mirror of
https://github.com/ParadiseSS13/Paradise.git
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Wallening 2: Return of the attack of the girders [MDB IGNORE][IDB IGNORE] (#30609)
* WE HAVE LIFTOFF * Reinforced wall + fixes * (Reinforced) windows * Adds nameless plasmaglass sprites * Plasma windows * Unnamed cult walls * Add window edges back * Wooden walls * Plasma walls + THANK YOU CHAP * Oops * Wooden names * Cult walls * Plasma walls * Uranium walls * Golden walls * Silver walls * False wall basics * All false walls * Remove old walls * Fixes * First girders * Build steps * New floors and decalized floor tiles. * satisfy linter * Add command decals, remove old "blue tile" decal * update script number * have ATMs put their decals on last * add engineering decals * update spritesheets * lots of tile coloring fixes * more engi tile fixes * more tile fixes * linters * fixes conflict? * conflict fixes * fix layering issue * cult, necropolis, plastitanium, rocks, backrooms walls * survival pod walls, prepare for titanium, plastitanium fwall fix removes diagonal smoothing and the nodiagonal subtype from titanium walls as survival pod walls are a subtype of titanium * linters * linters again * linters number 1 million and counting * titanium walls * brass walls, floors, windows * titanium window, plastitanium window * brass window smooths with wood and brass walls * linters number 1 million and one * all walls smooth with airlocks in preparation for airlock sprites in a separate PR * now all walls smooth with airlocks * windows smooth with airlocks * separate wallbumps, partially add apc * tinted window * survival pod windows * oops i reverted apc.dm * mapping fixes * more mapping sprites * more mapping stuff, fix my ungodly smooth rocks * linters * apc fix * air alarm, apc, fire alarm offset preparations * fire alarm implementation + rock fixes + firelock smoothing * airlocks + supposed map fixes * engi/atmos airlocks + overlays * the rest of the doors lol * linters + freezer fix * fixes * shuttle airlock + misc fixes * firelocks * fix * oops * i need to stop pushing fixes early * shuttle airlock quickfix * external airlocks + hatches + fixes * centcom doors * highsec airlocks * vault airlock, double airlocks * yaya deconflictsies * lotsa fixes * light fixes + blastdoor fixes * firelock gap fix * light construction fix + rcd fix --------- Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Co-authored-by: DGamerL <daan.lyklema@gmail.com> Co-authored-by: Alexios <skillpointHD@Gmail.com> Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
This commit is contained in:
@@ -82,7 +82,7 @@
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icon_state = "walldoor"
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loot = list(
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/obj/machinery/door/airlock/hatch/syndicate = 6,
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/turf/simulated/wall/mineral/plastitanium/nodiagonal = 2,
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/turf/simulated/wall/mineral/plastitanium = 2,
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/obj/structure/falsewall/plastitanium = 2,
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)
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@@ -91,5 +91,5 @@
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icon_state = "wallvault"
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loot = list(
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/obj/machinery/door/airlock/hatch/syndicate/vault = 4,
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/turf/simulated/wall/mineral/plastitanium/nodiagonal = 1,
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/turf/simulated/wall/mineral/plastitanium = 1,
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)
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@@ -378,12 +378,12 @@
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*/
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/obj/item/rcd/proc/get_airlock_image(airlock_type)
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var/obj/machinery/door/airlock/airlock = airlock_type
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var/icon/base = icon(initial(airlock.icon), "closed")
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var/icon/base = icon(initial(airlock.icon), "closed", dir = WEST)
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if(initial(airlock.glass))
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var/icon/glass_fill = icon(initial(airlock.overlays_file), "glass_closed")
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var/icon/glass_fill = icon(initial(airlock.overlays_file), "glass_closed", dir = WEST)
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base.Blend(glass_fill, ICON_OVERLAY)
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else
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var/icon/solid_fill = icon(initial(airlock.icon), "fill_closed")
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var/icon/solid_fill = icon(initial(airlock.icon), "fill_closed", dir = WEST)
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base.Blend(solid_fill, ICON_OVERLAY)
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return "[icon2base64(base)]"
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@@ -2,7 +2,7 @@
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/obj/item/mounted/frame/alarm_frame
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name = "air alarm frame"
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desc = "Used for building Air Alarms."
