Light tiles (item) can now have their color changed by attacking them with a
multitool. These colors have special sprites and glow a color similar to
their sprite.
This commit does the following:
- Adds a missed call to simulated/update_icon() to update the atmos
visuals
- Fixes plasma not showing up on engine floors on New()
This commit ports -tg-'s port of the /vg/ smoothwall system. An important
thing to note is that we have extra code on top of the -tg- port to make
it work at all, and therefore, it may not be as efficent.
This fixes magnetic grippers not being able to mount frames. Also, this
includes an exception for magnetic grippers in the wall code, to prevent
superfluous wall pushes.
This commit ports the base system of LINDA from TG. This version of linda
is the original version, with none of -tg-'s fixes, rewrites, or other
such improvements attached.
The mob ignite system has been 100% removed, as LINDA does not support
this normally. It may be added back in when the improvements and refactors
to LINDA have been ported.
Stuff goes under types.
Types have procs.
Never have 500 lines of repeated code again.
I came very close to crying while editing this. You should appreciate
that.
----
This commit entirely reworks how placing things on walls work- Posters
have intentionally been left alone to reduce the amount of lines
changed. With this commit, wall-mounted objects are no longer snowflaked
into the wall file.
Allows pipes to be slid along the floor, not only does this make laying
pipes easier, but you can now lay pipes under machinery without having
to remove them.
Pipes will be visible above the wall, allows for easier atmos repairs.
Atmos pipes installed this way can be unwrenched as normal. Walls are
unaffected.
Fires can now burn through walls, windows, and (with a high enough
temperature) rwalls.
New proc: adjacent_fire_act(). Called on turfs that a fire isn't able
to spread to. (walls, floor surrounded by windows, etc.)
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Conflicts:
code/game/objects/structures/window.dm
New proc for walls: take_damage().
Damage is tracked in the "damage" var, walls will break if "damage"
hits "damage_cap".
Damage can be repaired with a weldingtool.
Damage overlays are cached in the global wall var "damage_overlays"
to reduce overhead.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Conflicts:
code/game/turfs/simulated/walls.dm
icons/turf/walls.dmi