/turf/simulated/wall/cult name = "runed metal wall" desc = "A cold metal wall engraved with indecipherable symbols. Studying them causes your head to pound." icon = 'icons/turf/walls/cult_wall.dmi' icon_state = "cult_wall-0" base_icon_state = "cult_wall" smoothing_flags = SMOOTH_BITMASK smoothing_groups = list(SMOOTH_GROUP_SIMULATED_TURFS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_CULT_WALLS) canSmoothWith = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_REGULAR_WALLS, SMOOTH_GROUP_REINFORCED_WALLS) sheet_type = /obj/item/stack/sheet/runed_metal sheet_amount = 1 girder_type = /obj/structure/girder/cult /turf/simulated/wall/cult/Initialize(mapload) . = ..() if(SSticker.mode)//game hasn't started officially don't do shit.. new /obj/effect/temp_visual/cult/turf(src) icon_state = GET_CULT_DATA(cult_wall_icon_state, initial(icon_state)) /turf/simulated/wall/cult/bullet_act(obj/item/projectile/Proj) . = ..() new /obj/effect/temp_visual/cult/turf(src) /turf/simulated/wall/cult/artificer name = "runed stone wall" desc = "A cold stone wall engraved with indecipherable symbols. Studying them causes your head to pound." /turf/simulated/wall/cult/artificer/break_wall() new /obj/effect/temp_visual/cult/turf(get_turf(src)) return //excuse me we want no runed metal here /turf/simulated/wall/cult/artificer/devastate_wall() new /obj/effect/temp_visual/cult/turf(get_turf(src)) /turf/simulated/wall/cult/narsie_act() return /turf/simulated/wall/cult/devastate_wall() new sheet_type(get_turf(src), sheet_amount) //Clockwork walls /turf/simulated/wall/clockwork 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_state = "clockwork_wall-0" base_icon_state = "clockwork_wall" explosion_block = 2 hardness = 10 slicing_duration = 80 sheet_type = /obj/item/stack/tile/brass sheet_amount = 2 girder_type = /obj/structure/clockwork/wall_gear var/heated var/obj/effect/clockwork/overlay/wall/realappearance smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BRASS_WALL) canSmoothWith = list(SMOOTH_GROUP_BRASS_WALL) /turf/simulated/wall/clockwork/Initialize() . = ..() new /obj/effect/temp_visual/ratvar/wall(src) new /obj/effect/temp_visual/ratvar/beam(src) realappearance = new /obj/effect/clockwork/overlay/wall(src) realappearance.linked = src /turf/simulated/wall/clockwork/Destroy() QDEL_NULL(realappearance) return ..() /turf/simulated/wall/clockwork/bullet_act(obj/item/projectile/Proj) . = ..() new /obj/effect/temp_visual/ratvar/wall(get_turf(src)) new /obj/effect/temp_visual/ratvar/beam(get_turf(src)) /turf/simulated/wall/clockwork/narsie_act() ..() if(istype(src, /turf/simulated/wall/clockwork)) //if we haven't changed type var/previouscolor = color color = "#960000" animate(src, color = previouscolor, time = 8) addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, update_atom_colour)), 8) /turf/simulated/wall/clockwork/devastate_wall() for(var/i in 1 to 2) new/obj/item/clockwork/alloy_shards/large(src) for(var/i in 1 to 2) new/obj/item/clockwork/alloy_shards/medium(src) for(var/i in 1 to 3) new/obj/item/clockwork/alloy_shards/small(src) /turf/simulated/wall/clockwork/attack_hulk(mob/living/user, does_attack_animation = 0) ..() if(heated) to_chat(user, "The wall is searing hot to the touch!") user.adjustFireLoss(5) playsound(src, 'sound/machines/fryer/deep_fryer_emerge.ogg', 50, TRUE) /turf/simulated/wall/clockwork/mech_melee_attack(obj/mecha/M) ..() if(heated) to_chat(M.occupant, "The wall's intense heat completely reflects your [M.name]'s attack!") M.take_damage(20, BURN) /turf/simulated/wall/boss name = "ancient wall" desc = "A thick metal wall, it look very old." icon = 'icons/turf/walls/boss_wall.dmi' icon_state = "boss_wall-0" base_icon_state = "boss_wall" baseturf = /turf/simulated/floor/lava/mapping_lava explosion_block = 2 damage_cap = 600 hardness = 10 heat_resistance = 20000 can_dismantle_with_welder = FALSE smoothing_flags = SMOOTH_BITMASK smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BOSS_WALLS) canSmoothWith = list(SMOOTH_GROUP_BOSS_WALLS) sheet_type = /obj/item/stack/sheet/runed_metal sheet_amount = 1 girder_type = /obj/structure/girder/cult