mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Merge branch 'master' into upstream-merge-11464
This commit is contained in:
@@ -70,6 +70,7 @@ var/datum/antagonist/raider/raiders
|
||||
/obj/item/weapon/gun/energy/mindflayer,
|
||||
/obj/item/weapon/gun/energy/toxgun,
|
||||
/obj/item/weapon/gun/energy/stunrevolver,
|
||||
/obj/item/weapon/gun/energy/stunrevolver/vintage,
|
||||
/obj/item/weapon/gun/energy/ionrifle,
|
||||
/obj/item/weapon/gun/energy/taser,
|
||||
/obj/item/weapon/gun/energy/crossbow/largecrossbow,
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||||
|
||||
@@ -5,6 +5,7 @@
|
||||
icon_state = "table2-idle"
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||||
density = TRUE
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||||
anchored = TRUE
|
||||
unacidable = TRUE
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||||
use_power = USE_POWER_IDLE
|
||||
idle_power_usage = 1
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||||
active_power_usage = 5
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||||
|
||||
@@ -6,6 +6,7 @@
|
||||
var/obj/machinery/sleeper/sleeper
|
||||
anchored = TRUE //About time someone fixed this.
|
||||
density = TRUE //VOREStation Edit - Big console
|
||||
unacidable = TRUE
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||||
dir = 8
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||||
use_power = USE_POWER_IDLE
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||||
idle_power_usage = 40
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||||
@@ -89,6 +90,7 @@
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||||
icon_state = "sleeper_0"
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||||
density = TRUE
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||||
anchored = TRUE
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||||
unacidable = TRUE
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||||
circuit = /obj/item/weapon/circuitboard/sleeper
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||||
var/mob/living/carbon/human/occupant = null
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||||
var/list/available_chemicals = list()
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||||
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||||
@@ -8,6 +8,7 @@
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||||
icon_state = "body_scanner_0"
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||||
density = TRUE
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||||
anchored = TRUE
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||||
unacidable = TRUE
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||||
circuit = /obj/item/weapon/circuitboard/body_scanner
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||||
use_power = USE_POWER_IDLE
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idle_power_usage = 60
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||||
@@ -547,6 +548,7 @@
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||||
dir = 8
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||||
density = FALSE
|
||||
anchored = TRUE
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||||
unacidable = TRUE
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||||
circuit = /obj/item/weapon/circuitboard/scanner_console
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||||
var/printing = null
|
||||
|
||||
|
||||
@@ -36,6 +36,7 @@
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||||
layer = ABOVE_WINDOW_LAYER
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||||
vis_flags = VIS_HIDE // They have an emissive that looks bad in openspace due to their wall-mounted nature
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||||
anchored = TRUE
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||||
unacidable = TRUE
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||||
use_power = USE_POWER_IDLE
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idle_power_usage = 80
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active_power_usage = 1000 //For heating/cooling rooms. 1000 joules equates to about 1 degree every 2 seconds for a single tile of air.
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|
||||
@@ -1,6 +1,7 @@
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||||
/obj/structure/AIcore
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||||
density = TRUE
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||||
anchored = FALSE
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||||
unacidable = TRUE
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||||
name = "\improper AI core"
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||||
icon = 'icons/mob/AI.dmi'
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||||
icon_state = "0"
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||||
|
||||
@@ -4,6 +4,7 @@
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||||
icon_state = "computer"
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||||
density = TRUE
|
||||
anchored = TRUE
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||||
unacidable = TRUE
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||||
use_power = USE_POWER_IDLE
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idle_power_usage = 300
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||||
active_power_usage = 300
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||||
|
||||
@@ -194,6 +194,7 @@
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||||
icon_state = "cryopod_0" //VOREStation Edit - New Icon
|
||||
density = TRUE
|
||||
anchored = TRUE
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||||
unacidable = TRUE
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||||
dir = WEST
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||||
var/base_icon_state = "cryopod_0" //VOREStation Edit - New Icon
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||||
|
||||
@@ -15,6 +15,7 @@ FIRE ALARM
|
||||
var/timing = 0.0
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var/lockdownbyai = 0
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||||
anchored = TRUE
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||||
unacidable = TRUE
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||||
use_power = USE_POWER_IDLE
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||||
idle_power_usage = 2
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||||
active_power_usage = 6
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
icon_state = "pipe_d"
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||||
density = TRUE
|
||||
anchored = TRUE
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||||
unacidable = TRUE
|
||||
var/unwrenched = 0
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||||
var/wait = 0
|
||||
var/p_layer = PIPING_LAYER_REGULAR
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
icon_state = "borgcharger0"
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density = TRUE
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||||
anchored = TRUE
|
||||
unacidable = TRUE
|
||||
circuit = /obj/item/weapon/circuitboard/recharge_station
|
||||
use_power = USE_POWER_IDLE
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||||
idle_power_usage = 50
|
||||
|
||||
@@ -17,6 +17,7 @@
|
||||
name = "status display"
|
||||
anchored = TRUE
|
||||
density = FALSE
|
||||
unacidable = TRUE
|
||||
use_power = USE_POWER_IDLE
|
||||
idle_power_usage = 10
|
||||
circuit = /obj/item/weapon/circuitboard/status_display
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||||
|
||||
@@ -17,6 +17,7 @@ var/global/list/obj/machinery/telecomms/telecomms_list = list()
|
||||
|
||||
/obj/machinery/telecomms
|
||||
icon = 'icons/obj/stationobjs_vr.dmi' //VOREStation Add
|
||||
unacidable = TRUE
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||||
var/list/links = list() // list of machines this machine is linked to
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||||
var/traffic = 0 // value increases as traffic increases
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||||
var/netspeed = 5 // how much traffic to lose per tick (50 gigabytes/second * netspeed)
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||||
|
||||
@@ -13,6 +13,7 @@
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||||
icon_state = "control_standby"
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||||
anchored = TRUE
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||||
density = FALSE
|
||||
unacidable = TRUE
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||||
var/enabled = FALSE
|
||||
var/lethal = FALSE
|
||||
var/lethal_is_configurable = TRUE
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
desc = "A machine used for construction of prosthetics."
|
||||
density = TRUE
|
||||
anchored = TRUE
|
||||
unacidable = TRUE
|
||||
use_power = USE_POWER_IDLE
|
||||
idle_power_usage = 20
|
||||
active_power_usage = 5000
|
||||
|
||||
@@ -164,6 +164,7 @@
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||||
icon_state = "weeds"
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||||
anchored = TRUE
|
||||
density = FALSE
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||||
unacidable = TRUE
|
||||
plane = TURF_PLANE
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||||
layer = ABOVE_TURF_LAYER
|
||||
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||||
@@ -396,16 +397,18 @@
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||||
qdel(src)
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||||
|
||||
ticks += 1
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||||
|
||||
if(ticks >= target_strength)
|
||||
|
||||
for(var/mob/O in hearers(src, null))
|
||||
O.show_message("<span class='alium'>[src.target] collapses under its own weight into a puddle of goop and undigested debris!</span>", 1)
|
||||
|
||||
if(istype(target, /turf/simulated/wall)) // I hate turf code.
|
||||
if(iswall(target))
|
||||
var/turf/simulated/wall/W = target
|
||||
W.dismantle_wall(1)
|
||||
else
|
||||
W.dismantle_wall()
|
||||
else if(isfloor(target))
|
||||
var/turf/simulated/floor/T = target
|
||||
T.ex_act(1)
|
||||
else if(isobj(target))
|
||||
qdel(target)
|
||||
qdel(src)
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||||
return
|
||||
|
||||
@@ -223,6 +223,8 @@
|
||||
size = "bulky"
|
||||
if(ITEMSIZE_HUGE)
|
||||
size = "huge"
|
||||
if(ITEMSIZE_NO_CONTAINER)
|
||||
size = "massive"
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||||
return ..(user, "", "It is a [size] item.")
