mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 11:37:40 +01:00
Merge remote-tracking branch 'upstream/master' into pAI-Drone-Port
This commit is contained in:
@@ -492,27 +492,6 @@ var/list/ghostteleportlocs = list()
|
||||
name = "\improper Asteroid - Artifact"
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||||
icon_state = "cave"
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||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/area/planet/clown
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||||
name = "\improper Clown Planet"
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||||
icon_state = "honk"
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||||
luminosity = 1
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lighting_use_dynamic = 0
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||||
requires_power = 0
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||||
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||||
/area/tdome
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name = "\improper Thunderdome"
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icon_state = "thunder"
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@@ -2310,23 +2289,104 @@ area/security/podbay
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H << S
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||||
spawn(60) .()
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////////////////////////AWAY AREAS///////////////////////////////////
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/area/awaycontent
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||||
name = "space"
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||||
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||||
////////////////////////CLOWN PLANET///////////////////////////////////
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/area/awaycontent/a1
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icon_state = "awaycontent1"
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||||
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||||
/area/awaycontent/a2
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||||
icon_state = "awaycontent2"
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||||
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||||
/area/awaymission/clownplanet/miningtown
|
||||
name = "\improper Clown Planet - Bananium-o-Rama"
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||||
icon_state = "away1"
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||||
luminosity = 1
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||||
requires_power = 0
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||||
/area/awaycontent/a3
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||||
icon_state = "awaycontent3"
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||||
|
||||
/area/awaymission/clownplanet/mine
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||||
name = "\improper Clown Planet - Bananium-o-Rama Mines"
|
||||
icon_state = "away2"
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||||
luminosity = 1
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||||
requires_power = 0
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||||
/area/awaycontent/a4
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||||
icon_state = "awaycontent4"
|
||||
|
||||
/area/awaycontent/a5
|
||||
icon_state = "awaycontent5"
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||||
|
||||
/area/awaycontent/a6
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||||
icon_state = "awaycontent6"
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||||
|
||||
/area/awaycontent/a7
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||||
icon_state = "awaycontent7"
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||||
|
||||
/area/awaycontent/a8
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||||
icon_state = "awaycontent8"
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||||
|
||||
/area/awaycontent/a9
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||||
icon_state = "awaycontent9"
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||||
|
||||
/area/awaycontent/a10
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||||
icon_state = "awaycontent10"
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||||
|
||||
/area/awaycontent/a11
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||||
icon_state = "awaycontent11"
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||||
|
||||
/area/awaycontent/a11
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||||
icon_state = "awaycontent12"
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||||
|
||||
/area/awaycontent/a12
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||||
icon_state = "awaycontent13"
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||||
|
||||
/area/awaycontent/a13
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||||
icon_state = "awaycontent14"
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||||
|
||||
/area/awaycontent/a14
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||||
icon_state = "awaycontent14"
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||||
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||||
/area/awaycontent/a15
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||||
icon_state = "awaycontent15"
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||||
|
||||
/area/awaycontent/a16
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||||
icon_state = "awaycontent16"
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||||
|
||||
/area/awaycontent/a17
