[READY] Tile Reskinning 2: Epic Winaloo (#58801)

extends the tile reskinning functionality to iron, bronze, plastitanium, carpet and pod floors
makes a bit of tile code better
moves some paths around, like elevator shafts being plating instead of floor
adds rotating as a tile reskinning function available on chapel or side floors for example

lets players customize any rooms they would want much more than it is possible now, allowing for more creativity
This commit is contained in:
Fikou
2021-05-01 02:20:45 -07:00
committed by GitHub
parent 264b6ceea6
commit c0f9d2e7e8
62 changed files with 920 additions and 596 deletions
+1 -1
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@@ -388,7 +388,7 @@
has_people = TRUE
var/location = get_turf(player.mind.current)
//Non-antag present. Can't hijack.
if(!(player.mind.has_antag_datum(/datum/antagonist)) && !istype(location, /turf/open/floor/iron/shuttle/red) && !istype(location, /turf/open/floor/mineral/plastitanium/red/brig))
if(!(player.mind.has_antag_datum(/datum/antagonist)) && !istype(location, /turf/open/floor/mineral/plastitanium/red/brig))
return FALSE
//Antag present, doesn't stop but let's see if we actually want to hijack
var/prevent = FALSE
+1 -1
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@@ -595,7 +595,7 @@
var/turf/T = t
for(var/mob/living/M in T.GetAllContents())
// If they have a mind and they're not in the brig, they escaped
if(M.mind && !istype(t, /turf/open/floor/iron/shuttle/red) && !istype(t, /turf/open/floor/mineral/plastitanium/red/brig))
if(M.mind && !istype(t, /turf/open/floor/mineral/plastitanium/red/brig))
M.mind.force_escaped = TRUE
// Ghostize them and put them in nullspace stasis (for stat & possession checks)
M.notransform = TRUE