|
||||
|
||||
/obj/item/attack_hand(mob/living/user as mob)
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||||
|
||||
@@ -26,7 +26,6 @@
|
||||
closet_appearance = null
|
||||
open_sound = 'sound/items/zip.ogg'
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||||
close_sound = 'sound/items/zip.ogg'
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||||
door_anim_time = 0 //Unsupported
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||||
var/item_path = /obj/item/bodybag
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||||
density = FALSE
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||||
storage_capacity = (MOB_MEDIUM * 2) - 1
|
||||
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||||
@@ -13,6 +13,7 @@
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||||
throwforce = 6
|
||||
preserve_item = 1
|
||||
w_class = ITEMSIZE_LARGE
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||||
unacidable = TRUE
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||||
origin_tech = list(TECH_BIO = 4, TECH_POWER = 2)
|
||||
action_button_name = "Remove/Replace Paddles"
|
||||
|
||||
|
||||
@@ -65,7 +65,6 @@
|
||||
closet_appearance = null
|
||||
catalogue_data = list(/datum/category_item/catalogue/information/objects/oldreactor)
|
||||
climbable = FALSE
|
||||
door_anim_time = 0 //Unsupported
|
||||
|
||||
starts_with = list(
|
||||
/obj/item/weapon/fuel_assembly/deuterium = 6)
|
||||
|
||||
@@ -63,7 +63,7 @@
|
||||
|
||||
if(istype(W, /obj/item/weapon/material))
|
||||
if(istype(W, /obj/item/weapon/material/sharpeningkit))
|
||||
to_chat(user, "Really? Sharpening a [W] with [src]? You goofball.")
|
||||
to_chat(user, "As much as you'd like to sharpen [W] with [src], the logistics just don't work out.")
|
||||
return
|
||||
var/obj/item/weapon/material/M = W
|
||||
if(uses >= M.w_class*2)
|
||||
@@ -71,7 +71,7 @@
|
||||
uses -= M.w_class*2
|
||||
return
|
||||
else
|
||||
to_chat(user, "Not enough material to sharpen [M]. You need [M.w_class*2] [M.material.sheet_plural_name].")
|
||||
to_chat(user, "There's not enough spare sheets to sharpen [M]. You need [M.w_class*2] [M.material.sheet_plural_name].")
|
||||
return
|
||||
else
|
||||
to_chat(user, "You can't sharpen [W] with [src]!")
|
||||
|
||||
@@ -167,6 +167,7 @@
|
||||
/obj/item/weapon/melee/baton,
|
||||
/obj/item/weapon/gun/energy/taser,
|
||||
/obj/item/weapon/gun/energy/stunrevolver,
|
||||
/obj/item/weapon/gun/energy/stunrevolver/vintage,
|
||||
/obj/item/weapon/gun/magnetic/railgun/heater/pistol,
|
||||
/obj/item/weapon/gun/energy/gun,
|
||||
/obj/item/weapon/flame/lighter,
|
||||
|
||||
@@ -48,7 +48,8 @@
|
||||
/obj/item/device/ano_scanner,
|
||||
/obj/item/device/cataloguer,
|
||||
/obj/item/device/radio,
|
||||
/obj/item/device/mapping_unit
|
||||
/obj/item/device/mapping_unit,
|
||||
/obj/item/weapon/kinetic_crusher
|
||||
)
|
||||
|
||||
/obj/item/weapon/storage/belt/explorer/pathfinder
|
||||
|
||||
@@ -20,4 +20,13 @@
|
||||
force = 0
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
max_w_class = ITEMSIZE_SMALL
|
||||
max_storage_space = ITEMSIZE_COST_SMALL * 4
|
||||
max_storage_space = ITEMSIZE_COST_SMALL * 4
|
||||
|
||||
/obj/item/weapon/storage/briefcase/bookbag
|
||||
name = "bookbag"
|
||||
desc = "A small bookbag for holding... things other than books?"
|
||||
icon_state = "bookbag"
|
||||
force = 4.0
|
||||
w_class = ITEMSIZE_LARGE
|
||||
max_w_class = ITEMSIZE_NORMAL
|
||||
max_storage_space = ITEMSIZE_COST_NORMAL * 4
|
||||
@@ -31,6 +31,7 @@
|
||||
prob(4);/obj/item/weapon/gun/energy/taser,
|
||||
prob(2);/obj/item/weapon/gun/energy/crossbow/largecrossbow,
|
||||
prob(4);/obj/item/weapon/gun/energy/stunrevolver,
|
||||
prob(2);/obj/item/weapon/gun/energy/stunrevolver/vintage,
|
||||
prob(3);/obj/item/weapon/gun/energy/gun/compact)
|
||||
|
||||
/obj/random/energy/sec
|
||||
|
||||
@@ -64,6 +64,52 @@
|
||||
/obj/structure/closet/crate/engineering,
|
||||
/obj/structure/closet/crate)
|
||||
|
||||
/obj/random/vendorall //Fully random selection of consumer vendors
|
||||
name = "random vending machine"
|
||||
desc = "This is a random vending machine"
|
||||
icon = 'icons/obj/vending.dmi'
|
||||
icon_state = "radren-off"
|
||||
|
||||
/obj/random/vendorall/item_to_spawn()
|
||||
return pick (/obj/machinery/vending/coffee,
|
||||
/obj/machinery/vending/snack,
|
||||
/obj/machinery/vending/cola,
|
||||
/obj/machinery/vending/fitness,
|
||||
/obj/machinery/vending/cigarette,
|
||||
/obj/machinery/vending/giftvendor,
|
||||
/obj/machinery/vending/hotfood,
|
||||
/obj/machinery/vending/weeb,
|
||||
/obj/machinery/vending/sol,
|
||||
/obj/machinery/vending/snix,
|
||||
/obj/machinery/vending/snlvend,
|
||||
/obj/machinery/vending/sovietsoda,
|
||||
/obj/machinery/vending/sovietvend,
|
||||
/obj/machinery/vending/radren)
|
||||
|
||||
/obj/random/vendorfood //Random food vendors for station use
|
||||
name = "random snack vending machine"
|
||||
desc = "This is a random food vending machine"
|
||||
icon = 'icons/obj/vending.dmi'
|
||||
icon_state = "snack"
|
||||
|
||||
/obj/random/vendorfood/item_to_spawn()
|
||||
return pick (/obj/machinery/vending/snack,
|
||||
/obj/machinery/vending/weeb,
|
||||
/obj/machinery/vending/sol,
|
||||
/obj/machinery/vending/snix,
|
||||
/obj/machinery/vending/snlvend)
|
||||
|
||||
/obj/random/vendordrink //Random drink vendors for station use
|
||||
name = "random drink vending machine"
|
||||
desc = "This is a random drink vending machine"
|
||||
icon = 'icons/obj/vending.dmi'
|
||||
icon_state = "Cola_Machine"
|
||||
|
||||
/obj/random/vendordrink/item_to_spawn() //Not including coffee as it's more specific in usage.
|
||||
return pick (/obj/machinery/vending/cola,
|
||||
/obj/machinery/vending/sovietsoda,
|
||||
/obj/machinery/vending/radren)
|
||||
|
||||
/obj/random/obstruction //Large objects to block things off in maintenance
|
||||
name = "random obstruction"
|
||||
desc = "This is a random obstruction."
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
icon = 'icons/mob/alien.dmi'
|
||||
layer = ABOVE_JUNK_LAYER
|
||||
var/health = 50
|
||||
unacidable = TRUE
|
||||
|
||||
/obj/structure/alien/proc/healthcheck()
|
||||
if(health <=0)
|
||||
|
||||
@@ -33,6 +33,7 @@ two tiles on initialization, and which way a cliff is facing may change during m
|
||||
opacity = FALSE
|
||||
climbable = TRUE
|
||||
climb_delay = 10 SECONDS
|
||||
unacidable = TRUE
|
||||
block_turf_edges = TRUE // Don't want turf edges popping up from the cliff edge.
