mirror of
https://github.com/Bubberstation/Bubberstation.git
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* cool map bro! * security * perma * secfull * secman * medstart * engine2 * atmos start * barrrr * bar2 * bar3 * civil * lower * barrrr * barrrrrr * start * cargo * sci * j * servicedecal * civildecal2 * service decal2 * service decal 3 * service decal 4 * pip * decal4 * decal8 * arse! * arrivals * arrivals 2 * ai * aifix * vault+techstorage * medbay * bridge 1 * sec 3 * sectest * squish squish * securitywork * secmore * config setup * tram * cargo work * escape * disposalfuck * i hate pipes * disposalsfull * SEC * grav * bads * researchwip * caw * hguhwhuh?? * apc+air_alarm * engie * sm * stttt * aisat * areas * camera wip * camera 2 * secam * shuttle shit or something idk * aaaa * path nodes + waypoint navs * almost there * pull * unnecessary file * standardize * tram choo choo!!! * tgm * testmerge feedback fixes * map work * test * test2 * i hate * THERE * trams without pulling upstream like an idiot (#3) TRAM * fast tram fast TRAM * fuck turfs * tram collisions, tram cooldowns (#4) lol * ass * tram but real * forgot the , * code improvements, fixes, and tram call buttons (#5) * unnecessary check gone, nulls now scrubbed (#6) * fancy tram * feedback changes * AT fix * feedback changes * incin+engine atmos wooo! * missing grav gen cable * more feedback changes + diagonal shuttle wall * bottom floor explodes into airless asteroid instead of space now * even more feedback changes * area change * update to iron sheets * ore smelter wrong dirs * path changes agagagagaga * no more fabs * atmos fixes + more general fixes * Creates SStramprocess and Makes Movement Use That Instead of Timers (#7) * makes SStramprocess a child of SSprocess and makes tram obj use it * gets rid of continue_movement() in favor of SStramprocess * remove fake tram * tgm baby * maintenance update + chode tram * hopefully makes the tram choke the server out less (#9) tries to put brakes on the tram * bad id console * more maint stuff * Big bundle of fixes and additions for trams (#10) * BANG TING OW * fixes docs, makes everyone always take damage, fixes bump text and span * control prevention... maybe? * combat mode no longer triggers trams * tram conflicts + tram console * medical changes + tram lift console * bot pathing in tunnels * tram whiteship + bad area string fix * -station fixes -tram monorail -tram monorail grinding + achievement * trail these noots * rail * yee * diner bots + xeno changes * Tram TGUI FINALLY (#11) * bflehgfwblilbrga * Update TramControl.js * --fix, --lint * more ui * brokendimmer now doesn't try to load content, static data updates, MORE sanity. * finishing off tram sprites * cleaning up dmis * Portal Improv * re-removes icons * relay moved, map fix * fixed? (#12) * rd machines * relay moved, upload moved to sci, service lathe access, typo * maint stuff * tgm * medical overhaul, more maint junk * comments out achievements for testing * space hole + spare * actual tram blender fix according to known blender method * tgm * trail these * removes depreciated tram content + accidental changes during pulling Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
297 lines
9.2 KiB
Plaintext
297 lines
9.2 KiB
Plaintext
//Fluff structures serve no purpose and exist only for enriching the environment. They can be destroyed with a wrench.
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/obj/structure/fluff
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name = "fluff structure"
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desc = "Fluffier than a sheep. This shouldn't exist."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "minibar"
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anchored = TRUE
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density = FALSE
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opacity = FALSE
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var/deconstructible = TRUE
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/obj/structure/fluff/attackby(obj/item/I, mob/living/user, params)
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if(I.tool_behaviour == TOOL_WRENCH && deconstructible)
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user.visible_message("<span class='notice'>[user] starts disassembling [src]...</span>", "<span class='notice'>You start disassembling [src]...</span>")
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I.play_tool_sound(src)
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if(I.use_tool(src, user, 50))
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user.visible_message("<span class='notice'>[user] disassembles [src]!</span>", "<span class='notice'>You break down [src] into scrap metal.</span>")
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playsound(user, 'sound/items/deconstruct.ogg', 50, TRUE)
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new/obj/item/stack/sheet/iron(drop_location())
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qdel(src)
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return
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..()
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/obj/structure/fluff/empty_terrarium //Empty terrariums are created when a preserved terrarium in a lavaland seed vault is activated.
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name = "empty terrarium"
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desc = "An ancient machine that seems to be used for storing plant matter. Its hatch is ajar."
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icon = 'icons/obj/lavaland/spawners.dmi'
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icon_state = "terrarium_open"
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density = TRUE
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/obj/structure/fluff/empty_sleeper //Empty sleepers are created by a good few ghost roles in lavaland.
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name = "empty sleeper"
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desc = "An open sleeper. It looks as though it would be awaiting another patient, were it not broken."
