Remaps CC, changes z1 layout (#17425)

This commit is contained in:
S34N
2022-03-14 20:08:07 +01:00
committed by GitHub
parent f25787740a
commit 03beb422b2
9 changed files with 34927 additions and 32989 deletions
File diff suppressed because it is too large Load Diff
+4 -11
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@@ -444,7 +444,7 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
name = "\improper Syndicate Forward Base"
icon_state = "syndie-ship"
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
nad_allowed = TRUE
ambientsounds = HIGHSEC_SOUNDS
@@ -534,14 +534,14 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
name = "\improper Wizard's Den"
icon_state = "yellow"
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
/area/ninja
name = "\improper Ninja Area Parent"
icon_state = "ninjabase"
requires_power = FALSE
no_teleportlocs = TRUE
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
/area/ninja/outpost
name = "\improper SpiderClan Outpost"
@@ -549,18 +549,11 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
/area/ninja/holding
name = "\improper SpiderClan Holding Facility"
/area/vox_station
name = "\improper Vox Base"
icon_state = "yellow"
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
no_teleportlocs = TRUE
/area/trader_station
name = "Trade Base"
icon_state = "yellow"
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
/area/trader_station/sol
name = "Jupiter Station 6"
+8
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@@ -124,3 +124,11 @@
icon_state = "doorctrl-p"
else
icon_state = "doorctrl0"
/obj/machinery/door_control/no_emag
desc = "A remote control-switch for a door. Looks tougher than usual."
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/machinery/door_control/no_emag/emag_act(user as mob)
to_chat(user, "<span class='notice'>The electronic systems in this button are far too advanced for your primitive hacking peripherals.</span>")
return
+9 -1
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@@ -308,12 +308,20 @@
/obj/machinery/door/airlock/centcom
icon = 'icons/obj/doors/airlocks/centcom/centcom.dmi'
overlays_file = 'icons/obj/doors/airlocks/centcom/overlays.dmi'
opacity = 0
opacity = 1
explosion_block = 2
assemblytype = /obj/structure/door_assembly/door_assembly_centcom
normal_integrity = 1000
security_level = 6
/obj/machinery/door/airlock/centcom/glass
glass = TRUE
opacity = 0
/obj/machinery/door/airlock/centcom/glass/Initialize()
. = ..()
update_icon()
//////////////////////////////////
/*
Vault Airlocks
+37
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@@ -133,3 +133,40 @@
icon = 'icons/obj/doors/1x2blast_hor.dmi'
width = 2
dir = EAST
/obj/machinery/door/poddoor/multi_tile/impassable/two_tile_hor
desc = "A heavy duty blast door that opens mechanically. Looks even tougher than usual."
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/machinery/door/poddoor/multi_tile/impassable/emag_act(mob/user)
to_chat(user, "<span class='notice'>The electronic systems in this door are far too advanced for your primitive hacking peripherals.</span>")
return
/obj/machinery/door/poddoor/multi_tile/impassable/four_tile_ver
icon = 'icons/obj/doors/1x4blast_vert.dmi'
width = 4
dir = NORTH
/obj/machinery/door/poddoor/multi_tile/impassable/three_tile_ver
icon = 'icons/obj/doors/1x3blast_vert.dmi'
width = 3
dir = NORTH
/obj/machinery/door/poddoor/multi_tile/impassable/two_tile_ver
icon = 'icons/obj/doors/1x2blast_vert.dmi'
width = 2
dir = NORTH
/obj/machinery/door/poddoor/multi_tile/impassable/four_tile_hor
icon = 'icons/obj/doors/1x4blast_hor.dmi'
width = 4
dir = EAST
/obj/machinery/door/poddoor/multi_tile/impassable/three_tile_hor
icon = 'icons/obj/doors/1x3blast_hor.dmi'
width = 3
dir = EAST
/obj/machinery/door/poddoor/multi_tile/impassable/two_tile_hor
icon = 'icons/obj/doors/1x2blast_hor.dmi'
width = 2
dir = EAST
+9 -6
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@@ -399,19 +399,21 @@
desc = "A wild plant that is found in jungles."
