mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-15 20:52:41 +00:00
Ports lots of sprites for decoration purposes
This commit is contained in:
@@ -75,3 +75,29 @@ SUBSYSTEM_DEF(vis_overlays)
|
|||||||
thing.managed_vis_overlays -= overlays
|
thing.managed_vis_overlays -= overlays
|
||||||
if(!length(thing.managed_vis_overlays))
|
if(!length(thing.managed_vis_overlays))
|
||||||
thing.managed_vis_overlays = null
|
thing.managed_vis_overlays = null
|
||||||
|
<<<<<<< HEAD
|
||||||
|
||||||| parent of 03d77634b2... Merge pull request #10835 from VOREStation/Icons/deco_structures
|
||||||
|
|
||||||
|
/atom/proc/add_vis_overlay(icon, iconstate, layer, plane, dir, alpha, add_appearance_flags, add_vis_flags, unique)
|
||||||
|
// The extremely minimal version where you just pass a string and nothing else
|
||||||
|
if(istext(icon))
|
||||||
|
iconstate = icon
|
||||||
|
icon = src.icon
|
||||||
|
|
||||||
|
return SSvis_overlays.add_vis_overlay(src, icon, iconstate, layer, plane, dir, alpha, add_appearance_flags, add_vis_flags, unique)
|
||||||
|
|
||||||
|
/atom/proc/remove_vis_overlay(list/overlays)
|
||||||
|
return SSvis_overlays.remove_vis_overlay(src, overlays)
|
||||||
|
=======
|
||||||
|
|
||||||
|
/atom/proc/add_vis_overlay(icon, iconstate, layer, plane, dir, alpha, add_appearance_flags, add_vis_flags = VIS_INHERIT_ID, unique)
|
||||||
|
// The extremely minimal version where you just pass a string and nothing else
|
||||||
|
if(istext(icon))
|
||||||
|
iconstate = icon
|
||||||
|
icon = src.icon
|
||||||
|
|
||||||
|
return SSvis_overlays.add_vis_overlay(src, icon, iconstate, layer, plane, dir, alpha, add_appearance_flags, add_vis_flags, unique)
|
||||||
|
|
||||||
|
/atom/proc/remove_vis_overlay(list/overlays)
|
||||||
|
return SSvis_overlays.remove_vis_overlay(src, overlays)
|
||||||
|
>>>>>>> 03d77634b2... Merge pull request #10835 from VOREStation/Icons/deco_structures
|
||||||
|
|||||||
@@ -1,18 +1,578 @@
|
|||||||
//The base 'prop' for PoIs or other large junk.
|
/**
|
||||||
|
* These are generally sprites ported from other servers, which don't have any unique code.
|
||||||
|
* They can be used by mappers for decorating their maps. They're mostly here so people who aren't
|
||||||
|
* rummaging around in the sprites can be aware of some neat sprites they can use.
|
||||||
|
*
|
||||||
|
* Obviously you can swipe the sprites for real structures and add code, but please don't add any code
|
||||||
|
* (beyond decorative things like maybe light) directly to these types or this file!
|
||||||
|
* Take the icon and state and make your own type under /obj/structure.
|
||||||
|
*
|
||||||
|
* Some of these do have a SMIDGE of code to allow a mapper to twirl them through states/animations without
|
||||||
|
* much effort, but beyond 'visuals logic', I'd rather keep all the logic out of here.
|
||||||
|
*/
|
||||||
|
|
||||||
/obj/structure/prop
|
/obj/structure/prop
|
||||||
name = "something"
|
name = "mysterious structure"
|
||||||
desc = "My description is broken, bug a developer."
|
desc = "A mysterious structure!"
|
||||||
icon = 'icons/obj/structures.dmi'
|
icon = 'icons/obj/structures.dmi'
|
||||||
icon_state = "safe"
|
icon_state = "safe"
|
||||||
density = TRUE
|
density = TRUE
|
||||||
anchored = TRUE
|
anchored = TRUE
|
||||||
var/interaction_message = null
|
var/interaction_message = null
|
||||||
|
var/state
|
||||||
|
|
||||||
/obj/structure/prop/attack_hand(mob/living/user) // Used to tell the player that this isn't useful for anything.
|
/// Used to tell the player that this isn't useful for anything.
