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Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
34 lines
1.0 KiB
Plaintext
34 lines
1.0 KiB
Plaintext
/*Completely generic structures for use by mappers to create fake objects, i.e. display rooms*/
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/obj/structure/showcase
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name = "showcase"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "showcase_1"
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desc = "A stand with the empty body of a cyborg bolted to it."
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density = 1
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anchored = 1
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/obj/structure/showcase/fakeid
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name = "\improper Centcom identification console"
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desc = "You can use this to change ID's."
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icon = 'icons/obj/computer.dmi'
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icon_state = "computer"
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/obj/structure/showcase/fakeid/New()
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add_overlay("id")
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add_overlay("id_key")
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/obj/structure/showcase/fakesec
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name = "\improper Centcom security records"
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desc = "Used to view and edit personnel's security records"
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icon = 'icons/obj/computer.dmi'
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icon_state = "computer"
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/obj/structure/showcase/fakesec/New()
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add_overlay("security")
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add_overlay("security_key")
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/obj/structure/showcase/horrific_experiment
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name = "horrific experiment"
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desc = "Some sort of pod filled with blood and vicerea. You swear you can see it moving..."
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icon = 'icons/obj/cloning.dmi'
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icon_state = "pod_g" |