Replaces a section in space in VR into a Roleplay Mall (#8091)

This commit is contained in:
tacoguy7765093
2024-03-28 11:23:33 -05:00
committed by GitHub
parent 6bd91a23a0
commit be781d8863
5 changed files with 28323 additions and 21268 deletions

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@@ -146,6 +146,33 @@
name = "VR Dungeon"
icon_state = "darkred"
/area/vr/powered/mall
name = "VR Mall"
icon_state = "yellow"
/area/vr/powered/mall/vw
name = "VR Vibe"
icon_state = "pink"
ambience = list('sound/ambience/vaporwave.ogg')
/area/vr/powered/mall/dorms
name = "VR Mall Dorms"
icon_state = "Sleep"
soundproofed = TRUE
limit_mob_size = FALSE
block_suit_sensors = TRUE
flags = RAD_SHIELDED
block_tracking = TRUE
/area/vr/outdoors/powered/mall
name = "VR Mall Outdoors"
icon_state = "bluenew"
/area/vr/powered/mall/backrooms
name = "VR ???"
icon_state = "darkred"
forced_ambience = list('sound/ambience/fluorescentlight.ogg')
/area/vr/powered/dungeon/indoors
name = "VR Sewers"
icon_state = "red"

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@@ -0,0 +1,38 @@
/obj/effect/step_trigger/teleporter/deathfall/Initialize()
. = ..()
teleport_z = src.z //This is for use in gateways, so mappers can hard map the X and Y without worrying about going to brazil
/obj/effect/step_trigger/teleporter/deathfall/Trigger(var/atom/movable/A)
var/turf/simulated/T = locate(teleport_x, teleport_y, teleport_z)
if(!istype(T))
log_debug("[src] failed to find destination turf.")
return
if(A.hovering)//Flying people dont fall
return
if(isobserver(A))
A.forceMove(T) // Harmlessly move ghosts.
return
if(A.throwing) //jumpboots
return
if(!(A.can_fall())) //test
return // Phased shifted kin should not fall
var/mob/living/L
if(isliving(A))
L = A
if(L.is_floating)
return //Flyers/nograv can ignore it
A.forceMove(T)
// Living things should probably be logged when they fall...
if(isliving(A))
message_admins("\The [A] fell out of the sky.")
// ... because they're probably going to die from it.
A.fall_impact(T, 42, 90, FALSE, TRUE) //Medical gameplay generator
else
message_admins("ERROR: planetary_fall step trigger lacks a planet to fall onto.")
return
/obj/effect/step_trigger/teleporter/poi/Initialize() //This is for placing teleporters in gateways/POIS, where Z levels can be different and I cant be assed to make fake teleporter stairs
. = ..()
teleport_z = src.z

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@@ -4983,6 +4983,7 @@
#include "modular_chomp\game\machinery\traptiles.dm"
#include "modular_chomp\game\machinery\turrets.dm"
#include "modular_chomp\game\objects\effects\spiders.dm"
#include "modular_chomp\game\objects\effects\step_triggers.dm"
#include "modular_chomp\game\turfs\shuttlewall_types.dm"
#include "modular_chomp\game\turfs\shuttlewalls.dm"
#include "modular_chomp\game\turfs\shuttlewalls_attacks.dm"