|
||||
plane = TURF_PLANE
|
||||
|
||||
|
||||
@@ -34,19 +34,11 @@
|
||||
|
||||
var/list/starts_with // List of type = count (or just type for 1)
|
||||
|
||||
var/closet_appearance = /decl/closet_appearance // The /decl that defines what decals we end up with, that makes our look unique
|
||||
var/decl/closet_appearance/closet_appearance = /decl/closet_appearance // The /decl that defines what decals we end up with, that makes our look unique
|
||||
|
||||
/// Currently animating the door transform
|
||||
var/is_animating_door = FALSE
|
||||
/// Length of time (ds) to animate the door transform
|
||||
var/door_anim_time = 2.0
|
||||
/// Amount to 'squish' the full width of the door by
|
||||
var/door_anim_squish = 0.30
|
||||
/// Virtual angle at which the door is opened to (136 by default, so not a full 180)
|
||||
var/door_anim_angle = 136
|
||||
/// Offset for the door hinge location from centerline
|
||||
var/door_hinge = -6.5
|
||||
/// Our visual object for the closet door
|
||||
/// Our visual object for the closet door, if we're animating
|
||||
var/obj/effect/overlay/closet_door/door_obj
|
||||
|
||||
/obj/structure/closet/Initialize()
|
||||
@@ -73,15 +65,16 @@
|
||||
storage_capacity = content_size + 5
|
||||
|
||||
if(ispath(closet_appearance))
|
||||
var/decl/closet_appearance/app = GLOB.closet_appearances[closet_appearance]
|
||||
if(app)
|
||||
icon = app.icon
|
||||
closet_appearance = GLOB.closet_appearances[closet_appearance]
|
||||
if(istype(closet_appearance))
|
||||
icon = closet_appearance.icon
|
||||
color = null
|
||||
update_icon()
|
||||
|
||||
/obj/structure/closet/Destroy()
|
||||
. = ..()
|
||||
qdel_null(door_obj)
|
||||
closet_appearance = null
|
||||
return ..()
|
||||
|
||||
/obj/structure/closet/examine(mob/user)
|
||||
. = ..()
|
||||
@@ -500,7 +493,7 @@
|
||||
return 1
|
||||
|
||||
/obj/structure/closet/proc/animate_door(closing = FALSE)
|
||||
if(!door_anim_time)
|
||||
if(!closet_appearance?.door_anim_time)
|
||||
update_icon()
|
||||
return
|
||||
if(!door_obj)
|
||||
@@ -511,9 +504,9 @@
|
||||
is_animating_door = TRUE
|
||||
if(!closing)
|
||||
update_icon()
|
||||
var/num_steps = door_anim_time / world.tick_lag
|
||||
var/num_steps = closet_appearance.door_anim_time / world.tick_lag
|
||||
for(var/I in 0 to num_steps)
|
||||
var/angle = door_anim_angle * (closing ? 1 - (I/num_steps) : (I/num_steps))
|
||||
var/angle = closet_appearance.door_anim_angle * (closing ? 1 - (I/num_steps) : (I/num_steps))
|
||||
var/matrix/M = get_door_transform(angle)
|
||||
var/door_state = angle >= 90 ? "door_back" : "door_front"
|
||||
var/door_layer = angle >= 90 ? FLOAT_LAYER : ABOVE_MOB_LAYER
|
||||
@@ -526,7 +519,7 @@
|
||||
animate(door_obj, transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag, flags = ANIMATION_END_NOW)
|
||||
else
|
||||
animate(transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag)
|
||||
addtimer(CALLBACK(src,.proc/end_door_animation,closing),door_anim_time,TIMER_UNIQUE|TIMER_OVERRIDE)
|
||||
addtimer(CALLBACK(src, .proc/end_door_animation,closing), closet_appearance.door_anim_time, TIMER_UNIQUE|TIMER_OVERRIDE)
|
||||
|
||||
/obj/structure/closet/proc/end_door_animation(closing = FALSE)
|
||||
is_animating_door = FALSE
|
||||
@@ -537,7 +530,9 @@
|
||||
|
||||
/obj/structure/closet/proc/get_door_transform(angle)
|
||||
var/matrix/M = matrix()
|
||||
M.Translate(-door_hinge, 0)
|
||||
M.Multiply(matrix(cos(angle), 0, 0, -sin(angle) * door_anim_squish, 1, 0))
|
||||
M.Translate(door_hinge, 0)
|
||||
if(!closet_appearance)
|
||||
return M
|
||||
M.Translate(-closet_appearance.door_hinge, 0)
|
||||
M.Multiply(matrix(cos(angle), 0, 0, -sin(angle) * closet_appearance.door_anim_squish, 1, 0))
|
||||
M.Translate(closet_appearance.door_hinge, 0)
|
||||
return M
|
||||
|
||||
@@ -14,6 +14,15 @@
|
||||
var/decal_icon = 'icons/obj/closets/decals/closet.dmi'
|
||||
var/can_lock = FALSE
|
||||
|
||||
/// Length of time (ds) to animate the door transform
|
||||
var/door_anim_time = 2.0
|
||||
/// Amount to 'squish' the full width of the door by
|
||||
var/door_anim_squish = 0.30
|
||||
/// Virtual angle at which the door is opened to (136 by default, so not a full 180)
|
||||
var/door_anim_angle = 136
|
||||
/// Offset for the door hinge location from centerline
|
||||
var/door_hinge = -6.5
|
||||
|
||||
/decl/closet_appearance/New()
|
||||
// Build our colour and decal lists.
|
||||
if(LAZYLEN(extra_decals))
|
||||
@@ -725,6 +734,7 @@
|
||||
base_icon = 'icons/obj/closets/bases/crate.dmi'
|
||||
decal_icon = 'icons/obj/closets/decals/crate.dmi'
|
||||
color = COLOR_GRAY40
|
||||
door_anim_time = 0
|
||||
|
||||
/decl/closet_appearance/crate/plastic
|
||||
color = COLOR_GRAY80
|
||||
@@ -1237,6 +1247,7 @@
|
||||
decal_icon = 'icons/obj/closets/decals/large_crate.dmi'
|
||||
decals = null
|
||||
extra_decals = null
|
||||
door_anim_time = 0
|
||||
|
||||
/decl/closet_appearance/large_crate/critter
|
||||
color = COLOR_BEIGE
|
||||
@@ -1349,6 +1360,7 @@
|
||||
color = WOOD_COLOR_RICH
|
||||
decals = null
|
||||
extra_decals = null
|
||||
door_anim_time = 0
|
||||
|
||||
/decl/closet_appearance/cabinet/secure
|
||||
can_lock = TRUE
|
||||
@@ -1361,6 +1373,7 @@
|
||||
"vent"
|
||||
)
|
||||
extra_decals = null
|
||||
door_anim_time = 0
|
||||
|
||||
/decl/closet_appearance/wall/emergency
|
||||
color = COLOR_LIGHT_CYAN
|
||||
@@ -1402,6 +1415,7 @@
|
||||
"vent"
|
||||
)
|
||||
extra_decals = null
|
||||
door_anim_time = 0
|
||||
|
||||
/decl/closet_appearance/wall_double/kitchen
|
||||
decals = null
|
||||
@@ -1431,6 +1445,7 @@
|
||||
decal_icon = 'icons/obj/closets/decals/cart.dmi'
|
||||
decals = null
|
||||
extra_decals = null
|
||||
door_anim_time = 0
|
||||
|
||||
/decl/closet_appearance/cart/trash
|
||||
color = COLOR_BOTTLE_GREEN
|
||||
|
||||
@@ -7,7 +7,6 @@
|
||||
seal_tool = /obj/item/weapon/tool/screwdriver
|
||||
breakout_sound = 'sound/weapons/tablehit1.ogg'
|
||||
closet_appearance = null // Special icon for us
|
||||
door_anim_time = 0 //Unsupported
|
||||
|
||||
/* Graves */
|
||||
/obj/structure/closet/grave
|
||||
@@ -21,7 +20,6 @@
|
||||
max_closets = 1
|
||||
opened = 1
|
||||
closet_appearance = null // Special icon for us
|
||||
door_anim_time = 0 //Unsupported
|
||||
|
||||
/obj/structure/closet/grave/attack_hand(mob/user as mob)
|
||||
if(opened)
|
||||
|
||||
@@ -2,4 +2,3 @@
|
||||
name = "critter crate"
|
||||
desc = "A crate which can sustain life for a while."
|
||||
closet_appearance = /decl/closet_appearance/large_crate/critter
|
||||
door_anim_time = 0 //Unsupported
|
||||
@@ -13,7 +13,6 @@
|
||||
opened = 0
|
||||
sealed = 0 //Don't touch this.
