Merge pull request #3767 from Tastyfish/silence

Tranquillité, Prospérité & Mimeré
This commit is contained in:
TheDZD
2016-03-08 19:32:29 -05:00
41 changed files with 837 additions and 361 deletions
@@ -8,6 +8,7 @@ Mineral Sheets
- Gold
- Silver
- Bananium
- Tranqillite
- Enriched Uranium
- Platinum
- Metallic Hydrogen
@@ -62,6 +63,11 @@ var/global/list/datum/stack_recipe/bananium_recipes = list ( \
new/datum/stack_recipe("bananium grenade casing", /obj/item/weapon/grenade/bananade/casing, 4, on_floor = 1), \
)
var/global/list/datum/stack_recipe/mime_recipes = list ( \
new/datum/stack_recipe("silent tile", /obj/item/stack/tile/silent, 1, 4, 20), \
new/datum/stack_recipe("invisible wall", /obj/structure/barricade/mime, 5, one_per_turf = 1, on_floor = 1, time = 50), \
)
/obj/item/stack/sheet/mineral
force = 5.0
throwforce = 5
@@ -169,6 +175,18 @@ var/global/list/datum/stack_recipe/bananium_recipes = list ( \
..()
recipes = bananium_recipes
/obj/item/stack/sheet/mineral/tranquillite
name = "tranquillite"
singular_name = "beret"
icon_state = "sheet-mime"
origin_tech = "materials=4"
sheettype = "mime"
materials = list(MAT_TRANQUILLITE=MINERAL_MATERIAL_AMOUNT)
/obj/item/stack/sheet/mineral/tranquillite/New(var/loc, var/amount=null)
..()
recipes = mime_recipes
/obj/item/stack/sheet/mineral/enruranium
name = "enriched uranium"
icon_state = "sheet-enruranium"
@@ -116,3 +116,12 @@
/obj/item/stack/tile/noslip/loaded
amount = 20
/obj/item/stack/tile/silent
name = "silent tile"
singular_name = "silent floor tile"
desc = "A tile made out of tranquillite, SHHHHHHHHH!"
icon_state = "tile-silent"
origin_tech = "materials=1"
turf_type = /turf/simulated/floor/silent
mineralType = "tranquillite"
materials = list(MAT_TRANQUILLITE=500)
+101 -101
View File
@@ -17,127 +17,127 @@ obj/structure/door_assembly
New()
update_state()
door_assembly_com
base_icon_state = "com"
base_name = "Command Airlock"
glass_type = "/glass_command"
airlock_type = "/command"
obj/structure/door_assembly/door_assembly_com
base_icon_state = "com"
base_name = "Command Airlock"
glass_type = "/glass_command"
airlock_type = "/command"
door_assembly_sec
base_icon_state = "sec"
base_name = "Security Airlock"
glass_type = "/glass_security"
airlock_type = "/security"
obj/structure/door_assembly/door_assembly_sec
base_icon_state = "sec"
base_name = "Security Airlock"
glass_type = "/glass_security"
airlock_type = "/security"
door_assembly_eng
base_icon_state = "eng"
base_name = "Engineering Airlock"
glass_type = "/glass_engineering"
airlock_type = "/engineering"
obj/structure/door_assembly/door_assembly_eng
base_icon_state = "eng"
base_name = "Engineering Airlock"
glass_type = "/glass_engineering"
airlock_type = "/engineering"
door_assembly_min
base_icon_state = "min"
base_name = "Mining Airlock"
glass_type = "/glass_mining"
airlock_type = "/mining"
obj/structure/door_assembly/door_assembly_min
base_icon_state = "min"
base_name = "Mining Airlock"
glass_type = "/glass_mining"
airlock_type = "/mining"
door_assembly_atmo
base_icon_state = "atmo"
base_name = "Atmospherics Airlock"
glass_type = "/glass_atmos"
airlock_type = "/atmos"
obj/structure/door_assembly/door_assembly_atmo
base_icon_state = "atmo"
base_name = "Atmospherics Airlock"
glass_type = "/glass_atmos"
airlock_type = "/atmos"
door_assembly_research
base_icon_state = "res"
base_name = "Research Airlock"
glass_type = "/glass_research"
airlock_type = "/research"
obj/structure/door_assembly/door_assembly_research
base_icon_state = "res"
base_name = "Research Airlock"
glass_type = "/glass_research"
airlock_type = "/research"
door_assembly_science
base_icon_state = "sci"
base_name = "Science Airlock"
glass_type = "/glass_science"
airlock_type = "/science"
obj/structure/door_assembly/door_assembly_science
base_icon_state = "sci"
base_name = "Science Airlock"
glass_type = "/glass_science"