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||||
icon_state = "awaycontent17"
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||||
|
||||
/area/awaycontent/a18
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||||
icon_state = "awaycontent18"
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||||
|
||||
/area/awaycontent/a19
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||||
icon_state = "awaycontent19"
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||||
|
||||
/area/awaycontent/a20
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||||
icon_state = "awaycontent20"
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||||
|
||||
/area/awaycontent/a21
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||||
icon_state = "awaycontent21"
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||||
|
||||
/area/awaycontent/a22
|
||||
icon_state = "awaycontent22"
|
||||
|
||||
/area/awaycontent/a23
|
||||
icon_state = "awaycontent23"
|
||||
|
||||
/area/awaycontent/a24
|
||||
icon_state = "awaycontent24"
|
||||
|
||||
/area/awaycontent/a25
|
||||
icon_state = "awaycontent25"
|
||||
|
||||
/area/awaycontent/a26
|
||||
icon_state = "awaycontent26"
|
||||
|
||||
/area/awaycontent/a27
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||||
icon_state = "awaycontent27"
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||||
|
||||
/area/awaycontent/a28
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||||
icon_state = "awaycontent28"
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||||
|
||||
/area/awaycontent/a29
|
||||
icon_state = "awaycontent29"
|
||||
|
||||
/area/awaycontent/a30
|
||||
icon_state = "awaycontent30"
|
||||
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
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||||
@@ -105,6 +105,7 @@
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||||
//The Syndicate
|
||||
/var/const/access_syndicate = 150//General Syndicate Access
|
||||
/var/const/access_syndicate_leader = 151//Nuke Op Leader Access
|
||||
/var/const/access_vox = 152//Vox Access
|
||||
|
||||
//MONEY
|
||||
/var/const/access_crate_cash = 200
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||||
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||||
@@ -22,20 +22,13 @@
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||||
H.equip_or_collect(new /obj/item/clothing/suit/armor/vest(H), slot_wear_suit)
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||||
H.equip_or_collect(new /obj/item/clothing/under/rank/bartender(H), slot_w_uniform)
|
||||
H.equip_or_collect(new /obj/item/device/pda/bar(H), slot_wear_pda)
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||||
H.equip_or_collect(new /obj/item/weapon/storage/belt/bandolier/full(H), slot_belt)
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||||
|
||||
if(H.backbag == 1)
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||||
var/obj/item/weapon/storage/box/survival/Barpack = new /obj/item/weapon/storage/box/survival(H)
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||||
H.equip_or_collect(Barpack, slot_r_hand)
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||||
new /obj/item/ammo_casing/shotgun/beanbag(Barpack)
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(Barpack)
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(Barpack)
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(Barpack)
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||||
else
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||||
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H), slot_in_backpack)
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H.equip_or_collect(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack)
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H.equip_or_collect(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack)
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||||
H.equip_or_collect(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack)
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||||
H.equip_or_collect(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack)
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||||
|
||||
H.dna.SetSEState(SOBERBLOCK,1)
|
||||
H.mutations += M_SOBER
|
||||
|
||||
@@ -208,8 +208,6 @@ move an amendment</a> to the drawing.</p>
|
||||
return BORDER_2NDTILE
|
||||
if (locate(/obj/structure/falsewall) in T2)
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||||
return BORDER_2NDTILE
|
||||
if (locate(/obj/structure/falserwall) in T2)
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||||
return BORDER_2NDTILE
|
||||
|
||||
return BORDER_NONE
|
||||
|
||||
|
||||
@@ -177,4 +177,23 @@
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||||
"/obj/item/weapon/reagent_containers/spray",
|
||||
"/obj/item/weapon/soap",
|
||||
"/obj/item/weapon/holosign_creator"
|
||||
)
|
||||
)
|
||||
|
||||
/obj/item/weapon/storage/belt/bandolier
|
||||
name = "bandolier"
|
||||
desc = "A bandolier for holding shotgun ammunition."
|
||||
icon_state = "bandolier"
|
||||
item_state = "bandolier"
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||||
storage_slots = 6
|
||||
can_hold = list(
|
||||
"/obj/item/ammo_casing/shotgun"
|
||||
)
|
||||
|
||||
/obj/item/weapon/storage/belt/bandolier/full/New()
|
||||
..()
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(src)
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(src)
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(src)
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(src)
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(src)
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(src)
|
||||
|
||||
@@ -102,10 +102,11 @@
|
||||
