Merge pull request #2869 from cadyn/upstream-merge-11412
Merge Upstream Pull Request 11412
60
code/game/objects/structures/props/esoteric.dm
Normal file
@@ -0,0 +1,60 @@
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||||
/obj/structure/prop/esoteric
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name = "some esoteric thing"
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desc = "Perhaps it's of ritual significance?"
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icon = 'icons/obj/props/decor.dmi'
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||||
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||||
/obj/structure/prop/esoteric/nt_pedestal0_old
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||||
name = "pedestal"
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desc = "A pedestal with a mysterious slot at its center."
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icon_state = "nt_pedestal0_old"
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||||
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/obj/structure/prop/esoteric/nt_pedestal1_old
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name = "pedestal"
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desc = "A pedestal with some kind of sword slotted securely in the center."
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icon_state = "nt_pedestal1_old"
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||||
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||||
// eye of the protector from Eris
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||||
/obj/structure/prop/esoteric/eotp
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icon = 'icons/obj/props/decor32x64.dmi'
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icon_state = "eotp"
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||||
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/**
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* Possible 'state' options for change_state(state) are:
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* off: Looks boring and off
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* on: candles lit and stuff
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* no_cruciform: No cruciform (the little triangle thing) inserted
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* red_cruciform: Red light cruciform inserted
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* green_cruciform: Green light cruciform inserted
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* panel_open: The panel is open (wiring)
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* panel_closed: The panel is closed
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*/
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// neotheology cruciform reader from Eris
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/obj/structure/prop/esoteric/reader
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name = "electronic altar"
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desc = "It looks like you're meant to scan something here."
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icon = 'icons/obj/props/decor.dmi'
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icon_state = "nt_reader_off"
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/obj/structure/prop/esoteric/reader/change_state(state)
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. = ..()
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switch(state)
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if("off")
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icon_state = "nt_reader_off"
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if("on")
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icon_state = "nt_reader_on"
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if("no_cruciform")
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cut_overlay("nt_reader_c_green")
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||||
cut_overlay("nt_reader_c_red")
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if("red_cruciform")
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cut_overlay("nt_reader_c_green")
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cut_overlay("nt_reader_c_red")
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add_overlay("nt_reader_c_red")
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if("green_cruciform")
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cut_overlay("nt_reader_c_red")
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cut_overlay("nt_reader_c_green")
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add_overlay("nt_reader_c_green")
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if("panel_open")
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cut_overlay("nt_reader_panel")
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add_overlay("nt_reader_panel")
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if("panel_closed")
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cut_overlay("nt_reader_panel")
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7
code/game/objects/structures/props/fences.dm
Normal file
@@ -0,0 +1,7 @@
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// fences from TGMC
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// You'll need to 'create instances from icon_states' in an editor to use these well
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/obj/structure/prop/fence
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name = "fence"
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desc = "It's a fence! Not much else to say about it."
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icon = 'icons/obj/props/decor_fences.dmi'
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686
code/game/objects/structures/props/machines.dm
Normal file
@@ -0,0 +1,686 @@
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/obj/structure/prop/machine
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name = "doodad"
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desc = "Some kind of machine."