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icon = 'icons/obj/monitors.dmi'
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icon = 'icons/obj/wallbumps/alarm.dmi'
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icon_state = "alarm_bitem"
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materials = list(MAT_METAL=2000)
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@@ -1,7 +1,7 @@
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/obj/item/mounted/frame/firealarm
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name = "fire alarm frame"
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desc = "Used for building Fire Alarms."
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icon = 'icons/obj/monitors.dmi'
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icon = 'icons/obj/wallbumps/firealarm.dmi'
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icon_state = "firealarm_frame"
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mount_requirements = MOUNTED_FRAME_SIMFLOOR | MOUNTED_FRAME_NOSPACE
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@@ -28,13 +28,29 @@
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/obj/structure/door_assembly/Initialize(mapload)
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. = ..()
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update_appearance(UPDATE_NAME | UPDATE_OVERLAYS)
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var/direction = get_current_direction()
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dir = direction ? direction : NORTH
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update_icon()
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/obj/structure/door_assembly/Destroy()
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QDEL_NULL(electronics)
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return ..()
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/obj/structure/door_assembly/proc/get_current_direction()
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for(var/direction in GLOB.cardinal)
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if(iswallturf(get_step(src, direction)))
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return direction
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for(var/direction in GLOB.cardinal)
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if((locate(/obj/structure/window/full) in get_step(src, direction)))
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return direction
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for(var/direction in GLOB.cardinal)
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if((locate(/obj/machinery/door) in get_step(src, direction)))
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return direction
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/obj/structure/door_assembly/examine(mob/user)
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. = ..()
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if(!anchored)
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. += SPAN_NOTICE("You can <b>Alt-Click</b> [src] to rotate it.")
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var/doorname = ""
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if(created_name)
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doorname = ", written on it is '[created_name]'"
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@@ -55,6 +71,17 @@
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else
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. += SPAN_NOTICE("There is a small <i>paper</i> placard on the assembly[doorname].")
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/obj/structure/door_assembly/AltClick(mob/user)
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if(src.anchored)
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return
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if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user) || is_ventcrawling(user))
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return
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rotate()
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/obj/structure/door_assembly/proc/rotate()
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setDir(turn(dir, 90))
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/obj/structure/door_assembly/item_interaction(mob/living/user, obj/item/W, list/modifiers)
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. = ITEM_INTERACT_COMPLETE
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if(is_pen(W))
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@@ -10,7 +10,7 @@
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name = "wall"
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desc = "A huge chunk of metal used to separate rooms."
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anchored = TRUE
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icon = 'icons/turf/walls/wall.dmi'
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icon = 'icons/turf/walls/32x40wall.dmi'
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icon_state = "wall-0"
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base_icon_state = "wall"
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
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@@ -32,7 +32,7 @@
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = list(SMOOTH_GROUP_SIMULATED_TURFS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_REGULAR_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_REGULAR_WALLS, SMOOTH_GROUP_REINFORCED_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_REGULAR_WALLS, SMOOTH_GROUP_REINFORCED_WALLS)
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/obj/structure/falsewall/Initialize(mapload)
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. = ..()
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@@ -71,6 +71,8 @@
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if(opening)
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return
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opening = TRUE
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var/direction = get_current_direction()
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dir = direction ? direction : NORTH
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if(density)
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flick("fwall_opening", src)
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density = FALSE
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@@ -175,6 +177,11 @@
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return
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return ..()
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/obj/structure/falsewall/proc/get_current_direction()
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for(var/direction in GLOB.cardinal)
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if(iswallturf(get_step(src, direction)))
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return direction
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/*
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* False R-Walls
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*/
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@@ -182,13 +189,13 @@
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/obj/structure/falsewall/reinforced
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name = "reinforced wall"
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desc = "A huge chunk of reinforced metal used to separate rooms."
