/turf/simulated name = "station" var/wet = 0 var/image/wet_overlay = null var/thermite = 0 oxygen = MOLES_O2STANDARD nitrogen = MOLES_N2STANDARD var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to var/dirt = 0 var/dirtoverlay = null /turf/simulated/New() ..() levelupdate() /turf/simulated/proc/burn_tile() /turf/simulated/proc/MakeSlippery(var/wet_setting = 1) // 1 = Water, 2 = Lube if(wet >= wet_setting) return wet = wet_setting if(wet_setting == 1) if(wet_overlay) overlays -= wet_overlay wet_overlay = null wet_overlay = image('icons/effects/water.dmi', src, "wet_floor_static") overlays += wet_overlay spawn(rand(790, 820)) // Purely so for visual effect if(!istype(src, /turf/simulated)) //Because turfs don't get deleted, they change, adapt, transform, evolve and deform. they are one and they are all. return if(wet > wet_setting) return wet = 0 if(wet_overlay) overlays -= wet_overlay /turf/simulated/proc/AddTracks(var/typepath,var/bloodDNA,var/comingdir,var/goingdir,var/bloodcolor="#A10808") var/obj/effect/decal/cleanable/blood/tracks/tracks = locate(typepath) in src if(!tracks) tracks = new typepath(src) tracks.AddTracks(bloodDNA,comingdir,goingdir,bloodcolor) /turf/simulated/Entered(atom/A, atom/OL) if(ishuman(A)) var/mob/living/carbon/human/M = A if(M.lying) return if(prob(80)) dirt++ var/obj/effect/decal/cleanable/dirt/dirtoverlay = locate(/obj/effect/decal/cleanable/dirt) in src if(dirt >= 100) if(!dirtoverlay) dirtoverlay = new/obj/effect/decal/cleanable/dirt(src) dirtoverlay.alpha = 10 else if(dirt > 100) dirtoverlay.alpha = min(dirtoverlay.alpha+10, 200) if(istype(M.shoes, /obj/item/clothing/shoes/clown_shoes)) var/obj/item/clothing/shoes/clown_shoes/O = M.shoes if(M.m_intent == "run") if(O.footstep >= 2) O.footstep = 0 playsound(src, "clownstep", 50, 1) // this will get annoying very fast. else O.footstep++ else playsound(src, "clownstep", 20, 1) if(istype(M.shoes, /obj/item/clothing/shoes/jackboots)) var/obj/item/clothing/shoes/jackboots/O = M.shoes if(M.m_intent == "run") if(O.footstep >= 2) O.footstep = 0 playsound(src, "jackboot", 50, 1) // this will get annoying very fast. else O.footstep++ else playsound(src, "jackboot", 20, 1) if(M.flying) return ..() // Tracking blood var/list/bloodDNA = null var/bloodcolor="" if(M.shoes) var/obj/item/clothing/shoes/S = M.shoes if(S.track_blood && S.blood_DNA) bloodDNA = S.blood_DNA bloodcolor=S.blood_color S.track_blood-- else if(M.track_blood && M.feet_blood_DNA) bloodDNA = M.feet_blood_DNA bloodcolor=M.feet_blood_color M.track_blood-- if (bloodDNA) src.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,bloodDNA,M.dir,0,bloodcolor) // Coming var/turf/simulated/from = get_step(M,reverse_direction(M.dir)) if(istype(from) && from) from.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,bloodDNA,0,M.dir,bloodcolor) // Going bloodDNA = null var/noslip = 0 for (var/obj/structure/stool/bed/chair/C in contents) if (C.buckled_mob == M) noslip = 1 if (noslip) return // no slipping while sitting in a chair, plz switch (src.wet) if(1) if ((M.m_intent == "run") && !(istype(M:shoes, /obj/item/clothing/shoes) && M.shoes.flags&NOSLIP)) M.stop_pulling() step(M, M.dir) M << "\blue You slipped on the wet floor!" playsound(src, 'sound/misc/slip.ogg', 50, 1, -3) M.Stun(4) M.Weaken(2) else M.inertia_dir = 0 return if(2) //lube //can cause infinite loops - needs work if(!M.buckled) M.stop_pulling() step(M, M.dir) spawn(1) step(M, M.dir) spawn(2) step(M, M.dir) spawn(3) step(M, M.dir) spawn(4) step(M, M.dir) M.take_organ_damage(2) // Was 5 -- TLE M << "\blue You slipped on the floor!" playsound(src, 'sound/misc/slip.ogg', 50, 1, -3) M.Weaken(7) if(3) // Ice if ((M.m_intent == "run") && !(istype(M:shoes, /obj/item/clothing/shoes) && M:shoes.flags&NOSLIP) && prob(30)) M.stop_pulling() step(M, M.dir) M << "\blue You slipped on the icy floor!" playsound(src, 'sound/misc/slip.ogg', 50, 1, -3) M.Stun(4) M.Weaken(2) else M.inertia_dir = 0 return ..() //returns 1 if made bloody, returns 0 otherwise /turf/simulated/add_blood(mob/living/carbon/human/M as mob) if (!..()) return 0 if(istype(M)) for(var/obj/effect/decal/cleanable/blood/B in contents) if(!B.blood_DNA[M.dna.unique_enzymes]) B.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type B.virus2 = virus_copylist(M.virus2) return 1 //we bloodied the floor blood_splatter(src,M.get_blood(M.vessel),1) return 1 //we bloodied the floor return 0 // Only adds blood on the floor -- Skie /turf/simulated/proc/add_blood_floor(mob/living/carbon/M as mob) if( istype(M, /mob/living/carbon/alien )) var/obj/effect/decal/cleanable/blood/xeno/this = new /obj/effect/decal/cleanable/blood/xeno(src) this.blood_DNA["UNKNOWN BLOOD"] = "X*" else if( istype(M, /mob/living/silicon/robot )) new /obj/effect/decal/cleanable/blood/oil(src)