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https://github.com/ParadiseSS13/Paradise.git
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- Added wood floor tiles (made from wood planks)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4160 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -1333,6 +1333,19 @@
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max_amount = 60
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origin_tech = "biotech=1"
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/obj/item/stack/tile/wood
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name = "wood floor tiles"
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singular_name = "wood floor tile"
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desc = "an easy to fit wood floor tile"
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icon_state = "tile-wood"
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w_class = 3.0
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force = 1.0
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throwforce = 1.0
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throw_speed = 5
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throw_range = 20
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flags = FPRINT | TABLEPASS | CONDUCT
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max_amount = 60
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/obj/item/stack/light_w
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name = "wired glass tiles"
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singular_name = "wired glass floor tile"
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@@ -33,7 +33,9 @@
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return 0
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proc/is_grass_floor()
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return 0
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proc/return_siding_icon_state()
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proc/is_wood_floor()
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return 0
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proc/return_siding_icon_state() //used for grass floors, which have siding.
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return 0
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/turf/space
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@@ -6,6 +6,7 @@ WOOD PLANKS
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var/global/list/datum/stack_recipe/wood_recipes = list ( \
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new/datum/stack_recipe("wooden sandals", /obj/item/clothing/shoes/sandal, 1), \
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new/datum/stack_recipe("table parts", /obj/item/weapon/table_parts/wood, 2), \
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new/datum/stack_recipe("wood floor tile", /obj/item/stack/tile/wood, 1, 4, 20), \
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new/datum/stack_recipe("wooden barricade", /obj/structure/barricade/wooden, 5, time = 30, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("wooden door", /obj/structure/mineral_door/wood, 10, time = 20, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("coffin", /obj/structure/closet/coffin, 5, time = 15, one_per_turf = 1, on_floor = 1), \
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+98
-41
@@ -1019,9 +1019,10 @@ var/list/icons_to_ignore_at_floor_init = list("damaged1","damaged2","damaged3","
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"asteroid","asteroid_dug",
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"asteroid0","asteroid1","asteroid2","asteroid3","asteroid4",
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"asteroid5","asteroid6","asteroid7","asteroid8","asteroid9","asteroid10","asteroid11","asteroid12",
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"burning","oldburning","light-on-r","light-on-y","light-on-g","light-on-b")
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"burning","oldburning","light-on-r","light-on-y","light-on-g","light-on-b", "wood", "wood-broken")
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var/list/plating_icons = list("plating","platingdmg1","platingdmg2","platingdmg3","asteroid","asteroid_dug")
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var/list/wood_icons = list("wood","wood-broken")
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/turf/simulated/floor
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@@ -1038,48 +1039,53 @@ var/list/plating_icons = list("plating","platingdmg1","platingdmg2","platingdmg3
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var/burnt = 0
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var/obj/item/stack/tile/floor_tile = new/obj/item/stack/tile/plasteel
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airless
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icon_state = "floor"
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name = "airless floor"
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oxygen = 0.01
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nitrogen = 0.01
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temperature = TCMB
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/turf/simulated/floor/airless
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icon_state = "floor"
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name = "airless floor"
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oxygen = 0.01
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nitrogen = 0.01
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temperature = TCMB
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New()
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..()
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name = "floor"
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New()
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..()
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name = "floor"
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light
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name = "Light floor"
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luminosity = 5
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icon_state = "light_on"
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floor_tile = new/obj/item/stack/tile/light
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/turf/simulated/floor/light
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name = "Light floor"
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luminosity = 5
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icon_state = "light_on"
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floor_tile = new/obj/item/stack/tile/light
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New()
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floor_tile.New() //I guess New() isn't run on objects spawned without the definition of a turf to house them, ah well.
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var/n = name //just in case commands rename it in the ..() call
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..()
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spawn(4)
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if(src)
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update_icon()
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name = n
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New()
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floor_tile.New() //I guess New() isn't run on objects spawned without the definition of a turf to house them, ah well.
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var/n = name //just in case commands rename it in the ..() call
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..()
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spawn(4)
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if(src)
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update_icon()
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name = n
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grass
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name = "Grass patch"
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icon_state = "grass1"
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floor_tile = new/obj/item/stack/tile/grass
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/turf/simulated/floor/grass
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name = "Grass patch"
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icon_state = "grass1"
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floor_tile = new/obj/item/stack/tile/grass
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New()
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floor_tile.New() //I guess New() isn't run on objects spawned without the definition of a turf to house them, ah well.
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icon_state = "grass[pick("1","2","3","4")]"
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..()
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spawn(4)
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if(src)
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update_icon()
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for(var/direction in cardinal)
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if(istype(get_step(src,direction),/turf/simulated/floor))
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var/turf/simulated/floor/FF = get_step(src,direction)
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FF.update_icon() //so siding get updated properly
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New()
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floor_tile.New() //I guess New() isn't run on objects spawned without the definition of a turf to house them, ah well.