|
||||||
|
/obj/structure/prop/attack_hand(mob/living/user)
|
||||||
if(!istype(user))
|
if(!istype(user))
|
||||||
return FALSE
|
return FALSE
|
||||||
if(!interaction_message)
|
if(!interaction_message)
|
||||||
return ..()
|
return ..()
|
||||||
else
|
else
|
||||||
to_chat(user, interaction_message)
|
to_chat(user, interaction_message)
|
||||||
|
|
||||||
|
/// Changes the visual state of the machine between icon_states or overlays or whatever
|
||||||
|
/// the machine needs to look like it's in a different state.
|
||||||
|
/obj/structure/prop/proc/change_state(state)
|
||||||
|
SHOULD_CALL_PARENT(TRUE)
|
||||||
|
src.state = state
|
||||||
|
|
||||||
|
/// Helper so admins can varedit the state easily.
|
||||||
|
/obj/structure/prop/vv_edit_var(var_name, var_value)
|
||||||
|
if(var_name == "state")
|
||||||
|
change_state(var_value)
|
||||||
|
|
||||||
|
// bluespace beacon from Eris
|
||||||
|
/obj/structure/prop/bsb_off
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "bsb_off"
|
||||||
|
/obj/structure/prop/bsb_on
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "bsb_on"
|
||||||
|
|
||||||
|
// bluespace crystal from Eris
|
||||||
|
/obj/structure/prop/bsc
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "bsc"
|
||||||
|
/obj/structure/prop/bsc_dust
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "bsc_dust"
|
||||||
|
|
||||||
|
// same as state names, from faction items on Eris
|
||||||
|
/obj/structure/prop/biosyphon
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "biosyphon"
|
||||||
|
/obj/structure/prop/von_krabin
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "von_krabin"
|
||||||
|
/obj/structure/prop/last_shelter
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "last_shelter"
|
||||||
|
/obj/structure/prop/complicator
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "complicator"
|
||||||
|
/obj/structure/prop/random_radio
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "random_radio"
|
||||||
|
/obj/structure/prop/nt_pedestal0_old
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "nt_pedestal0_old"
|
||||||
|
/obj/structure/prop/nt_pedestal1_old
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "nt_pedestal1_old"
|
||||||
|
|
||||||
|
// statues from Eris
|
||||||
|
/obj/structure/prop/statue1
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "artwork_statue_1"
|
||||||
|
/obj/structure/prop/statue2
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "artwork_statue_2"
|
||||||
|
/obj/structure/prop/statue3
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "artwork_statue_3"
|
||||||
|
/obj/structure/prop/statue4
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "artwork_statue_4"
|
||||||
|
/obj/structure/prop/statue5
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "artwork_statue_5"
|
||||||
|
/obj/structure/prop/statue6
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "artwork_statue_6"
|
||||||
|
|
||||||
|
// ship mast from TGMC
|
||||||
|
/obj/structure/prop/stump_plaque
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "stump"
|
||||||
|
|
||||||
|
// vatgrowing thing from /tg/
|
||||||
|
/obj/structure/prop/green_egg
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "gel_cocoon"
|
||||||
|
|
||||||
|
// eye of the protector from Eris
|
||||||
|
/obj/structure/prop/eotp
|
||||||
|
icon = 'icons/obj/structures/decor32x64.dmi'
|
||||||
|
icon_state = "eotp"
|
||||||
|
|
||||||
|
// dna vault from /tg/
|
||||||
|
/obj/structure/prop/dna_vault
|
||||||
|
icon = 'icons/obj/structures/decor96x96.dmi'
|
||||||
|
icon_state = "vault"
|
||||||
|
|
||||||
|
// fences from TGMC
|
||||||
|
// You'll need to 'create instances from icon_states' in an editor to use these well
|
||||||
|
/obj/structure/prop/fence
|
||||||
|
name = "fence"
|
||||||
|
desc = "It's a fence! Not much else to say about it."
|
||||||
|
icon = 'icons/obj/structures/decor_fences.dmi'
|
||||||
|
|
||||||
|
/**
|
||||||
|
*
|
||||||
|
* tl;dr "You can varedit 'state' on these to the things in the comments below to get cool animations"
|
||||||
|
*
|
||||||
|
* These items have some logic to handle some fun animations on them. Mappers can call the 'change_state(state)' proc
|
||||||
|
* while referring to the comments here for what states they can use. You'll notice some crazy overlay handling,
|
||||||
|
* and that's because I don't want to add any vars to these mappers think they can fiddle with, which requires
|
||||||
|
* more logic than I'm willing to do at the moment. So we get crazy cut/add operations instead.
|
||||||
|
*
|
||||||
|
* There's also a VV helper so if you varedit 'state' to these during the game, you can get that to work.
|
||||||
|
*
|
||||||
|
* Like, I don't want to add a state machine to decorative objects. You can if you want.
