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## About The Pull Request I think it's been related to the recent DDOS's but looking at the non-connected wall turf overlay while loading into the game and waiting for the config-loaded start screen to load is just ugly as hell on production servers. So, let's fix this in a way that we really should have done pre-wallening: using cordons. Cordons just give us a fully solid white background and are probably faster to load than the indestructible turfs (claim unverified), but visually it just looks better if an admin deletes the start screen for a laugh or just having a nice solid black background while the lobby screen loads in instead of the weird noncongruous turf type we made. <details> <summary> Photos </summary> This is what the lobby screen looks like if the image is deleted/while it's loading in:  This is what it looks like when zoomed out on the map after deleting the sprite. will just appear as world border to any mobs that venture out into the wastes.  </details> ## Why It's Good For The Game Looks way cleaner than the current solution, can discard a needless turf type for something that looks nice. We were already punching a hole in the CentCom z-level so why not just make it fully more obvious. I left the `misc/start` area as-is in case admins still want to plop down schenanigan meme buildings in the lobby. I also made it so that deleting the lobby screen baseturfs to the cordon type, so you aren't left with an ugly hole to space in the title screen. ## Changelog 🆑 fix: The area of the CentCom Z-Level dedicated to the Lobby Screen should look far better now, with a solid black title screen should the lobby image not load in/get deleted. /🆑
386 lines
16 KiB
Plaintext
386 lines
16 KiB
Plaintext
/turf/closed/indestructible
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name = "wall"
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desc = "Effectively impervious to conventional methods of destruction."
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icon = 'icons/turf/walls/metal_wall.dmi'
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icon_state = "0-2"
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explosive_resistance = 50
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_TALL_WALLS + SMOOTH_GROUP_CLOSED_TURFS
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canSmoothWith = SMOOTH_GROUP_WALLS
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rust_resistance = RUST_RESISTANCE_ABSOLUTE
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/turf/closed/indestructible/TerraformTurf(path, new_baseturf, flags, defer_change = FALSE, ignore_air = FALSE)
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return
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/turf/closed/indestructible/acid_act(acidpwr, acid_volume, acid_id)
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return FALSE
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/turf/closed/indestructible/Melt()
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to_be_destroyed = FALSE
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return src
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/turf/closed/indestructible/singularity_act()
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return
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/turf/closed/indestructible/attackby(obj/item/attacking_item, mob/user, params)
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if(istype(attacking_item, /obj/item/poster) && Adjacent(user))
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return place_poster(attacking_item, user)
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return ..()
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/turf/closed/indestructible/oldshuttle
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name = "strange shuttle wall"
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icon = 'icons/turf/shuttleold.dmi'
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icon_state = "block"
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use_splitvis = FALSE
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smoothing_flags = NONE
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smoothing_groups = null
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canSmoothWith = null
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/turf/closed/indestructible/weeb
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name = "paper wall"
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desc = "Reinforced paper walling. Someone really doesn't want you to leave."
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icon = 'icons/turf/walls/paperframe_wall.dmi'
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smoothing_groups = SMOOTH_GROUP_PAPERFRAME + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_TALL_WALLS + SMOOTH_GROUP_CLOSED_TURFS
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canSmoothWith = SMOOTH_GROUP_PAPERFRAME + SMOOTH_GROUP_CLOSED_TURFS
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/turf/closed/indestructible/sandstone
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name = "sandstone wall"
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desc = "A wall with sandstone plating. Rough."