|
||||
health = 100
|
||||
door_anim_time = 0 //Unsupported
|
||||
|
||||
/obj/structure/closet/secure_closet/egg/update_icon()
|
||||
if(opened)
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
desc = "Old will forever be in fashion."
|
||||
icon = 'icons/obj/closets/bases/cabinet.dmi'
|
||||
closet_appearance = /decl/closet_appearance/cabinet
|
||||
door_anim_time = 0 //Unsupported
|
||||
|
||||
/obj/structure/closet/acloset
|
||||
name = "strange closet"
|
||||
|
||||
@@ -47,6 +47,7 @@
|
||||
/obj/item/clothing/glasses/meson,
|
||||
/obj/item/clothing/head/soft,
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/cargo,
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/cargo/qm,
|
||||
/obj/item/clothing/shoes/boots/winter/supply)
|
||||
|
||||
/obj/structure/closet/secure_closet/quartermaster/Initialize()
|
||||
|
||||
@@ -26,6 +26,7 @@
|
||||
/obj/item/device/t_scanner/upgraded,
|
||||
/obj/item/taperoll/engineering,
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering,
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering/ce,
|
||||
/obj/item/clothing/shoes/boots/winter/engineering,
|
||||
/obj/item/weapon/tank/emergency/oxygen/engi,
|
||||
/obj/item/weapon/reagent_containers/spray/windowsealant, //VOREStation Add,
|
||||
|
||||
@@ -103,6 +103,7 @@
|
||||
/obj/item/clothing/mask/gas,
|
||||
/obj/item/clothing/suit/storage/toggle/fr_jacket,
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat/emt,
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/medical/para,
|
||||
/obj/item/device/radio/headset/headset_med/alt,
|
||||
/obj/item/weapon/cartridge/medical,
|
||||
/obj/item/weapon/storage/briefcase/inflatable,
|
||||
@@ -137,6 +138,7 @@
|
||||
/obj/item/device/flash,
|
||||
/obj/item/weapon/reagent_containers/hypospray/vial,
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/medical,
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/medical/cmo,
|
||||
/obj/item/clothing/shoes/boots/winter/medical,
|
||||
/obj/item/weapon/storage/box/freezer,
|
||||
/obj/item/clothing/mask/gas,
|
||||
|
||||
@@ -34,6 +34,7 @@
|
||||
/obj/item/clothing/under/rank/research_director/dress_rd,
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat,
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat/modern,
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat/rd,
|
||||
/obj/item/weapon/cartridge/rd,
|
||||
/obj/item/clothing/shoes/white,
|
||||
/obj/item/clothing/shoes/laceup/brown,
|
||||
@@ -44,6 +45,7 @@
|
||||
/obj/item/clothing/mask/gas,
|
||||
/obj/item/device/flash,
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/science,
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/science/rd,
|
||||
/obj/item/clothing/shoes/boots/winter/science,
|
||||
/obj/item/weapon/bluespace_harpoon) //VOREStation Add
|
||||
|
||||
|
||||
@@ -60,7 +60,8 @@
|
||||
/obj/item/clothing/head/caphat/hop,
|
||||
/obj/item/clothing/under/gimmick/rank/head_of_personnel/suit,
|
||||
/obj/item/clothing/under/gimmick/rank/head_of_personnel/suit/skirt,
|
||||
/obj/item/clothing/glasses/sunglasses)
|
||||
/obj/item/clothing/glasses/sunglasses,
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/hop)
|
||||
|
||||
|
||||
/obj/structure/closet/secure_closet/hos
|
||||
@@ -100,6 +101,7 @@
|
||||
/obj/item/weapon/melee/telebaton,
|
||||
/obj/item/clothing/head/beret/sec/corporate/hos,
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/security,
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/security/hos,
|
||||
/obj/item/clothing/shoes/boots/winter/security,
|
||||
/obj/item/device/flashlight/maglight,
|
||||
/obj/item/clothing/mask/gas/half,
|
||||
@@ -313,4 +315,3 @@ GLOBAL_LIST_BOILERPLATE(all_brig_closets, /obj/structure/closet/secure_closet/br
|
||||
|
||||
//too small to put a man in
|
||||
large = 0
|
||||
door_anim_time = 0 // Unsupported
|
||||
|
||||
@@ -21,6 +21,7 @@
|
||||
/obj/item/clothing/accessory/holster/waist,
|
||||
/obj/item/clothing/head/beret/sec/corporate/hos,
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/security,
|
||||
/obj/item/clothing/suit/storage/hooded/wintercoat/security/hos,
|
||||
/obj/item/clothing/mask/gas/half)
|
||||
|
||||
/obj/structure/closet/secure_closet/hos2
|
||||
|
||||
@@ -7,7 +7,6 @@
|
||||
anchored = TRUE
|
||||
health = 0 //destroying the statue kills the mob within
|
||||
blocks_emissive = EMISSIVE_BLOCK_UNIQUE
|
||||
door_anim_time = 0 // Why is this a closet??
|
||||
var/intialTox = 0 //these are here to keep the mob from taking damage from things that logically wouldn't affect a rock
|
||||
var/intialFire = 0 //it's a little sloppy I know but it was this or the GODMODE flag. Lesser of two evils.
|
||||
var/intialBrute = 0
|
||||
|
||||
@@ -10,7 +10,6 @@
|
||||
anchored = TRUE
|
||||
store_mobs = 0
|
||||
wall_mounted = 1
|
||||
door_anim_time = 0 // Unsupported
|
||||
|
||||
//spawns 2 sets of breathmask, emergency oxy tank and crowbar
|
||||
|
||||
@@ -92,7 +91,6 @@
|
||||
wall_mounted = 1
|
||||
plane = TURF_PLANE
|
||||
layer = ABOVE_TURF_LAYER
|
||||
door_anim_time = 0 //Unsupported
|
||||
|
||||
/obj/structure/closet/walllocker_double/north
|
||||
pixel_y = 32
|
||||
|
||||
@@ -7,7 +7,6 @@
|
||||
closet_appearance = /decl/closet_appearance/crate
|
||||
climbable = TRUE
|
||||
dir = 4 //Spawn facing 'forward' by default.
|
||||
door_anim_time = 0 //Unsupported until appropriate sprites are available
|
||||
var/points_per_crate = 5
|
||||
var/rigged = 0
|
||||
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
var/used = FALSE
|
||||
var/busy = FALSE // Don't spam ghosts by spamclicking.
|
||||
var/needscharger //For drone pods that want their pod to turn into a charger.
|
||||
unacidable = TRUE
|
||||
|
||||
// Call this to get a ghost volunteer.
|
||||
/obj/structure/ghost_pod/proc/trigger(var/alert, var/adminalert)
|
||||
|
||||
@@ -21,6 +21,7 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
|
||||
icon_state = "randompile"
|
||||
density = FALSE
|
||||
anchored = TRUE
|
||||
unacidable = TRUE
|
||||
|
||||
var/list/icon_states_to_use = list() // List of icon states the pile can choose from on initialization. If empty or null, it will stay the initial icon_state.
|
||||
|
||||
|
||||
@@ -20,6 +20,7 @@
|
||||
var/obj/structure/m_tray/connected = null
|
||||
var/list/occupants = list()
|
||||
anchored = TRUE
|
||||
unacidable = TRUE
|
||||
|
||||
/obj/structure/morgue/Destroy()
|
||||
if(connected)
|
||||
|
||||
60
code/game/objects/structures/props/esoteric.dm
Normal file
60
code/game/objects/structures/props/esoteric.dm
Normal file
@@ -0,0 +1,60 @@
|
||||
/obj/structure/prop/esoteric
|
||||
name = "some esoteric thing"
|
||||
desc = "Perhaps it's of ritual significance?"
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
|
||||
/obj/structure/prop/esoteric/nt_pedestal0_old
|
||||
name = "pedestal"
|
||||
desc = "A pedestal with a mysterious slot at its center."
|
||||
icon_state = "nt_pedestal0_old"
|
||||
|
||||
/obj/structure/prop/esoteric/nt_pedestal1_old
|
||||
name = "pedestal"
|
||||
desc = "A pedestal with some kind of sword slotted securely in the center."
|
||||
icon_state = "nt_pedestal1_old"
|
||||
|
||||
// eye of the protector from Eris
|
||||
/obj/structure/prop/esoteric/eotp
|
||||
icon = 'icons/obj/props/decor32x64.dmi'
|
||||
icon_state = "eotp"
|
||||
|
||||
/**
|
||||
* 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/esoteric/reader
|
||||
name = "electronic altar"
|
||||
desc = "It looks like you're meant to scan something here."
