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Light floor added
For non-coders: - Added floor lights - To build: Use wire on glass, use metal on the assembly you get, use it on a plating. To fix flickering or broken tiles, use a lightbulb on them. - To deconstruct: Crowbar on floor to remove it, crowbar on light tile to remove metal, wirecutters to separate the wire from the glass. - Click on tile with an empty hand to turn it on/off For coders: - The turf system has been rewritten to contain a tile variable which defines what kind of turf it is. The 'intact' var can no longer be used to determine if the turf is a steel floor. Intact only tells if wires and pipes are to be hidden (for hide() procs) - Use is_plating(), is_steel_floor() and is_light_floor() to determine the floor type. - Use make_plating(), make_steel_floor() and make_light_floor() to do this. They take the floor tile by default as a parameter, if none is given they will make one themselves. Credits for the sprites go to Hempuli, used with permission. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1513 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -960,7 +960,7 @@ NINJA MASK
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var/mob/living/carbon/human/U = usr
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if(candrain&&!draining)
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var/turf/T = U.loc
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if(isturf(T) && !T.intact)
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if(isturf(T) && T.is_plating())
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attached = locate() in T
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if(!attached)
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U << "\red Warning: no exposed cable available."
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