/obj/effect/decal/cleanable/generic name = "clutter" desc = "Someone should clean that up." icon = 'icons/obj/debris.dmi' icon_state = "shards" beauty = -50 /obj/effect/decal/cleanable/ash name = "ashes" desc = "Ashes to ashes, dust to dust, and into space." icon = 'icons/obj/debris.dmi' icon_state = "ash" mergeable_decal = FALSE beauty = -50 decal_reagent = /datum/reagent/ash reagent_amount = 30 /obj/effect/decal/cleanable/ash/Initialize(mapload) . = ..() pixel_x = base_pixel_x + rand(-5, 5) pixel_y = base_pixel_y + rand(-5, 5) /obj/effect/decal/cleanable/ash/NeverShouldHaveComeHere(turf/here_turf) return !istype(here_turf, /obj/structure/bodycontainer/crematorium) && ..() /obj/effect/decal/cleanable/ash/large name = "large pile of ashes" icon_state = "big_ash" beauty = -100 decal_reagent = /datum/reagent/ash reagent_amount = 60 /obj/effect/decal/cleanable/glass name = "tiny shards" desc = "Back to sand." icon = 'icons/obj/debris.dmi' icon_state = "tiny" beauty = -100 /obj/effect/decal/cleanable/glass/Initialize(mapload) . = ..() setDir(pick(GLOB.cardinals)) /obj/effect/decal/cleanable/glass/ex_act() qdel(src) return TRUE /obj/effect/decal/cleanable/glass/plasma icon_state = "plasmatiny" /obj/effect/decal/cleanable/glass/titanium icon_state = "titaniumtiny" /obj/effect/decal/cleanable/glass/plastitanium icon_state = "plastitaniumtiny" //Screws that are dropped on the Z level below when deconstructing a reinforced floor plate. /obj/effect/decal/cleanable/glass/plastitanium/screws //I don't know how to sprite scattered screws, this can work until a spriter gets their hands on it. name = "pile of screws" desc = "Looks like they fell from the ceiling" /obj/effect/decal/cleanable/dirt name = "dirt" desc = "Someone should clean that up." icon = 'icons/effects/dirt.dmi' icon_state = "dirt-flat-0" base_icon_state = "dirt" smoothing_flags = NONE smoothing_groups = SMOOTH_GROUP_CLEANABLE_DIRT canSmoothWith = SMOOTH_GROUP_CLEANABLE_DIRT + SMOOTH_GROUP_WALLS mouse_opacity = MOUSE_OPACITY_TRANSPARENT beauty = -75 /obj/effect/decal/cleanable/dirt/Initialize(mapload) . = ..() icon_state = pick("dirt-flat-0","dirt-flat-1","dirt-flat-2","dirt-flat-3") var/obj/structure/broken_flooring/broken_flooring = locate(/obj/structure/broken_flooring) in loc if(!isnull(broken_flooring)) return var/turf/T = get_turf(src) if(T.tiled_dirt) smoothing_flags = SMOOTH_BITMASK QUEUE_SMOOTH(src) if(smoothing_flags & USES_SMOOTHING) QUEUE_SMOOTH_NEIGHBORS(src) /obj/effect/decal/cleanable/dirt/Destroy() if(smoothing_flags & USES_SMOOTHING) QUEUE_SMOOTH_NEIGHBORS(src) return ..() /obj/effect/decal/cleanable/dirt/dust name = "dust" desc = "A thin layer of dust coating the floor." icon_state = "dust" base_icon_state = "dust" /obj/effect/decal/cleanable/dirt/dust/Initialize(mapload) . = ..() icon_state = base_icon_state /obj/effect/decal/cleanable/greenglow name = "glowing goo" desc = "Jeez. I hope that's not for lunch." icon_state = "greenglow" light_power = 3 light_range = 2 light_color = LIGHT_COLOR_GREEN beauty = -300 /obj/effect/decal/cleanable/greenglow/ex_act() return FALSE /obj/effect/decal/cleanable/greenglow/filled decal_reagent = /datum/reagent/uranium reagent_amount = 5 /obj/effect/decal/cleanable/greenglow/filled/Initialize(mapload) decal_reagent = pick(/datum/reagent/uranium, /datum/reagent/uranium/radium) . = ..