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icon = 'icons/turf/walls/sandstone_wall.dmi'
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baseturfs = /turf/closed/indestructible/sandstone
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smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_TALL_WALLS + SMOOTH_GROUP_CLOSED_TURFS
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canSmoothWith = SMOOTH_GROUP_CLOSED_TURFS
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/turf/closed/indestructible/oldshuttle/corner
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icon_state = "corner"
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/turf/closed/indestructible/splashscreen
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name = "Space Station 13"
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desc = null
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baseturfs = /turf/cordon
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icon = 'icons/blanks/blank_title.png'
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icon_state = ""
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pixel_x = -64
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plane = SPLASHSCREEN_PLANE
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use_splitvis = FALSE
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smoothing_flags = NONE
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smoothing_groups = null
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canSmoothWith = null
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bullet_bounce_sound = null
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INITIALIZE_IMMEDIATE(/turf/closed/indestructible/splashscreen)
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/turf/closed/indestructible/splashscreen/Initialize(mapload)
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. = ..()
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SStitle.splash_turf = src
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if(SStitle.icon)
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icon = SStitle.icon
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handle_generic_titlescreen_sizes()
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///helper proc that will center the screen if the icon is changed to a generic width, to make admins have to fudge around with pixel_x less. returns null
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/turf/closed/indestructible/splashscreen/proc/handle_generic_titlescreen_sizes()
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var/icon/size_check = icon(SStitle.icon, icon_state)
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var/width = size_check.Width()
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if(width == 480) // 480x480 is nonwidescreen
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pixel_x = 0
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else if(width == 608) // 608x480 is widescreen
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pixel_x = -64
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/turf/closed/indestructible/splashscreen/vv_edit_var(var_name, var_value)
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. = ..()
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if(.)
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switch(var_name)
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if(NAMEOF(src, icon))
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SStitle.icon = icon
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handle_generic_titlescreen_sizes()
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/turf/closed/indestructible/splashscreen/examine()
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desc = pick(strings(SPLASH_FILE, "splashes"))
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return ..()
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/turf/closed/indestructible/reinforced
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name = "reinforced wall"
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desc = "A huge chunk of reinforced metal used to separate rooms. Effectively impervious to conventional methods of destruction."
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icon = 'icons/turf/walls/reinforced_wall.dmi'
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/turf/closed/indestructible/reinforced/titanium
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name = "reinforced titanium imitation wall"
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desc = "A huge chunk of reinforced metal used to separate rooms. Naturally, to cut down on costs, this is just a really good paint job to resemble titanium. Effectively impervious to conventional methods of destruction."
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icon = 'icons/turf/walls/shuttle_wall.dmi'
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base_icon_state = "shuttle_wall"
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/turf/closed/indestructible/reinforced/titanium/nodiagonal
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icon_state = "12-2"
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smoothing_flags = SMOOTH_BITMASK
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/turf/closed/indestructible/riveted
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icon = 'icons/turf/walls/riveted_wall.dmi'
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smoothing_groups = SMOOTH_GROUP_CLOSED_TURFS
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canSmoothWith = SMOOTH_GROUP_CLOSED_TURFS
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/turf/closed/indestructible/syndicate
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icon = 'icons/turf/walls/plastitanium_wall.dmi'
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smoothing_groups = SMOOTH_GROUP_PLASTITANIUM_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_TALL_WALLS + SMOOTH_GROUP_CLOSED_TURFS + SMOOTH_GROUP_SYNDICATE_WALLS
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canSmoothWith = SMOOTH_GROUP_PLASTITANIUM_WALLS + SMOOTH_GROUP_SYNDICATE_WALLS
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/turf/closed/indestructible/riveted/uranium
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icon = 'icons/turf/walls/uranium_wall.dmi'
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/turf/closed/indestructible/riveted/plastinum
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name = "plastinum wall"
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desc = "A luxurious wall made out of a plasma-platinum alloy. Effectively impervious to conventional methods of destruction."
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icon = 'icons/turf/walls/plastinum_wall.dmi'
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smoothing_flags = SMOOTH_BITMASK | SMOOTH_DIAGONAL_CORNERS
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smoothing_groups = SMOOTH_GROUP_PLASTINUM_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS
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canSmoothWith = SMOOTH_GROUP_PLASTINUM_WALLS
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// Wallening todo: remove
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/turf/closed/indestructible/riveted/plastinum/nodiagonal
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/turf/closed/indestructible/wood
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icon = 'icons/turf/walls/wood_wall.dmi'
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smoothing_groups = SMOOTH_GROUP_WOOD_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_TALL_WALLS + SMOOTH_GROUP_CLOSED_TURFS
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canSmoothWith = SMOOTH_GROUP_WOOD_WALLS
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/turf/closed/indestructible/alien
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name = "alien wall"
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desc = "A wall with alien alloy plating."