new /obj/item/weapon/storage/backpack/satchel_sec(src)
|
||||
new /obj/item/weapon/cartridge/hos(src)
|
||||
new /obj/item/device/radio/headset/heads/hos(src)
|
||||
new /obj/item/clothing/under/rank/head_of_security/jensen(src)
|
||||
new /obj/item/clothing/under/rank/head_of_security/corp(src)
|
||||
new /obj/item/clothing/under/rank/head_of_security(src)
|
||||
new /obj/item/clothing/under/rank/head_of_security/formal(src)
|
||||
new /obj/item/clothing/suit/armor/hos(src)
|
||||
new /obj/item/clothing/head/HoS(src)
|
||||
new /obj/item/clothing/head/HoS/beret(src)
|
||||
new /obj/item/clothing/glasses/sunglasses/sechud(src)
|
||||
new /obj/item/weapon/storage/lockbox/loyalty(src)
|
||||
new /obj/item/weapon/storage/box/flashbangs(src)
|
||||
@@ -141,8 +142,10 @@
|
||||
new /obj/item/device/radio/headset/headset_sec(src)
|
||||
new /obj/item/clothing/suit/armor/vest/warden(src)
|
||||
new /obj/item/clothing/head/warden(src)
|
||||
new /obj/item/clothing/suit/armor/vest/warden/alt(src)
|
||||
new /obj/item/clothing/head/beret/sec/warden(src)
|
||||
new /obj/item/clothing/under/rank/warden(src)
|
||||
new /obj/item/clothing/under/rank/warden/corp(src)
|
||||
new /obj/item/clothing/under/rank/warden/formal(src)
|
||||
new /obj/item/clothing/glasses/sunglasses/sechud(src)
|
||||
new /obj/item/clothing/mask/gas/sechailer/warden(src)
|
||||
new /obj/item/taperoll/police(src)
|
||||
|
||||
@@ -23,21 +23,18 @@
|
||||
new /obj/item/clothing/under/rank/security(src)
|
||||
new /obj/item/clothing/under/rank/security(src)
|
||||
new /obj/item/clothing/under/rank/security(src)
|
||||
new /obj/item/clothing/under/rank/security2(src)
|
||||
new /obj/item/clothing/under/rank/security2(src)
|
||||
new /obj/item/clothing/under/rank/security2(src)
|
||||
new /obj/item/clothing/under/rank/security/corp(src)
|
||||
new /obj/item/clothing/under/rank/security/corp(src)
|
||||
new /obj/item/clothing/under/rank/security/corp(src)
|
||||
new /obj/item/clothing/under/rank/security/formal(src)
|
||||
new /obj/item/clothing/under/rank/security/formal(src)
|
||||
new /obj/item/clothing/under/rank/security/formal(src)
|
||||
new /obj/item/clothing/shoes/jackboots(src)
|
||||
new /obj/item/clothing/shoes/jackboots(src)
|
||||
new /obj/item/clothing/shoes/jackboots(src)
|
||||
new /obj/item/clothing/shoes/jackboots/jacksandals(src)
|
||||
new /obj/item/clothing/shoes/jackboots/jacksandals(src)
|
||||
new /obj/item/clothing/shoes/jackboots/jacksandals(src)
|
||||
new /obj/item/clothing/head/soft/sec(src)
|
||||
new /obj/item/clothing/head/soft/sec(src)
|
||||
new /obj/item/clothing/head/soft/sec(src)
|
||||
new /obj/item/clothing/head/soft/sec/corp(src)
|
||||
new /obj/item/clothing/head/soft/sec/corp(src)
|
||||
new /obj/item/clothing/head/soft/sec/corp(src)
|
||||
new /obj/item/clothing/head/beret/sec(src)
|
||||
new /obj/item/clothing/head/beret/sec(src)
|
||||
new /obj/item/clothing/head/beret/sec(src)
|
||||
|
||||
@@ -0,0 +1,31 @@
|
||||
/obj/structure/dresser
|
||||
name = "dresser"
|
||||
desc = "A nicely-crafted wooden dresser. It's filled with lots of undies."
|
||||
icon = 'icons/obj/stationobjs.dmi'
|
||||
icon_state = "dresser"
|
||||
density = 1
|
||||
anchored = 1
|
||||
|
||||
/obj/structure/dresser/attack_hand(mob/user as mob)
|
||||
if(!Adjacent(user))//no tele-grooming
|
||||
return
|
||||
if(ishuman(user))
|
||||
var/mob/living/carbon/human/H = user
|
||||
|
||||
var/choice = input(user, "Underwear, Undershirt, or Socks?", "Changing") as null|anything in list("Underwear","Undershirt","Socks")
|
||||
|
||||
if(!Adjacent(user))
|
||||
return
|
||||
switch(choice)
|
||||
if("Underwear")
|
||||
var/new_undies = input(user, "Select your underwear", "Changing") as null|anything in underwear_list
|
||||
if(new_undies)
|
||||
H.underwear = new_undies
|
||||
|
||||
if("Undershirt")
|
||||
var/new_undershirt = input(user, "Select your undershirt", "Changing") as null|anything in undershirt_list
|
||||
if(new_undershirt)
|
||||
H.undershirt = new_undershirt
|
||||
|
||||
add_fingerprint(H)
|
||||
H.update_body()
|
||||
@@ -74,248 +74,185 @@
|
||||
anchored = 1
|
||||
icon = 'icons/turf/walls.dmi'
|
||||
var/mineral = "metal"
|
||||
var/walltype = "metal"
|
||||
var/opening = 0
|
||||
|
||||
canSmoothWith = list(
|
||||
/turf/simulated/wall,
|
||||
/obj/structure/falsewall,
|
||||
/obj/structure/falserwall // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS.
|
||||
)
|
||||
density = 1
|
||||
opacity = 1
|
||||
|
||||
/obj/structure/falsewall/New()
|
||||
..()
|
||||
relativewall()
|
||||
relativewall_neighbours()
|
||||
..()
|
||||
|
||||
/obj/structure/falsewall/Destroy()
|
||||
|
||||
var/temploc = src.loc
|
||||
var/temploc = loc
|
||||
loc = null
|
||||
|
||||
spawn(10)
|
||||
for(var/turf/simulated/wall/W in range(temploc,1))
|
||||
W.relativewall()
|
||||
for(var/turf/simulated/wall/W in range(temploc,1))
|
||||
W.relativewall()
|
||||
|
||||
for(var/obj/structure/falsewall/W in range(temploc,1))
|
||||
W.relativewall()
|
||||
|
||||
for(var/obj/structure/falserwall/W in range(temploc,1))
|
||||
W.relativewall()
|
||||
for(var/obj/structure/falsewall/W in range(temploc,1))
|
||||
W.relativewall()
|
||||
..()
|
||||
|
||||
|
||||
|
||||
/obj/structure/falsewall/relativewall()
|
||||
|
||||
if(!density)
|
||||
icon_state = "[mineral]fwall_open"
|
||||
icon_state = "[walltype]fwall_open"
|
||||
return
|
||||
|
||||
var/junction=findSmoothingNeighbors()
|
||||
icon_state = "[mineral][junction]"
|
||||
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
|
||||
|
||||
for(var/turf/simulated/wall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(walltype == W.walltype)//Only 'like' walls connect -Sieve
