Area cleanup part 1: Engineering Department

This commit is contained in:
Ravensdale
2015-02-03 14:50:11 -08:00
parent 72d04a0169
commit 2e275d7e5e
7 changed files with 6809 additions and 6819 deletions
-1
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@@ -1271,7 +1271,6 @@
#include "code\modules\power\antimatter\containment_jar.dm"
#include "code\modules\power\antimatter\control.dm"
#include "code\modules\power\antimatter\shielding.dm"
#include "code\modules\power\rust\areas.dm"
#include "code\modules\power\rust\circuits_and_design.dm"
#include "code\modules\power\rust\core_control.dm"
#include "code\modules\power\rust\core_field.dm"
+71 -82
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@@ -94,6 +94,11 @@ var/list/ghostteleportlocs = list()
return 1
/*-----------------------------------------------------------------------------*/
/////////
//SPACE//
/////////
/area/space
name = "\improper Space"
icon_state = "space"
@@ -113,8 +118,7 @@ var/list/ghostteleportlocs = list()
/area/space/partyalert()
return
/area/engine/
ambience = list('sound/ambience/ambisin1.ogg','sound/ambience/ambisin2.ogg','sound/ambience/ambisin3.ogg','sound/ambience/ambisin4.ogg')
/area/turret_protected/
/area/arrival
@@ -130,9 +134,12 @@ var/list/ghostteleportlocs = list()
//These are shuttle areas, they must contain two areas in a subgroup if you want to move a shuttle from one
////////////
//SHUTTLES//
////////////
//shuttle areas must contain at least two areas in a subgroup if you want to move a shuttle from one
//place to another. Look at escape shuttle for example.
//All shuttles show now be under shuttle since we have smooth-wall code.
//All shuttles should now be under shuttle since we have smooth-wall code.
/area/shuttle //DO NOT TURN THE lighting_use_dynamic STUFF ON FOR SHUTTLES. IT BREAKS THINGS.
requires_power = 0
@@ -626,12 +633,10 @@ var/list/ghostteleportlocs = list()
/area/prison/cell_block/C
name = "Prison Cell Block C"
icon_state = "brig"
//STATION13
/area/atmos
name = "Atmospherics"
icon_state = "atmos"
////////////////////
//SPACE STATION 13//
////////////////////
//Maintenance
@@ -997,9 +1002,6 @@ var/list/ghostteleportlocs = list()
/area/holodeck
name = "\improper Holodeck"
icon_state = "Holodeck"
@@ -1058,89 +1060,77 @@ var/list/ghostteleportlocs = list()
//Engineering
/area/engine
/area/engineering/
name = "\improper Engineering"
icon_state = "engineering"
ambience = list('sound/ambience/ambisin1.ogg','sound/ambience/ambisin2.ogg','sound/ambience/ambisin3.ogg','sound/ambience/ambisin4.ogg')
/area/engineering/atmos
name = "\improper Atmospherics"
icon_state = "atmos"
drone_fabrication
name = "\improper Drone Fabrication"
icon_state = "engine"
/area/engineering/atmos/monitoring
name = "\improper Atmospherics Monitoring Room"
icon_state = "atmos_monitoring"
engine_smes
name = "Engineering SMES"
icon_state = "engine_smes"
// requires_power = 0//This area only covers the batteries and they deal with their own power
/area/engineering/atmos/storage
name = "\improper Atmospherics Storage"
icon_state = "atmos_storage"
/area/engineering/drone_fabrication
name = "\improper Drone Fabrication"
icon_state = "drone_fab"
engine_room
name = "\improper Engine Room"
icon_state = "engine"
/area/engineering/engine_smes
name = "\improper Engineering SMES"
icon_state = "engine_smes"
engine_airlock
name = "\improper Engine Room Airlock"
icon_state = "engine"
/area/engineering/engine_room
name = "\improper Engine Room"
icon_state = "engine"
engine_monitoring
name = "\improper Engine Monitoring Room"
icon_state = "engine_monitoring"
/area/engineering/engine_airlock
name = "\improper Engine Room Airlock"
icon_state = "engine"
engine_waste
name = "\improper Engine Waste Handling"
icon_state = "engine_waste"