airlock_type = "/science"
door_assembly_med
base_icon_state = "med"
base_name = "Medical Airlock"
glass_type = "/glass_medical"
airlock_type = "/medical"
obj/structure/door_assembly/door_assembly_med
base_icon_state = "med"
base_name = "Medical Airlock"
glass_type = "/glass_medical"
airlock_type = "/medical"
door_assembly_mai
base_icon_state = "mai"
base_name = "Maintenance Airlock"
airlock_type = "/maintenance"
glass = -1
obj/structure/door_assembly/door_assembly_mai
base_icon_state = "mai"
base_name = "Maintenance Airlock"
airlock_type = "/maintenance"
glass = -1
door_assembly_ext
base_icon_state = "ext"
base_name = "External Airlock"
airlock_type = "/external"
glass = -1
obj/structure/door_assembly/door_assembly_ext
base_icon_state = "ext"
base_name = "External Airlock"
airlock_type = "/external"
glass = -1
door_assembly_fre
base_icon_state = "fre"
base_name = "Freezer Airlock"
airlock_type = "/freezer"
glass = -1
obj/structure/door_assembly/door_assembly_fre
base_icon_state = "fre"
base_name = "Freezer Airlock"
airlock_type = "/freezer"
glass = -1
door_assembly_hatch
base_icon_state = "hatch"
base_name = "Airtight Hatch"
airlock_type = "/hatch"
glass = -1
obj/structure/door_assembly/door_assembly_hatch
base_icon_state = "hatch"
base_name = "Airtight Hatch"
airlock_type = "/hatch"
glass = -1
door_assembly_mhatch
base_icon_state = "mhatch"
base_name = "Maintenance Hatch"
airlock_type = "/maintenance_hatch"
glass = -1
obj/structure/door_assembly/door_assembly_mhatch
base_icon_state = "mhatch"
base_name = "Maintenance Hatch"
airlock_type = "/maintenance_hatch"
glass = -1
door_assembly_highsecurity // Borrowing this until WJohnston makes sprites for the assembly
base_icon_state = "highsec"
base_name = "High Security Airlock"
airlock_type = "/highsecurity"
glass = -1
obj/structure/door_assembly/door_assembly_highsecurity // Borrowing this until WJohnston makes sprites for the assembly
base_icon_state = "highsec"
base_name = "High Security Airlock"
airlock_type = "/highsecurity"
glass = -1
door_assembly_shuttle
base_icon_state = "shuttle"
base_name = "shuttle airlock"
airlock_type = "/shuttle"
glass = -1
obj/structure/door_assembly/door_assembly_shuttle
base_icon_state = "shuttle"
base_name = "shuttle airlock"
airlock_type = "/shuttle"
glass = -1
multi_tile
icon = 'icons/obj/doors/door_assembly2x1.dmi'
dir = EAST
var/width = 1
obj/structure/door_assembly/multi_tile
icon = 'icons/obj/doors/door_assembly2x1.dmi'
dir = EAST
var/width = 1
/*Temporary until we get sprites.
glass_type = "/multi_tile/glass"
airlock_type = "/multi_tile/maint"
glass = 1*/
base_icon_state = "g" //Remember to delete this line when reverting "glass" var to 1.
airlock_type = "/multi_tile/glass"
glass = -1 //To prevent bugs in deconstruction process.
glass_type = "/multi_tile/glass"
airlock_type = "/multi_tile/maint"
glass = 1*/
base_icon_state = "g" //Remember to delete this line when reverting "glass" var to 1.
airlock_type = "/multi_tile/glass"
glass = -1 //To prevent bugs in deconstruction process.
New()
if(dir in list(EAST, WEST))
bound_width = width * world.icon_size
bound_height = world.icon_size
else
bound_width = world.icon_size
bound_height = width * world.icon_size
update_state()
obj/structure/door_assembly/multi_tile/New()
if(dir in list(EAST, WEST))
bound_width = width * world.icon_size
bound_height = world.icon_size
else
bound_width = world.icon_size
bound_height = width * world.icon_size
update_state()
Move()
. = ..()
if(dir in list(EAST, WEST))
bound_width = width * world.icon_size
bound_height = world.icon_size
else
bound_width = world.icon_size
bound_height = width * world.icon_size
obj/structure/door_assembly/multi_tile/Move()
. = ..()
if(dir in list(EAST, WEST))
bound_width = width * world.icon_size
bound_height = world.icon_size
else
bound_width = world.icon_size
bound_height = width * world.icon_size