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/structure/falsewall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(walltype == W.walltype)
|
||||
junction |= get_dir(src,W)
|
||||
icon_state = "[walltype][junction]"
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/falsewall/attack_hand(mob/user as mob)
|
||||
/obj/structure/falsewall/attack_hand(mob/user)
|
||||
if(opening)
|
||||
return
|
||||
|
||||
opening = 1
|
||||
if(density)
|
||||
opening = 1
|
||||
icon_state = "[mineral]fwall_open"
|
||||
flick("[mineral]fwall_opening", src)
|
||||
sleep(15)
|
||||
src.density = 0
|
||||
do_the_flick()
|
||||
sleep(4)
|
||||
density = 0
|
||||
SetOpacity(0)
|
||||
opening = 0
|
||||
update_icon(0)
|
||||
else
|
||||
opening = 1
|
||||
flick("[mineral]fwall_closing", src)
|
||||
icon_state = "[mineral]0"
|
||||
var/srcturf = get_turf(src)
|
||||
for(var/mob/living/obstacle in srcturf) //Stop people from using this as a shield
|
||||
opening = 0
|
||||
return
|
||||
do_the_flick()
|
||||
density = 1
|
||||
sleep(15)
|
||||
sleep(4)
|
||||
SetOpacity(1)
|
||||
src.relativewall()
|
||||
opening = 0
|
||||
|
||||
/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
|
||||
..()
|
||||
update_icon()
|
||||
opening = 0
|
||||
|
||||
/obj/structure/falsewall/proc/do_the_flick()
|
||||
if(density)
|
||||
icon_state = "[mineral]0"
|
||||
src.relativewall()
|
||||
flick("[walltype]fwall_opening", src)
|
||||
else
|
||||
icon_state = "[mineral]fwall_open"
|
||||
flick("[walltype]fwall_closing", src)
|
||||
|
||||
/obj/structure/falsewall/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
/obj/structure/falsewall/update_icon(relativewall = 1)//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
|
||||
if(density)
|
||||
icon_state = "[walltype]0"
|
||||
if(relativewall)
|
||||
relativewall()
|
||||
else
|
||||
icon_state = "[walltype]fwall_open"
|
||||
|
||||
/obj/structure/falsewall/proc/ChangeToWall(delete = 1)
|
||||
var/turf/T = get_turf(src)
|
||||
if(!walltype || walltype == "metal")
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[walltype]"))
|
||||
if(delete)
|
||||
qdel(src)
|
||||
return T
|
||||
|
||||
/obj/structure/falsewall/attackby(obj/item/weapon/W, mob/user)
|
||||
if(opening)
|
||||
user << "\red You must wait until the door has stopped moving."
|
||||
user << "<span class='warning'>You must wait until the door has stopped moving.</span>"
|
||||
return
|
||||
|
||||
if(density)
|
||||
var/turf/T = get_turf(src)
|
||||
if(T.density)
|
||||
user << "\red The wall is blocked!"
|
||||
user << "<span class='warning'>[src] is blocked!</span>"
|
||||
return
|
||||
if(istype(W, /obj/item/weapon/screwdriver))
|
||||
user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.")
|
||||
if(!mineral || mineral == "metal")
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
del(src)
|
||||
|
||||
if( istype(W, /obj/item/weapon/weldingtool) )
|
||||
if (!istype(T, /turf/simulated/floor))
|
||||
user << "<span class='warning'>[src] bolts must be tightened on the floor!</span>"
|
||||
return
|
||||
user.visible_message("<span class='notice'>[user] tightens some bolts on the wall.</span>", "<span class='warning'>You tighten the bolts on the wall.</span>")
|
||||
ChangeToWall()
|
||||
if(istype(W, /obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if( WT:welding )
|
||||
if(!mineral)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
if(mineral != "plasma")//Stupid shit keeps me from pushing the attackby() to plasma walls -Sieve
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
if(WT.remove_fuel(0,user))
|
||||
dismantle(user)
|
||||
else
|
||||
user << "\blue You can't reach, close it first!"
|
||||
user << "<span class='warning'>You can't reach, close it first!</span>"
|
||||
|
||||
if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
|
||||
var/turf/T = get_turf(src)
|
||||
if(!mineral)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
if(istype(W, /obj/item/weapon/pickaxe/plasmacutter) || istype(W, /obj/item/weapon/pickaxe/diamonddrill) || istype(W, /obj/item/weapon/melee/energy/blade))
|
||||
dismantle(user)
|
||||
|
||||
/obj/structure/falsewall/proc/dismantle(mob/user)
|
||||
user.visible_message("<span class='notice'>[user] dismantles the false wall.</span>", "<span class='warning'>You dismantle the false wall.</span>")
|
||||
new /obj/structure/girder/displaced(loc)
|
||||
if(mineral == "metal")
|
||||
if(istype(src, /obj/structure/falsewall/reinforced))
|
||||
new /obj/item/stack/sheet/plasteel(loc)
|
||||
new /obj/item/stack/sheet/plasteel(loc)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
if(mineral != "plasma")
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
//DRILLING
|
||||
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
|
||||
var/turf/T = get_turf(src)
|
||||
if(!mineral)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
|
||||
var/turf/T = get_turf(src)
|
||||
if(!mineral)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
if(mineral != "plasma")
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
|
||||
..()
|
||||
if(density)
|
||||
icon_state = "[mineral]0"
|
||||
src.relativewall()
|
||||
new /obj/item/stack/sheet/metal(loc)
|
||||
new /obj/item/stack/sheet/metal(loc)
|
||||
else
|
||||
icon_state = "[mineral]fwall_open"
|
||||
var/P = text2path("/obj/item/stack/sheet/mineral/[mineral]")
|
||||
new P(loc)
|
||||
new P(loc)
|
||||
playsound(src, 'sound/items/Welder.ogg', 100, 1)
|
||||
qdel(src)
|
||||
|
||||
/*
|
||||
* False R-Walls
|
||||
*/
|
||||
|
||||
/obj/structure/falserwall
|
||||
/obj/structure/falsewall/reinforced
|
||||
name = "reinforced wall"
|
||||
desc = "A huge chunk of reinforced metal used to seperate rooms."
