Add Railings "Caps" for Aesthetic Use. (#21803)

* Add railing caps
-subtype of railing corners

* Batch of changes:
- Fixed cap sprite
- Added 2 more instances of caps (left and right)
- Added caps to rods crafting menu
- Changed cost of corner from 3 to 2
- Added cost to cap, it cost 2 rods

* Woops:
- Apparently railings corners and such borrow code from normal railing so they always drop 3 rods.

* Change railings to list

* removed density/climbable
- they inhert it from railing
This commit is contained in:
Venuska1117
2023-08-16 20:58:57 +02:00
committed by GitHub
parent 49ed4ac4d1
commit 3db565f553
3 changed files with 27 additions and 4 deletions
+20
View File
@@ -17,6 +17,17 @@
density = FALSE
climbable = FALSE
/obj/structure/railing/cap //aestetic "end" for railing
icon_state = "railing_cap"
density = FALSE
climbable = FALSE
/obj/structure/railing/cap/normal
icon_state = "railing_cap_normal"
/obj/structure/railing/cap/reversed
icon_state = "railing_cap_reversed"
/obj/structure/railing/attackby(obj/item/I, mob/living/user, params)
..()
add_fingerprint(user)
@@ -74,6 +85,15 @@
/obj/structure/railing/corner/CheckExit()
return TRUE
/obj/structure/railing/cap/CanPass()
return TRUE
/obj/structure/railing/cap/CanPathfindPass(obj/item/card/id/ID, to_dir, caller, no_id = FALSE)
return TRUE
/obj/structure/railing/cap/CheckExit()
return TRUE
/obj/structure/railing/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSFENCE))
return TRUE