/obj/vehicle/boat name = "boat" desc = "It's a wooden boat. Looks like it'll hold two people. Oars not included." icon = 'icons/obj/vehicles_36x32.dmi' icon_state = "boat" health = 100 maxhealth = 100 charge_use = 0 // Boats use oars. pixel_x = -2 move_delay = 3 // Rather slow, but still faster than swimming, and won't get you wet. max_buckled_mobs = 2 anchored = FALSE var/datum/material/material = null var/riding_datum_type = /datum/riding/boat/small /obj/vehicle/boat/sifwood/Initialize(newloc, material_name) . = ..(newloc, MAT_SIFWOOD) /obj/vehicle/boat/dragon name = "dragon boat" desc = "It's a large wooden boat, carved to have a nordic-looking dragon on the front. Looks like it'll hold five people. Oars not included." icon = 'icons/obj/64x32.dmi' icon_state = "dragon_boat" health = 250 maxhealth = 250 pixel_x = -16 max_buckled_mobs = 5 riding_datum_type = /datum/riding/boat/big /obj/vehicle/boat/dragon/Initialize(newloc, material_name) . = ..(newloc, material_name) var/image/I = image(icon, src, "dragon_boat_underlay", BELOW_MOB_LAYER) underlays += I /obj/vehicle/boat/dragon/sifwood/Initialize(newloc, material_name) . = ..(newloc, MAT_SIFWOOD) // Oars, which must be held inhand while in a boat to move it. /obj/item/oar name = "oar" icon = 'icons/obj/vehicles.dmi' desc = "Used to provide propulsion to a boat." icon_state = "oar" item_state = "oar" force = 12 var/datum/material/material = null /obj/item/oar/sifwood/Initialize(newloc, material_name) . = ..(newloc, MAT_SIFWOOD) /obj/item/oar/Initialize(newloc, material_name) ..(newloc) if(!material_name) material_name = MAT_WOOD material = get_material_by_name("[material_name]") if(!material) return INITIALIZE_HINT_QDEL color = material.icon_colour return INITIALIZE_HINT_NORMAL /obj/vehicle/boat/Initialize(newloc, material_name) ..(newloc) if(!material_name) material_name = MAT_WOOD material = get_material_by_name("[material_name]") if(!material) return INITIALIZE_HINT_QDEL color = material.icon_colour riding_datum = new riding_datum_type(src) return INITIALIZE_HINT_NORMAL // Boarding. /obj/vehicle/boat/MouseDrop_T(var/atom/movable/C, mob/user) if(ismob(C)) user_buckle_mob(C, user) else ..(C, user) /obj/vehicle/boat/load(mob/living/L, mob/living/user) if(!istype(L)) // Only mobs on boats. return FALSE ..(L, user)