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Bubberstation/code/modules/vehicles/atv.dm
Cruix ac0bad5d61 Added priority overlay system. (#18225)
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.
2016-06-17 10:11:53 +12:00

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/obj/vehicle/atv
name = "all-terrain vehicle"
desc = "An all-terrain vehicle built for traversing rough terrain with ease. One of the few old-earth technologies that are still relevant on most planet-bound outposts."
icon_state = "atv"
keytype = /obj/item/key
generic_pixel_x = 0
generic_pixel_y = 4
vehicle_move_delay = 1
var/static/image/atvcover = null
/obj/vehicle/atv/New()
..()
if(!atvcover)
atvcover = image("icons/obj/vehicles.dmi", "atvcover")
atvcover.layer = ABOVE_MOB_LAYER
obj/vehicle/atv/post_buckle_mob(mob/living/M)
if(has_buckled_mobs())
add_overlay(atvcover)
else
overlays -= atvcover
/obj/vehicle/atv/handle_vehicle_layer()
if(dir == SOUTH)
layer = ABOVE_MOB_LAYER
else
layer = OBJ_LAYER
//TURRETS!
/obj/vehicle/atv/turret
var/obj/machinery/porta_turret/syndicate/vehicle_turret/turret = null
/obj/machinery/porta_turret/syndicate/vehicle_turret
name = "mounted turret"
scan_range = 7
emp_vunerable = 1
density = 0
/obj/vehicle/atv/turret/New()
..()
turret = new(loc)
turret.base = src
/obj/vehicle/atv/turret/handle_vehicle_layer()
if(dir == SOUTH)
layer = ABOVE_MOB_LAYER
else
layer = OBJ_LAYER
if(turret)
if(dir == NORTH)
turret.layer = ABOVE_MOB_LAYER
else
turret.layer = OBJ_LAYER
/obj/vehicle/atv/turret/handle_vehicle_offsets()
..()
if(turret)
turret.loc = loc
switch(dir)
if(NORTH)
turret.pixel_x = 0
turret.pixel_y = 4
if(EAST)
turret.pixel_x = -12
turret.pixel_y = 4
if(SOUTH)
turret.pixel_x = 0
turret.pixel_y = 4
if(WEST)
turret.pixel_x = 12
turret.pixel_y = 4