() /obj/effect/decal/cleanable/greenglow/ecto name = "ectoplasmic puddle" desc = "You know who to call." light_power = 2 /obj/effect/decal/cleanable/greenglow/radioactive name = "radioactive goo" desc = "Holy crap, stop looking at this and move away immediately! It's radioactive!" light_power = 5 light_range = 3 light_color = LIGHT_COLOR_NUCLEAR /obj/effect/decal/cleanable/greenglow/radioactive/Initialize(mapload, list/datum/disease/diseases) . = ..() AddComponent( /datum/component/radioactive_emitter, \ cooldown_time = 5 SECONDS, \ range = 4, \ threshold = RAD_MEDIUM_INSULATION, \ ) /obj/effect/decal/cleanable/cobweb name = "cobweb" desc = "Somebody should remove that." gender = NEUTER layer = WALL_OBJ_LAYER icon = 'icons/effects/web.dmi' icon_state = "cobweb1" resistance_flags = FLAMMABLE beauty = -100 clean_type = CLEAN_TYPE_HARD_DECAL /obj/effect/decal/cleanable/cobweb/cobweb2 icon_state = "cobweb2" /obj/effect/decal/cleanable/molten_object name = "gooey grey mass" desc = "It looks like a melted... something." gender = NEUTER icon = 'icons/effects/effects.dmi' icon_state = "molten" mergeable_decal = FALSE beauty = -150 clean_type = CLEAN_TYPE_HARD_DECAL /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 name = "vomit" desc = "Gosh, how unpleasant." 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, list/modifiers) . = ..() if(.) return if(ishuman(user)) var/mob/living/carbon/human/H = user if(isflyperson(H)) playsound(get_turf(src), 'sound/items/drink.ogg', 50, TRUE) //slurp H.visible_message(span_alert("[H] extends a small proboscis into the vomit pool, sucking it with a slurping sound.")) reagents.trans_to(H, reagents.total_volume, transferred_by = user, methods = INGEST) qdel(src) /obj/effect/decal/cleanable/vomit/toxic // this has a more toned-down color palette, which may be why it's used as the default in so many spots icon_state = "vomittox_1" random_icon_states = list("vomittox_1", "vomittox_2", "vomittox_3", "vomittox_4") /obj/effect/decal/cleanable/vomit/purple // ourple icon_state = "vomitpurp_1" random_icon_states = list("vomitpurp_1", "vomitpurp_2", "vomitpurp_3", "vomitpurp_4") /obj/effect/decal/cleanable/vomit/nanites name = "nanite-infested vomit" desc = "Gosh, you can see something moving in there." icon_state = "vomitnanite_1" random_icon_states = list("vomitnanite_1", "vomitnanite_2", "vomitnanite_3", "vomitnanite_4") /obj/effect/decal/cleanable/vomit/nebula name = "nebula vomit" desc = "Gosh, how... beautiful." icon_state = "vomitnebula_1" random_icon_states = list("vomitnebula_1", "vomitnebula_2", "vomitnebula_3", "vomitnebula_4") beauty = 10 /obj/effect/decal/cleanable/vomit/nebula/Initialize(mapload, list/datum/disease/diseases) . = ..() update_appearance(UPDATE_OVERLAYS) /obj/effect/decal/cleanable/vomit/nebula/update_overlays() . = ..() . += emissive_appearance(icon, icon_state, src, alpha = src.alpha) /// Nebula vomit with extra guests /obj/effect/decal/cleanable/vomit/nebula/worms /obj/effect/decal/cleanable/vomit/nebula/worms/Initialize(mapload, list/datum/disease/diseases) . = ..() for (var/i in 1 to rand(2, 3)) new /mob/living/basic/hivelord_brood(loc) /obj/effect/decal/cleanable/vomit/old name = "crusty dried vomit" desc = "You try not to look at the chunks, and fail." /obj/effect/decal/cleanable/vomit/old/Initialize(mapload, list/datum/disease/diseases) . = ..