diff --git a/code/game/atoms.dm b/code/game/atoms.dm index b58da18114f..63988ef65c4 100644 --- a/code/game/atoms.dm +++ b/code/game/atoms.dm @@ -112,6 +112,9 @@ /// A luminescence-shifted value of the last color calculated for chatmessage overlays var/chat_color_darkened + ///Used for changing icon states for different base sprites. + var/base_icon_state + ///Icon-smoothing behavior. var/smoothing_flags = NONE ///Smoothing variable diff --git a/code/game/machinery/porta_turret/portable_turret.dm b/code/game/machinery/porta_turret/portable_turret.dm index 582905a28db..d69da534de9 100644 --- a/code/game/machinery/porta_turret/portable_turret.dm +++ b/code/game/machinery/porta_turret/portable_turret.dm @@ -29,8 +29,7 @@ max_integrity = 160 //the turret's health integrity_failure = 0.5 armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90) - /// Base turret icon state - var/base_icon_state = "standard" + base_icon_state = "standard" /// Scan range of the turret for locating targets var/scan_range = 7 /// For turrets inside other objects diff --git a/code/game/objects/effects/glowshroom.dm b/code/game/objects/effects/glowshroom.dm index 542f9e4fad6..e0c96d05d7c 100644 --- a/code/game/objects/effects/glowshroom.dm +++ b/code/game/objects/effects/glowshroom.dm @@ -77,7 +77,7 @@ myseed.genes += G set_light(G.glow_range(myseed), G.glow_power(myseed), G.glow_color) setDir(CalcDir()) - var/base_icon_state = initial(icon_state) + base_icon_state = initial(icon_state) if(!floor) switch(dir) //offset to make it be on the wall rather than on the floor if(NORTH) diff --git a/code/game/objects/items/defib.dm b/code/game/objects/items/defib.dm index a3372dd31be..b79b0d7f021 100644 --- a/code/game/objects/items/defib.dm +++ b/code/game/objects/items/defib.dm @@ -297,6 +297,7 @@ throwforce = 6 w_class = WEIGHT_CLASS_BULKY resistance_flags = INDESTRUCTIBLE + base_icon_state = "defibpaddles" var/revivecost = 1000 var/cooldown = FALSE @@ -304,7 +305,6 @@ var/obj/item/defibrillator/defib var/req_defib = TRUE var/combat = FALSE //If it penetrates armor and gives additional functionality - var/base_icon_state = "defibpaddles" var/wielded = FALSE // track wielded status on item /obj/item/shockpaddles/ComponentInitialize() diff --git a/code/game/objects/items/shields.dm b/code/game/objects/items/shields.dm index 1ae7a49abc9..2540c3ce25d 100644 --- a/code/game/objects/items/shields.dm +++ b/code/game/objects/items/shields.dm @@ -199,7 +199,7 @@ force = 3 throwforce = 3 throw_speed = 3 - var/base_icon_state = "eshield" // [base_icon_state]1 for expanded, [base_icon_state]0 for contracted + base_icon_state = "eshield" // [base_icon_state]1 for expanded, [base_icon_state]0 for contracted var/on_force = 10 var/on_throwforce = 8 var/on_throw_speed = 2 diff --git a/code/modules/atmospherics/machinery/portable/canister.dm b/code/modules/atmospherics/machinery/portable/canister.dm index 2bb907410ab..5ba9ce6a862 100644 --- a/code/modules/atmospherics/machinery/portable/canister.dm +++ b/code/modules/atmospherics/machinery/portable/canister.dm @@ -10,13 +10,17 @@ desc = "A canister for the storage of gas." icon_state = "yellow" density = TRUE + base_icon_state = "yellow" //Used to make dealing with breaking the canister less hellish. + volume = 1000 + armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 50) + max_integrity = 250 + integrity_failure = 0.4 + pressure_resistance = 7 * ONE_ATMOSPHERE + req_access = list() - ///The base iconstate, used to make dealing with breaking the canister less hellish - var/base_icon_state = "yellow" var/valve_open = FALSE var/release_log = "" - volume = 1000 var/filled = 0.5 var/gas_type @@ -28,10 +32,6 @@ ///Max amount of pressure allowed inside of the canister before it starts to break (different tiers have different limits) var/pressure_limit = 50000 - armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 50) - max_integrity = 250 - integrity_failure = 0.4 - pressure_resistance = 7 * ONE_ATMOSPHERE var/temperature_resistance = 1000 + T0C var/starter_temp // Prototype vars @@ -45,7 +45,6 @@ var/restricted = FALSE ///Set the tier of the canister and overlay used var/mode = CANISTER_TIER_1 - req_access = list() var/update = 0 var/static/list/label2types = list( diff --git a/code/modules/power/supermatter/supermatter.dm b/code/modules/power/supermatter/supermatter.dm index e15307770b5..98dfa545f54 100644 --- a/code/modules/power/supermatter/supermatter.dm +++ b/code/modules/power/supermatter/supermatter.dm @@ -106,6 +106,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal) light_range = 4 resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF critical_machine = TRUE + base_icon_state = "darkmatter" ///The id of our supermatter var/uid = 1 @@ -115,8 +116,6 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal) var/zap_icon = DEFAULT_ZAP_ICON_STATE ///The portion of the gasmix we're on that we should remove var/gasefficency = 0.15 - ///Used for changing icon states for diff base sprites - var/base_icon_state = "darkmatter" ///Are we exploding? var/final_countdown = FALSE diff --git a/code/modules/spells/spell_types/aimed.dm b/code/modules/spells/spell_types/aimed.dm index 1c011d361e8..ace2ad3c9f2 100644 --- a/code/modules/spells/spell_types/aimed.dm +++ b/code/modules/spells/spell_types/aimed.dm @@ -1,10 +1,10 @@ /obj/effect/proc_holder/spell/aimed name = "aimed projectile spell" + base_icon_state = "projectile" var/projectile_type = /obj/projectile/magic/teleport var/deactive_msg = "You discharge your projectile..." var/active_msg = "You charge your projectile!" - var/base_icon_state = "projectile" var/active_icon_state = "projectile" var/list/projectile_var_overrides = list() var/projectile_amount = 1 //Projectiles per cast.