/** * # Fluff structure * * Fluff structures serve no purpose and exist only for enriching the environment. By default, they can be deconstructed with a wrench. */ /obj/structure/fluff name = "fluff structure" desc = "Fluffier than a sheep. This shouldn't exist." icon = 'icons/obj/stationobjs.dmi' icon_state = "minibar" anchored = TRUE density = FALSE opacity = FALSE ///If true, the structure can be deconstructed into a metal sheet with a wrench. var/deconstructible = TRUE /obj/structure/fluff/attackby(obj/item/I, mob/living/user, params) if(I.tool_behaviour == TOOL_WRENCH && deconstructible) user.visible_message(span_notice("[user] starts disassembling [src]..."), span_notice("You start disassembling [src]...")) I.play_tool_sound(src) if(I.use_tool(src, user, 50)) user.visible_message(span_notice("[user] disassembles [src]!"), span_notice("You break down [src] into scrap metal.")) playsound(user, 'sound/items/deconstruct.ogg', 50, TRUE) new/obj/item/stack/sheet/iron(drop_location()) qdel(src) return ..() /** * Empty terrariums are created when a preserved terrarium in a lavaland seed vault is activated. */ /obj/structure/fluff/empty_terrarium name = "empty terrarium" desc = "An ancient machine that seems to be used for storing plant matter. Its hatch is ajar." icon = 'icons/obj/lavaland/spawners.dmi' icon_state = "terrarium_open" density = TRUE /** * Empty sleepers are created by a good few ghost roles in lavaland. */ /obj/structure/fluff/empty_sleeper name = "empty sleeper" desc = "An open sleeper. It looks as though it would be awaiting another patient, were it not broken." icon = 'icons/obj/machines/sleeper.dmi' icon_state = "sleeper-open" /obj/structure/fluff/empty_sleeper/nanotrasen name = "broken hypersleep chamber" desc = "A Nanotrasen hypersleep chamber - this one appears broken. \ There are exposed bolts for easy disassembly using a wrench." icon_state = "sleeper-o" /obj/structure/fluff/empty_sleeper/syndicate icon_state = "sleeper_s-open" /** * Empty cryostasis sleepers are created when a malfunctioning cryostasis sleeper in a lavaland shelter is activated. */ /obj/structure/fluff/empty_cryostasis_sleeper name = "empty cryostasis sleeper" desc = "Although comfortable, this sleeper won't function as anything but a bed ever again." icon = 'icons/obj/lavaland/spawners.dmi' icon_state = "cryostasis_sleeper_open" /obj/structure/fluff/broken_flooring name = "broken tiling" desc = "A segment of broken flooring." icon = 'icons/obj/brokentiling.dmi' icon_state = "corner" /** * Ash drake status spawn on either side of the necropolis gate in lavaland. */ /obj/structure/fluff/drake_statue name = "drake statue" desc = "A towering basalt sculpture of a proud and regal drake. Its eyes are six glowing gemstones." icon = 'icons/effects/64x64.dmi' icon_state = "drake_statue" pixel_x = -16 density = TRUE deconstructible = FALSE layer = EDGED_TURF_LAYER /** * A variety of statue in disrepair; parts are broken off and a gemstone is missing */ /obj/structure/fluff/drake_statue/falling desc = "A towering basalt sculpture of a drake. Cracks run down its surface and parts of it have fallen off." icon_state = "drake_statue_falling" /obj/structure/fluff/bus name = "bus" desc = "GO TO SCHOOL. READ A BOOK." icon = 'icons/obj/bus.dmi' density = TRUE anchored = TRUE deconstructible = FALSE /obj/structure/fluff/bus/dense name = "bus" icon_state = "backwall" /obj/structure/fluff/bus/passable name = "bus" icon_state = "frontwalltop" density = FALSE layer = ABOVE_ALL_MOB_LAYER //except for the stairs tile, which should be set to OBJ_LAYER aka 3. /obj/structure/fluff/bus/passable/seat name = "seat" desc = "Buckle up! ...What do you mean, there's no seatbelts?!" icon_state = "backseat" pixel_y = 17 layer = OBJ_LAYER /obj/structure/fluff/bus/passable/seat/driver name = "driver's seat" desc = "Space Jesus is my copilot." icon_state = "driverseat" /obj/structure/fluff/bus/passable/seat/driver/attack_hand(mob/user, list/modifiers) playsound(src, 'sound/items/carhorn.ogg', 50, TRUE) . = ..