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icon = 'icons/turf/walls/reinforced_wall.dmi'
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icon = 'icons/turf/walls/32x40reinforced_wall.dmi'
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icon_state = "reinforced_wall-0"
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base_icon_state = "reinforced_wall"
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walltype = /turf/simulated/wall/r_wall
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mineral = /obj/item/stack/sheet/plasteel
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smoothing_groups = list(SMOOTH_GROUP_SIMULATED_TURFS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_REINFORCED_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_REGULAR_WALLS, SMOOTH_GROUP_REINFORCED_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_REGULAR_WALLS, SMOOTH_GROUP_REINFORCED_WALLS)
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/obj/structure/falsewall/reinforced/examine_status(mob/user)
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. = ..()
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@@ -208,7 +215,7 @@
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/obj/structure/falsewall/uranium
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name = "uranium wall"
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desc = "A wall with uranium plating. This is probably a bad idea."
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icon = 'icons/turf/walls/uranium_wall.dmi'
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icon = 'icons/turf/walls/32x40uranium_wall.dmi'
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icon_state = "uranium_wall-0"
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base_icon_state = "uranium_wall"
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mineral = /obj/item/stack/sheet/mineral/uranium
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@@ -216,7 +223,7 @@
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var/active = FALSE
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var/last_event = 0
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smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_URANIUM_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_URANIUM_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_URANIUM_WALLS)
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/obj/structure/falsewall/uranium/Initialize(mapload)
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. = ..()
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@@ -229,48 +236,48 @@
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/obj/structure/falsewall/gold
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name = "gold wall"
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desc = "A wall with gold plating. Swag!"
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icon = 'icons/turf/walls/gold_wall.dmi'
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icon = 'icons/turf/walls/32x40gold_wall.dmi'
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icon_state = "gold_wall-0"
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base_icon_state = "gold_wall"
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mineral = /obj/item/stack/sheet/mineral/gold
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walltype = /turf/simulated/wall/mineral/gold
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smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_GOLD_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_GOLD_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_GOLD_WALLS)
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/obj/structure/falsewall/silver
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name = "silver wall"
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desc = "A wall with silver plating. Shiny."
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icon = 'icons/turf/walls/silver_wall.dmi'
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icon = 'icons/turf/walls/32x40silver_wall.dmi'
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icon_state = "silver_wall-0"
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base_icon_state = "silver_wall"
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mineral = /obj/item/stack/sheet/mineral/silver
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walltype = /turf/simulated/wall/mineral/silver
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smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_SILVER_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_SILVER_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_SILVER_WALLS)
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/obj/structure/falsewall/diamond
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name = "diamond wall"
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desc = "A wall with diamond plating. You monster."
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icon = 'icons/turf/walls/diamond_wall.dmi'
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icon = 'icons/turf/walls/32x40diamond_wall.dmi'
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icon_state = "diamond_wall-0"
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base_icon_state = "diamond_wall"
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mineral = /obj/item/stack/sheet/mineral/diamond
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walltype = /turf/simulated/wall/mineral/diamond
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smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_DIAMOND_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_DIAMOND_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_DIAMOND_WALLS)
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max_integrity = 800
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/obj/structure/falsewall/plasma
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name = "plasma wall"
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desc = "A wall with plasma plating. This is definitely a bad idea."
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icon = 'icons/turf/walls/plasma_wall.dmi'
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icon = 'icons/turf/walls/32x40plasma_wall.dmi'
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icon_state = "plasma_wall-0"
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base_icon_state = "plasma_wall"
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mineral = /obj/item/stack/sheet/mineral/plasma
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walltype = /turf/simulated/wall/mineral/plasma
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smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_PLASMA_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_PLASMA_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_PLASMA_WALLS)
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cares_about_temperature = TRUE
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/obj/structure/falsewall/plasma/item_interaction(mob/living/user, obj/item/used, list/modifiers)
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@@ -296,109 +303,120 @@
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/obj/structure/falsewall/alien
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name = "alien wall"
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desc = "A strange-looking alien wall."