/area/engineering/engine_monitoring
name = "\improper Engine Monitoring Room"
icon_state = "engine_monitoring"
engineering_monitoring
name = "\improper Engineering Monitoring Room"
icon_state = "engine_monitoring"
/area/engineering/engine_waste
name = "\improper Engine Waste Handling"
icon_state = "engine_waste"
atmos_monitoring
name = "\improper Atmospherics Monitoring Room"
icon_state = "engine_monitoring"
/area/engineering/engineering_monitoring
name = "\improper Engineering Monitoring Room"
icon_state = "engine_monitoring"
engineering
name = "Engineering"
icon_state = "engine_smes"
/area/engineering/foyer
name = "\improper Engineering Foyer"
icon_state = "engineering_foyer"
engineering_foyer
name = "\improper Engineering Foyer"
icon_state = "engine"
/area/engineering/storage
name = "\improper Engineering Storage"
icon_state = "engineering_storage"
engineering_supply
name = "Engineering Supply"
icon_state = "engine_supply"
/area/engineering/break_room
name = "\improper Engineering Break Room"
icon_state = "engineering_break"
break_room
name = "\improper Engineering Break Room"
icon_state = "engine"
/area/engineering/engine_eva
name = "\improper Engine EVA"
icon_state = "engine_eva"
hallway
name = "\improper Engineering Hallway"
icon_state = "engine_hallway"
/area/engineering/locker_room
name = "\improper Engineering Locker Room"
icon_state = "engineering_locker"
/area/engineering/workshop
name = "\improper Engineering Workshop"
icon_state = "engineering_workshop"
engine_hallway
name = "\improper Engine Room Hallway"
icon_state = "engine_hallway"
engine_eva
name = "\improper Engine EVA"
icon_state = "engine_eva"
engine_eva_maintenance
name = "\improper Engine EVA Maintenance"
icon_state = "engine_eva"
workshop
name = "\improper Engineering Workshop"
icon_state = "engine_storage"
locker_room
name = "\improper Engineering Locker Room"
icon_state = "engine_storage"
//Solars
@@ -2124,7 +2114,6 @@ var/list/the_station_areas = list (
/area/shuttle/prison/station,
/area/shuttle/administration/station,
/area/shuttle/specops/station,
/area/atmos,
/area/maintenance,
/area/hallway,
/area/bridge,
@@ -2134,7 +2123,7 @@ var/list/the_station_areas = list (
/area/library,
/area/chapel,
/area/lawoffice,
/area/engine,
/area/engineering,
/area/solar,
/area/assembly,
/area/teleporter,
+2 -2
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@@ -983,7 +983,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if(!M.loc.loc)
continue
if(istype(M.loc.loc,/area/engine/engine_room))
if(istype(M.loc.loc,/area/engineering/engine_room))
if(istype(M,/obj/machinery/power/rad_collector))
var/obj/machinery/power/rad_collector/Rad = M
Rad.anchored = 1
@@ -1022,7 +1022,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
SMES.input_level = 200000
SMES.output_level = 75000
else if(istype(M.loc.loc,/area/engine/engine_smes)) //Set every SMES to charge and spit out 300,000 power between the 4 of them.
else if(istype(M.loc.loc,/area/engineering/engine_smes)) //Set every SMES to charge and spit out 300,000 power between the 4 of them.
if(istype(M,/obj/machinery/power/smes))
var/obj/machinery/power/smes/SMES = M
SMES.input_attempt = 1
+1 -1
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@@ -31,7 +31,7 @@
spawn_area_type = /area/crew_quarters/kitchen
locstring = "the kitchen"
if(LOC_ATMOS)
spawn_area_type = /area/atmos
spawn_area_type = /area/engineering/atmos
locstring = "atmospherics"
if(LOC_INCIN)
spawn_area_type = /area/maintenance/incinerator
@@ -1,4 +1,4 @@
/area/engine/engineering/poweralert(var/state, var/source)
/area/engineering/poweralert(var/state, var/source)
if (state != poweralm)
investigate_log("has a power alarm!","singulo")
..()
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