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icon = 'icons/turf/walls/abductor_wall.dmi'
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smoothing_flags = SMOOTH_BITMASK | SMOOTH_DIAGONAL_CORNERS
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smoothing_groups = SMOOTH_GROUP_ABDUCTOR_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_TALL_WALLS + SMOOTH_GROUP_CLOSED_TURFS
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canSmoothWith = SMOOTH_GROUP_ABDUCTOR_WALLS
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/turf/closed/indestructible/alien/nodiagonal
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icon_state = "12-2"
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smoothing_flags = SMOOTH_BITMASK
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/turf/closed/indestructible/cult
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name = "runed metal wall"
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desc = "A cold metal wall engraved with indecipherable symbols. Studying them causes your head to pound. Effectively impervious to conventional methods of destruction."
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icon = 'icons/turf/walls/cult_wall.dmi'
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smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_TALL_WALLS + SMOOTH_GROUP_CLOSED_TURFS
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canSmoothWith = SMOOTH_GROUP_WALLS
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/turf/closed/indestructible/abductor
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name = "alien wall"
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icon = 'icons/turf/walls/abductor_wall.dmi'
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smoothing_groups = SMOOTH_GROUP_ABDUCTOR_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_TALL_WALLS + SMOOTH_GROUP_CLOSED_TURFS
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canSmoothWith = SMOOTH_GROUP_ABDUCTOR_WALLS
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/turf/closed/indestructible/opshuttle
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smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_TALL_WALLS + SMOOTH_GROUP_CLOSED_TURFS
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canSmoothWith = SMOOTH_GROUP_CLOSED_TURFS
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/turf/closed/indestructible/fakeglass
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name = "window"
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icon = MAP_SWITCH('icons/obj/structures/smooth/windows/reinforced_window.dmi', 'icons/obj/structures/smooth/structure_variations.dmi')
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icon_state = MAP_SWITCH("0-lower", "plastitanium_window-0")
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layer = ABOVE_OBJ_LAYER
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opacity = FALSE
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use_splitvis = FALSE
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smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
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canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE
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/turf/closed/indestructible/fakeglass/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/window_smoothing, /turf/closed/indestructible/fakeglass)
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underlays += mutable_appearance('icons/turf/floors.dmi', "plating", LOW_FLOOR_LAYER, offset_spokesman = src, plane = FLOOR_PLANE)
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/turf/closed/indestructible/fakeglass/smooth_icon()
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. = ..()
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update_appearance(~UPDATE_SMOOTHING)
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/turf/closed/indestructible/fakeglass/update_overlays()
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. = ..()
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. += mutable_appearance('icons/obj/structures/smooth/window_grille_black.dmi', "window_grille_black-[smoothing_junction]", BELOW_OBJ_LAYER)
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. += mutable_appearance('icons/obj/structures/smooth/window_grille.dmi', "window_grille-[smoothing_junction]", BELOW_OBJ_LAYER)
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. += mutable_appearance('icons/obj/structures/smooth/window_frames/frame_faces/window_frame_normal.dmi', "window_frame_normal-[smoothing_junction]", BELOW_OBJ_LAYER, appearance_flags = KEEP_APART)
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/turf/closed/indestructible/opsglass
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name = "window"
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icon = MAP_SWITCH('icons/obj/structures/smooth/windows/plastitanium_window.dmi', 'icons/obj/structures/smooth/plastitanium_window.dmi')
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icon_state = MAP_SWITCH("0-lower", "plastitanium_window-0")
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layer = ABOVE_OBJ_LAYER
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opacity = FALSE
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use_splitvis = FALSE
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smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM
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canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM
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/turf/closed/indestructible/opsglass/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/window_smoothing, /turf/closed/indestructible/opsglass)
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underlays += mutable_appearance('icons/turf/floors.dmi', "plating", LOW_FLOOR_LAYER, offset_spokesman = src, plane = FLOOR_PLANE)
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/turf/closed/indestructible/opsglass/smooth_icon()
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. = ..()
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update_appearance(~UPDATE_SMOOTHING)
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/turf/closed/indestructible/opsglass/update_overlays()
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. = ..()
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. += mutable_appearance('icons/obj/structures/smooth/window_grille_black.dmi', "window_grille_black-[smoothing_junction]", BELOW_OBJ_LAYER)
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. += mutable_appearance('icons/obj/structures/smooth/window_grille.dmi', "window_grille-[smoothing_junction]", BELOW_OBJ_LAYER)
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. += mutable_appearance('icons/obj/structures/smooth/window_frames/frame_faces/window_frame_plastitanium.dmi', "window_frame_plastitanium-[smoothing_junction]", BELOW_OBJ_LAYER, appearance_flags = KEEP_APART)
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/turf/closed/indestructible/fakedoor
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name = "airlock"
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icon = 'icons/obj/doors/airlocks/tall/centcom.dmi'
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icon_state = "fake_door"
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use_splitvis = FALSE
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smoothing_flags = NONE
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canSmoothWith = null
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smoothing_groups = null
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/// What kind of turf should be visually represented under this door?