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icon = 'icons/obj/props/decor.dmi'
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//Eris Bluespace Beacon
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/obj/structure/prop/machine/bsb_off
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name = "beacon"
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icon_state = "bsb_off"
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/obj/structure/prop/machine/bsb_on
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name = "beacon"
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icon_state = "bsb_on"
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/obj/structure/prop/machine/biosyphon
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icon_state = "biosyphon"
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/obj/structure/prop/machine/von_krabin
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icon_state = "von_krabin"
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/obj/structure/prop/machine/last_shelter
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icon_state = "last_shelter"
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/obj/structure/prop/machine/complicator
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icon_state = "complicator"
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/obj/structure/prop/machine/random_radio
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name = "radio"
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||||
icon_state = "random_radio"
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||||
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// vatgrowing thing from /tg/
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/obj/structure/prop/machine/green_egg
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icon_state = "gel_cocoon"
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// gravity generator from Eris
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/obj/structure/prop/machine/gravygen
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icon = 'icons/obj/props/decor64x64.dmi'
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icon_state = "bigdice"
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bound_width = 64
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bound_height = 64
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// dna vault from /tg/
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/obj/structure/prop/dna_vault
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icon = 'icons/obj/props/decor96x96.dmi'
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icon_state = "vault"
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/**
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* Possible 'state' options for change_state(state) are:
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* panel_open: The panel is opened
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||||
* panel_closed: The panel is closed
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||||
*/
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||||
// neotheology cloning biocan from Eris
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/obj/structure/prop/machine/nt_biocan
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icon = 'icons/obj/props/decor.dmi'
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icon_state = "nt_biocan"
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/obj/structure/prop/nt_biocan/change_state(state)
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. = ..()
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switch(state)
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if("panel_open")
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cut_overlay("nt_biocan_panel")
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add_overlay("nt_biocan_panel")
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if("panel_closed")
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cut_overlay("nt_biocan_panel")
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/**
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||||
* Possible 'state' options for change_state(state) are:
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||||
* blue, red, orange, yellow, green, purple: Set that color
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* damaged: add damage overlay
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||||
* undamaged: remove damage overlay
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||||
* broken: become damaged
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* plain: undamaged white version, otherwise use a color
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||||
*/
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// dominator console from /tg/
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/obj/structure/prop/dominator
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icon = 'icons/obj/props/decor.dmi'
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icon_state = "dominator"
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/obj/structure/prop/dominator/change_state(state)
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. = ..()
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switch(state)
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if("blue")
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icon_state = "dominator-blue"
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if("red")
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icon_state = "dominator-red"
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if("orange")
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icon_state = "dominator-orange"
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if("yellow")
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icon_state = "dominator-yellow"
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if("green")
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icon_state = "dominator-green"
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if("purple")
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||||
icon_state = "dominator-purple"
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if("damaged")
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add_overlay("dom_damage")
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if("undamaged")
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cut_overlay("dom_damage")
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if("broken")
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icon_state = "dominator-broken"
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if("plain")
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icon_state = "dominator"
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/obj/structure/prop/dominator/blue
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icon_state = "dominator-blue"
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/obj/structure/prop/dominator/red
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icon_state = "dominator-red"
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/obj/structure/prop/dominator/orange
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icon_state = "dominator-orange"
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/obj/structure/prop/dominator/yellow
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icon_state = "dominator-yellow"
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/obj/structure/prop/dominator/green
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||||
icon_state = "dominator-green"
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||||
/obj/structure/prop/dominator/purple
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||||
icon_state = "dominator-purple"
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||||
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/**
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||||
* Possible 'state' options for change_state(state) are:
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||||
* off: Default, boring
|
||||
* on: Pumping or something
|
||||
*/
|
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// some neotheology thing from Eris
|
||||
/obj/structure/prop/machine/solifier
|
||||
icon_state = "nt_solidifier"
|