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Possible 'state' options for change_state(state) are:
|
||||||
|
* off: Looks boring and off
|
||||||
|
* on: candles lit and stuff
|
||||||
|
* no_cruciform: No cruciform (the little triangle thing) inserted
|
||||||
|
* red_cruciform: Red light cruciform inserted
|
||||||
|
* green_cruciform: Green light cruciform inserted
|
||||||
|
* panel_open: The panel is open (wiring)
|
||||||
|
* panel_closed: The panel is closed
|
||||||
|
*/
|
||||||
|
// neotheology cruciform reader from Eris
|
||||||
|
/obj/structure/prop/nt_reader
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "nt_reader_off"
|
||||||
|
|
||||||
|
/obj/structure/prop/nt_reader/change_state(state)
|
||||||
|
. = ..()
|
||||||
|
switch(state)
|
||||||
|
if("off")
|
||||||
|
icon_state = "nt_reader_off"
|
||||||
|
if("on")
|
||||||
|
icon_state = "nt_reader_on"
|
||||||
|
if("no_cruciform")
|
||||||
|
cut_overlay("nt_reader_c_green")
|
||||||
|
cut_overlay("nt_reader_c_red")
|
||||||
|
if("red_cruciform")
|
||||||
|
cut_overlay("nt_reader_c_green")
|
||||||
|
cut_overlay("nt_reader_c_red")
|
||||||
|
add_overlay("nt_reader_c_red")
|
||||||
|
if("green_cruciform")
|
||||||
|
cut_overlay("nt_reader_c_red")
|
||||||
|
cut_overlay("nt_reader_c_green")
|
||||||
|
add_overlay("nt_reader_c_green")
|
||||||
|
if("panel_open")
|
||||||
|
cut_overlay("nt_reader_panel")
|
||||||
|
add_overlay("nt_reader_panel")
|
||||||
|
if("panel_closed")
|
||||||
|
cut_overlay("nt_reader_panel")
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Possible 'state' options for change_state(state) are:
|
||||||
|
* panel_open: The panel is opened
|
||||||
|
* panel_closed: The panel is closed
|
||||||
|
*/
|
||||||
|
// neotheology cloning biocan from Eris
|
||||||
|
/obj/structure/prop/nt_biocan
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "nt_biocan"
|
||||||
|
|
||||||
|
/obj/structure/prop/nt_biocan/change_state(state)
|
||||||
|
. = ..()
|
||||||
|
switch(state)
|
||||||
|
if("panel_open")
|
||||||
|
cut_overlay("nt_biocan_panel")
|
||||||
|
add_overlay("nt_biocan_panel")
|
||||||
|
if("panel_closed")
|
||||||
|
cut_overlay("nt_biocan_panel")
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Possible 'state' options for change_state(state) are:
|
||||||
|
* blue, red, orange, yellow, green, purple: Set that color
|
||||||
|
* damaged: add damage overlay
|
||||||
|
* undamaged: remove damage overlay
|
||||||
|
* broken: become damaged
|
||||||
|
* plain: undamaged white version, otherwise use a color
|
||||||
|
*/
|
||||||
|
// dominator console from /tg/
|
||||||
|
/obj/structure/prop/dominator
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "dominator"
|
||||||
|
|
||||||
|
/obj/structure/prop/dominator/change_state(state)
|
||||||
|
. = ..()
|
||||||
|
switch(state)
|
||||||
|
if("blue")
|
||||||
|
icon_state = "dominator-blue"
|
||||||
|
if("red")
|
||||||
|
icon_state = "dominator-red"
|
||||||
|
if("orange")
|
||||||
|
icon_state = "dominator-orange"
|
||||||
|
if("yellow")
|
||||||
|
icon_state = "dominator-yellow"
|
||||||
|
if("green")
|
||||||
|
icon_state = "dominator-green"
|
||||||
|
if("purple")
|
||||||
|
icon_state = "dominator-purple"
|
||||||
|
if("damaged")
|
||||||
|
add_overlay("dom_damage")
|
||||||
|
if("undamaged")
|
||||||
|
cut_overlay("dom_damage")
|
||||||
|
if("broken")
|
||||||
|
icon_state = "dominator-broken"
|
||||||
|
if("plain")
|
||||||
|
icon_state = "dominator"
|
||||||
|
|
||||||
|
/obj/structure/prop/dominator/blue
|
||||||
|
icon_state = "dominator-blue"
|
||||||
|
/obj/structure/prop/dominator/red
