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Merge pull request #1097 from ArchieBeepBoop/lolfloorvariance
Fixes layenia floor variance.
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@@ -19,13 +19,14 @@
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attachment_holes = FALSE
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var/obj/item/stack/digResult = /obj/item/stack/ore/glass/basalt
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var/dug
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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.
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/turf/open/floor/plating/asteroid/Initialize()
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var/proper_name = name
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. = ..()
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name = proper_name
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if(prob(floor_variance))
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icon_state = "[environment_type][rand(0,12)]"
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icon_state = "[environment_type][rand(0,quantity_of_available_tiles)]"
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/turf/open/floor/plating/asteroid/proc/getDug()
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new digResult(src, 5)
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@@ -383,14 +384,15 @@
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bullet_sizzle = TRUE
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bullet_bounce_sound = null
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digResult = /obj/item/stack/ore/glass/basalt
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floor_variance = 50 //This means 50% chance of variating from the default tile.
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quantity_of_available_tiles = 4
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//light_range = 2
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//light_power = 0.15
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//light_color = LIGHT_COLOR_WHITE
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/turf/open/floor/plating/asteroid/layenia/Initialize()
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. = ..()
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if(prob(50))
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icon_state = "layenia[rand(0,4)]"
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//We no longer randomize the icon state here. That is done by the supercall in our parent, asteroid.
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set_layenia_light(src)
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/turf/open/floor/plating/asteroid/layenia/garden
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