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "nt_reader_off"
|
||||
|
||||
/obj/structure/prop/esoteric/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")
|
||||
7
code/game/objects/structures/props/fences.dm
Normal file
7
code/game/objects/structures/props/fences.dm
Normal file
@@ -0,0 +1,7 @@
|
||||
// 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/props/decor_fences.dmi'
|
||||
|
||||
686
code/game/objects/structures/props/machines.dm
Normal file
686
code/game/objects/structures/props/machines.dm
Normal file
@@ -0,0 +1,686 @@
|
||||
/obj/structure/prop/machine
|
||||
name = "doodad"
|
||||
desc = "Some kind of machine."
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
|
||||
//Eris Bluespace Beacon
|
||||
|
||||
/obj/structure/prop/machine/bsb_off
|
||||
name = "beacon"
|
||||
icon_state = "bsb_off"
|
||||
|
||||
/obj/structure/prop/machine/bsb_on
|
||||
name = "beacon"
|
||||
icon_state = "bsb_on"
|
||||
|
||||
/obj/structure/prop/machine/biosyphon
|
||||
icon_state = "biosyphon"
|
||||
|
||||
/obj/structure/prop/machine/von_krabin
|
||||
icon_state = "von_krabin"
|
||||
|
||||
/obj/structure/prop/machine/last_shelter
|
||||
icon_state = "last_shelter"
|
||||
|
||||
/obj/structure/prop/machine/complicator
|
||||
icon_state = "complicator"
|
||||
|
||||
/obj/structure/prop/machine/random_radio
|
||||
name = "radio"
|
||||
icon_state = "random_radio"
|
||||
|
||||
// vatgrowing thing from /tg/
|
||||
/obj/structure/prop/machine/green_egg
|
||||
icon_state = "gel_cocoon"
|
||||
|
||||
// gravity generator from Eris
|
||||
/obj/structure/prop/machine/gravygen
|
||||
icon = 'icons/obj/props/decor64x64.dmi'
|
||||
icon_state = "bigdice"
|
||||
bound_width = 64
|
||||
bound_height = 64
|
||||
|
||||
// dna vault from /tg/
|
||||
/obj/structure/prop/dna_vault
|
||||
icon = 'icons/obj/props/decor96x96.dmi'
|
||||
icon_state = "vault"
|
||||
|
||||
/**
|
||||
* 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/machine/nt_biocan
|
||||
icon = 'icons/obj/props/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/props/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/machine/solifier
|
||||
icon_state = "nt_solidifier"
|
||||
|
||||
/obj/structure/prop/machine/solifier/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
icon_state = "nt_solidifier"
|
||||
if("on")
|
||||
icon_state = "nt_solidifier_on"
|
||||
|
||||
/obj/structure/prop/machine/solifier/starts_on
|
||||
icon_state = "nt_solidifier_on"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* off: Boring, round
|
||||
* on: Spinny glowy
|
||||
*/
|
||||
// conduit of soul from Eris
|
||||
/obj/structure/prop/machine/conduit
|
||||
icon_state = "conduit_off"
|
||||
|
||||
/obj/structure/prop/machine/conduit/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("on")
|
||||
icon_state = "conduit_spin"
|
||||
flick("conduit_starting", src)
|
||||
if("off")
|
||||
icon_state = "conduit_off"
|
||||
flick("conduit_stopping", src)
|
||||
|
||||
/obj/structure/prop/machine/conduit/starts_on
|
||||
icon_state = "conduit_spin"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* on: Doing some kinda worky thing
|
||||
* off: Not doing much of anything
|
||||
* empty: No blue crystal thingy
|
||||
* loaded: off but without the animation
|
||||
*/
|
||||
// some kinda NT thing from Eris
|
||||
/obj/structure/prop/machine/core
|
||||
icon_state = "core_inactive"
|
||||
|
||||
/obj/structure/prop/machine/core/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("on")
|
||||
icon_state = "core_active"
|
||||
flick("core_warmup", src)
|
||||
if("off")
|
||||
icon_state = "core_inactive"
|
||||
flick("core_shutdown", src)
|
||||
if("empty")
|
||||
icon_state = "core_empty"
|
||||
if("loaded")
|
||||
icon_state = "core_inactive"
|
||||
|
||||
/obj/structure/prop/machine/core/starts_on
|
||||
icon_state = "core_active"
|
||||
|
||||
/**
|
||||
* 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/machine/tube
|
||||
icon = 'icons/obj/props/decor32x64.dmi'
|
||||
icon_state = "tube_open"
|
||||
|
||||
/obj/structure/prop/machine/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/machine/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/machine/comm_tower
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon = 'icons/obj/props/decor96x96.dmi'
|
||||
icon_state = "comm_tower"
|
||||
|
||||
/obj/structure/prop/machine/comm_tower/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("on")
|
||||
icon_state = "comm_tower_on"
|
||||
if("off")
|
||||
icon_state = "comm_tower"
|
||||
|
||||
/obj/structure/prop/machine/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/machine/stamper
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "stamper"
|
||||
|
||||
/obj/structure/prop/machine/stamper/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
cut_overlays()
|
||||
if("on")
|
||||
add_overlay("stamper_proc")
|
||||
add_overlay("stamper_but")
|
||||
|
||||
/obj/structure/prop/machine/stamper/starts_on
|
||||
icon_state = "stamper_on"
|
||||
|
||||
/obj/structure/prop/machine/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/machine/alien_tank
|
||||
icon_state = "tank_larva"
|
||||
|
||||
/obj/structure/prop/machine/alien_tank/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("whole")
|
||||
icon_state = "tank_larva"
|
||||
if("broken")
|
||||
icon_state = "tank_broken"
|
||||
|
||||
/obj/structure/prop/machine/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/machine/nt_optable
|
||||
icon_state = "nt_optable-idle"
|
||||
|
||||
/obj/structure/prop/machine/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:
|
||||
* idle: The default look
|
||||
* active: Glowy lights in the center
|
||||
* panel_open: Opened panel (wiring)
|
||||
* panel_closed: Closed panel
|
||||
*/
|
||||
// trade beacon from Eris
|
||||
/obj/structure/prop/machine/tradebeacon
|
||||
icon_state = "tradebeacon"
|
||||
|
||||
/obj/structure/prop/machine/tradebeacon/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("idle")
|
||||
icon_state = "tradebeacon"
|
||||
if("active")
|
||||
icon_state = "tradebeacon_active"
|
||||
if("panel_open")
|
||||
cut_overlay("tradebeacon_panel")
|
||||
add_overlay("tradebeacon_panel")
|
||||
if("panel_closed")
|
||||
cut_overlay("tradebeacon_panel")
|
||||
|
||||
/obj/structure/prop/machine/tradebeacon/starts_active
|
||||
icon_state = "tradebeacon_active"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* idle: The default look
|
||||
* active: Glowy lights in the center
|
||||
* panel_open: Opened panel (wiring)
|
||||
* panel_closed: Closed panel
|
||||
*/
|
||||
// another trade beacon from Eris
|
||||
/obj/structure/prop/machine/tradebeacon2
|
||||
icon_state = "tradebeacon"
|
||||
|
||||
/obj/structure/prop/machine/tradebeacon2/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("idle")
|
||||
icon_state = "tradebeacon_sending"
|
||||
if("active")
|
||||
icon_state = "tradebeacon_sending_active"
|
||||
if("panel_open")
|
||||
cut_overlay("tradebeacon_sending_panel")
|
||||
add_overlay("tradebeacon_sending_panel")
|
||||
if("panel_closed")
|
||||
cut_overlay("tradebeacon_sending_panel")
|
||||
|
||||
/obj/structure/prop/machine/tradebeacon2/starts_active
|
||||
icon_state = "tradebeacon_sending_active"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* off: Non-spinny
|
||||
* on: Spinny and floaty
|
||||
*/
|
||||
// neotheology decorative(?) obelisk from Eris
|
||||
/obj/structure/prop/machine/nt_obelisk
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "nt_obelisk"
|
||||
|
||||
/obj/structure/prop/machine/nt_obelisk/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
icon_state = "nt_obelisk"
|
||||
if("on")
|
||||
icon_state = "nt_obelisk_on"
|
||||
|
||||