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var/turf/floor_to_copy = /turf/open/floor/plating
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/turf/closed/indestructible/fakedoor/Initialize(mapload)
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. = ..()
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underlays += mutable_appearance(initial(floor_to_copy.icon), initial(floor_to_copy.icon_state), initial(floor_to_copy.layer), offset_spokesman = src, plane = FLOOR_PLANE)
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/turf/closed/indestructible/fakedoor/maintenance
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icon = 'icons/obj/doors/airlocks/tall/hatch/maintenance.dmi'
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icon_state = "closed" // Should probably be given it's own fake_door state too
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/turf/closed/indestructible/fakedoor/glass_airlock
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icon = 'icons/obj/doors/airlocks/tall/external/external.dmi'
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icon_state = "closed" // Ditto
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opacity = FALSE
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/// WALLENING TODO: Needs additional work; the base airlock it's meant to mimic is a GAGS-Generated sprite.
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/turf/closed/indestructible/fakedoor/engineering
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icon = 'icons/obj/doors/airlocks/station/engineering.dmi'
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icon_state = "closed"
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/turf/closed/indestructible/rock
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name = "dense rock"
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desc = "An extremely densely-packed rock, most mining tools or explosives would never get through this."
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icon = 'icons/turf/walls/rock_wall2.dmi'
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smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_TALL_WALLS + SMOOTH_GROUP_CLOSED_TURFS
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canSmoothWith = SMOOTH_GROUP_CLOSED_TURFS
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/turf/closed/indestructible/rock/snow
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name = "mountainside"
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desc = "An extremely densely-packed rock, sheeted over with centuries worth of ice and snow."
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icon = MAP_SWITCH('icons/turf/walls/mountain_wall.dmi', 'icons/turf/mining.dmi')
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#ifdef MAP_EDITOR
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icon_state = "mountainrock"
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#endif
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bullet_sizzle = TRUE
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bullet_bounce_sound = null
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/turf/closed/indestructible/rock/snow/ice
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icon = 'icons/turf/walls/icerock_wall.dmi'
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name = "iced rock"
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icon_state = null
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desc = "Extremely densely-packed sheets of ice and rock, forged over the years of the harsh cold."
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smoothing_flags = SMOOTH_BITMASK | SMOOTH_BORDER
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canSmoothWith = SMOOTH_GROUP_CLOSED_TURFS
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// Is it ok that this looks the same as its parent? why does it exist?
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// Something is wrong here huh
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// rock/snow used to have a unique state, do we need to put it back?
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// also we need a sprite for /rock, I think? need to dig more
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// wallening todo, replace with /turf/closed/indestructible/rock/snow/ice, it is essentially redundant since we didn't make a unique state for that one state in mining.dmi
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/turf/closed/indestructible/rock/snow/ice/ore
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/turf/closed/indestructible/paper
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name = "thick paper wall"
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desc = "A wall layered with impenetrable sheets of paper."
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icon = 'icons/turf/walls/paper_wall.dmi'
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smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_TALL_WALLS + SMOOTH_GROUP_CLOSED_TURFS
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canSmoothWith = SMOOTH_GROUP_CLOSED_TURFS
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/turf/closed/indestructible/necropolis
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name = "necropolis wall"
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desc = "A seemingly impenetrable wall."
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icon = 'icons/turf/walls/necro_wall.dmi'
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explosive_resistance = 50
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baseturfs = /turf/closed/indestructible/necropolis
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smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_TALL_WALLS + SMOOTH_GROUP_CLOSED_TURFS
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canSmoothWith = SMOOTH_GROUP_CLOSED_TURFS
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/turf/closed/indestructible/necropolis/get_smooth_underlay_icon(mutable_appearance/underlay_appearance, turf/asking_turf, adjacency_dir)
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underlay_appearance.icon = 'icons/turf/floors.dmi'
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underlay_appearance.icon_state = "necro1"
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return TRUE
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/turf/closed/indestructible/iron
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name = "impervious iron wall"
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desc = "A wall with tough iron plating."