|
||||
icon = 'icons/turf/walls.dmi'
|
||||
icon_state = "r_wall"
|
||||
density = 1
|
||||
opacity = 1
|
||||
anchored = 1
|
||||
var/mineral = "metal"
|
||||
var/opening = 0
|
||||
canSmoothWith = list(
|
||||
/turf/simulated/wall,
|
||||
/obj/structure/falsewall,
|
||||
/obj/structure/falserwall // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS.
|
||||
)
|
||||
|
||||
/obj/structure/falserwall/New()
|
||||
relativewall_neighbours()
|
||||
..()
|
||||
|
||||
|
||||
|
||||
/obj/structure/falserwall/attack_hand(mob/user as mob)
|
||||
if(opening)
|
||||
return
|
||||
/obj/structure/falsewall/reinforced/ChangeToWall(delete = 1)
|
||||
var/turf/T = get_turf(src)
|
||||
T.ChangeTurf(/turf/simulated/wall/r_wall)
|
||||
if(delete)
|
||||
qdel(src)
|
||||
return T
|
||||
|
||||
/obj/structure/falsewall/reinforced/do_the_flick()
|
||||
if(density)
|
||||
opening = 1
|
||||
// Open wall
|
||||
icon_state = "frwall_open"
|
||||
flick("frwall_opening", src)
|
||||
sleep(15)
|
||||
density = 0
|
||||
SetOpacity(0)
|
||||
opening = 0
|
||||
else
|
||||
opening = 1
|
||||
icon_state = "r_wall"
|
||||
flick("frwall_closing", src)
|
||||
density = 1
|
||||
sleep(15)
|
||||
SetOpacity(1)
|
||||
relativewall()
|
||||
opening = 0
|
||||
|
||||
/obj/structure/falserwall/relativewall()
|
||||
/obj/structure/falsewall/reinforced/update_icon(relativewall = 1)
|
||||
if(density)
|
||||
icon_state = "rwall0"
|
||||
src.relativewall()
|
||||
else
|
||||
icon_state = "frwall_open"
|
||||
|
||||
/obj/structure/falsewall/reinforced/relativewall()
|
||||
|
||||
if(!density)
|
||||
icon_state = "frwall_open"
|
||||
return
|
||||
var/junction=findSmoothingNeighbors()
|
||||
|
||||
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
|
||||
|
||||
for(var/turf/simulated/wall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(src.walltype == W.walltype)//Only 'like' walls connect -Sieve
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/structure/falsewall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(src.walltype == W.walltype)
|
||||
junction |= get_dir(src,W)
|
||||
icon_state = "rwall[junction]"
|
||||
|
||||
/obj/structure/falserwall/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(opening)
|
||||
user << "\red You must wait until the door has stopped moving."
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/screwdriver))
|
||||
var/turf/T = get_turf(src)
|
||||
user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the wall.")
|
||||
T.ChangeTurf(/turf/simulated/wall/r_wall) //Why not make rwall?
|
||||
del(src)
|
||||
|
||||
if( istype(W, /obj/item/weapon/weldingtool) )
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if( WT.remove_fuel(0,user) )
|
||||
var/turf/T = get_turf(src)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
else if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
|
||||
var/turf/T = get_turf(src)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
//DRILLING
|
||||
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
|
||||
var/turf/T = get_turf(src)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
|
||||
var/turf/T = get_turf(src)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
|
||||
return
|
||||
|
||||
/*
|
||||
* Uranium Falsewalls
|
||||
*/
|
||||
@@ -325,6 +262,7 @@
|
||||
desc = "A wall with uranium plating. This is probably a bad idea."
|
||||
icon_state = ""
|
||||
mineral = "uranium"
|
||||
walltype = "uranium"
|
||||
var/active = null
|
||||
var/last_event = 0
|
||||
|
||||
@@ -357,24 +295,28 @@
|
||||
desc = "A wall with gold plating. Swag!"
|
||||
icon_state = ""
|
||||
mineral = "gold"
|
||||
walltype = "gold"
|
||||
|
||||
/obj/structure/falsewall/silver
|
||||
name = "silver wall"
|
||||
desc = "A wall with silver plating. Shiny."