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icon = 'icons/turf/walls/abductor_wall.dmi'
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icon = 'icons/turf/walls/32x40abductor_wall.dmi'
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icon_state = "abductor_wall-0"
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base_icon_state = "abductor_wall"
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mineral = /obj/item/stack/sheet/mineral/abductor
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walltype = /turf/simulated/wall/mineral/abductor
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smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_ABDUCTOR_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_ABDUCTOR_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_ABDUCTOR_WALLS)
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/obj/structure/falsewall/bananium
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name = "bananium wall"
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desc = "A wall with bananium plating. Honk!"
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icon = 'icons/turf/walls/bananium_wall.dmi'
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icon = 'icons/turf/walls/32x40bananium_wall.dmi'
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icon_state = "bananium_wall-0"
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base_icon_state = "bananium_wall"
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mineral = /obj/item/stack/sheet/mineral/bananium
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walltype = /turf/simulated/wall/mineral/bananium
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smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BANANIUM_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_BANANIUM_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_BANANIUM_WALLS)
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/obj/structure/falsewall/sandstone
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name = "sandstone wall"
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desc = "A wall with sandstone plating."
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icon = 'icons/turf/walls/sandstone_wall.dmi'
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icon = 'icons/turf/walls/32x40sandstone_wall.dmi'
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icon_state = "sandstone_wall-0"
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base_icon_state = "sandstone_wall"
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mineral = /obj/item/stack/sheet/mineral/sandstone
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walltype = /turf/simulated/wall/mineral/sandstone
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smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_SANDSTONE_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_SANDSTONE_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_SANDSTONE_WALLS)
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/obj/structure/falsewall/wood
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name = "wooden wall"
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desc = "A wall with wooden plating. Stiff."
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icon = 'icons/turf/walls/wood_wall.dmi'
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icon = 'icons/turf/walls/32x40wood_wall.dmi'
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icon_state = "wood_wall-0"
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base_icon_state = "wood_wall"
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mineral = /obj/item/stack/sheet/wood
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walltype = /turf/simulated/wall/mineral/wood
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smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_WOOD_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_WOOD_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_WOOD_WALLS)
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/obj/structure/falsewall/iron
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name = "rough metal wall"
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desc = "A wall with rough metal plating."
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icon = 'icons/turf/walls/iron_wall.dmi'
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icon = 'icons/turf/walls/32x40iron_wall.dmi'
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icon_state = "iron_wall-0"
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base_icon_state = "iron_wall"
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mineral = /obj/item/stack/rods
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mineral_amount = 5
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walltype = /turf/simulated/wall/mineral/iron
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smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_IRON_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_IRON_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_IRON_WALLS)
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||||
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/obj/structure/falsewall/abductor
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name = "alien wall"
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desc = "A wall with alien alloy plating."
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icon = 'icons/turf/walls/abductor_wall.dmi'
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icon = 'icons/turf/walls/32x40abductor_wall.dmi'
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||||
icon_state = "abductor_wall-0"
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base_icon_state = "abductor_wall"
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mineral = /obj/item/stack/sheet/mineral/abductor
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walltype = /turf/simulated/wall/mineral/abductor
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||||
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_ABDUCTOR_WALLS)
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||||
canSmoothWith = list(SMOOTH_GROUP_ABDUCTOR_WALLS)
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||||
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_ABDUCTOR_WALLS)
|
||||
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||||
/obj/structure/falsewall/titanium
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||||
desc = "A light-weight titanium wall used in shuttles."