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper-open"
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/obj/structure/fluff/empty_sleeper/nanotrasen
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name = "broken hypersleep chamber"
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desc = "A Nanotrasen hypersleep chamber - this one appears broken. \
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There are exposed bolts for easy disassembly using a wrench."
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icon_state = "sleeper-o"
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/obj/structure/fluff/empty_sleeper/syndicate
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icon_state = "sleeper_s-open"
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/obj/structure/fluff/empty_cryostasis_sleeper //Empty cryostasis sleepers are created when a malfunctioning cryostasis sleeper in a lavaland shelter is activated
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name = "empty cryostasis sleeper"
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desc = "Although comfortable, this sleeper won't function as anything but a bed ever again."
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icon = 'icons/obj/lavaland/spawners.dmi'
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icon_state = "cryostasis_sleeper_open"
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/obj/structure/fluff/broken_flooring
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name = "broken tiling"
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desc = "A segment of broken flooring."
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icon = 'icons/obj/brokentiling.dmi'
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icon_state = "corner"
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/obj/structure/fluff/drake_statue //Ash drake status spawn on either side of the necropolis gate in lavaland.
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name = "drake statue"
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desc = "A towering basalt sculpture of a proud and regal drake. Its eyes are six glowing gemstones."
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icon = 'icons/effects/64x64.dmi'
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icon_state = "drake_statue"
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pixel_x = -16
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density = TRUE
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deconstructible = FALSE
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layer = EDGED_TURF_LAYER
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/obj/structure/fluff/drake_statue/falling //A variety of statue in disrepair; parts are broken off and a gemstone is missing
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desc = "A towering basalt sculpture of a drake. Cracks run down its surface and parts of it have fallen off."
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icon_state = "drake_statue_falling"
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/obj/structure/fluff/bus
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name = "bus"
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desc = "GO TO SCHOOL. READ A BOOK."
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icon = 'icons/obj/bus.dmi'
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density = TRUE
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anchored = TRUE
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deconstructible = FALSE
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/obj/structure/fluff/bus/dense
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name = "bus"
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icon_state = "backwall"
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/obj/structure/fluff/bus/passable
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name = "bus"
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icon_state = "frontwalltop"
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density = FALSE
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layer = ABOVE_ALL_MOB_LAYER //except for the stairs tile, which should be set to OBJ_LAYER aka 3.
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/obj/structure/fluff/bus/passable/seat
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name = "seat"
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desc = "Buckle up! ...What do you mean, there's no seatbelts?!"
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icon_state = "backseat"
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pixel_y = 17
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layer = OBJ_LAYER
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/obj/structure/fluff/bus/passable/seat/driver
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name = "driver's seat"
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desc = "Space Jesus is my copilot."
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icon_state = "driverseat"
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/obj/structure/fluff/bus/passable/seat/driver/attack_hand(mob/user, list/modifiers)
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playsound(src, 'sound/items/carhorn.ogg', 50, TRUE)
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. = ..()
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/obj/structure/fluff/paper
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name = "dense lining of papers"
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desc = "A lining of paper scattered across the bottom of a wall."
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icon = 'icons/obj/fluff.dmi'
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icon_state = "paper"
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deconstructible = FALSE
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/obj/structure/fluff/paper/corner
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icon_state = "papercorner"
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/obj/structure/fluff/paper/stack
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name = "dense stack of papers"
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desc = "A stack of various papers, childish scribbles scattered across each page."
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icon_state = "paperstack"
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/obj/structure/fluff/divine
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name = "Miracle"
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icon = 'icons/obj/hand_of_god_structures.dmi'
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anchored = TRUE
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density = TRUE
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/obj/structure/fluff/divine/nexus
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name = "nexus"
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desc = "It anchors a deity to this world. It radiates an unusual aura. It looks well protected from explosive shock."
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icon_state = "nexus"
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/obj/structure/fluff/divine/conduit
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name = "conduit"
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desc = "It allows a deity to extend their reach. Their powers are just as potent near a conduit as a nexus."
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icon_state = "conduit"
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/obj/structure/fluff/divine/convertaltar
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name = "conversion altar"
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desc = "An altar dedicated to a deity."
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icon_state = "convertaltar"
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density = FALSE
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can_buckle = 1
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/obj/structure/fluff/divine/powerpylon
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name = "power pylon"
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desc = "A pylon which increases the deity's rate it can influence the world."
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icon_state = "powerpylon"
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can_buckle = 1
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/obj/structure/fluff/divine/defensepylon
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name = "defense pylon"
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desc = "A pylon which is blessed to withstand many blows, and fire strong bolts at nonbelievers. A god can toggle it."
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icon_state = "defensepylon"
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/obj/structure/fluff/divine/shrine
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name = "shrine"
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desc = "A shrine dedicated to a deity."