|
||||||
|
icon_state = "dominator-red"
|
||||||
|
/obj/structure/prop/dominator/orange
|
||||||
|
icon_state = "dominator-orange"
|
||||||
|
/obj/structure/prop/dominator/yellow
|
||||||
|
icon_state = "dominator-yellow"
|
||||||
|
/obj/structure/prop/dominator/green
|
||||||
|
icon_state = "dominator-green"
|
||||||
|
/obj/structure/prop/dominator/purple
|
||||||
|
icon_state = "dominator-purple"
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Possible 'state' options for change_state(state) are:
|
||||||
|
* off: Default, boring
|
||||||
|
* on: Pumping or something
|
||||||
|
*/
|
||||||
|
// some neotheology thing from Eris
|
||||||
|
/obj/structure/prop/nt_solifier
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "nt_solidifier"
|
||||||
|
|
||||||
|
/obj/structure/prop/nt_solifier/change_state(state)
|
||||||
|
. = ..()
|
||||||
|
switch(state)
|
||||||
|
if("off")
|
||||||
|
icon_state = "nt_solidifier"
|
||||||
|
if("on")
|
||||||
|
icon_state = "nt_solidifier_on"
|
||||||
|
|
||||||
|
/obj/structure/prop/nt_solifier/starts_on
|
||||||
|
icon_state = "nt_solidifier_on"
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Possible 'state' options for change_state(state) are:
|
||||||
|
* down: In the ground, glowing
|
||||||
|
* up: Out of the ground, open
|
||||||
|
*/
|
||||||
|
// experimental science destructor from /tg/
|
||||||
|
/obj/structure/prop/tube
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon = 'icons/obj/structures/decor32x64.dmi'
|
||||||
|
icon_state = "tube_open"
|
||||||
|
|
||||||
|
/obj/structure/prop/tube/change_state(state)
|
||||||
|
. = ..()
|
||||||
|
switch(state)
|
||||||
|
if("down")
|
||||||
|
icon_state = "tube_on"
|
||||||
|
flick("tube_down", src)
|
||||||
|
if("up")
|
||||||
|
icon_state = "tube_open"
|
||||||
|
flick("tube_up", src)
|
||||||
|
|
||||||
|
/obj/structure/prop/tube/starts_down
|
||||||
|
icon_state = "tube_on"
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Possible 'state' options for change_state(state) are:
|
||||||
|
* off: Boring, static
|
||||||
|
* on: Turny and blinky
|
||||||
|
*/
|
||||||
|
// experimental science destructor from /tg/
|
||||||
|
/obj/structure/prop/comm_tower
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon = 'icons/obj/structures/decor96x96.dmi'
|
||||||
|
icon_state = "comm_tower"
|
||||||
|
|
||||||
|
/obj/structure/prop/comm_tower/change_state(state)
|
||||||
|
. = ..()
|
||||||
|
switch(state)
|
||||||
|
if("on")
|
||||||
|
icon_state = "comm_tower_on"
|
||||||
|
if("off")
|
||||||
|
icon_state = "comm_tower"
|
||||||
|
|
||||||
|
/obj/structure/prop/comm_tower/starts_on
|
||||||
|
icon_state = "comm_tower_on"
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Possible 'state' options for change_state(state) are:
|
||||||
|
* off: Not doing much
|
||||||
|
* on: Stamping mysterious substances
|
||||||
|
*/
|
||||||
|
// sheetizer from /tg/
|
||||||
|
/obj/structure/prop/stamper
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "stamper"
|
||||||
|
|
||||||
|
/obj/structure/prop/stamper/change_state(state)
|
||||||
|
. = ..()
|
||||||
|
switch(state)
|
||||||
|
if("off")
|
||||||
|
cut_overlays()
|
||||||
|
if("on")
|
||||||
|
add_overlay("stamper_proc")
|
||||||
|
add_overlay("stamper_but")
|
||||||
|
|
||||||
|
/obj/structure/prop/stamper/starts_on
|
||||||
|
icon_state = "stamper_on"
|
||||||
|
|
||||||
|
/obj/structure/prop/stamper/starts_on/Initialize()
|
||||||
|
add_overlay("stamper_proc")
|
||||||
|
add_overlay("stamper_but")
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Possible 'state' options for change_state(state) are:
|
||||||
|
* whole: Not doing much
|
||||||
|
* broken: Stamping mysterious substances
|
||||||
|
*/
|
||||||
|
// alien autopsy thing from TGMC
|
||||||
|
/obj/structure/prop/alien_tank
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "tank_larva"
|
||||||
|
|
||||||
|
/obj/structure/prop/alien_tank/change_state(state)
|
||||||
|
. = ..()
|
||||||
|
switch(state)
|
||||||
|
if("whole")
|
||||||
|
icon_state = "tank_larva"
|
||||||
|
if("broken")
|
||||||
|
icon_state = "tank_broken"
|
||||||
|
|
||||||
|
/obj/structure/prop/alien_tank/starts_broken
|
||||||
|
icon_state = "tank_broken"
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Possible 'state' options for change_state(state) are:
|
||||||
|
* idle: The default look
|
||||||
|
* active: Glowy lights underneath
|
||||||
|
* panel_open: Opened panel (wiring)
|
||||||
|
* panel_closed: Closed panel
|
||||||
|
*/
|
||||||
|
// neotheology optable from Eris
|
||||||
|
/obj/structure/prop/nt_optable
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "nt_optable-idle"
|
||||||
|
|
||||||
|
/obj/structure/prop/nt_optable/change_state(state)
|
||||||
|
. = ..()
|
||||||
|
switch(state)
|
||||||
|
if("idle")
|
||||||
|
icon_state = "nt_optable-idle"
|
||||||
|
if("active")
|
||||||
|
icon_state = "nt_optable-active"
|
||||||
|
if("panel_open")
|
||||||
|
cut_overlay("nt_optable_panel")
|
||||||
|
add_overlay("nt_optable_panel")
|
||||||
|
if("panel_closed")
|
||||||
|
cut_overlay("nt_optable_panel")
|
||||||
|
|
||||||
|
/obj/structure/prop/nt_optable/starts_active
|
||||||
|
icon_state = "nt_optable-active"
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Possible 'state' options for change_state(state) are:
|
||||||
|
* off: Non-spinny
|
||||||
|
* on: Spinny and floaty
|
||||||
|
*/
|
||||||
|
// neotheology decorative(?) obelisk from Eris
|
||||||
|
/obj/structure/prop/nt_obelisk
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "nt_obelisk"
|
||||||
|
|
||||||
|
/obj/structure/prop/nt_obelisk/change_state(state)
|
||||||
|
. = ..()
|
||||||
|
switch(state)
|
||||||
|
if("off")
|
||||||
|
icon_state = "nt_obelisk"
|
||||||
|
if("on")
|
||||||
|
icon_state = "nt_obelisk_on"
|
||||||
|
|
||||||
|
/obj/structure/prop/nt_obelisk/starts_on
|
||||||
|
icon_state = "nt_obelisk_on"
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Possible 'state' options for change_state(state) are:
|
||||||
|
* idle: Not doing anything, with yellow template exposed
|
||||||
|
* work: busy doing work
|
||||||
|
* pause: paused work
|
||||||
|
*/
|
||||||
|
// cruciform forge from Eris
|
||||||
|
/obj/structure/prop/nt_cruciforge
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon_state = "nt_cruciforge"
|
||||||
|
|
||||||
|
/obj/structure/prop/nt_cruciforge/change_state(state)
|
||||||
|
. = ..()
|
||||||
|
switch(state)
|
||||||
|
if("idle")
|
||||||
|
icon_state = "nt_cruciforge"
|
||||||
|
flick("nt_cruciforge_finish", src) // 8ds
|
||||||
|
if("work")
|
||||||
|
icon_state = "nt_cruciforge_work"
|
||||||
|
flick("nt_cruciforge_start", src) // 8ds
|
||||||
|
if("pause")
|
||||||
|
icon_state = "nt_cruciforge_pause"
|
||||||
|
|
||||||
|
/obj/structure/prop/nt_cruciforge/starts_working
|
||||||
|
icon_state = "nt_cruciforge_work"
|
||||||
|
|
||||||
|
/**
|
||||||
|
* This one is a bit more fancy than others. Anything in the contents (PLEASE LIMIT TO ONE THING)
|
||||||
|
* will show up inside it! Also if you map in an item on it, it will grab that at mapload and start
|
||||||
|
* in the 'closed, full of fluid' state, so you can put a body on it or whatever.