|
||||
icon_state = ""
|
||||
mineral = "silver"
|
||||
walltype = "silver"
|
||||
|
||||
/obj/structure/falsewall/diamond
|
||||
name = "diamond wall"
|
||||
desc = "A wall with diamond plating. You monster."
|
||||
icon_state = ""
|
||||
mineral = "diamond"
|
||||
walltype = "diamond"
|
||||
|
||||
/obj/structure/falsewall/plasma
|
||||
name = "plasma wall"
|
||||
desc = "A wall with plasma plating. This is definately a bad idea."
|
||||
icon_state = ""
|
||||
mineral = "plasma"
|
||||
walltype = "plasma"
|
||||
|
||||
//-----------wtf?-----------start
|
||||
/obj/structure/falsewall/clown
|
||||
@@ -382,10 +324,12 @@
|
||||
desc = "A wall with bananium plating. Honk!"
|
||||
icon_state = ""
|
||||
mineral = "clown"
|
||||
walltype = "clown"
|
||||
|
||||
/obj/structure/falsewall/sandstone
|
||||
name = "sandstone wall"
|
||||
desc = "A wall with sandstone plating."
|
||||
icon_state = ""
|
||||
mineral = "sandstone"
|
||||
walltype = "sandstone"
|
||||
//------------wtf?------------end
|
||||
@@ -102,7 +102,7 @@
|
||||
if(!pdiff)
|
||||
S.use(2)
|
||||
user << "\blue You create a false wall! Push on it to open or close the passage."
|
||||
new /obj/structure/falserwall (src.loc)
|
||||
new /obj/structure/falsewall/reinforced (src.loc)
|
||||
del(src)
|
||||
else
|
||||
user << "\red There is too much air moving through the gap! The door wouldn't stay closed if you built it."
|
||||
|
||||
+110
-74
@@ -1,88 +1,112 @@
|
||||
// OKAY I DON'T KNOW WHO THE FUCK ORIGINALLY CODED THIS BUT THEY ARE OFFICIALLY FIRED FOR BEING DRUNK AND STUPID
|
||||
// FUCK YOU MYSTERY CODERS
|
||||
// FOR THIS SHIT I'M GOING TO MAKE ALL MY COMMENTS IN CAPS
|
||||
//Separate dm because it relates to two types of atoms + ease of removal in case it's needed.
|
||||
//Also assemblies.dm for falsewall checking for this when used.
|
||||
//I should really make the shuttle wall check run every time it's moved, but centcom uses unsimulated floors so !effort
|
||||
|
||||
/atom
|
||||
var/list/canSmoothWith=list() // TYPE PATHS I CAN SMOOTH WITH~~~~~
|
||||
/atom/proc/relativewall() //atom because it should be useable both for walls and false walls
|
||||
if(istype(src,/turf/simulated/floor/vault)||istype(src,/turf/simulated/wall/vault)) //HACK!!!
|
||||
return
|
||||
|
||||
// MOVED INTO UTILITY FUNCTION FOR LESS DUPLICATED CODE.
|
||||
/atom/proc/findSmoothingNeighbors()
|
||||
// THIS IS A BITMAP BECAUSE NORTH/SOUTH/ETC ARE ALL BITFLAGS BECAUSE BYOND IS DUMB AND
|
||||
// DOESN'T FUCKING MAKE SENSE, BUT IT WORKS TO OUR ADVANTAGE
|
||||
var/junction = 0
|
||||
for(var/cdir in cardinal)
|
||||
var/turf/T = get_step(src,cdir)
|
||||
if(isSmoothableNeighbor(T))
|
||||
junction |= cdir
|
||||
continue // NO NEED FOR FURTHER SEARCHING IN THIS TILE
|
||||
for(var/atom/A in T)
|
||||
if(isSmoothableNeighbor(A))
|
||||
junction |= cdir
|
||||
break // NO NEED FOR FURTHER SEARCHING IN THIS TILE
|
||||
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
|
||||
|
||||
return junction
|
||||
if(!istype(src,/turf/simulated/shuttle/wall)) //or else we'd have wacky shuttle merging with walls action
|
||||
for(var/turf/simulated/wall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/structure/falsewall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
junction |= get_dir(src,W)
|
||||
|
||||
/atom/proc/isSmoothableNeighbor(var/atom/A)
|
||||
return is_type_in_list(A,canSmoothWith)
|
||||
/* Commenting this out for now until we figure out what to do with shuttle smooth walls, if anything.
