/turf/simulated/shuttle name = "shuttle" icon = 'icons/turf/shuttle.dmi' thermal_conductivity = 0.05 heat_capacity = 0 layer = 2 /turf/simulated/shuttle/wall name = "wall" icon_state = "wall1" opacity = 1 density = 1 blocks_air = 1 //sub-type to be used for interior shuttle walls //won't get an underlay of the destination turf on shuttle move /turf/simulated/shuttle/wall/interior/copyTurf(turf/T) if(T.type != type) T.ChangeTurf(type) if(underlays.len) T.underlays = underlays if(T.icon_state != icon_state) T.icon_state = icon_state if(T.icon != icon) T.icon = icon if(T.color != color) T.color = color if(T.dir != dir) T.dir = dir T.transform = transform return T /turf/simulated/shuttle/wall/copyTurf(turf/T) . = ..() T.transform = transform //why don't shuttle walls habe smoothwall? now i gotta do rotation the dirty way /turf/simulated/shuttle/shuttleRotate(rotation) ..() var/matrix/M = transform M.Turn(rotation) transform = M /turf/simulated/shuttle/floor name = "floor" icon_state = "floor" /turf/simulated/shuttle/plating name = "plating" icon = 'icons/turf/floors.dmi' icon_state = "plating" /turf/simulated/shuttle/plating/vox //Vox skipjack plating oxygen = 0 nitrogen = MOLES_N2STANDARD + MOLES_O2STANDARD /turf/simulated/shuttle/floor4 // Added this floor tile so that I have a seperate turf to check in the shuttle -- Polymorph name = "brig floor" // Also added it into the 2x3 brig area of the shuttle. icon_state = "floor4" /turf/simulated/shuttle/floor4/vox //Vox skipjack floors name = "skipjack floor" oxygen = 0 nitrogen = MOLES_N2STANDARD + MOLES_O2STANDARD