//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31 /turf icon = 'icons/turf/floors.dmi' var/intact = 1 //for floors, use is_plating(), is_plasteel_floor() and is_light_floor() level = 1.0 //Properties for open tiles (/floor) var/oxygen = 0 var/carbon_dioxide = 0 var/nitrogen = 0 var/toxins = 0 //Properties for airtight tiles (/wall) var/thermal_conductivity = 0.05 var/heat_capacity = 1 //Properties for both var/temperature = T20C var/blocks_air = 0 var/icon_old = null var/pathweight = 1 proc/is_plating() return 0 proc/is_asteroid_floor() return 0 proc/is_plasteel_floor() return 0 proc/is_light_floor() return 0 proc/is_grass_floor() return 0 proc/is_wood_floor() return 0 proc/return_siding_icon_state() //used for grass floors, which have siding. return 0 /turf/space icon = 'icons/turf/space.dmi' name = "\proper space" icon_state = "placeholder" temperature = TCMB thermal_conductivity = OPEN_HEAT_TRANSFER_COEFFICIENT heat_capacity = 700000 /turf/space/transit var/pushdirection // push things that get caught in the transit tile this direction //Overwrite because we dont want people building rods in space. /turf/space/transit/attackby(obj/O as obj, mob/user as mob) return /turf/space/transit/north // moving to the north pushdirection = SOUTH // south because the space tile is scrolling south //IF ANYONE KNOWS A MORE EFFICIENT WAY OF MANAGING THESE SPRITES, BE MY GUEST. shuttlespace_ns1 icon_state = "speedspace_ns_1" shuttlespace_ns2 icon_state = "speedspace_ns_2" shuttlespace_ns3 icon_state = "speedspace_ns_3" shuttlespace_ns4 icon_state = "speedspace_ns_4" shuttlespace_ns5 icon_state = "speedspace_ns_5" shuttlespace_ns6 icon_state = "speedspace_ns_6" shuttlespace_ns7 icon_state = "speedspace_ns_7" shuttlespace_ns8 icon_state = "speedspace_ns_8" shuttlespace_ns9 icon_state = "speedspace_ns_9" shuttlespace_ns10 icon_state = "speedspace_ns_10" shuttlespace_ns11 icon_state = "speedspace_ns_11" shuttlespace_ns12 icon_state = "speedspace_ns_12" shuttlespace_ns13 icon_state = "speedspace_ns_13" shuttlespace_ns14 icon_state = "speedspace_ns_14" shuttlespace_ns15 icon_state = "speedspace_ns_15" /turf/space/transit/east // moving to the east pushdirection = WEST shuttlespace_ew1 icon_state = "speedspace_ew_1" shuttlespace_ew2 icon_state = "speedspace_ew_2" shuttlespace_ew3 icon_state = "speedspace_ew_3" shuttlespace_ew4 icon_state = "speedspace_ew_4" shuttlespace_ew5 icon_state = "speedspace_ew_5" shuttlespace_ew6 icon_state = "speedspace_ew_6" shuttlespace_ew7 icon_state = "speedspace_ew_7" shuttlespace_ew8 icon_state = "speedspace_ew_8" shuttlespace_ew9 icon_state = "speedspace_ew_9" shuttlespace_ew10 icon_state = "speedspace_ew_10" shuttlespace_ew11 icon_state = "speedspace_ew_11" shuttlespace_ew12 icon_state = "speedspace_ew_12" shuttlespace_ew13 icon_state = "speedspace_ew_13" shuttlespace_ew14 icon_state = "speedspace_ew_14" shuttlespace_ew15 icon_state = "speedspace_ew_15" /turf/space/New() // icon = 'icons/turf/space.dmi' if(!istype(src, /turf/space/transit)) icon_state = "[pick(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25)]" /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 /turf/simulated/wall/r_wall name = "r wall" desc = "A huge chunk of reinforced metal used to seperate rooms." icon_state = "r_wall" opacity = 1 density = 1 walltype = "rwall" var/d_state = 0 /turf/simulated/wall name = "wall" desc = "A huge chunk of metal used to seperate rooms." icon = 'icons/turf/walls.dmi' var/mineral = "metal" opacity = 1 density = 1 blocks_air = 1 thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall var/walltype = "metal" /turf/simulated/wall/mineral name = "mineral wall" desc = "This shouldn't exist" icon_state = "" var/last_event = 0 var/active = null /turf/simulated/wall/mineral/New() switch(mineral) if("gold") name = "gold wall" desc = "A wall with gold plating. Swag!" icon_state = "gold0" walltype = "gold" // var/electro = 1 // var/shocked = null if("silver") name = "silver wall" desc = "A wall with silver plating. Shiny!" icon_state = "silver0" walltype = "silver" // var/electro = 0.75 // var/shocked = null if("diamond") name = "diamond wall" desc = "A wall with diamond plating. You monster." icon_state = "diamond0" walltype = "diamond" if("uranium") name = "uranium wall" desc = "A wall with uranium plating. This is probably a bad idea." icon_state = "uranium0" walltype = "uranium" if("plasma") name = "plasma wall" desc = "A wall with plasma plating. This is definately a bad idea." icon_state = "plasma0" walltype = "plasma" if("clown") name = "bananium wall" desc = "A wall with bananium plating. Honk!" icon_state = "clown0" walltype = "clown" if("sandstone") name = "sandstone wall" desc = "A wall with sandstone plating." icon_state = "sandstone0" walltype = "sandstone" ..