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||||
icon = 'icons/turf/walls/plastinum_wall.dmi'
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||||
icon = 'icons/turf/walls/32x40plastinum_wall.dmi'
|
||||
icon_state = "plastinum_wall-0"
|
||||
base_icon_state = "plastinum_wall"
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||||
mineral = /obj/item/stack/sheet/mineral/titanium
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||||
walltype = /turf/simulated/wall/mineral/titanium
|
||||
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_TITANIUM_WALLS)
|
||||
canSmoothWith = list(SMOOTH_GROUP_TITANIUM_WALLS, SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_SHUTTLE_PARTS)
|
||||
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_TITANIUM_WALLS, SMOOTH_GROUP_SHUTTLE_PARTS)
|
||||
|
||||
/obj/structure/falsewall/survival
|
||||
name = "pod wall"
|
||||
desc = "An easily-compressable wall used for temporary shelter."
|
||||
icon = 'icons/turf/walls/32x40survival_pod_walls.dmi'
|
||||
icon_state = "survival_pod_walls-0"
|
||||
base_icon_state = "survival_pod_walls"
|
||||
mineral = /obj/item/stack/sheet/mineral/titanium
|
||||
walltype = /turf/simulated/wall/mineral/titanium
|
||||
smoothing_groups = list(SMOOTH_GROUP_PLASTITANIUM_WALLS)
|
||||
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_PLASTITANIUM_WALLS, SMOOTH_GROUP_SHUTTLE_PARTS)
|
||||
|
||||
/obj/structure/falsewall/plastitanium
|
||||
desc = "An evil wall of plasma and titanium."
|
||||
icon = 'icons/turf/walls/plastitanium_wall.dmi'
|
||||
icon = 'icons/turf/walls/32x40plastitanium_wall.dmi'
|
||||
icon_state = "plastitanium_wall-0"
|
||||
base_icon_state = "plastitanium_wall"
|
||||
mineral = /obj/item/stack/sheet/mineral/plastitanium
|
||||
walltype = /turf/simulated/wall/mineral/plastitanium
|
||||
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_PLASTITANIUM_WALLS)
|
||||
canSmoothWith = list(SMOOTH_GROUP_PLASTITANIUM_WALLS, SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_SHUTTLE_PARTS)
|
||||
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_PLASTITANIUM_WALLS, SMOOTH_GROUP_SHUTTLE_PARTS)
|
||||
|
||||
/obj/structure/falsewall/backrooms
|
||||
desc = "A strange wall that looks like cheap wallpaper and drywall."
|
||||
icon = 'icons/turf/walls/backrooms_wall.dmi'
|
||||
icon = 'icons/turf/walls/32x40backrooms_wall.dmi'
|
||||
icon_state = "backrooms_wall-0"
|
||||
base_icon_state = "backrooms_wall"
|
||||
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BACKROOMS_WALLS)
|
||||
canSmoothWith = list(SMOOTH_GROUP_BACKROOMS_WALLS)
|
||||
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_BACKROOMS_WALLS)
|
||||
|
||||
/obj/structure/falsewall/brass
|
||||
name = "clockwork wall"
|
||||
desc = "A huge chunk of warm metal. The clanging of machinery emanates from within."
|
||||
icon = 'icons/turf/walls/clockwork_wall.dmi'
|
||||
icon = 'icons/turf/walls/32x40clockwork_wall.dmi'
|
||||
icon_state = "clockwork_wall-0"
|
||||
base_icon_state = "clockwork_wall"
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
mineral_amount = 1
|
||||
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BRASS_WALL)
|
||||
canSmoothWith = list(SMOOTH_GROUP_BRASS_WALL)
|
||||
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_BRASS_WALL)
|
||||
girder_type = /obj/structure/clockwork/wall_gear/displaced
|
||||
walltype = /turf/simulated/wall/clockwork
|
||||
mineral = /obj/item/stack/tile/brass
|
||||
@@ -412,12 +430,12 @@
|
||||
/obj/structure/falsewall/rock_ancient
|
||||
name = "ancient rock"
|
||||
desc = "A rare asteroid rock that appears to be resistant to all mining tools except pickaxes!"
