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* FOV is Dead (Long Live FOV) * Update _megafauna.dm * Update _vehicle.dm * FOV Hotfix: Actually offsets gameplane render relays * removes redundant visual_shadow * removes GAME_PLANE_UPPER references * Update mob_movement.dm --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
308 lines
9.3 KiB
Plaintext
308 lines
9.3 KiB
Plaintext
/**
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* # Fluff structure
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*
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* Fluff structures serve no purpose and exist only for enriching the environment. By default, they can be deconstructed with a wrench.
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*/
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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/fluff/general.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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///If true, the structure can be deconstructed into a metal sheet with a wrench.
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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_notice("[user] starts disassembling [src]..."), span_notice("You start disassembling [src]..."))
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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_notice("[user] disassembles [src]!"), span_notice("You break down [src] into scrap metal."))
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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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/**
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* Empty terrariums are created when a preserved terrarium in a lavaland seed vault is activated.
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*/
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/obj/structure/fluff/empty_terrarium
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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/mining_zones/spawners.dmi'
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icon_state = "terrarium_open"
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density = TRUE
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/**
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* Empty sleepers are created by a good few ghost roles in lavaland.
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*/
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/obj/structure/fluff/empty_sleeper
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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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/**
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* Empty cryostasis sleepers are created when a malfunctioning cryostasis sleeper in a lavaland shelter is activated.
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*/
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/obj/structure/fluff/empty_cryostasis_sleeper
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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/mining_zones/spawners.dmi'
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icon_state = "cryostasis_sleeper_open"
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/**
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* Ash drake status spawn on either side of the necropolis gate in lavaland.
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*/
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/obj/structure/fluff/drake_statue
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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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maptext_height = 64
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maptext_width = 64
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density = TRUE
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deconstructible = FALSE
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layer = EDGED_TURF_LAYER
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/**
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* A variety of statue in disrepair; parts are broken off and a gemstone is missing
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*/
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/obj/structure/fluff/drake_statue/falling
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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/fluff/bus.dmi'
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icon_state = null
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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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plane = ABOVE_GAME_PLANE
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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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plane = GAME_PLANE
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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/general.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/service/hand_of_god_structures.dmi'
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icon_state = "error"
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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/general.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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anchored = TRUE
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density = TRUE
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deconstructible = FALSE
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layer = ABOVE_ALL_MOB_LAYER
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plane = ABOVE_GAME_PLANE
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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/railings.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/general.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/fluff/general.dmi'
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icon_state = "error"
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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/tram_rail
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name = "tram rail"
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desc = "Great for trams, not so great for skating."
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icon = 'icons/obj/tram/tram_rails.dmi'
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icon_state = "rail"
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layer = TRAM_RAIL_LAYER
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plane = FLOOR_PLANE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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deconstructible = FALSE
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/obj/structure/fluff/tram_rail/floor
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name = "tram rail protective cover"
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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/electric
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desc = "Great for trams, not so great for skating. This one is a power rail."
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/obj/structure/fluff/tram_rail/anchor
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name = "tram rail anchor"
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icon_state = "anchor"
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/obj/structure/fluff/tram_rail/electric/anchor
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name = "tram rail anchor"
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icon_state = "anchor"
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/obj/structure/fluff/tram_rail/electric/attack_hand(mob/living/user, list/modifiers)
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if(user.electrocute_act(75, src))
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do_sparks(5, TRUE, src)
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/obj/structure/fluff/broken_canister_frame
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name = "broken canister frame"
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desc = "A torn apart canister. It looks like some metal can be salvaged with a wrench."
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icon_state = "broken_canister"
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anchored = FALSE
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density = TRUE
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deconstructible = TRUE
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