() /turf/simulated/wall/mineral/proc/radiate() if(!active) if(world.time > last_event+15) active = 1 for(var/mob/living/L in range(3,src)) L.apply_effect(12,IRRADIATE,0) for(var/turf/simulated/wall/mineral/T in range(3,src)) if(T.mineral == "uranium") T.radiate() last_event = world.time active = null return return /*/turf/simulated/wall/mineral/proc/shock() if (electrocute_mob(user, C, src)) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(5, 1, src) s.start() return 1 else return 0 */ /turf/simulated/wall/cult name = "wall" desc = "The patterns engraved on the wall seem to shift as you try to focus on them. You feel sick" icon_state = "cult" walltype = "cult" /turf/simulated/shuttle name = "shuttle" icon = 'icons/turf/shuttle.dmi' thermal_conductivity = 0.05 heat_capacity = 0 layer = 2 /turf/simulated/shuttle/wall name = "wall" icon_state = "wall1" opacity = 1 density = 1 blocks_air = 1 /turf/simulated/shuttle/floor name = "floor" icon_state = "floor" /turf/simulated/shuttle/plating name = "plating" icon = 'icons/turf/floors.dmi' icon_state = "plating" /turf/simulated/shuttle/floor4 // Added this floor tile so that I have a seperate turf to check in the shuttle -- Polymorph name = "Brig floor" // Also added it into the 2x3 brig area of the shuttle. icon_state = "floor4" /turf/unsimulated intact = 1 name = "command" oxygen = MOLES_O2STANDARD nitrogen = MOLES_N2STANDARD /turf/unsimulated/floor name = "floor" icon = 'icons/turf/floors.dmi' icon_state = "Floor3" /turf/unsimulated/wall name = "wall" icon = 'icons/turf/walls.dmi' icon_state = "riveted" opacity = 1 density = 1 /turf/unsimulated/wall/other icon_state = "r_wall" /turf/proc AdjacentTurfs() var/L[] = new() for(var/turf/simulated/t in oview(src,1)) if(!t.density) if(!LinkBlocked(src, t) && !TurfBlockedNonWindow(t)) L.Add(t) return L Distance(turf/t) if(get_dist(src,t) == 1) var/cost = (src.x - t.x) * (src.x - t.x) + (src.y - t.y) * (src.y - t.y) cost *= (pathweight+t.pathweight)/2 return cost else return get_dist(src,t) AdjacentTurfsSpace() var/L[] = new() for(var/turf/t in oview(src,1)) if(!t.density) if(!LinkBlocked(src, t) && !TurfBlockedNonWindow(t)) L.Add(t) return L /* /turf/simulated/wall/mineral icon = 'icons/turf/mineral_walls.dmi' walltype = "iron" var/oreAmount = 1 var/hardness = 1 New() ..() name = "[walltype] wall" dismantle_wall(devastated = 0) if(!devastated) var/ore = text2path("/obj/item/weapon/ore/[walltype]") for(var/i = 1, i <= oreAmount, i++) new ore(src) ReplaceWithFloor() else ReplaceWithSpace() attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W,/obj/item/weapon/pickaxe)) var/obj/item/weapon/pickaxe/digTool = W user << "You start digging the [name]." if(do_after(user,digTool.digspeed*hardness) && src) user << "You finished digging." dismantle_wall() else if(istype(W,/obj/item/weapon)) //not sure, can't not just weapons get passed to this proc? hardness -= W.force/100 user << "You hit the [name] with your [W.name]!" CheckHardness() else attack_hand(user) return proc/CheckHardness() if(hardness <= 0) dismantle_wall() /turf/simulated/wall/mineral/iron walltype = "iron" hardness = 3 /turf/simulated/wall/mineral/silver walltype = "silver" hardness = 3 /turf/simulated/wall/mineral/uranium walltype = "uranium" hardness = 3 New() ..() sd_SetLuminosity(3) /turf/simulated/wall/mineral/gold walltype = "gold" /turf/simulated/wall/mineral/sand walltype = "sand" hardness = 0.5 /turf/simulated/wall/mineral/transparent opacity = 0 /turf/simulated/wall/mineral/transparent/diamond walltype = "diamond" hardness = 10 /turf/simulated/wall/mineral/transparent/plasma walltype = "plasma" attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W,/obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = W if(WT.remove_fuel(0, user)) return TemperatureAct(100) ..() temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) if(exposed_temperature > 300) TemperatureAct(exposed_temperature) proc/TemperatureAct(temperature) for(var/turf/simulated/floor/target_tile in range(2,loc)) if(target_tile.parent && target_tile.parent.group_processing) target_tile.parent.suspend_group_processing() var/datum/gas_mixture/napalm = new var/toxinsToDeduce = temperature/10 napalm.toxins = toxinsToDeduce napalm.temperature = 400+T0C target_tile.assume_air(napalm) spawn (0) target_tile.hotspot_expose(temperature, 400) hardness -= toxinsToDeduce/100 CheckHardness() */