() /obj/structure/fluff/paper name = "dense lining of papers" desc = "A lining of paper scattered across the bottom of a wall." icon = 'icons/obj/fluff.dmi' icon_state = "paper" deconstructible = FALSE /obj/structure/fluff/paper/corner icon_state = "papercorner" /obj/structure/fluff/paper/stack name = "dense stack of papers" desc = "A stack of various papers, childish scribbles scattered across each page." icon_state = "paperstack" /obj/structure/fluff/divine name = "Miracle" icon = 'icons/obj/hand_of_god_structures.dmi' anchored = TRUE density = TRUE /obj/structure/fluff/divine/nexus name = "nexus" desc = "It anchors a deity to this world. It radiates an unusual aura. It looks well protected from explosive shock." icon_state = "nexus" /obj/structure/fluff/divine/conduit name = "conduit" desc = "It allows a deity to extend their reach. Their powers are just as potent near a conduit as a nexus." icon_state = "conduit" /obj/structure/fluff/divine/convertaltar name = "conversion altar" desc = "An altar dedicated to a deity." icon_state = "convertaltar" density = FALSE can_buckle = 1 /obj/structure/fluff/divine/powerpylon name = "power pylon" desc = "A pylon which increases the deity's rate it can influence the world." icon_state = "powerpylon" can_buckle = 1 /obj/structure/fluff/divine/defensepylon name = "defense pylon" desc = "A pylon which is blessed to withstand many blows, and fire strong bolts at nonbelievers. A god can toggle it." icon_state = "defensepylon" /obj/structure/fluff/divine/shrine name = "shrine" desc = "A shrine dedicated to a deity." icon_state = "shrine" /obj/structure/fluff/fokoff_sign name = "crude sign" desc = "A crudely-made sign with the words 'fok of' written in some sort of red paint." icon = 'icons/obj/fluff.dmi' icon_state = "fokof" /obj/structure/fluff/big_chain name = "giant chain" desc = "A towering link of chains leading up to the ceiling." icon = 'icons/effects/32x96.dmi' icon_state = "chain" layer = ABOVE_OBJ_LAYER anchored = TRUE density = TRUE deconstructible = FALSE /obj/structure/fluff/beach_towel name = "beach towel" desc = "A towel decorated in various beach-themed designs." icon = 'icons/obj/fluff.dmi' icon_state = "railing" density = FALSE anchored = TRUE deconstructible = FALSE /obj/structure/fluff/beach_umbrella name = "beach umbrella" desc = "A fancy umbrella designed to keep the sun off beach-goers." icon = 'icons/obj/fluff.dmi' icon_state = "brella" density = FALSE anchored = TRUE deconstructible = FALSE /obj/structure/fluff/beach_umbrella/security icon_state = "hos_brella" /obj/structure/fluff/beach_umbrella/science icon_state = "rd_brella" /obj/structure/fluff/beach_umbrella/engine icon_state = "ce_brella" /obj/structure/fluff/beach_umbrella/cap icon_state = "cap_brella" /obj/structure/fluff/beach_umbrella/syndi icon_state = "syndi_brella" /obj/structure/fluff/clockwork name = "Clockwork Fluff" icon = 'icons/obj/clockwork_objects.dmi' deconstructible = FALSE /obj/structure/fluff/clockwork/alloy_shards name = "replicant alloy shards" desc = "Broken shards of some oddly malleable metal. They occasionally move and seem to glow." icon_state = "alloy_shards" /obj/structure/fluff/clockwork/alloy_shards/small icon_state = "shard_small1" /obj/structure/fluff/clockwork/alloy_shards/medium icon_state = "shard_medium1" /obj/structure/fluff/clockwork/alloy_shards/medium_gearbit icon_state = "gear_bit1" /obj/structure/fluff/clockwork/alloy_shards/large icon_state = "shard_large1" /obj/structure/fluff/clockwork/blind_eye name = "blind eye" desc = "A heavy brass eye, its red iris fallen dark." icon_state = "blind_eye" /obj/structure/fluff/clockwork/fallen_armor name = "fallen armor" desc = "Lifeless chunks of armor. They're designed in a strange way and won't fit on you." icon_state = "fallen_armor" /obj/structure/fluff/clockwork/clockgolem_remains name = "clockwork golem scrap" desc = "A pile of scrap metal. It seems damaged beyond repair." icon_state = "clockgolem_dead" /obj/structure/fluff/tram_rail name = "tram rail" desc = "Great for trams, not so great for skating." icon = 'icons/obj/tram_rails.dmi' icon_state = "rail" layer = ABOVE_OPEN_TURF_LAYER plane = FLOOR_PLANE deconstructible = TRUE /obj/structure/fluff/tram_rail/floor icon_state = "rail_floor" /obj/structure/fluff/tram_rail/end icon_state = "railend" /obj/structure/fluff/tram_rail/anchor name = "tram rail anchor" icon_state = "anchor"