|
||||||
|
*
|
||||||
|
* As an aghost you can also dragdrop something into it (you have to be ghosted next to it)
|
||||||
|
*
|
||||||
|
* Possible 'state' options for change_state(state) are:
|
||||||
|
* open: Open, no fluid or anything. At the end the contents are ejected.
|
||||||
|
* closed: Closed, full of liquid
|
||||||
|
* panel_open: Shows panel
|
||||||
|
* panel_closed: Unshows panel
|
||||||
|
*/
|
||||||
|
// neotheology cloning pod from Eris
|
||||||
|
/obj/structure/prop/nt_pod
|
||||||
|
icon = 'icons/obj/structures/decor.dmi'
|
||||||
|
icon = 'icons/obj/structures/decor32x64.dmi'
|
||||||
|
icon_state = "nt_pod_mappreview"
|
||||||
|
bound_height = 64
|
||||||
|
|
||||||
|
var/obj/effect/overlay/vis/outside
|
||||||
|
var/obj/effect/overlay/vis/door
|
||||||
|
var/obj/effect/overlay/vis/fluid
|
||||||
|
|
||||||
|
var/contents_vis_flags = NONE
|
||||||
|
var/contents_original_pixel_y = 0
|
||||||
|
|
||||||
|
/obj/structure/prop/nt_pod/Initialize(mapload)
|
||||||
|
// Our non-map-preview state
|
||||||
|
icon_state = "nt_pod"
|
||||||
|
|
||||||
|
// Alpha mask to make sure things don't sneak out
|
||||||
|
var/obj/effect/overlay/vis/mask = new
|
||||||
|
mask.icon = icon
|
||||||
|
mask.icon_state = "nt_pod_mask"
|
||||||
|
mask.render_target = "*nt_podmask[REF(src)]"
|
||||||
|
mask.vis_flags = VIS_INHERIT_ID
|
||||||
|
vis_contents += mask
|
||||||
|
|
||||||
|
outside = add_vis_overlay(icon, "nt_pod_over", ABOVE_MOB_LAYER, MOB_PLANE, unique = TRUE)
|
||||||
|
door = add_vis_overlay(icon, "nothing", ABOVE_MOB_LAYER, MOB_PLANE, unique = TRUE)
|
||||||
|
fluid = add_vis_overlay(icon, "nothing", ABOVE_MOB_LAYER, MOB_PLANE, unique = TRUE)
|
||||||
|
|
||||||
|
// Gather up our friends
|
||||||
|
if(mapload)
|
||||||
|
var/atom/movable/AM = locate() in loc
|
||||||
|
AM?.forceMove(src)
|
||||||
|
|
||||||
|
/obj/structure/prop/nt_pod/Entered(atom/movable/mover)
|
||||||
|
abduct(mover)
|
||||||
|
|
||||||
|
/obj/structure/prop/nt_pod/proc/abduct(var/atom/movable/AM)
|
||||||
|
// Save old settings
|
||||||
|
contents_vis_flags = AM.vis_flags
|
||||||
|
contents_original_pixel_y = AM.pixel_y
|
||||||
|
|
||||||
|
// Arrange
|
||||||
|
AM.add_filter("podmask", 1, alpha_mask_filter(render_source = "nt_podmask[REF(src)]", flags = MASK_INVERSE))
|
||||||
|
AM.pixel_y = 12
|
||||||
|
AM.vis_flags = VIS_INHERIT_ID|VIS_INHERIT_DIR
|
||||||
|
vis_contents += AM
|
||||||
|
if(ismob(AM))
|
||||||
|
var/mob/M = AM
|
||||||
|
buckle_mob(M, TRUE, FALSE)
|
||||||
|
|
||||||
|
// TRAP THEM
|
||||||
|
change_state("closed")
|
||||||
|
|
||||||
|
/obj/structure/prop/nt_pod/proc/unduct(var/atom/movable/AM)
|
||||||
|
// Geddout
|
||||||
|
vis_contents -= AM
