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Paradise/code/modules/ruins/ruin_areas.dm
Migratingcocofruit 26a884e70a Engineering machinery and consoles area detection refactor (#26716)
* Gravity generator, Atmos Control Computers, and Station Alert Computers now work by area rather than Z_level

* Cameras get added to network depending on ancestor area

* Station Alert console work by area

* Adds a check so we don't get_area on a null variable

* Gravgen also checks for z level. Area check now includes some types of ruins that weren't checked

* Keeps everything on the Z level. Atmos alert computer now iterates over alarm, but still presesents area names

* Engineering monitor gets networks from the area it is placed in

* Adds missing area prototype to the prototype list

* moves the area check to a function

* reject legs, return to snek.

* Revert "reject legs, return to snek."

This reverts commit 1dfc2c4454.

* I don't know what happened with paradise.dme, but it seems ok now

* Requested style changes and remove redundant nulls

* oops

* Another empty line removed
2024-10-10 09:49:56 +00:00

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GLOBAL_LIST_INIT(ruin_prototypes, list(/area/ruin,
/area/ruin/unpowered,
/area/ruin/powered,
/area/ruin/space,
/area/ruin/space/powered,
/area/ruin/space/unpowered,
/area/ruin/space/unpowered/no_grav))
//Parent types
/area/ruin
name = "\improper Unexplored Location"
icon_state = "away"
has_gravity = TRUE
there_can_be_many = TRUE
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
ambientsounds = RUINS_SOUNDS
sound_environment = SOUND_ENVIRONMENT_STONEROOM
/area/ruin/unpowered
always_unpowered = FALSE
/area/ruin/powered
requires_power = FALSE