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Bubberstation/code/game/turfs/simulated.dm

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/turf/simulated
name = "station"
var/wet = 0
var/image/wet_overlay = null
var/thermite = 0
oxygen = MOLES_O2STANDARD
nitrogen = MOLES_N2STANDARD
var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed
var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
/turf/simulated/proc/burn_tile()
/turf/simulated/proc/MakeSlippery(wet_setting = TURF_WET_WATER) // 1 = Water, 2 = Lube, 3 = Ice
if(wet >= wet_setting)
return
wet = wet_setting
if(wet_setting != TURF_DRY)
if(wet_overlay)
overlays -= wet_overlay
wet_overlay = null
var/turf/simulated/floor/F = src
if(istype(F))
wet_overlay = image('icons/effects/water.dmi', src, "wet_floor_static")
else
wet_overlay = image('icons/effects/water.dmi', src, "wet_static")
overlays += wet_overlay
spawn(rand(790, 820)) // Purely so for visual effect
if(!istype(src, /turf/simulated)) //Because turfs don't get deleted, they change, adapt, transform, evolve and deform. they are one and they are all.
return
MakeDry(wet_setting)
/turf/simulated/proc/MakeDry(wet_setting = TURF_WET_WATER)
if(wet > wet_setting)
return
wet = TURF_DRY
if(wet_overlay)
overlays -= wet_overlay
/turf/simulated/Entered(atom/A, atom/OL)
..()
if (istype(A,/mob/living/carbon))
var/mob/living/carbon/M = A
switch(wet)
if(TURF_WET_WATER)
if(!M.slip(3, 1, null, NO_SLIP_WHEN_WALKING))
M.inertia_dir = 0
return
if(TURF_WET_LUBE)
M.slip(0, 7, null, (SLIDE|GALOSHES_DONT_HELP))
return
if(TURF_WET_ICE)
M.slip(0, 4, null, (SLIDE|NO_SLIP_WHEN_WALKING))
return
/turf/simulated/ChangeTurf(var/path)
. = ..()
smooth_icon_neighbors(src)
/turf/simulated/proc/is_shielded()
/turf/simulated/contents_explosion(severity, target)
var/affecting_level
if(severity == 1)
affecting_level = 1
else if(is_shielded())
affecting_level = 3
else if(intact)
affecting_level = 2
else
affecting_level = 1
for(var/V in contents)
var/atom/A = V
if(A.level >= affecting_level)
A.ex_act(severity, target)