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About The Pull Request Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage. Also changes a couple of places where a list was picked from instead of using get_sfx internal calls This was done via regex: (playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1 (playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0 full sed commands: /(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE /(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE I'm not very good with regex and these could probably be optimized, but they worked. Why It's Good For The Game Code usability
227 lines
7.1 KiB
Plaintext
227 lines
7.1 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 = 0
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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/metal(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)
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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/railing
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name = "railing"
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desc = "Basic railing meant to protect idiots like you from falling."
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icon = 'icons/obj/fluff.dmi'
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icon_state = "railing"
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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/railing/corner
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icon_state = "railing_corner"
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density = 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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