/turf/simulated name = "station" var/wet = 0 var/image/wet_overlay = null var/thermite = 0 oxygen = MOLES_O2STANDARD nitrogen = MOLES_N2STANDARD var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to var/dirt = 0 /turf/simulated/New() ..() levelupdate() /turf/simulated/proc/AddTracks(var/typepath,var/bloodDNA,var/comingdir,var/goingdir,var/bloodcolor="#A10808") var/obj/effect/decal/cleanable/blood/tracks/tracks = locate(typepath) in src if(!tracks) tracks = new typepath(src) tracks.AddTracks(bloodDNA,comingdir,goingdir,bloodcolor) /turf/simulated/Entered(atom/A, atom/OL) if(movement_disabled && usr.ckey != movement_disabled_exception) usr << "\red Movement is admin-disabled." //This is to identify lag problems return if (istype(A,/mob/living/carbon)) var/mob/living/carbon/M = A if(M.lying) ..() return dirt++ var/obj/effect/decal/cleanable/dirt/dirtoverlay = locate(/obj/effect/decal/cleanable/dirt, src) if (dirt >= 50) if (!dirtoverlay) dirtoverlay = new/obj/effect/decal/cleanable/dirt(src) dirtoverlay.alpha = 15 else if (dirt > 50) dirtoverlay.alpha = min(dirtoverlay.alpha+5, 255) if(istype(M, /mob/living/carbon/human)) var/mob/living/carbon/human/H = M if(istype(H.shoes, /obj/item/clothing/shoes/clown_shoes)) var/obj/item/clothing/shoes/clown_shoes/O = H.shoes if(H.m_intent == "run") if(O.footstep >= 2) O.footstep = 0 playsound(src, "clownstep", 50, 1) // this will get annoying very fast. else O.footstep++ else playsound(src, "clownstep", 20, 1) // Tracking blood var/list/bloodDNA = null var/bloodcolor="" if(H.shoes) var/obj/item/clothing/shoes/S = H.shoes if(S.track_blood && S.blood_DNA) bloodDNA = S.blood_DNA bloodcolor=S.blood_color S.track_blood-- else if(H.track_blood && H.feet_blood_DNA) bloodDNA = H.feet_blood_DNA bloodcolor=H.feet_blood_color H.track_blood-- if (bloodDNA) src.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,bloodDNA,H.dir,0,bloodcolor) // Coming var/turf/simulated/from = get_step(H,reverse_direction(H.dir)) if(istype(from) && from) from.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,bloodDNA,0,H.dir,bloodcolor) // Going bloodDNA = null var/noslip = 0 for (var/obj/structure/bed/chair/C in loc) if (C.buckled_mob == M) noslip = 1 if((wet == 1 && M.m_intent == "walk") || noslip) return // no slipping while sitting in a chair, plz if(src.wet) var/slip_dist = 1 var/slip_stun = 6 var/floor_type = "wet" switch(src.wet) if(2) // Lube floor_type = "slippery" slip_dist = 4 slip_stun = 10 if(3) // Ice floor_type = "icy" slip_stun = 4 if(M.slip("the [floor_type] floor",slip_stun)) for(var/i = 0;i