() icon_state += "-old" AddElement(/datum/element/swabable, CELL_LINE_TABLE_SLUDGE, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 10) /obj/effect/decal/cleanable/vomit/old/black_bile name = "black bile" desc = "There's something wiggling in there..." color = COLOR_DARK /obj/effect/decal/cleanable/chem_pile name = "chemical pile" desc = "A pile of chemicals. You can't quite tell what's inside it." gender = NEUTER icon = 'icons/obj/debris.dmi' icon_state = "ash" /obj/effect/decal/cleanable/shreds name = "shreds" desc = "The shredded remains of what appears to be clothing." icon_state = "shreds" gender = PLURAL mergeable_decal = FALSE /obj/effect/decal/cleanable/shreds/ex_act(severity, target) if(severity >= EXPLODE_DEVASTATE) //so shreds created during an explosion aren't deleted by the explosion. qdel(src) return TRUE return FALSE /obj/effect/decal/cleanable/shreds/Initialize(mapload, oldname) pixel_x = rand(-10, 10) pixel_y = rand(-10, 10) if(!isnull(oldname)) desc = "The sad remains of what used to be [oldname]" . = ..() /obj/effect/decal/cleanable/glitter name = "generic glitter pile" desc = "The herpes of arts and crafts." icon = 'icons/effects/atmospherics.dmi' icon_state = "plasma_old" gender = NEUTER mouse_opacity = MOUSE_OPACITY_TRANSPARENT /obj/effect/decal/cleanable/glitter/pink name = "pink glitter" icon_state = "plasma" /obj/effect/decal/cleanable/glitter/white name = "white glitter" icon_state = "nitrous_oxide" /obj/effect/decal/cleanable/glitter/blue name = "blue glitter" icon_state = "freon" /obj/effect/decal/cleanable/plasma name = "stabilized plasma" desc = "A puddle of stabilized plasma." icon_state = "flour" icon = 'icons/effects/tomatodecal.dmi' color = "#2D2D2D" /obj/effect/decal/cleanable/insectguts name = "insect guts" desc = "One bug squashed. Four more will rise in its place." icon = 'icons/effects/blood.dmi' icon_state = "xfloor1" random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7") /obj/effect/decal/cleanable/confetti name = "confetti" desc = "Tiny bits of colored paper thrown about for the janitor to enjoy!" icon = 'icons/effects/confetti_and_decor.dmi' icon_state = "confetti" mouse_opacity = MOUSE_OPACITY_TRANSPARENT //the confetti itself might be annoying enough /obj/effect/decal/cleanable/plastic name = "plastic shreds" desc = "Bits of torn, broken, worthless plastic." icon = 'icons/obj/debris.dmi' icon_state = "shards" color = "#c6f4ff" /obj/effect/decal/cleanable/wrapping name = "wrapping shreds" desc = "Torn pieces of cardboard and paper, left over from a package." icon = 'icons/obj/debris.dmi' icon_state = "paper_shreds" /obj/effect/decal/cleanable/wrapping/pinata name = "pinata shreds" desc = "Torn pieces of papier-mâché, left over from a pinata" icon_state = "pinata_shreds" /obj/effect/decal/cleanable/wrapping/pinata/syndie icon_state = "syndie_pinata_shreds" /obj/effect/decal/cleanable/wrapping/pinata/donk icon_state = "donk_pinata_shreds" /obj/effect/decal/cleanable/garbage name = "decomposing garbage" desc = "A split open garbage bag, its stinking content seems to be partially liquified. Yuck!" icon = 'icons/obj/debris.dmi' icon_state = "garbage" plane = GAME_PLANE layer = FLOOR_CLEAN_LAYER //To display the decal over wires. beauty = -150 clean_type = CLEAN_TYPE_HARD_DECAL /obj/effect/decal/cleanable/garbage/Initialize(mapload) . = ..