/obj/structure/prop/machine/nt_obelisk/starts_on
|
||||
icon_state = "nt_obelisk_on"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* off: Inert
|
||||
* on: Hand destroying machinery
|
||||
*/
|
||||
// 'sorter' from Eris
|
||||
/obj/structure/prop/machine/sorter
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "sorter"
|
||||
|
||||
/obj/structure/prop/machine/sorter/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
icon_state = "sorter"
|
||||
if("on")
|
||||
icon_state = "sorter-process"
|
||||
|
||||
/obj/structure/prop/machine/sorter/starts_on
|
||||
icon_state = "sorter-process"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* off: Inert
|
||||
* on: Hand destroying machinery
|
||||
*/
|
||||
// 'smelter' from Eris
|
||||
/obj/structure/prop/machine/smelter
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "smelter"
|
||||
|
||||
/obj/structure/prop/machine/smelter/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
icon_state = "smelter"
|
||||
if("on")
|
||||
icon_state = "smelter-process"
|
||||
|
||||
/obj/structure/prop/machine/smelter/starts_on
|
||||
icon_state = "smelter-process"
|
||||
|
||||
/**
|
||||
* 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/machine/nt_cruciforge
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "nt_cruciforge"
|
||||
|
||||
/obj/structure/prop/machine/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/machine/nt_cruciforge/starts_working
|
||||
icon_state = "nt_cruciforge_work"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* off: Default, boring
|
||||
* on: Showing a display/powered up
|
||||
*/
|
||||
// A console from TGMC
|
||||
/obj/structure/prop/machine/tgmc_console1
|
||||
name = "console"
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "tgmc_console1"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console1/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
icon_state = "tgmc_console1"
|
||||
if("on")
|
||||
icon_state = "tgmc_console1_on"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console1/starts_on
|
||||
icon_state = "tgmc_console1_on"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* off: Default, boring
|
||||
* on: Showing a display/powered up
|
||||
*/
|
||||
// A console from TGMC
|
||||
/obj/structure/prop/machine/tgmc_console2
|
||||
name = "console"
|
||||
icon_state = "tgmc_console2"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console2/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
icon_state = "tgmc_console2"
|
||||
if("on")
|
||||
icon_state = "tgmc_console2_on"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console2/starts_on
|
||||
icon_state = "tgmc_console2_on"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* off: Default, boring
|
||||
* on: Showing a display/powered up
|
||||
*/
|
||||
// A console from TGMC
|
||||
/obj/structure/prop/machine/tgmc_console3
|
||||
name = "console"
|
||||
icon_state = "tgmc_console3"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console3/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
icon_state = "tgmc_console3"
|
||||
if("on")
|
||||
icon_state = "tgmc_console3_on"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console3/starts_on
|
||||
icon_state = "tgmc_console3_on"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* off: Default, boring
|
||||
* on: Showing a display/powered up
|
||||
*/
|
||||
// A console from TGMC
|
||||
/obj/structure/prop/machine/tgmc_console4
|
||||
name = "console"
|
||||
icon_state = "tgmc_console4"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console4/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
icon_state = "tgmc_console4"
|
||||
if("on")
|
||||
icon_state = "tgmc_console4_on"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console4/starts_on
|
||||
icon_state = "tgmc_console4_on"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* off: Default, boring
|
||||
* on: Showing a display/powered up
|
||||
*/
|
||||
// A console from TGMC
|
||||
/obj/structure/prop/machine/tgmc_console5
|
||||
name = "console"
|
||||
icon_state = "tgmc_console5"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console5/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
icon_state = "tgmc_console5"
|
||||
if("on")
|
||||
icon_state = "tgmc_console5_on"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console5/starts_on
|
||||
icon_state = "tgmc_console5_on"
|
||||
|
||||
/**
|
||||
* 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/machine/nt_pod
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon = 'icons/obj/props/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/machine/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/machine/nt_pod/Entered(atom/movable/mover)
|
||||
abduct(mover)
|
||||
|
||||
/obj/structure/prop/machine/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/machine/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/machine/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/machine/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")
|
||||
@@ -1,19 +1,20 @@
|
||||
/**
|
||||
* Decorative items for PoIs etc.
|
||||
* 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
|
||||
name = "mysterious structure"
|
||||
desc = "A mysterious structure!"
|
||||
desc = "You're not sure what this is."
|
||||
icon = 'icons/obj/structures.dmi'
|
||||
icon_state = "safe"
|
||||
density = TRUE
|
||||
@@ -30,8 +31,6 @@
|
||||
else
|
||||
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
|
||||
@@ -41,694 +40,30 @@
|
||||
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"
|
||||
//Misc stuff that fits no category
|
||||
|
||||
// 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"
|
||||
|
||||
// gravity generator from Eris
|
||||
/obj/structure/prop/gravygen
|
||||
icon = 'icons/obj/structures/decor64x64.dmi'
|
||||
icon_state = "bigdice"
|
||||
// ship memorial from TGMC
|
||||
/obj/structure/prop/memorial
|
||||
name = "engraved wall"
|
||||
desc = "A finely engraved list on dark stone."
|
||||
icon = 'icons/obj/props/decor64x64.dmi'
|
||||
icon_state = "ship_memorial"
|
||||
bound_width = 64
|
||||
bound_height = 64
|
||||
|
||||
// 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'
|
||||
|
||||
/**
|
||||
*
|
||||
*
|
||||
Notes on change_state
|
||||
*
|
||||
* 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:
|
||||
* off: Boring, round
|
||||
* on: Spinny glowy
|
||||
*/
|
||||
// conduit of soul from Eris
|
||||
/obj/structure/prop/conduit
|
||||
icon = 'icons/obj/structures/decor.dmi'
|
||||
icon_state = "conduit_off"
|
||||
|
||||
/obj/structure/prop/conduit/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("on")
|
||||
icon_state = "conduit_spin"
|
||||
flick("conduit_starting", src)
|
||||
if("off")
|
||||
icon_state = "conduit_off"
|
||||
flick("conduit_stopping", src)
|
||||
|
||||
/obj/structure/prop/conduit/starts_on
|
||||
icon_state = "conduit_spin"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* on: Doing some kinda worky thing
|
||||
* off: Not doing much of anything
|
||||
* empty: No blue crystal thingy
|
||||
* loaded: off but without the animation
|
||||
*/
|
||||
// some kinda NT thing from Eris
|
||||
/obj/structure/prop/core
|
||||
icon = 'icons/obj/structures/decor.dmi'
|
||||
icon_state = "core_inactive"
|
||||
|
||||
/obj/structure/prop/core/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("on")
|
||||
icon_state = "core_active"
|
||||
flick("core_warmup", src)
|
||||
if("off")
|
||||
icon_state = "core_inactive"
|
||||
flick("core_shutdown", src)
|
||||
if("empty")
|
||||
icon_state = "core_empty"
|
||||
if("loaded")
|
||||
icon_state = "core_inactive"
|
||||
|
||||
/obj/structure/prop/core/starts_on
|
||||
icon_state = "core_active"
|
||||
|
||||
