Merge pull request #1097 from ArchieBeepBoop/lolfloorvariance

Fixes layenia floor variance.
This commit is contained in:
Dahlular
2021-04-29 23:17:09 -06:00
committed by GitHub
@@ -19,13 +19,14 @@
attachment_holes = FALSE
var/obj/item/stack/digResult = /obj/item/stack/ore/glass/basalt
var/dug
var/quantity_of_available_tiles = 12 //How many sprites do you have in the DMI? Note, consider tile 0. 12 here means = 13 titles. 13 tiles is the golden standard.
/turf/open/floor/plating/asteroid/Initialize()
var/proper_name = name
. = ..()
name = proper_name
if(prob(floor_variance))
icon_state = "[environment_type][rand(0,12)]"
icon_state = "[environment_type][rand(0,quantity_of_available_tiles)]"
/turf/open/floor/plating/asteroid/proc/getDug()
new digResult(src, 5)
@@ -383,14 +384,15 @@
bullet_sizzle = TRUE
bullet_bounce_sound = null
digResult = /obj/item/stack/ore/glass/basalt
floor_variance = 50 //This means 50% chance of variating from the default tile.
quantity_of_available_tiles = 4
//light_range = 2
//light_power = 0.15
//light_color = LIGHT_COLOR_WHITE
/turf/open/floor/plating/asteroid/layenia/Initialize()
. = ..()
if(prob(50))
icon_state = "layenia[rand(0,4)]"
//We no longer randomize the icon state here. That is done by the supercall in our parent, asteroid.
set_layenia_light(src)
/turf/open/floor/plating/asteroid/layenia/garden