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icon = 'icons/turf/walls/iron_wall.dmi'
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smoothing_groups = SMOOTH_GROUP_IRON_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_TALL_WALLS + SMOOTH_GROUP_CLOSED_TURFS
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canSmoothWith = SMOOTH_GROUP_IRON_WALLS
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opacity = FALSE
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/turf/closed/indestructible/riveted/boss
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name = "necropolis wall"
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desc = "A thick, seemingly indestructible stone wall."
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icon = 'icons/turf/walls/boss_wall.dmi'
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smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_TALL_WALLS + SMOOTH_GROUP_CLOSED_TURFS + SMOOTH_GROUP_BOSS_WALLS
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canSmoothWith = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_BOSS_WALLS
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explosive_resistance = 50
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baseturfs = /turf/closed/indestructible/riveted/boss
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/// To avoid confusion; this is used as a bombable tile. It's justified; I checked.
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/turf/closed/indestructible/riveted/boss/wasteland
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baseturfs = /turf/open/misc/asteroid/basalt/wasteland
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/turf/closed/indestructible/riveted/boss/see_through
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opacity = FALSE
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/turf/closed/indestructible/riveted/boss/get_smooth_underlay_icon(mutable_appearance/underlay_appearance, turf/asking_turf, adjacency_dir)
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underlay_appearance.icon = 'icons/turf/floors.dmi'
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underlay_appearance.icon_state = "basalt"
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return TRUE
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/turf/closed/indestructible/riveted/hierophant
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name = "wall"
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desc = "A wall made out of a strange metal. The squares on it pulse in a predictable pattern."
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icon = 'icons/turf/walls/hierophant_wall.dmi'
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smoothing_groups = SMOOTH_GROUP_HIERO_WALL + SMOOTH_GROUP_TALL_WALLS
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canSmoothWith = SMOOTH_GROUP_HIERO_WALL
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/turf/closed/indestructible/resin
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name = "resin wall"
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icon = 'icons/obj/structures/smooth/alien/resin_wall_1.dmi'
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smoothing_groups = SMOOTH_GROUP_ALIEN_WALLS + SMOOTH_GROUP_TALL_WALLS
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|
canSmoothWith = SMOOTH_GROUP_ALIEN_WALLS
|
|
|
|
/turf/closed/indestructible/resin/membrane
|
|
name = "resin membrane"
|
|
icon = 'icons/obj/structures/smooth/alien/resin_membrane.dmi'
|
|
icon_state = "resin_membrane-0"
|
|
base_icon_state = "resin_membrane"
|
|
opacity = FALSE
|
|
use_splitvis = FALSE
|
|
smoothing_groups = SMOOTH_GROUP_ALIEN_WALLS
|
|
canSmoothWith = SMOOTH_GROUP_ALIEN_WALLS
|
|
|
|
/turf/closed/indestructible/resin/membrane/Initialize(mapload)
|
|
. = ..()
|
|
underlays += mutable_appearance('icons/turf/floors.dmi', "engine") // add the reinforced floor underneath
|
|
|
|
/turf/closed/indestructible/grille
|
|
name = "grille"
|
|
desc = "A flimsy framework of iron rods."
|
|
icon = 'icons/obj/structures/smooth/grille.dmi'
|
|
icon_state = "grille-0"
|
|
base_icon_state = "grille"
|
|
use_splitvis = FALSE
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = SMOOTH_GROUP_GRILLE
|
|
canSmoothWith = SMOOTH_GROUP_GRILLE
|
|
|
|
/turf/closed/indestructible/grille/Initialize(mapload)
|
|
. = ..()
|
|
underlays += mutable_appearance('icons/turf/floors.dmi', "plating")
|
|
|
|
/turf/closed/indestructible/meat
|
|
name = "dense meat wall"
|
|
desc = "A huge chunk of dense, packed meat. Effectively impervious to conventional methods of destruction."
|
|
icon = 'icons/turf/walls/meat_wall.dmi'
|
|
smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_TALL_WALLS
|
|
canSmoothWith = SMOOTH_GROUP_WALLS
|