|
||||
As they are now, they sort of work screwy and may need further coding. Or just be scrapped.*/
|
||||
/*else
|
||||
for(var/turf/simulated/shuttle/wall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/machinery/shuttle/W in orange(src,1)) //stuff like engine and propulsion should merge with walls
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y))
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/machinery/door/W in orange(src,1)) //doors should not result in diagonal walls, it just looks ugly. checking if area is shuttle so it won't merge with the station
|
||||
if((abs(src.x-W.x)-abs(src.y-W.y)) && (istype(W.loc.loc,/area/shuttle) || istype(W.loc.loc,/area/supply)))
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/structure/grille/W in orange(src,1)) //same for grilles. checking if area is shuttle so it won't merge with the station
|
||||
if((abs(src.x-W.x)-abs(src.y-W.y)) && (istype(W.loc.loc,/area/shuttle) || istype(W.loc.loc,/area/supply)))
|
||||
junction |= get_dir(src,W)*/
|
||||
|
||||
/turf/simulated/wall/isSmoothableNeighbor(var/atom/A)
|
||||
if(is_type_in_list(A,canSmoothWith))
|
||||
// COLON OPERATORS ARE TERRIBLE BUT I HAVE NO CHOICE
|
||||
if(src.mineral == A:mineral)
|
||||
return 1
|
||||
return 0
|
||||
if(istype(src,/turf/simulated/wall))
|
||||
var/turf/simulated/wall/wall = src
|
||||
wall.icon_state = "[wall.walltype][junction]"
|
||||
else if (istype(src,/obj/structure/falsewall))
|
||||
if(istype(src,/obj/structure/falsewall/reinforced))
|
||||
icon_state = "rwall[junction]"
|
||||
else
|
||||
var/obj/structure/falsewall/fwall = src
|
||||
fwall.icon_state = "[fwall.mineral][junction]"
|
||||
/* else if(istype(src,/turf/simulated/shuttle/wall))
|
||||
var/newicon = icon;
|
||||
var/newiconstate = icon_state;
|
||||
if(junction!=5 && junction!=6 && junction!=9 && junction!=10) //if it's not diagonal, all is well, no additional calculations needed
|
||||
src.icon_state = "swall[junction]"
|
||||
else //if it's diagonal, we need to figure out if we're using the floor diagonal or the space diagonal sprite
|
||||
var/is_floor = 0
|
||||
for(var/turf/unsimulated/floor/F in orange(src,1))
|
||||
if(abs(src.x-F.x)-abs(src.y-F.y))
|
||||
if((15-junction) & get_dir(src,F)) //if there's a floor in at least one of the empty space directions, return 1
|
||||
is_floor = 1
|
||||
newicon = F.icon
|
||||
newiconstate = F.icon_state //we'll save these for later
|
||||
for(var/turf/simulated/floor/F in orange(src,1))
|
||||
if(abs(src.x-F.x)-abs(src.y-F.y))
|
||||
if((15-junction) & get_dir(src,F)) //if there's a floor in at least one of the empty space directions, return 1
|
||||
is_floor = 1
|
||||
newicon = F.icon
|
||||
newiconstate = F.icon_state //we'll save these for later
|
||||
for(var/turf/simulated/shuttle/floor/F in orange(src,1))
|
||||
if(abs(src.x-F.x)-abs(src.y-F.y))
|
||||
if((15-junction) & get_dir(src,F)) //if there's a floor in at least one of the empty space directions, return 1
|
||||
is_floor = 1
|
||||
newicon = F.icon
|
||||
newiconstate = F.icon_state //we'll save these for later
|
||||
if(is_floor) //if is_floor = 1, we use the floor diagonal sprite
|
||||
src.icon = newicon; //we'll set the floor's icon to the floor next to it and overlay the wall segment. shuttle floor sprites have priority
|
||||
src.icon_state = newiconstate; //
|
||||
src.overlays += icon('icons/turf/shuttle.dmi',"swall_f[junction]")
|
||||
else //otherwise, the space one
|
||||
src.icon_state = "swall_s[junction]"*/
|
||||
|
||||
/**
|
||||
* WALL SMOOTHING SHIT
|
||||
*
|
||||
* IN /ATOM BECAUSE /TURFS ARE /ATOMS AND SO ARE /OBJ/STRUCTURE/FALSEWALLS
|
||||
* THIS IS STUPID BUT IS FAIRLY ELEGANT FOR BYOND
|
||||
*
|
||||
* HOWEVER, INSTEAD OF MAKING ONE BIG GODDAMN MONOLITHIC PROC LIKE A FUCKING
|
||||
* SHITTY FUNCTIONAL PROGRAMMER, WE WILL BE COOL AND MODERN AND USE INHERITANCE.
|
||||
*/
|
||||
/atom/proc/relativewall()
|
||||
return // DOES JACK SHIT BY DEFAULT. OLD BEHAVIOR WAS TO SPAM LOOPS ANYWAY.
|
||||
return
|
||||
|
||||
/*
|
||||
* SEE? NOW WE ONLY HAVE TO PROGRAM THIS SHIT INTO WHAT WE WANT TO SMOOTH
|
||||
* INSTEAD OF BEING DUMB AND HAVING A BIG FUCKING IFTREE WITH TYPECHECKS
|
||||
* MY GOD, WE COULD EVEN MOVE THE CODE TO BE WITH THE REST OF THE WALL'S CODE!
|
||||
* HOW FUCKING INNOVATIVE. ISN'T INHERITANCE NICE?