/**
|
||||
* 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/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:
|
||||
* idle: The default look
|
||||
* active: Glowy lights in the center
|
||||
* panel_open: Opened panel (wiring)
|
||||
* panel_closed: Closed panel
|
||||
*/
|
||||
// trade beacon from Eris
|
||||
/obj/structure/prop/tradebeacon
|
||||
icon = 'icons/obj/structures/decor.dmi'
|
||||
icon_state = "tradebeacon"
|
||||
|
||||
/obj/structure/prop/tradebeacon/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("idle")
|
||||
icon_state = "tradebeacon"
|
||||
if("active")
|
||||
icon_state = "tradebeacon_active"
|
||||
if("panel_open")
|
||||
cut_overlay("tradebeacon_panel")
|
||||
add_overlay("tradebeacon_panel")
|
||||
if("panel_closed")
|
||||
cut_overlay("tradebeacon_panel")
|
||||
|
||||
/obj/structure/prop/tradebeacon/starts_active
|
||||
icon_state = "tradebeacon_active"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* idle: The default look
|
||||
* active: Glowy lights in the center
|
||||
* panel_open: Opened panel (wiring)
|
||||
* panel_closed: Closed panel
|
||||
*/
|
||||
// another trade beacon from Eris
|
||||
/obj/structure/prop/tradebeacon2
|
||||
icon = 'icons/obj/structures/decor.dmi'
|
||||
icon_state = "tradebeacon"
|
||||
|
||||
/obj/structure/prop/tradebeacon2/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("idle")
|
||||
icon_state = "tradebeacon_sending"
|
||||
if("active")
|
||||
icon_state = "tradebeacon_sending_active"
|
||||
if("panel_open")
|
||||
cut_overlay("tradebeacon_sending_panel")
|
||||
add_overlay("tradebeacon_sending_panel")
|
||||
if("panel_closed")
|
||||
cut_overlay("tradebeacon_sending_panel")
|
||||
|
||||
/obj/structure/prop/tradebeacon2/starts_active
|
||||
icon_state = "tradebeacon_sending_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:
|
||||
* off: Inert
|
||||
* on: Hand destroying machinery
|
||||
*/
|
||||
// 'sorter' from Eris
|
||||
/obj/structure/prop/sorter
|
||||
icon = 'icons/obj/structures/decor.dmi'
|
||||
icon_state = "sorter"
|
||||
|
||||
/obj/structure/prop/sorter/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
icon_state = "sorter"
|
||||
if("on")
|
||||
icon_state = "sorter-process"
|
||||
|
||||
/obj/structure/prop/sorter/starts_on
|
||||
icon_state = "sorter-process"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* off: Inert
|
||||
* on: Hand destroying machinery
|
||||
*/
|
||||
// 'smelter' from Eris
|
||||
/obj/structure/prop/smelter
|
||||
icon = 'icons/obj/structures/decor.dmi'
|
||||
icon_state = "smelter"
|
||||
|
||||
/obj/structure/prop/smelter/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
icon_state = "smelter"
|
||||
if("on")
|
||||
icon_state = "smelter-process"
|
||||
|
||||
/obj/structure/prop/smelter/starts_on
|
||||
icon_state = "smelter-process"
|
||||
|
||||
/**
|
||||
* 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:
|
||||
*/
|
||||
@@ -38,4 +38,15 @@
|
||||
density = FALSE
|
||||
|
||||
/obj/structure/prop/rock/small/wateralt
|
||||
icon_state = "waterrocks2"
|
||||
icon_state = "waterrocks2"
|
||||
|
||||
// bluespace crystal from Eris
|
||||
/obj/structure/prop/rock/crystal
|
||||
name = "crystal"
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "bsc"
|
||||
|
||||
/obj/structure/prop/rock/crystal_dust
|
||||
name = "crystal dust"
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "bsc_dust"
|
||||
65
code/game/objects/structures/props/statue.dm
Normal file
65
code/game/objects/structures/props/statue.dm
Normal file
@@ -0,0 +1,65 @@
|
||||
//Eris statues
|
||||
|
||||
/obj/structure/prop/statue
|
||||
name = "statue"
|
||||
desc = "It's art!"
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "artwork_statue"
|
||||
|
||||
/obj/structure/prop/statue/statue1
|
||||
icon_state = "artwork_statue_1"
|
||||
|
||||
/obj/structure/prop/statue/statue2
|
||||
icon_state = "artwork_statue_2"
|
||||
|
||||
/obj/structure/prop/statue/statue3
|
||||
icon_state = "artwork_statue_3"
|
||||
|
||||
/obj/structure/prop/statue/statue4
|
||||
icon_state = "artwork_statue_4"
|
||||
|
||||
/obj/structure/prop/statue/statue5
|
||||
icon_state = "artwork_statue_5"
|
||||
|
||||
//TGMC Ship Mast
|
||||
|
||||
/obj/structure/prop/statue/stump_plaque
|
||||
name = "commemorative stump"
|
||||
desc = "A wooden stump adorned with a little plaque."
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "stump"
|
||||
|
||||
//World Server statues
|
||||
|
||||
/obj/structure/prop/statue
|
||||
name = "statue"
|
||||
desc = "A statue."
|
||||
icon = 'icons/obj/props/decor32x64.dmi'
|
||||
icon_state = "venus"
|
||||
|
||||
/obj/structure/prop/statue/lion
|
||||
icon_state = "lion"
|
||||
|
||||
/obj/structure/prop/statue/angel
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "angel"
|
||||
|
||||
/obj/structure/prop/statue/phoron
|
||||
name = "phoronic cascade"
|
||||
desc = "A sculpture made of pure phoron. It is covered in a lacquer that prevents erosion and renders it fireproof. It's safe. Probably."
|
||||
icon_state = "phoronic"
|
||||
layer = ABOVE_WINDOW_LAYER
|
||||
interaction_message = "<span class = 'notice'>Cool to touch and unbelievable smooth. You can almost see your reflection in it.</span>"
|
||||
|
||||
/obj/structure/prop/statue/phoron/New()
|
||||
set_light(2, 3, "#cc66ff")
|
||||
|
||||
/obj/structure/prop/statue/pillar
|
||||
name = "pillar"
|
||||
desc = "A pillar."
|
||||
icon_state = "pillar"
|
||||
|
||||
/obj/structure/prop/statue/pillar/dark
|
||||
name = "pillar"
|
||||
desc = "A dark pillar."
|
||||
icon_state = "dark_pillar"
|
||||
167
code/game/objects/structures/props/warfare.dm
Normal file
167
code/game/objects/structures/props/warfare.dm
Normal file
@@ -0,0 +1,167 @@
|
||||
/obj/structure/prop/war
|
||||
name = "military hardware"
|
||||
desc = "What is it good for?"
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
|
||||
// warheads from TGMC
|
||||
/obj/structure/prop/war/warhead1
|
||||
name = "nuclear warhead"
|
||||
icon_state = "ob_warhead_1"
|
||||
|
||||
/obj/structure/prop/war/warhead2
|
||||
name = "incindiary warhead"
|
||||
icon_state = "ob_warhead_2"
|
||||
|
||||
/obj/structure/prop/war/warhead3
|
||||
name = "bluespace warhead"
|
||||
icon_state = "ob_warhead_3"
|
||||
|
||||
/obj/structure/prop/war/warhead4
|
||||
name = "phoron warhead"
|
||||
icon_state = "ob_warhead_4"
|
||||
|
||||
// minirocket pod from TGMC
|
||||
/obj/structure/prop/war/minirocket_pod
|
||||
name = "rocket pod"
|
||||
icon_state = "minirocket_pod"
|
||||
|
||||
// sentry console from TGMC
|
||||
/obj/structure/prop/war/sentry_control
|
||||
name = "portable sentry gun"
|
||||
desc = "Needs a dispenser."
|
||||
icon_state = "tgmc_sentry"
|
||||
|
||||
// various weapons from TGMC
|
||||
/obj/structure/prop/war/tgmc_missile
|
||||
name = "missile"
|
||||
desc = "It seems to be some sort of spacecraft-tier ordinance."
|
||||
icon = 'icons/obj/props/decor64x64.dmi'
|
||||
icon_state = "single"
|
||||
bound_width = 64
|
||||
|
||||
/obj/structure/prop/war/tgmc_missile/double
|
||||
icon_state = "widowmaker"
|
||||
|
||||
/obj/structure/prop/war/tgmc_missile/banshee
|
||||
icon_state = "banshee"
|
||||
|
||||
/obj/structure/prop/war/tgmc_missile/keeper
|
||||
icon_state = "keeper"
|
||||
|
||||
/obj/structure/prop/war/tgmc_missile/fatty
|
||||
icon_state = "fatty"
|
||||
|
||||
/obj/structure/prop/war/tgmc_missile/napalm
|
||||
icon_state = "napalm"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* empty, single, banshee, keeper, fatty, napalm
|
||||
*/
|
||||
// ship weapons from TGMC
|
||||
/obj/structure/prop/war/tgmc_missile_rack
|
||||
name = "missile launcher"
|
||||
desc = "Some sort of spacecraft-tier missile weapon."