() AddElement(/datum/element/swabable, CELL_LINE_TABLE_SLUDGE, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 15) /obj/effect/decal/cleanable/ants name = "space ants" desc = "A small colony of space ants. They're normally used to the vacuum of space, so they can't climb too well." icon = 'icons/obj/debris.dmi' icon_state = "ants" beauty = -150 plane = GAME_PLANE layer = LOW_OBJ_LAYER decal_reagent = /datum/reagent/ants reagent_amount = 5 /// Sound the ants make when biting var/bite_sound = 'sound/items/weapons/bite.ogg' /obj/effect/decal/cleanable/ants/Initialize(mapload) if(mapload && reagent_amount > 2) reagent_amount = rand((reagent_amount - 2), reagent_amount) . = ..() update_ant_damage() /obj/effect/decal/cleanable/ants/vv_edit_var(vname, vval) . = ..() if(vname == NAMEOF(src, bite_sound)) update_ant_damage() /obj/effect/decal/cleanable/ants/handle_merge_decal(obj/effect/decal/cleanable/merger) . = ..() var/obj/effect/decal/cleanable/ants/ants = merger ants.update_ant_damage() /obj/effect/decal/cleanable/ants/proc/update_ant_damage(ant_min_damage, ant_max_damage) if(!ant_max_damage) ant_max_damage = min(10, round((reagents.get_reagent_amount(/datum/reagent/ants) * 0.1),0.1)) // 100u ants = 10 max_damage if(!ant_min_damage) ant_min_damage = 0.1 var/ant_flags = (CALTROP_NOCRAWL | CALTROP_NOSTUN) /// Small amounts of ants won't be able to bite through shoes. if(ant_max_damage > 1) ant_flags = (CALTROP_NOCRAWL | CALTROP_NOSTUN | CALTROP_BYPASS_SHOES) var/datum/component/caltrop/caltrop_comp = GetComponent(/datum/component/caltrop) if(caltrop_comp) caltrop_comp.min_damage = ant_min_damage caltrop_comp.max_damage = ant_max_damage caltrop_comp.flags = ant_flags caltrop_comp.soundfile = bite_sound else AddComponent(/datum/component/caltrop, min_damage = ant_min_damage, max_damage = ant_max_damage, flags = ant_flags, soundfile = bite_sound) update_appearance(UPDATE_ICON) /obj/effect/decal/cleanable/ants/update_icon_state() if(istype(src, /obj/effect/decal/cleanable/ants/fire)) //i fucking hate this but you're forced to call parent in update_icon_state() return ..() if(!(flags_1 & INITIALIZED_1)) return ..() var/datum/component/caltrop/caltrop_comp = GetComponent(/datum/component/caltrop) if(!caltrop_comp) return ..() switch(caltrop_comp.max_damage) if(0 to 1) icon_state = initial(icon_state) if(1.1 to 4) icon_state = "[initial(icon_state)]_2" if(4.1 to 7) icon_state = "[initial(icon_state)]_3" if(7.1 to INFINITY) icon_state = "[initial(icon_state)]_4" return ..() /obj/effect/decal/cleanable/ants/update_overlays() . = ..() . += emissive_appearance(icon, "[icon_state]_light", src, alpha = src.alpha) /obj/effect/decal/cleanable/ants/fire_act(exposed_temperature, exposed_volume) new /obj/effect/decal/cleanable/ants/fire(loc) qdel(src) /obj/effect/decal/cleanable/ants/fire name = "space fire ants" desc = "A small colony no longer. We are the fire nation." decal_reagent = /datum/reagent/ants/fire icon_state = "fire_ants" mergeable_decal = FALSE /obj/effect/decal/cleanable/ants/fire/update_ant_damage(ant_min_damage, ant_max_damage) return ..(15, 25) /obj/effect/decal/cleanable/ants/fire/fire_act(exposed_temperature, exposed_volume) return /obj/effect/decal/cleanable/fuel_pool name = "pool of fuel" desc = "A pool of flammable fuel. Its probably wise to clean this off before something ignites it..." icon_state = "fuel_pool" layer = LOW_OBJ_LAYER beauty = -50 clean_type = CLEAN_TYPE_BLOOD mouse_opacity = MOUSE_OPACITY_OPAQUE resistance_flags = UNACIDABLE | ACID_PROOF | FIRE_PROOF | FLAMMABLE //gross way of doing this but would need to disassemble fire_act call stack otherwise /// Maximum amount of hotspots this pool can create before deleting itself var/burn_amount = 3 /// Is this fuel pool currently burning? var/burning = FALSE /// Type of hotspot fuel pool spawns upon being ignited var/hotspot_type = /obj/effect/hotspot /obj/effect/decal/cleanable/fuel_pool/Initialize(mapload, burn_stacks) . = ..