mirror of
https://github.com/ParadiseSS13/Paradise.git
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122 lines
4.3 KiB
Plaintext
122 lines
4.3 KiB
Plaintext
/turf/simulated/wall/cult
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name = "runed metal wall"
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desc = "A cold metal wall engraved with indecipherable symbols. Studying them causes your head to pound."
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icon = 'icons/turf/walls/cult_wall.dmi'
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icon_state = "cult_wall-0"
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base_icon_state = "cult_wall"
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = list(SMOOTH_GROUP_SIMULATED_TURFS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_CULT_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_REGULAR_WALLS, SMOOTH_GROUP_REINFORCED_WALLS)
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sheet_type = /obj/item/stack/sheet/runed_metal
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sheet_amount = 1
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girder_type = /obj/structure/girder/cult
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/turf/simulated/wall/cult/Initialize(mapload)
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. = ..()
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if(SSticker.mode)//game hasn't started officially don't do shit..
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new /obj/effect/temp_visual/cult/turf(src)
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icon_state = GET_CULT_DATA(cult_wall_icon_state, initial(icon_state))
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/turf/simulated/wall/cult/bullet_act(obj/item/projectile/Proj)
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. = ..()
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new /obj/effect/temp_visual/cult/turf(src)
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/turf/simulated/wall/cult/artificer
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name = "runed stone wall"
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desc = "A cold stone wall engraved with indecipherable symbols. Studying them causes your head to pound."
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/turf/simulated/wall/cult/artificer/break_wall()
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new /obj/effect/temp_visual/cult/turf(get_turf(src))
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return //excuse me we want no runed metal here
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/turf/simulated/wall/cult/artificer/devastate_wall()
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new /obj/effect/temp_visual/cult/turf(get_turf(src))
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/turf/simulated/wall/cult/narsie_act()
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return
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/turf/simulated/wall/cult/devastate_wall()
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new sheet_type(get_turf(src), sheet_amount)
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//Clockwork walls
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/turf/simulated/wall/clockwork
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name = "clockwork wall"
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desc = "A huge chunk of warm metal. The clanging of machinery emanates from within."
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icon = 'icons/turf/walls/clockwork_wall.dmi'
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icon_state = "clockwork_wall-0"
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base_icon_state = "clockwork_wall"
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explosion_block = 2
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hardness = 10
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slicing_duration = 80
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sheet_type = /obj/item/stack/tile/brass
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sheet_amount = 2
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girder_type = /obj/structure/clockwork/wall_gear
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var/heated
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var/obj/effect/clockwork/overlay/wall/realappearance
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smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BRASS_WALL)
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canSmoothWith = list(SMOOTH_GROUP_BRASS_WALL)
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/turf/simulated/wall/clockwork/Initialize()
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. = ..()
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new /obj/effect/temp_visual/ratvar/wall(src)
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new /obj/effect/temp_visual/ratvar/beam(src)
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realappearance = new /obj/effect/clockwork/overlay/wall(src)
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realappearance.linked = src
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/turf/simulated/wall/clockwork/Destroy()
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QDEL_NULL(realappearance)
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return ..()
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/turf/simulated/wall/clockwork/bullet_act(obj/item/projectile/Proj)
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. = ..()
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new /obj/effect/temp_visual/ratvar/wall(get_turf(src))
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new /obj/effect/temp_visual/ratvar/beam(get_turf(src))
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/turf/simulated/wall/clockwork/narsie_act()
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..()
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if(istype(src, /turf/simulated/wall/clockwork)) //if we haven't changed type
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var/previouscolor = color
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color = "#960000"
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animate(src, color = previouscolor, time = 8)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, update_atom_colour)), 8)
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/turf/simulated/wall/clockwork/devastate_wall()
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for(var/i in 1 to 2)
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new/obj/item/clockwork/alloy_shards/large(src)
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for(var/i in 1 to 2)
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new/obj/item/clockwork/alloy_shards/medium(src)
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for(var/i in 1 to 3)
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new/obj/item/clockwork/alloy_shards/small(src)
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/turf/simulated/wall/clockwork/attack_hulk(mob/living/user, does_attack_animation = 0)
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..()
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if(heated)
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to_chat(user, "<span class='userdanger'>The wall is searing hot to the touch!</span>")
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user.adjustFireLoss(5)
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playsound(src, 'sound/machines/fryer/deep_fryer_emerge.ogg', 50, TRUE)
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/turf/simulated/wall/clockwork/mech_melee_attack(obj/mecha/M)
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..()
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if(heated)
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to_chat(M.occupant, "<span class='userdanger'>The wall's intense heat completely reflects your [M.name]'s attack!</span>")
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M.take_damage(20, BURN)
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/turf/simulated/wall/boss
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name = "ancient wall"
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desc = "A thick metal wall, it look very old."
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icon = 'icons/turf/walls/boss_wall.dmi'
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icon_state = "boss_wall-0"
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base_icon_state = "boss_wall"
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baseturf = /turf/simulated/floor/lava/mapping_lava
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explosion_block = 2
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damage_cap = 600
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hardness = 10
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heat_resistance = 20000
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can_dismantle_with_welder = FALSE
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BOSS_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_BOSS_WALLS)
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sheet_type = /obj/item/stack/sheet/runed_metal
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sheet_amount = 1
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girder_type = /obj/structure/girder/cult
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