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icon_state = "shrine"
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/obj/structure/fluff/fokoff_sign
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name = "crude sign"
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desc = "A crudely-made sign with the words 'fok of' written in some sort of red paint."
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icon = 'icons/obj/fluff.dmi'
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icon_state = "fokof"
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/obj/structure/fluff/big_chain
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name = "giant chain"
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desc = "A towering link of chains leading up to the ceiling."
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icon = 'icons/effects/32x96.dmi'
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icon_state = "chain"
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layer = ABOVE_OBJ_LAYER
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anchored = TRUE
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density = TRUE
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deconstructible = FALSE
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/obj/structure/fluff/beach_towel
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name = "beach towel"
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desc = "A towel decorated in various beach-themed designs."
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icon = 'icons/obj/fluff.dmi'
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icon_state = "railing"
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density = FALSE
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anchored = TRUE
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deconstructible = FALSE
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/obj/structure/fluff/beach_umbrella
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name = "beach umbrella"
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desc = "A fancy umbrella designed to keep the sun off beach-goers."
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icon = 'icons/obj/fluff.dmi'
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icon_state = "brella"
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density = FALSE
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anchored = TRUE
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deconstructible = FALSE
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/obj/structure/fluff/beach_umbrella/security
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icon_state = "hos_brella"
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/obj/structure/fluff/beach_umbrella/science
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icon_state = "rd_brella"
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/obj/structure/fluff/beach_umbrella/engine
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icon_state = "ce_brella"
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/obj/structure/fluff/beach_umbrella/cap
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icon_state = "cap_brella"
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/obj/structure/fluff/beach_umbrella/syndi
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icon_state = "syndi_brella"
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/obj/structure/fluff/clockwork
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name = "Clockwork Fluff"
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icon = 'icons/obj/clockwork_objects.dmi'
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deconstructible = FALSE
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/obj/structure/fluff/clockwork/alloy_shards
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name = "replicant alloy shards"
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desc = "Broken shards of some oddly malleable metal. They occasionally move and seem to glow."
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icon_state = "alloy_shards"
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/obj/structure/fluff/clockwork/alloy_shards/small
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icon_state = "shard_small1"
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/obj/structure/fluff/clockwork/alloy_shards/medium
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icon_state = "shard_medium1"
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/obj/structure/fluff/clockwork/alloy_shards/medium_gearbit
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icon_state = "gear_bit1"
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/obj/structure/fluff/clockwork/alloy_shards/large
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icon_state = "shard_large1"
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/obj/structure/fluff/clockwork/blind_eye
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name = "blind eye"
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desc = "A heavy brass eye, its red iris fallen dark."
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icon_state = "blind_eye"
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/obj/structure/fluff/clockwork/fallen_armor
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name = "fallen armor"
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desc = "Lifeless chunks of armor. They're designed in a strange way and won't fit on you."
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icon_state = "fallen_armor"
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/obj/structure/fluff/clockwork/clockgolem_remains
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name = "clockwork golem scrap"
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desc = "A pile of scrap metal. It seems damaged beyond repair."
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icon_state = "clockgolem_dead"
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/obj/structure/fluff/hedge
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name = "hedge"
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desc = "A large bushy hedge."
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icon = 'icons/obj/smooth_structures/hedge.dmi'
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icon_state = "hedge-0"
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base_icon_state = "hedge"
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = list(SMOOTH_GROUP_HEDGE_FLUFF)
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canSmoothWith = list(SMOOTH_GROUP_HEDGE_FLUFF)
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density = TRUE
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anchored = TRUE
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deconstructible = FALSE
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max_integrity = 80
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/obj/structure/fluff/hedge/attacked_by(obj/item/I, mob/living/user)
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if(opacity && HAS_TRAIT(user, TRAIT_BONSAI) && I.get_sharpness())
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to_chat(user,"<span class='notice'>You start trimming \the [src].</span>")
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if(do_after(user, 3 SECONDS,target=src))
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to_chat(user,"<span class='notice'>You finish trimming \the [src].</span>")
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opacity = FALSE
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else
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return ..()
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/obj/structure/fluff/hedge/opaque //useful for mazes and such
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opacity = TRUE
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/obj/structure/fluff/tram_rail
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name = "tram railing"
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desc = "Great for trams, not so great for skating."
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icon = 'icons/obj/tram_railing.dmi'
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icon_state = "rail"
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layer = MID_TURF_LAYER
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plane = FLOOR_PLANE
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deconstructible = TRUE
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/obj/structure/fluff/tram_rail/floor
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icon_state = "rail_floor"
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/obj/structure/fluff/tram_rail/end
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icon_state = "railend"
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/obj/structure/fluff/tram_rail/anchor
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name = "tram railing anchor"
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icon_state = "anchor"
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