|
||||
icon = 'icons/obj/props/decor64x64.dmi'
|
||||
icon_state = "rocket_pod"
|
||||
bound_height = 64
|
||||
|
||||
/obj/structure/prop/war/tgmc_missile_rack/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("empty")
|
||||
icon_state = "rocket_pod"
|
||||
if("single")
|
||||
icon_state = "rocket_pod_loaded"
|
||||
if("banshee")
|
||||
icon_state = "rocket_pod_loadedb"
|
||||
if("keeper")
|
||||
icon_state = "rocket_pod_loadedk"
|
||||
if("fatty")
|
||||
icon_state = "rocket_pod_loadedf"
|
||||
if("napalm")
|
||||
icon_state = "rocket_pod_loadedn"
|
||||
|
||||
/obj/structure/prop/war/tgmc_missile_rack/single
|
||||
icon_state = "rocket_pod_loaded"
|
||||
/obj/structure/prop/war/tgmc_missile_rack/banshee
|
||||
icon_state = "rocket_pod_loadedb"
|
||||
/obj/structure/prop/war/tgmc_missile_rack/keeper
|
||||
icon_state = "rocket_pod_loadedk"
|
||||
/obj/structure/prop/war/tgmc_missile_rack/fatty
|
||||
icon_state = "rocket_pod_loadedf"
|
||||
/obj/structure/prop/war/tgmc_missile_rack/napalm
|
||||
icon_state = "rocket_pod_loadedn"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* empty, loaded
|
||||
*/
|
||||
// ship weapons from TGMC
|
||||
/obj/structure/prop/war/tgmc_minirockets
|
||||
name = "rocket pod"
|
||||
desc = "Some sort of spacecraft-tier rocket weapon."
|
||||
icon = 'icons/obj/props/decor64x64.dmi'
|
||||
icon_state = "minirocket_pod"
|
||||
bound_height = 64
|
||||
|
||||
/obj/structure/prop/war/tgmc_minirockets/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("empty")
|
||||
icon_state = "minirocket_pod"
|
||||
if("loaded")
|
||||
icon_state = "minirocket_pod_loaded"
|
||||
|
||||
/obj/structure/prop/war/tgmc_minirockets/loaded
|
||||
icon_state = "minirocket_pod_loaded"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* empty, loaded
|
||||
*/
|
||||
// ship weapons from TGMC
|
||||
/obj/structure/prop/war/tgmc_laser
|
||||
name = "laser cannon"
|
||||
desc = "Some sort of spacecraft-tier energy weapon."
|
||||
icon = 'icons/obj/props/decor64x64.dmi'
|
||||
icon_state = "laser_beam"
|
||||
bound_height = 64
|
||||
|
||||
/obj/structure/prop/war/tgmc_laser/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("empty")
|
||||
icon_state = "laser_beam"
|
||||
if("loaded")
|
||||
icon_state = "laser_beam_loaded"
|
||||
|
||||
/obj/structure/prop/war/tgmc_laser/loaded
|
||||
icon_state = "laser_beam_loaded"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* empty, loaded, loadedempty
|
||||
*/
|
||||
// ship weapons from TGMC
|
||||
/obj/structure/prop/war/tgmc_30mm
|
||||
name = "30mm cannon"
|
||||
desc = "Some sort of spacecraft-tier rotary cannon weapon."
|
||||
icon = 'icons/obj/props/decor64x64.dmi'
|
||||
icon_state = "30mm_cannon"
|
||||
bound_height = 64
|
||||
|
||||
/obj/structure/prop/war/tgmc_30mm/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("empty")
|
||||
icon_state = "30mm_cannon"
|
||||
if("loaded")
|
||||
icon_state = "30mm_cannon_loaded1"
|
||||
if("loadedempty")
|
||||
icon_state = "30mm_cannon_loaded0"
|
||||
|
||||
/obj/structure/prop/war/tgmc_30mm/loaded
|
||||
icon_state = "30mm_cannon_loaded1"
|
||||
/obj/structure/prop/war/tgmc_30mm/loadedempty
|
||||
icon_state = "30mm_cannon_loaded0"
|
||||
@@ -4,6 +4,7 @@
|
||||
icon = 'icons/obj/storage_vr.dmi' //VOREStation Edit
|
||||
icon_state = "critteropen"
|
||||
density = TRUE
|
||||
unacidable = TRUE
|
||||
|
||||
var/mob/living/simple_mob/contained
|
||||
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
icon = 'icons/mob/alien.dmi'
|
||||
icon_state = "nest"
|
||||
var/health = 100
|
||||
unacidable = TRUE
|
||||
|
||||
/obj/structure/bed/nest/update_icon()
|
||||
return
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
/obj/structure/shuttle
|
||||
name = "shuttle"
|
||||
icon = 'icons/turf/shuttle_parts.dmi'
|
||||
unacidable = TRUE
|
||||
|
||||
/obj/structure/shuttle/window
|
||||
name = "shuttle window"
|
||||
|
||||
@@ -213,7 +213,7 @@ var/list/flooring_types
|
||||
desc = "Gritty and unpleasant."
|
||||
icon = 'icons/turf/flooring/asteroid.dmi'
|
||||
icon_base = "asteroid"
|
||||
flags = TURF_REMOVE_SHOVEL
|
||||
flags = TURF_REMOVE_SHOVEL | TURF_ACID_IMMUNE
|
||||
build_type = null
|
||||
footstep_sounds = list("human" = list(
|
||||
'sound/effects/footstep/asteroid1.ogg',
|
||||
@@ -554,7 +554,7 @@ var/list/flooring_types
|
||||
icon = 'icons/turf/outdoors.dmi'
|
||||
icon_base = "lava"
|
||||
is_plating = TRUE
|
||||
flags = 0
|
||||
flags = TURF_ACID_IMMUNE
|
||||
footstep_sounds = list("human" = list(
|
||||
'sound/effects/footstep/lava1.ogg',
|
||||
'sound/effects/footstep/lava2.ogg',
|
||||
|
||||
@@ -76,6 +76,7 @@
|
||||
icon = 'icons/turf/shuttle_white.dmi'
|
||||
thermal_conductivity = 0.05
|
||||
heat_capacity = 0
|
||||
flags = TURF_ACID_IMMUNE
|
||||
|
||||
var/obj/landed_holder/landed_holder
|
||||
var/interior_corner = 0
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
can_build_into_floor = TRUE
|
||||
can_dirty = FALSE
|
||||
initial_flooring = /decl/flooring/lava // Defining this in case someone DOES step on lava and survive. Somehow.
|
||||
flags = TURF_ACID_IMMUNE
|
||||
|
||||
/turf/simulated/floor/lava/outdoors
|
||||
outdoors = OUTDOORS_YES
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
edge_blending_priority = -1
|
||||
movement_cost = 4
|
||||
outdoors = OUTDOORS_YES
|
||||
flags = TURF_ACID_IMMUNE
|
||||
|
||||
layer = WATER_FLOOR_LAYER
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon_state = "default"
|
||||
dynamic_lighting = 0
|
||||
plane = SPACE_PLANE
|
||||
|
||||
flags = TURF_ACID_IMMUNE
|
||||
temperature = T20C
|
||||
thermal_conductivity = OPEN_HEAT_TRANSFER_COEFFICIENT
|
||||
can_build_into_floor = TRUE
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
oxygen = MOLES_O2STANDARD
|
||||
nitrogen = MOLES_N2STANDARD
|
||||
var/skip_init = TRUE // Don't call down the chain, apparently for performance when loading maps at runtime.
|
||||
flags = TURF_ACID_IMMUNE
|
||||
|
||||
/turf/unsimulated/Initialize(mapload)
|
||||
if(skip_init)
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#define RECOMMENDED_VERSION 501
|
||||
/world/New()
|
||||
world_startup_time = world.timeofday
|
||||
rollover_safety_date = world.realtime - world.timeofday // 00:00 today (ish, since floating point error with world.realtime) of today
|
||||
to_world_log("Map Loading Complete")
|
||||
//logs
|
||||
//VOREStation Edit Start
|
||||
|
||||
Reference in New Issue
Block a user