/turf/simulated/floor/water/underwater name = "sea floor" desc = "It's the bottom of the sea, there's water all over the place!" icon = 'icons/turf/outdoors.dmi' icon_state = "seafloor" // So it shows up in the map editor as water. water_state = "seafloor" edge_blending_priority = -1 movement_cost = 4 can_be_plated = FALSE outdoors = OUTDOORS_YES flags = TURF_ACID_IMMUNE can_dirty = FALSE // It's water depth = 10 // Higher numbers indicates deeper water, 10 is unused right now, but may be useful for adding effects in the future. reagent_type = "water" /turf/simulated/floor/water/underwater/return_air_for_internal_lifeform(var/mob/living/L) if(L.can_breathe_water()) // For squid. var/datum/gas_mixture/water_breath = new() var/datum/gas_mixture/above_air = return_air() var/amount = 300 water_breath.adjust_gas("oxygen", amount) // Assuming water breathes just extract the oxygen directly from the water. water_breath.temperature = above_air.temperature return water_breath else var/gasid = "carbon_dioxide" if(ishuman(L)) var/mob/living/carbon/human/H = L if(H.species && H.species.exhale_type) gasid = H.species.exhale_type var/datum/gas_mixture/water_breath = new() var/datum/gas_mixture/above_air = return_air() water_breath.adjust_gas(gasid, BREATH_MOLES) // They have no oxygen, but non-zero moles and temp water_breath.temperature = above_air.temperature return water_breath /turf/simulated/floor/water/underwater/Entered(atom/movable/AM, atom/oldloc) if(istype(AM, /mob/living)) var/mob/living/L = AM L.update_water() if(L.check_submerged() <= 0) return if(!istype(oldloc, /turf/simulated/floor/water/underwater)) to_chat(L, span_warning("You get drenched in water from entering \the [src]!")) AM.water_act(5) ..() /turf/simulated/floor/water/underwater/Exited(atom/movable/AM, atom/newloc) if(istype(AM, /mob/living)) var/mob/living/L = AM L.update_water() if(L.check_submerged() <= 0) return if(!istype(newloc, /turf/simulated/floor/water/underwater)) to_chat(L, span_warning("You climb out of \the [src].")) ..() /turf/simulated/floor/water/deep/ocean/diving /turf/simulated/floor/water/deep/ocean/diving/CanZPass(atom, direction) return 1 //Variations of underwater icons /turf/simulated/floor/water/underwater/cult icon = 'icons/turf/flooring/cult.dmi' icon_state = "cult" // So it shows up in the map editor as water. water_icon = 'icons/turf/flooring/cult.dmi' water_state = "cult" /turf/simulated/floor/water/underwater/ruins icon = 'maps/redgate/falls/icons/turfs/marble.dmi' icon_state = "1" // So it shows up in the map editor as water. water_icon = 'maps/redgate/falls/icons/turfs/marble.dmi' water_state = "1" /turf/simulated/floor/water/underwater/sand icon = 'icons/misc/beach.dmi' icon_state = "sand" // So it shows up in the map editor as water. water_icon = 'icons/misc/beach.dmi' water_state = "sand" /turf/simulated/floor/water/underwater/wood icon = 'icons/turf/flooring/wood_vr.dmi' icon_state = "wood" // So it shows up in the map editor as water. water_icon = 'icons/turf/flooring/wood_vr.dmi' water_state = "wood" /turf/simulated/floor/water/underwater/woodbroken icon = 'icons/turf/flooring/wood_vr.dmi' icon_state = "wood-broken0" // So it shows up in the map editor as water. water_icon = 'icons/turf/flooring/wood_vr.dmi' water_state = "wood-broken0"