/turf/simulated/wall/indestructible name = "wall" desc = "Effectively impervious to conventional methods of destruction." explosion_block = 50 /turf/simulated/wall/indestructible/dismantle_wall(devastated = 0, explode = 0) return /turf/simulated/wall/indestructible/take_damage(dam) return /turf/simulated/wall/indestructible/welder_act() return /turf/simulated/wall/indestructible/thermitemelt(mob/user, speed) return /turf/simulated/wall/indestructible/ex_act(severity) SEND_SIGNAL(src, COMSIG_ATOM_EX_ACT, severity) return /turf/simulated/wall/indestructible/blob_act(obj/structure/blob/B) return /turf/simulated/wall/indestructible/singularity_act() return /turf/simulated/wall/indestructible/singularity_pull(S, current_size) return /turf/simulated/wall/indestructible/narsie_act() return /turf/simulated/wall/indestructible/burn_down() return /turf/simulated/wall/indestructible/attackby(obj/item/I, mob/user, params) return /turf/simulated/wall/indestructible/attack_hand(mob/user) return /turf/simulated/wall/indestructible/attack_hulk(mob/user, does_attack_animation = FALSE) return /turf/simulated/wall/indestructible/attack_animal(mob/living/simple_animal/M) return /turf/simulated/wall/indestructible/mech_melee_attack(obj/mecha/M) return /turf/simulated/wall/indestructible/necropolis name = "necropolis wall" desc = "A seemingly impenetrable wall." icon = 'icons/turf/walls.dmi' icon_state = "necro" base_icon_state = "necro" baseturf = /turf/simulated/wall/indestructible/necropolis smoothing_flags = null smoothing_groups = null canSmoothWith = null /turf/simulated/wall/indestructible/boss name = "necropolis wall" desc = "A thick, seemingly indestructible stone wall." icon = 'icons/turf/walls/boss_wall.dmi' icon_state = "boss_wall-0" base_icon_state = "boss_wall" smoothing_flags = SMOOTH_BITMASK smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BOSS_WALLS) canSmoothWith = list(SMOOTH_GROUP_BOSS_WALLS) baseturf = /turf/simulated/floor/plating/asteroid/basalt /turf/simulated/wall/indestructible/boss/see_through opacity = FALSE /turf/simulated/wall/indestructible/hierophant name = "wall" desc = "A wall made out of a strange metal. The squares on it pulse in a predictable pattern." icon = 'icons/turf/walls/hierophant_wall.dmi' icon_state = "wall" smoothing_flags = SMOOTH_CORNERS baseturf = /turf/simulated/floor/indestructible/hierophant/two /turf/simulated/wall/indestructible/hierophant/Initialize(mapload) . = ..() GLOB.hierophant_walls += src /turf/simulated/wall/indestructible/hierophant/BeforeChange() GLOB.hierophant_walls -= src return ..() /turf/simulated/wall/indestructible/hierophant/proc/collapse() if(prob(15)) visible_message("[src] starts to rumble and groan as the lights fade on it, and it begins to collapse to rubble!",\ "You hear metal groaning and tearing!") ChangeTurf(/turf/simulated/floor/indestructible/hierophant/two) return addtimer(CALLBACK(src, PROC_REF(collapse)), 10 SECONDS) /turf/simulated/wall/indestructible/sandstone icon = 'icons/turf/walls/sandstone_wall.dmi' icon_state = "sandstone_wall-0" base_icon_state = "sandstone_wall" smoothing_flags = SMOOTH_BITMASK GLOBAL_DATUM(title_splash, /turf/simulated/wall/indestructible/splashscreen) /turf/simulated/wall/indestructible/splashscreen name = "Space Station 13" icon = 'config/title_screens/images/blank.png' icon_state = "" layer = FLY_LAYER flags = NO_SCREENTIPS // Pixel shifts below are needed to centrally position the black placeholder icon within the start area at compile-time. This is overridden when a "real" lobby art image is chosen by SStitlescreen pixel_x = -288 pixel_y = -224 // This needs to load immediately. I am sad I cant Initialize() this. /turf/simulated/wall/indestructible/splashscreen/New(loc) ..() GLOB.title_splash = src // GC cleanup because some silly bugger will delete this /turf/simulated/wall/indestructible/splashscreen/Destroy() GLOB.title_splash = null return ..() /turf/simulated/wall/indestructible/uranium icon = 'icons/turf/walls/uranium_wall.dmi' icon_state = "uranium_wall-0" base_icon_state = "uranium_wall" smoothing_flags = SMOOTH_BITMASK canSmoothWith = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_URANIUM_WALLS) /turf/simulated/wall/indestructible/wood icon = 'icons/turf/walls/wood_wall.dmi' icon_state = "wood_wall-0" base_icon_state = "wood_wall" smoothing_flags = SMOOTH_BITMASK smoothing_groups = list(SMOOTH_GROUP_SIMULATED_TURFS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_WOOD_WALLS) canSmoothWith = list(SMOOTH_GROUP_WOOD_WALLS) /turf/simulated/wall/indestructible/alien name = "alien wall" desc = "A wall with alien alloy plating." icon = 'icons/turf/walls/abductor_wall.dmi' icon_state = "abductor_wall-0" base_icon_state = "abductor_wall" smoothing_flags = SMOOTH_BITMASK | SMOOTH_DIAGONAL_CORNERS smoothing_groups = list(SMOOTH_GROUP_SIMULATED_TURFS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_ABDUCTOR_WALLS) canSmoothWith = list(SMOOTH_GROUP_ABDUCTOR_WALLS) /turf/simulated/wall/indestructible/abductor icon = 'icons/turf/walls/abductor_wall.dmi' icon_state = "abductor_wall-0" base_icon_state = "abductor_wall" smoothing_flags = SMOOTH_BITMASK | SMOOTH_DIAGONAL_CORNERS smoothing_groups = list(SMOOTH_GROUP_SIMULATED_TURFS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_ABDUCTOR_WALLS) canSmoothWith = list(SMOOTH_GROUP_ABDUCTOR_WALLS) /turf/simulated/wall/indestructible/fakedoor name = "CentCom Access" icon = 'icons/obj/doors/airlocks/centcom/centcom.dmi' icon_state = "fake_door" smoothing_flags = null smoothing_groups = null canSmoothWith = null /turf/simulated/wall/indestructible/fakeglass name = "window" icon = 'icons/obj/smooth_structures/windows/reinforced_window.dmi' icon_state = "fake_window" base_icon_state = "reinforced_window" opacity = FALSE 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) /// Used to define what file the edging sprite is contained within var/edge_overlay_file = 'icons/obj/smooth_structures/windows/reinforced_window_edges.dmi' /// Tracks the edging appearence sprite var/mutable_appearance/edge_overlay /turf/simulated/wall/indestructible/fakeglass/Initialize(mapload) . = ..() icon_state = null underlays += mutable_appearance('icons/obj/structures.dmi', "grille") //add a grille underlay underlays += mutable_appearance('icons/turf/floors.dmi', "plating") //add the plating underlay, below the grille /turf/simulated/wall/indestructible/fakeglass/smooth_icon() ..() update_icon(UPDATE_OVERLAYS) /turf/simulated/wall/indestructible/fakeglass/update_icon_state() . = ..() if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK)) QUEUE_SMOOTH(src) /turf/simulated/wall/indestructible/fakeglass/update_overlays() if(!edge_overlay_file) return edge_overlay = mutable_appearance(edge_overlay_file, "[smoothing_junction]", layer + 0.1, appearance_flags = RESET_COLOR) return list(edge_overlay) /turf/simulated/wall/indestructible/fakeglass/brass icon = 'icons/obj/smooth_structures/windows/clockwork_window.dmi' icon_state = "clockwork_window-0" base_icon_state = "clockwork_window" smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE_BRASS) canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_BRASS) edge_overlay_file = null /turf/simulated/wall/indestructible/opsglass name = "window" icon = 'icons/obj/smooth_structures/windows/plastitanium_window.dmi' icon_state = "plastitanium_window-0" base_icon_state = "plastitanium_window" opacity = FALSE smoothing_flags = SMOOTH_BITMASK 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) /turf/simulated/wall/indestructible/opsglass/Initialize(mapload) . = ..() icon_state = null underlays += mutable_appearance('icons/obj/structures.dmi', "grille") underlays += mutable_appearance('icons/turf/floors.dmi', "plating") /turf/simulated/wall/indestructible/opsglass/limited_smooth smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM) canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM) /turf/simulated/wall/indestructible/rock name = "dense rock" desc = "An extremely densely-packed rock, most mining tools or explosives would never get through this." icon = 'icons/turf/walls/smoothrocks.dmi' icon_state = "smoothrocks-0" base_icon_state = "smoothrocks" smoothing_flags = SMOOTH_BITMASK | SMOOTH_BORDER smoothing_groups = list(SMOOTH_GROUP_SIMULATED_TURFS, SMOOTH_GROUP_MINERAL_WALLS) canSmoothWith = list(SMOOTH_GROUP_MINERAL_WALLS) color = COLOR_ROCK /turf/simulated/wall/indestructible/rock/snow name = "mountainside" desc = "An extremely densely-packed rock, sheeted over with centuries worth of ice and snow." icon = 'icons/turf/walls.dmi' icon_state = "snowrock" smoothing_flags = null smoothing_groups = null canSmoothWith = null /turf/simulated/wall/indestructible/riveted icon = 'icons/turf/walls/reinforced_wall.dmi' icon_state = "reinforced_wall-0" base_icon_state = "reinforced_wall" smoothing_flags = SMOOTH_BITMASK smoothing_groups = list(SMOOTH_GROUP_SIMULATED_TURFS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_REINFORCED_WALLS) canSmoothWith = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_REGULAR_WALLS, SMOOTH_GROUP_REINFORCED_WALLS) /turf/simulated/wall/indestructible/syndicate icon = 'icons/turf/walls/plastitanium_wall.dmi' icon_state = "plastitanium_wall-0" base_icon_state = "plastitanium_wall" smoothing_flags = SMOOTH_BITMASK | SMOOTH_DIAGONAL_CORNERS smoothing_groups = list(SMOOTH_GROUP_SIMULATED_TURFS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_SYNDICATE_WALLS) canSmoothWith = list(SMOOTH_GROUP_SYNDICATE_WALLS, SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_SHUTTLE_PARTS)