() var/static/list/ignition_trigger_connections = list( COMSIG_TURF_MOVABLE_THROW_LANDED = PROC_REF(ignition_trigger), ) AddElement(/datum/element/connect_loc, ignition_trigger_connections) for(var/obj/effect/decal/cleanable/fuel_pool/pool in get_turf(src)) //Can't use locate because we also belong to that turf if(pool == src) continue pool.burn_amount = max(min(pool.burn_amount + burn_stacks, 10), 1) return INITIALIZE_HINT_QDEL if(burn_stacks) burn_amount = max(min(burn_stacks, 10), 1) return INITIALIZE_HINT_LATELOAD // Just in case of fires, do this after mapload. /obj/effect/decal/cleanable/fuel_pool/LateInitialize() // We don't want to burn down the create_and_destroy test area #ifndef UNIT_TESTS RegisterSignal(src, COMSIG_ATOM_TOUCHED_SPARKS, PROC_REF(ignition_trigger)) #endif /obj/effect/decal/cleanable/fuel_pool/fire_act(exposed_temperature, exposed_volume) . = ..() ignite() /** * Ignites the fuel pool. This should be the only way to ignite fuel pools. */ /obj/effect/decal/cleanable/fuel_pool/proc/ignite() if(burning) return burning = TRUE burn_process() /** * Spends 1 burn_amount and spawns a hotspot. If burn_amount is equal to 0, deletes the fuel pool. * Else, queues another call of this proc upon hotspot getting deleted and ignites other fuel pools around itself after 0.5 seconds. * THIS SHOULD NOT BE CALLED DIRECTLY. */ /obj/effect/decal/cleanable/fuel_pool/proc/burn_process() SIGNAL_HANDLER burn_amount -= 1 var/obj/effect/hotspot/hotspot = new hotspot_type(get_turf(src)) addtimer(CALLBACK(src, PROC_REF(ignite_others)), 0.5 SECONDS) if(!burn_amount) qdel(src) return RegisterSignal(hotspot, COMSIG_QDELETING, PROC_REF(burn_process)) /** * Ignites other oil pools around itself. */ /obj/effect/decal/cleanable/fuel_pool/proc/ignite_others() for(var/obj/effect/decal/cleanable/fuel_pool/oil in range(1, get_turf(src))) oil.ignite() /obj/effect/decal/cleanable/fuel_pool/bullet_act(obj/projectile/hit_proj) . = ..() ignite() /obj/effect/decal/cleanable/fuel_pool/attackby(obj/item/item, mob/user, params) if(item.ignition_effect(src, user)) ignite() return ..() /obj/effect/decal/cleanable/fuel_pool/on_entered(datum/source, atom/movable/entered_atom) . = ..() if(entered_atom.throwing) // don't light from things being thrown over us, we handle that somewhere else return ignition_trigger(source = src, enflammable_atom = entered_atom) /obj/effect/decal/cleanable/fuel_pool/proc/ignition_trigger(datum/source, atom/movable/enflammable_atom) SIGNAL_HANDLER if(isitem(enflammable_atom)) var/obj/item/enflamed_item = enflammable_atom if(enflamed_item.get_temperature() > FIRE_MINIMUM_TEMPERATURE_TO_EXIST) ignite() return else if(isliving(enflammable_atom)) var/mob/living/enflamed_liver = enflammable_atom if(enflamed_liver.on_fire) ignite() else if(istype(enflammable_atom, /obj/effect/particle_effect/sparks)) ignite() /obj/effect/decal/cleanable/fuel_pool/hivis icon_state = "fuel_pool_hivis" /obj/effect/decal/cleanable/rubble name = "rubble" desc = "A pile of rubble." icon = 'icons/obj/debris.dmi' icon_state = "rubble" mergeable_decal = FALSE beauty = -10 /obj/effect/decal/cleanable/rubble/Initialize(mapload) . = ..() flick("rubble_bounce", src) icon_state = "rubble" update_appearance(UPDATE_ICON_STATE)