|
||||||
|
if(ismob(AM))
|
||||||
|
var/mob/M = AM
|
||||||
|
unbuckle_mob(M, TRUE)
|
||||||
|
// Cleanup
|
||||||
|
AM.remove_filter("podmask")
|
||||||
|
AM.forceMove(drop_location())
|
||||||
|
AM.vis_flags = contents_vis_flags
|
||||||
|
AM.pixel_y = contents_original_pixel_y
|
||||||
|
|
||||||
|
/obj/structure/prop/nt_pod/MouseDrop_T(var/atom/movable/AM, var/mob/user)
|
||||||
|
if(contents.len)
|
||||||
|
return
|
||||||
|
if(!ismovable(AM))
|
||||||
|
return
|
||||||
|
if(!user.client?.holder)
|
||||||
|
return
|
||||||
|
|
||||||
|
AM.forceMove(src)
|
||||||
|
|
||||||
|
/obj/structure/prop/nt_pod/change_state(state)
|
||||||
|
. = ..()
|
||||||
|
switch(state)
|
||||||
|
if("open")
|
||||||
|
cut_overlay("nt_pod_top_on")
|
||||||
|
cut_overlay("nt_pod_under")
|
||||||
|
|
||||||
|
// Fluid drains
|
||||||
|
fluid.icon_state = "nothing"
|
||||||
|
flick("nt_pod_emptying", fluid) // 8ds
|
||||||
|
sleep(8)
|
||||||
|
|
||||||
|
// Door opens
|
||||||
|
door.icon_state = "nothing"
|
||||||
|
flick("nt_pod_opening", door) // 9ds
|
||||||
|
sleep(9)
|
||||||
|
|
||||||
|
// GET OUT
|
||||||
|
outside.layer = BELOW_MOB_LAYER
|
||||||
|
if(contents.len)
|
||||||
|
for(var/atom/movable/AM as anything in contents)
|
||||||
|
unduct(AM)
|
||||||
|
|
||||||
|
if("closed")
|
||||||
|
outside.layer = ABOVE_MOB_LAYER
|
||||||
|
cut_overlay("nt_pod_top_on")
|
||||||
|
add_overlay("nt_pod_top_on")
|
||||||
|
add_overlay("nt_pod_under")
|
||||||
|
|
||||||
|
// Door closes
|
||||||
|
door.icon_state = "nt_pod_glass"
|
||||||
|
flick("nt_pod_closing", door) // 9ds
|
||||||
|
sleep(9)
|
||||||
|
// Fluid fills
|
||||||
|
fluid.icon_state = "nt_pod_liquid"
|
||||||
|
flick("nt_pod_filling", fluid) // 8ds
|
||||||
|
|
||||||
|
if("panel_open")
|
||||||
|
cut_overlay("nt_pod_panel")
|
||||||
|
add_overlay("nt_pod_panel")
|
||||||
|
if("panel_closed")
|
||||||
|
cut_overlay("nt_pod_panel")
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Possible 'state' options for change_state(state) are:
|
||||||
|
*/
|
||||||
BIN
icons/obj/structures/decor.dmi
Normal file
BIN
icons/obj/structures/decor.dmi
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 60 KiB |
BIN
icons/obj/structures/decor32x64.dmi
Normal file
BIN
icons/obj/structures/decor32x64.dmi
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 22 KiB |
BIN
icons/obj/structures/decor96x96.dmi
Normal file
BIN
icons/obj/structures/decor96x96.dmi
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 31 KiB |
BIN
icons/obj/structures/decor_fences.dmi
Normal file
BIN
icons/obj/structures/decor_fences.dmi
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 7.9 KiB |
Reference in New Issue
Block a user