure/necropolis_gate/legion_gate)
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top_overlay.layer = EDGED_TURF_LAYER
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add_overlay(top_overlay)
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AddComponent(/datum/component/seethrough, SEE_THROUGH_MAP_DEFAULT_TWO_TALL)
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/obj/structure/necropolis_arch/singularity_pull()
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return 0
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