|
||||
icon = 'icons/turf/walls/smoothrocks.dmi'
|
||||
icon = 'icons/turf/walls/32x40smoothrocks.dmi'
|
||||
icon_state = "smoothrocks-0"
|
||||
base_icon_state = "smoothrocks"
|
||||
color = COLOR_ANCIENT_ROCK
|
||||
smoothing_groups = list(SMOOTH_GROUP_ASTEROID_WALLS)
|
||||
canSmoothWith = list(SMOOTH_GROUP_ASTEROID_WALLS)
|
||||
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_ASTEROID_WALLS)
|
||||
mineral = /obj/item/stack/ore/glass/basalt/ancient
|
||||
walltype = /turf/simulated/mineral/ancient
|
||||
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
flags = CONDUCT
|
||||
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
|
||||
pressure_resistance = 5*ONE_ATMOSPHERE
|
||||
layer = BELOW_OBJ_LAYER
|
||||
layer = MAP_EDITOR_TURF_LAYER - 0.1
|
||||
level = 3
|
||||
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, RAD = 100, FIRE = 0, ACID = 0)
|
||||
max_integrity = 50
|
||||
|
||||
@@ -712,7 +712,6 @@
|
||||
decon_speed = 3 SECONDS
|
||||
armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, RAD = 100, FIRE = 99, ACID = 100)
|
||||
rad_insulation_beta = RAD_NO_INSULATION
|
||||
rad_insulation_gamma = RAD_GAMMA_WINDOW
|
||||
superconductivity = ZERO_HEAT_TRANSFER_COEFFICIENT
|
||||
rad_conversion_amount = 2
|
||||
|
||||
@@ -767,7 +766,7 @@
|
||||
flags = PREVENT_CLICK_UNDER
|
||||
smoothing_flags = SMOOTH_BITMASK
|
||||
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE, SMOOTH_GROUP_REGULAR_WALLS, SMOOTH_GROUP_REINFORCED_WALLS) //they are not walls but this lets walls smooth with them
|
||||
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE, SMOOTH_GROUP_WALLS)
|
||||
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_WINDOW_FULLTILE, SMOOTH_GROUP_WALLS)
|
||||
|
||||
/obj/structure/window/full/screwdriver_act(mob/user, obj/item/I)
|
||||
if(barricaded)
|
||||
@@ -784,8 +783,8 @@
|
||||
return ..()
|
||||
|
||||
/obj/structure/window/full/basic
|
||||
desc = "It looks thin and flimsy. A few knocks with... anything, really should shatter it. Has very light protection from radiation"
|
||||
icon = 'icons/obj/smooth_structures/windows/window.dmi'
|
||||
desc = "It looks thin and flimsy. A few knocks with... anything, really should shatter it."
|
||||
icon = 'icons/obj/smooth_structures/windows/32x40window.dmi'
|
||||
icon_state = "window-0"
|
||||
base_icon_state = "window"
|
||||
max_integrity = 50
|
||||
@@ -793,8 +792,8 @@
|
||||
|
||||
/obj/structure/window/full/plasmabasic
|
||||
name = "plasma window"
|
||||
desc = "A plasma-glass alloy window. It looks insanely tough to break. It appears it's also insanely tough to burn through. When hit with Gamma particles it will become charged and start emitting Beta particles"
|
||||
icon = 'icons/obj/smooth_structures/windows/plasma_window.dmi'
|
||||
desc = "A plasma-glass alloy window. It looks insanely tough to break. It appears it's also insanely tough to burn through."