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icon_state = "grass[pick("1","2","3","4")]"
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..()
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spawn(4)
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if(src)
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update_icon()
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for(var/direction in cardinal)
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if(istype(get_step(src,direction),/turf/simulated/floor))
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var/turf/simulated/floor/FF = get_step(src,direction)
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FF.update_icon() //so siding get updated properly
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/turf/simulated/floor/wood
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name = "floor"
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icon_state = "wood"
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floor_tile = new/obj/item/stack/tile/wood
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/turf/simulated/floor/vault
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icon_state = "rockvault"
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@@ -1222,6 +1228,11 @@ turf/simulated/floor/proc/update_icon()
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if(!broken && !burnt)
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if(!(icon_state in list("grass1","grass2","grass3","grass4")))
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icon_state = "grass[pick("1","2","3","4")]"
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if(is_wood_floor())
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if(!broken && !burnt)
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if( !(icon_state in wood_icons) )
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icon_state = "wood"
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//world << "[icon_state]'s got [icon_state]"
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spawn(1)
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if(istype(src,/turf/simulated/floor)) //Was throwing runtime errors due to a chance of it changing to space halfway through.
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if(air)
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@@ -1311,6 +1322,12 @@ turf/simulated/floor/proc/update_icon()
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else
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return 0
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/turf/simulated/floor/is_wood_floor()
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if(istype(floor_tile,/obj/item/stack/tile/wood))
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return 1
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else
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return 0
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/turf/simulated/floor/is_plating()
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if(!floor_tile)
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return 1
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@@ -1324,12 +1341,15 @@ turf/simulated/floor/proc/update_icon()
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if(is_plasteel_floor())
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src.icon_state = "damaged[pick(1,2,3,4,5)]"
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broken = 1
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else if(is_plasteel_floor())
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else if(is_light_floor())
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src.icon_state = "light_broken"
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broken = 1
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else if(is_plating())
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src.icon_state = "platingdmg[pick(1,2,3)]"
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broken = 1
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else if(is_wood_floor())
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src.icon_state = "wood-broken"
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broken = 1
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else if(is_grass_floor())
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src.icon_state = "sand[pick("1","2","3")]"
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broken = 1
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@@ -1347,6 +1367,9 @@ turf/simulated/floor/proc/update_icon()
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else if(is_plating())
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src.icon_state = "panelscorched"
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burnt = 1
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else if(is_wood_floor())
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src.icon_state = "wood-broken"
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burnt = 1
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else if(is_grass_floor())
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src.icon_state = "sand[pick("1","2","3")]"
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burnt = 1
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@@ -1438,6 +1461,24 @@ turf/simulated/floor/proc/update_icon()
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update_icon()
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levelupdate()
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//This proc will make a turf into a wood floor. Fun eh? Insert the wood tile to be used as the argument
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//If no argument is given a new one will be made.
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/turf/simulated/floor/proc/make_wood_floor(var/obj/item/stack/tile/wood/T = null)
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broken = 0
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burnt = 0
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intact = 1
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if(T)
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if(istype(T,/obj/item/stack/tile/wood))
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floor_tile = T
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update_icon()
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levelupdate()
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return
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//if you gave a valid parameter, it won't get thisf ar.
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floor_tile = new/obj/item/stack/tile/wood
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update_icon()
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levelupdate()
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/turf/simulated/floor/attackby(obj/item/C as obj, mob/user as mob)
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if(!C || !user)
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@@ -1459,14 +1500,30 @@ turf/simulated/floor/proc/update_icon()
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if(broken || burnt)
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user << "\red You remove the broken plating."
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else
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user << "\red You remove the [floor_tile.name]."
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new floor_tile.type(src)
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if(is_wood_floor())
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user << "\red You forcefully pry off the planks, destroying them in the process."
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else
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user << "\red You remove the [floor_tile.name]."
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new floor_tile.type(src)
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make_plating()
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playsound(src.loc, 'Crowbar.ogg', 80, 1)
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return
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if(istype(C, /obj/item/weapon/screwdriver) && is_wood_floor())
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if(broken || burnt)
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return
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else
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if(is_wood_floor())
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user << "\red You unscrew the planks."
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new floor_tile.type(src)
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make_plating()
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playsound(src.loc, 'Screwdriver.ogg', 80, 1)
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return
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if(istype(C, /obj/item/stack/rods))
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var/obj/item/stack/rods/R = C
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if (is_plating())
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+7
-12
@@ -48,9 +48,13 @@ should be listed in the changelog upon commit tho. Thanks. -->
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<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
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<div class="commit sansserif">
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<h2 class="date">July 23, 2012</h2>
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<h2 class="date">24 July 2012</h2>
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<h3 class="author">Errorage updated:</h3>
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<ul class="changes bgimages16">
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<li class="tweak">Both the chef and bartender have access to the bar area so both can serve if the other is incompetent or does not exist. Bartender's shotgun and shaker were moved to his back room and the booze-o-mat is now ID restricted to the bartender.</li>
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<li class="rscadd">Added powercells into vending machines in engineering</li>
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<li class="rscadd">Added wood floor tiles (made from wood planks, obviously)</li>
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</ul>
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<h3 class="author">Sieve updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Made a 'default' save slot (D), and whenever you connect it automatically selects the default slot to load from, but manually selecting a different slot will allow you to play on that one before it returns to default.</li>
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@@ -60,15 +64,6 @@ should be listed in the changelog upon commit tho. Thanks. -->
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">24 July 2012</h2>
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<h3 class="author">Errorage updated:</h3>
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<ul class="changes bgimages16">
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<li class="tweak">Both the chef and bartender have access to the bar area so both can serve if the other is incompetent or does not exist. Bartender's shotgun and shaker were moved to his back room and the booze-o-mat is now ID restricted to the bartender.</li>
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<li class="rscadd">Added powercells into vending machines in engineering</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">22 July 2012</h2>
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<h3 class="author">Errorage updated:</h3>
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