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[MIRROR] space cleanup (#10414)
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
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@@ -1,5 +1,5 @@
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// Vore specific code for /obj/machinery/door/airlock/lift
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/obj/machinery/door/airlock/lift/emag_act(var/uses_left, var/mob/user)
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to_chat(user, span_danger("This door is internally controlled."))
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return 0 // Prevents the cryptographic sequencer from using a charge fruitlessly
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to_chat(user, span_danger("This door is internally controlled."))
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return 0 // Prevents the cryptographic sequencer from using a charge fruitlessly
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@@ -2,13 +2,13 @@
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/obj/turbolift_map_holder
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name = "turbolift map placeholder"
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icon = 'icons/obj/turbolift_preview_3x3.dmi'
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dir = SOUTH // Direction of the holder determines the placement of the lift control panel and doors.
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var/depth = 1 // Number of floors to generate, including the initial floor.
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dir = SOUTH // Direction of the holder determines the placement of the lift control panel and doors.
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var/depth = 1 // Number of floors to generate, including the initial floor.
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var/lift_size_x = 2 // Number of turfs on each axis to generate in addition to the first
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var/lift_size_y = 2 // ie. a 3x3 lift would have a value of 2 in each of these variables.
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// Various turf and door types used when generating the turbolift floors.
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var/wall_type = /turf/simulated/wall/elevator
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var/wall_type = /turf/simulated/wall/elevator
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var/floor_type = /turf/simulated/floor/tiled/dark
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var/door_type = /obj/machinery/door/airlock/lift
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var/firedoor_type = /obj/machinery/door/firedoor/glass //CHOMP Edit for adding a firedoor to the exterior door
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@@ -147,7 +147,7 @@
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// Update path appropriately if needed.
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var/swap_to = /turf/simulated/open
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if(cz == uz) // Elevator.
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if(cz == uz) // Elevator.
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if(wall_type && (tx == ux || ty == uy || tx == ex || ty == ey) && !(tx >= door_x1 && tx <= door_x2 && ty >= door_y1 && ty <= door_y2)) //VOREStation edit: Wall-less elevator
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swap_to = wall_type
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else
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@@ -198,7 +198,7 @@
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panel_ext.set_dir(udir)
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cfloor.ext_panel = panel_ext
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// Place lights
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// Place lights
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var/turf/placing1 = locate(light_x1, light_y1, cz)
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var/turf/placing2 = locate(light_x2, light_y2, cz)
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var/obj/machinery/light/light1 = new(placing1, light)
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