|
||||
icon = 'icons/obj/smooth_structures/windows/32x40plasma_window.dmi'
|
||||
icon_state = "plasma_window-0"
|
||||
base_icon_state = "plasma_window"
|
||||
glass_decal = /obj/effect/decal/cleanable/glass/plasma
|
||||
@@ -802,10 +801,12 @@
|
||||
glass_type = /obj/item/stack/sheet/plasmaglass
|
||||
heat_resistance = 32000
|
||||
max_integrity = 300
|
||||
edge_overlay_file = 'icons/obj/smooth_structures/windows/window_edges.dmi'
|
||||
explosion_block = 1
|
||||
decon_speed = 3 SECONDS
|
||||
armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, RAD = 100, FIRE = 99, ACID = 100)
|
||||
edge_overlay_file = 'icons/obj/smooth_structures/windows/window_edges.dmi'
|
||||
rad_insulation_beta = RAD_NO_INSULATION
|
||||
rad_insulation_gamma = RAD_GAMMA_WINDOW
|
||||
env_smash_level = ENVIRONMENT_SMASH_WALLS // these windows are a fair bit tougher
|
||||
superconductivity = ZERO_HEAT_TRANSFER_COEFFICIENT
|
||||
rad_insulation_beta = RAD_NO_INSULATION
|
||||
@@ -814,8 +815,8 @@
|
||||
|
||||
/obj/structure/window/full/plasmareinforced
|
||||
name = "reinforced plasma window"
|
||||
desc = "A plasma-glass alloy window, with rods supporting it. It looks hopelessly tough to break. It also looks completely fireproof, considering how basic plasma windows are insanely fireproof. When hit with Gamma particles it will become charged and start emitting Beta particles"
|
||||
icon = 'icons/obj/smooth_structures/windows/rplasma_window.dmi'
|
||||
desc = "A plasma-glass alloy window, with rods supporting it. It looks hopelessly tough to break. It also looks completely fireproof, considering how basic plasma windows are insanely fireproof."
|
||||
icon = 'icons/obj/smooth_structures/windows/32x40rplasma_window.dmi'
|
||||
icon_state = "rplasma_window-0"
|
||||
base_icon_state = "rplasma_window"
|
||||
glass_decal = /obj/effect/decal/cleanable/glass/plasma
|
||||
@@ -839,8 +840,8 @@
|
||||
|
||||
/obj/structure/window/full/reinforced
|
||||
name = "reinforced window"
|
||||
desc = "It looks rather strong. Might take a few good hits to shatter it. Offers superior protection from radiation"
|
||||
icon = 'icons/obj/smooth_structures/windows/reinforced_window.dmi'
|
||||
desc = "It looks rather strong. Might take a few good hits to shatter it."
|
||||
icon = 'icons/obj/smooth_structures/windows/32x40reinforced_window.dmi'
|
||||
icon_state = "reinforced_window-0"
|
||||
base_icon_state = "reinforced_window"
|
||||
max_integrity = 100
|
||||
@@ -861,7 +862,7 @@
|
||||
/obj/structure/window/full/reinforced/tinted
|
||||
name = "tinted window"
|
||||
desc = "It looks rather strong and opaque. Might take a few good hits to shatter it."
|
||||
icon = 'icons/obj/smooth_structures/windows/tinted_window.dmi'
|
||||
icon = 'icons/obj/smooth_structures/windows/32x40tinted_window.dmi'
|
||||
icon_state = "tinted_window-0"
|
||||
base_icon_state = "tinted_window"
|
||||
opacity = TRUE
|
||||
@@ -869,7 +870,7 @@
|
||||
/obj/structure/window/full/shuttle
|
||||
name = "shuttle window"
|
||||
desc = "A reinforced, air-locked pod window."