||||
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/obj/structure/prop/machine/solifier/change_state(state)
|
||||
. = ..()
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||||
switch(state)
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||||
if("off")
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||||
icon_state = "nt_solidifier"
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||||
if("on")
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||||
icon_state = "nt_solidifier_on"
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||||
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/obj/structure/prop/machine/solifier/starts_on
|
||||
icon_state = "nt_solidifier_on"
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||||
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||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
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||||
* off: Boring, round
|
||||
* on: Spinny glowy
|
||||
*/
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// conduit of soul from Eris
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||||
/obj/structure/prop/machine/conduit
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||||
icon_state = "conduit_off"
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||||
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/obj/structure/prop/machine/conduit/change_state(state)
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||||
. = ..()
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||||
switch(state)
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||||
if("on")
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||||
icon_state = "conduit_spin"
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flick("conduit_starting", src)
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if("off")
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||||
icon_state = "conduit_off"
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flick("conduit_stopping", src)
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/obj/structure/prop/machine/conduit/starts_on
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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
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||||
/obj/structure/prop/machine/core
|
||||
icon_state = "core_inactive"
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||||
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||||
/obj/structure/prop/machine/core/change_state(state)
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||||
. = ..()
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||||
switch(state)
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||||
if("on")
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||||
icon_state = "core_active"
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flick("core_warmup", src)
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if("off")
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||||
icon_state = "core_inactive"
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||||
flick("core_shutdown", src)
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||||
if("empty")
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||||
icon_state = "core_empty"
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||||
if("loaded")
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||||
icon_state = "core_inactive"
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||||
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||||
/obj/structure/prop/machine/core/starts_on
|
||||
icon_state = "core_active"
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||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* down: In the ground, glowing
|
||||
* up: Out of the ground, open
|
||||
*/
|
||||
// experimental science destructor from /tg/
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||||
/obj/structure/prop/machine/tube
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||||
icon = 'icons/obj/props/decor32x64.dmi'
|
||||
icon_state = "tube_open"
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||||
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||||
/obj/structure/prop/machine/tube/change_state(state)
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||||
. = ..()
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||||
switch(state)
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||||
if("down")
|
||||
icon_state = "tube_on"
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flick("tube_down", src)
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||||
if("up")
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||||
icon_state = "tube_open"
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||||
flick("tube_up", src)
|
||||
|
||||
/obj/structure/prop/machine/tube/starts_down
|
||||
icon_state = "tube_on"
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||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* off: Boring, static
|
||||
* on: Turny and blinky
|
||||
*/
|
||||
// experimental science destructor from /tg/
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||||
/obj/structure/prop/machine/comm_tower
|
||||
icon = 'icons/obj/props/decor.dmi'
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||||
icon = 'icons/obj/props/decor96x96.dmi'
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||||
icon_state = "comm_tower"
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||||
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||||
/obj/structure/prop/machine/comm_tower/change_state(state)
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||||
. = ..()
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||||
switch(state)
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||||
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"
|
||||
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||||
/obj/structure/prop/machine/stamper/change_state(state)
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||||
. = ..()
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||||
switch(state)
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||||
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
@@ -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
@@ -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"
|
||||
@@ -247,7 +247,7 @@
|
||||
/obj/machinery/power/rtg/kugelblitz
|
||||
name = "kugelblitz generator"
|
||||
desc = "A power source harnessing a small black hole."
|
||||
icon = 'icons/obj/structures/decor64x64.dmi'
|
||||
icon = 'icons/obj/props/decor64x64.dmi'
|
||||
icon_state = "bigdice"
|
||||
bound_width = 64
|
||||
bound_height = 64
|
||||
|
||||
BIN
icons/obj/props/decor.dmi
Normal file
|
After Width: | Height: | Size: 81 KiB |
BIN
icons/obj/props/decor32x64.dmi
Normal file
|
After Width: | Height: | Size: 37 KiB |
|
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
|
Before Width: | Height: | Size: 31 KiB After Width: | Height: | Size: 31 KiB |
|
Before Width: | Height: | Size: 7.9 KiB After Width: | Height: | Size: 7.9 KiB |
@@ -1637,14 +1637,19 @@
|
||||
#include "code\game\objects\structures\props\alien_props_vr.dm"
|
||||
#include "code\game\objects\structures\props\beam_prism.dm"
|
||||
#include "code\game\objects\structures\props\blackbox.dm"
|
||||
#include "code\game\objects\structures\props\esoteric.dm"
|
||||
#include "code\game\objects\structures\props\fake_ai.dm"
|
||||
#include "code\game\objects\structures\props\fences.dm"
|
||||
#include "code\game\objects\structures\props\machines.dm"
|
||||
#include "code\game\objects\structures\props\nest.dm"
|
||||
#include "code\game\objects\structures\props\projectile_lock.dm"
|
||||
#include "code\game\objects\structures\props\prop.dm"
|
||||
#include "code\game\objects\structures\props\puzzledoor.dm"
|
||||
#include "code\game\objects\structures\props\rocks.dm"
|
||||
#include "code\game\objects\structures\props\statue.dm"
|
||||
#include "code\game\objects\structures\props\swarm.dm"
|
||||
#include "code\game\objects\structures\props\transmitter.dm"
|
||||
#include "code\game\objects\structures\props\warfare.dm"
|
||||
#include "code\game\objects\structures\stool_bed_chair_nest\alien_nests.dm"
|
||||
#include "code\game\objects\structures\stool_bed_chair_nest\bed.dm"
|
||||
#include "code\game\objects\structures\stool_bed_chair_nest\chairs.dm"
|
||||
|
||||