|
||||
*
|
||||
* WE COULD STANDARDIZE THIS BUT EVERYONE'S A FUCKING SNOWFLAKE
|
||||
*/
|
||||
/turf/simulated/wall/relativewall()
|
||||
var/junction=findSmoothingNeighbors()
|
||||
icon_state = "[walltype][junction]" // WHY ISN'T THIS IN UPDATE_ICON OR SIMILAR
|
||||
|
||||
// AND NOW WE HAVE TO YELL AT THE NEIGHBORS FOR BEING LOUD AND NOT PAINTING WITH HOA-APPROVED COLORS
|
||||
/atom/proc/relativewall_neighbours(var/at=null)
|
||||
if(!at)
|
||||
at = get_turf(src)
|
||||
// OPTIMIZE BY NOT CHECKING FOR NEIGHBORS IF WE DON'T FUCKING SMOOTH
|
||||
if(canSmoothWith.len>0)
|
||||
for(var/cdir in cardinal)
|
||||
var/turf/T = get_step(src,cdir)
|
||||
if(isSmoothableNeighbor(T))
|
||||
T.relativewall()
|
||||
for(var/atom/A in T)
|
||||
if(isSmoothableNeighbor(A))
|
||||
A.relativewall()
|
||||
/atom/proc/relativewall_neighbours()
|
||||
for(var/turf/simulated/wall/W in range(src,1))
|
||||
W.relativewall()
|
||||
for(var/obj/structure/falsewall/W in range(src,1))
|
||||
W.relativewall()
|
||||
W.update_icon()//Refreshes the wall to make sure the icons don't desync
|
||||
for(var/obj/structure/alien/resin/W in range(src,1))
|
||||
W.relativewall()
|
||||
W.update_icon()
|
||||
return
|
||||
|
||||
/turf/simulated/wall/New()
|
||||
relativewall_neighbours()
|
||||
..()
|
||||
|
||||
/turf/simulated/wall/Destroy()
|
||||
/*/turf/simulated/shuttle/wall/New()
|
||||
|
||||
var/temploc = src.loc
|
||||
spawn(20) //testing if this will make /obj/machinery/shuttle and /door count - It does, it stays.
|
||||
if(src.icon_state in list("wall1", "wall", "diagonalWall", "wall_floor", "wall_space")) //so wizard den, syndie shuttle etc will remain black
|
||||
for(var/turf/simulated/shuttle/wall/W in range(src,1))
|
||||
W.relativewall()
|
||||
|
||||
if(!del_suppress_resmoothing)
|
||||
spawn(10)
|
||||
relativewall_neighbours(at=temploc)
|
||||
..()*/
|
||||
|
||||
/turf/simulated/wall/Del()
|
||||
spawn(10)
|
||||
for(var/turf/simulated/wall/W in range(src,1))
|
||||
W.relativewall()
|
||||
|
||||
for(var/obj/structure/falsewall/W in range(src,1))
|
||||
W.relativewall()
|
||||
|
||||
// JESUS WHY
|
||||
for(var/direction in cardinal)
|
||||
for(var/obj/effect/glowshroom/shroom in get_step(src,direction))
|
||||
if(!shroom.floor) //shrooms drop to the floor
|
||||
@@ -90,15 +114,27 @@
|
||||
shroom.icon_state = "glowshroomf"
|
||||
shroom.pixel_x = 0
|
||||
shroom.pixel_y = 0
|
||||
|
||||
..()
|
||||
|
||||
// DE-HACK
|
||||
/turf/simulated/wall/vault/relativewall()
|
||||
/turf/simulated/wall/relativewall()
|
||||
if(istype(src,/turf/simulated/wall/vault)) //HACK!!!
|
||||
return
|
||||
|
||||
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
|
||||
|
||||
for(var/turf/simulated/wall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(src.mineral == W.mineral)//Only 'like' walls connect -Sieve
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/structure/falsewall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(src.mineral == W.mineral)
|
||||
junction |= get_dir(src,W)
|
||||
var/turf/simulated/wall/wall = src
|
||||
wall.icon_state = "[wall.walltype][junction]"
|
||||
return
|
||||
|
||||
|
||||
//Xeno wall smoothing
|
||||
/obj/structure/alien/resin/relativewall()
|
||||
|
||||
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
|
||||
|
||||
@@ -24,11 +24,6 @@
|
||||
var/hardness = 40 //lower numbers are harder. Used to determine the probability of a hulk smashing through.
|
||||
var/engraving, engraving_quality //engraving on the wall
|
||||
var/del_suppress_resmoothing = 0 // Do not resmooth neighbors on Destroy. (smoothwall.dm)
|
||||
canSmoothWith = list(
|
||||
/turf/simulated/wall,
|
||||
/obj/structure/falsewall,
|
||||
/obj/structure/falserwall // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS.
|
||||
)
|
||||
|
||||
/turf/simulated/wall/Del()
|
||||
for(var/obj/effect/E in src) if(E.name == "Wallrot") del E
|
||||
|
||||
Reference in New Issue
Block a user