|
||||
icon = 'icons/obj/smooth_structures/windows/shuttle_window.dmi'
|
||||
icon = 'icons/obj/smooth_structures/windows/32x40shuttle_window.dmi'
|
||||
icon_state = "shuttle_window-0"
|
||||
base_icon_state = "shuttle_window"
|
||||
max_integrity = 200
|
||||
@@ -878,8 +879,9 @@
|
||||
explosion_block = 3
|
||||
decon_speed = 6 SECONDS
|
||||
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, RAD = 100, FIRE = 80, ACID = 100)
|
||||
edge_overlay_file = 'icons/obj/smooth_structures/windows/shuttle_window_edges.dmi'
|
||||
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE, SMOOTH_GROUP_TITANIUM_WALLS)
|
||||
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE, SMOOTH_GROUP_TITANIUM_WALLS)
|
||||
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE, SMOOTH_GROUP_TITANIUM_WALLS)
|
||||
glass_type = /obj/item/stack/sheet/titaniumglass
|
||||
env_smash_level = ENVIRONMENT_SMASH_RWALLS // shuttle windows should probably be a bit stronger, too
|
||||
// Mostly for the mining shuttle.
|
||||
@@ -894,7 +896,7 @@
|
||||
/obj/structure/window/full/plastitanium
|
||||
name = "plastitanium window"
|
||||
desc = "An evil looking window of plasma and titanium. When hit with Gamma particles it will become charged and start emitting Beta particles"
|
||||
icon = 'icons/obj/smooth_structures/windows/plastitanium_window.dmi'
|
||||
icon = 'icons/obj/smooth_structures/windows/32x40plastitanium_window.dmi'
|
||||
icon_state = "plastitanium_window-0"
|
||||
base_icon_state = "plastitanium_window"
|
||||
max_integrity = 1200
|
||||
@@ -902,10 +904,11 @@
|
||||
heat_resistance = 32000
|
||||
decon_speed = 7 SECONDS
|
||||
armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, RAD = 100, FIRE = 99, ACID = 100)
|
||||
edge_overlay_file = 'icons/obj/smooth_structures/windows/plastitanium_window_edges.dmi'
|
||||
explosion_block = 3
|
||||
glass_type = /obj/item/stack/sheet/plastitaniumglass
|
||||
smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS, SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM, SMOOTH_GROUP_PLASTITANIUM_WALLS)
|
||||
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM, SMOOTH_GROUP_SYNDICATE_WALLS, SMOOTH_GROUP_PLASTITANIUM_WALLS)
|
||||
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM, SMOOTH_GROUP_SYNDICATE_WALLS, SMOOTH_GROUP_PLASTITANIUM_WALLS)
|
||||
env_smash_level = ENVIRONMENT_SMASH_RWALLS //used in shuttles, same reason as above
|
||||
superconductivity = ZERO_HEAT_TRANSFER_COEFFICIENT
|
||||
rad_insulation_beta = RAD_NO_INSULATION
|
||||
@@ -955,14 +958,16 @@
|
||||
animate(src, color = previouscolor, time = 8)
|
||||
|
||||
/obj/structure/window/reinforced/clockwork/fulltile
|
||||
icon = 'icons/obj/smooth_structures/windows/32x40clockwork_window.dmi'
|
||||
icon_state = "clockwork_window-0"
|
||||
base_icon_state = "clockwork_window"
|
||||
smoothing_flags = SMOOTH_BITMASK
|
||||
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE, SMOOTH_GROUP_WINDOW_FULLTILE_BRASS)
|
||||
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_BRASS)
|
||||
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE, SMOOTH_GROUP_WINDOW_FULLTILE_BRASS, SMOOTH_GROUP_BRASS_WALL, SMOOTH_GROUP_WOOD_WALLS)
|
||||
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_WINDOW_FULLTILE_BRASS, SMOOTH_GROUP_BRASS_WALL, SMOOTH_GROUP_WOOD_WALLS)
|
||||
fulltile = TRUE
|
||||
flags = PREVENT_CLICK_UNDER
|
||||
dir = FULLTILE_WINDOW_DIR
|
||||
max_integrity = 120
|
||||
edge_overlay_file = 'icons/obj/smooth_structures/windows/clockwork_window_edges.dmi'
|
||||
level = 3
|
||||
glass_amount = 2
|
||||
|
||||
Reference in New Issue
Block a user