icon = 'icons/obj/flora/jungleflora.dmi'
icon_state = "busha"
base_icon_state = "busha"
/obj/structure/flora/junglebush/Initialize(mapload)
icon_state = "[icon_state][rand(1, 3)]"
icon_state = "[base_icon_state][rand(1, 3)]"
. = ..()
/obj/structure/flora/junglebush/b
icon_state = "bushb"
base_icon_state = "bushb"
/obj/structure/flora/junglebush/c
icon_state = "bushc"
base_icon_state = "bushc"
/obj/structure/flora/junglebush/large
icon_state = "bush"
icon_state = "bush1"
base_icon_state = "bush"
icon = 'icons/obj/flora/largejungleflora.dmi'
pixel_x = -16
pixel_y = -12
@@ -419,7 +421,8 @@
/obj/structure/flora/rock/pile/largejungle
name = "rocks"
icon_state = "rocks"
icon_state = "rocks1"
base_icon_state = "rocks"
icon = 'icons/obj/flora/largejungleflora.dmi'
density = FALSE
pixel_x = -16
@@ -427,4 +430,4 @@
/obj/structure/flora/rock/pile/largejungle/Initialize(mapload)
. = ..()
icon_state = "[initial(icon_state)][rand(1,3)]"
icon_state = "[initial(base_icon_state)][rand(1,3)]"
@@ -50,7 +50,6 @@
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_TURF, SMOOTH_GROUP_GRASS)
canSmoothWith = list(SMOOTH_GROUP_GRASS, SMOOTH_GROUP_JUNGLE_GRASS)
transform = matrix(1, 0, -9, 0, 1, -9) //Yes, these sprites are 50x50px, big grass control the industry
layer = ABOVE_OPEN_TURF_LAYER
broken_states = list("damaged")
floor_tile = /obj/item/stack/tile/grass
@@ -58,6 +57,7 @@
barefootstep = FOOTSTEP_GRASS
clawfootstep = FOOTSTEP_GRASS
heavyfootstep = FOOTSTEP_GENERIC_HEAVY
transform = matrix(1, 0, -9, 0, 1, -9) //Yes, these sprites are 50x50px, big grass control the industry
/turf/simulated/floor/grass/attackby(obj/item/C, mob/user, params)
if(..())
@@ -71,7 +71,7 @@
/turf/simulated/floor/grass/jungle
name = "jungle grass"
icon = 'icons/turf/floors/junglegrass.dmi'
icon_state = "junglegrass-255"
icon_state = "junglegrass"
base_icon_state = "junglegrass"
smoothing_groups = list(SMOOTH_GROUP_TURF, SMOOTH_GROUP_GRASS, SMOOTH_GROUP_JUNGLE_GRASS)
@@ -80,12 +80,14 @@
smoothing_groups = null
canSmoothWith = null
layer = GRASS_UNDER_LAYER
transform = null
/turf/simulated/floor/grass/jungle/no_creep //This vairant shows up under normal turfs so fits in the regular 32x32 sprite
smoothing_flags = null
smoothing_groups = null
canSmoothWith = null
layer = GRASS_UNDER_LAYER
transform = null
//Carpets
@@ -141,3 +141,21 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
if(input_color)
picked_color = input_color
update_icon()
/obj/structure/marker_beacon/dock_marker
name = "docking beacon"
desc = "An illumination device used to designate docking ports. It is anchored in place and pulsing steadily."
icon_state = "dockingmarker"
flags = NODECONSTRUCT
/obj/structure/marker_beacon/dock_marker/update_icon()
set_light(light_range, light_power, LIGHT_COLOR_BLUE)
/obj/structure/marker_beacon/dock_marker/attackby()
return
/obj/structure/marker_beacon/dock_marker/attack_hand()
return
/obj/structure/marker_beacon/dock_marker/AltClick()
return
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