mirror of
https://github.com/ParadiseSS13/Paradise.git
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eae8fbfde2
* tile sprite fix * fix for failed test * del icon_state --------- Co-authored-by: Mirka-l <mirkahadii@gmail.com>
354 lines
11 KiB
Plaintext
354 lines
11 KiB
Plaintext
/turf/simulated/floor/vault
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name = "stone floor"
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desc = "Smooth flooring carved from solid rock. It looks sturdy."
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icon_state = "rockvault"
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/turf/simulated/floor/vault/lavaland_air
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oxygen = LAVALAND_OXYGEN
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nitrogen = LAVALAND_NITROGEN
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temperature = LAVALAND_TEMPERATURE
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atmos_mode = ATMOS_MODE_EXPOSED_TO_ENVIRONMENT
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atmos_environment = ENVIRONMENT_LAVALAND
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baseturf = /turf/simulated/floor/chasm/straight_down/lava_land_surface
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/turf/simulated/wall/vault
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icon = 'icons/turf/walls.dmi'
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icon_state = "rockvault"
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smoothing_flags = NONE
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/turf/simulated/floor/bluegrid
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icon_state = "bcircuit"
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/turf/simulated/floor/bluegrid/telecomms
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nitrogen = 100
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oxygen = 0
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temperature = 80
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/turf/simulated/floor/bluegrid/telecomms/server
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name = "server base"
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/turf/simulated/floor/greengrid
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icon_state = "gcircuit"
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/turf/simulated/floor/greengrid/airless
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name = "airless floor"
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oxygen = 0
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nitrogen = 0
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temperature = TCMB
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/turf/simulated/floor/greengrid/airless/Initialize(mapload)
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. = ..()
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name = "floor"
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/turf/simulated/floor/redgrid
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icon_state = "rcircuit"
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/turf/simulated/floor/beach
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name = "beach"
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desc = "The sandy seaside, waves crashing, the sun shining... It's a true paradise."
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icon = 'icons/misc/beach.dmi'
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footstep = FOOTSTEP_SAND
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barefootstep = FOOTSTEP_SAND
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clawfootstep = FOOTSTEP_SAND
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/turf/simulated/floor/desert_sand
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name = "sand"
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desc = "I don't like sand... It's coarse, and rough, and irritating... And it gets everywhere."
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icon = 'icons/misc/beach.dmi'
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icon_state = "desert"
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footstep = FOOTSTEP_SAND
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barefootstep = FOOTSTEP_SAND
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clawfootstep = FOOTSTEP_SAND
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/turf/simulated/floor/beach/pry_tile(obj/item/C, mob/user, silent = FALSE)
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return
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/turf/simulated/floor/beach/sand
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name = "sand"
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icon_state = "sand"
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baseturf = /turf/simulated/floor/beach/sand
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/turf/simulated/floor/beach/coastline
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name = "coastline"
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icon = 'icons/misc/beach2.dmi'
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icon_state = "sandwater"
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baseturf = /turf/simulated/floor/beach/coastline
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footstep = FOOTSTEP_WATER
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barefootstep = FOOTSTEP_WATER
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clawfootstep = FOOTSTEP_WATER
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heavyfootstep = FOOTSTEP_WATER
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/turf/simulated/floor/beach/coastline_t
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name = "coastline"
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desc = "Tide's high tonight. Charge your batons."
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icon_state = "sandwater_t"
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baseturf = /turf/simulated/floor/beach/coastline_t
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footstep = FOOTSTEP_WATER
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barefootstep = FOOTSTEP_WATER
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clawfootstep = FOOTSTEP_WATER
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heavyfootstep = FOOTSTEP_WATER
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/turf/simulated/floor/beach/coastline_b
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name = "coastline"
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icon_state = "sandwater_b"
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baseturf = /turf/simulated/floor/beach/coastline_b
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footstep = FOOTSTEP_WATER
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barefootstep = FOOTSTEP_WATER
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clawfootstep = FOOTSTEP_WATER
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heavyfootstep = FOOTSTEP_WATER
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/// TODO - Refactor water so they share the same parent type - Or alternatively component something like that
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/turf/simulated/floor/beach/water
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name = "water"
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icon_state = "water"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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var/obj/machinery/poolcontroller/linkedcontroller = null
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baseturf = /turf/simulated/floor/beach/water
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footstep = FOOTSTEP_WATER
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barefootstep = FOOTSTEP_WATER
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clawfootstep = FOOTSTEP_WATER
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heavyfootstep = FOOTSTEP_WATER
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/turf/simulated/floor/beach/water/Initialize(mapload)
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. = ..()
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var/image/overlay_image = image('icons/misc/beach.dmi', icon_state = "water5", layer = ABOVE_MOB_LAYER)
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overlay_image.plane = GAME_PLANE
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overlays += overlay_image
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RegisterSignal(src, COMSIG_ATOM_INITIALIZED_ON, PROC_REF(InitializedOn))
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/turf/simulated/floor/beach/water/Entered(atom/movable/AM, atom/OldLoc)
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. = ..()
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if(!linkedcontroller)
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return
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if(ismob(AM))
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linkedcontroller.mobinpool += AM
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/turf/simulated/floor/beach/water/Exited(atom/movable/AM, direction)
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. = ..()
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if(!linkedcontroller)
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return
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if(ismob(AM))
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linkedcontroller.mobinpool -= AM
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/turf/simulated/floor/beach/water/proc/InitializedOn(atom/A)
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if(!linkedcontroller)
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return
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if(istype(A, /obj/effect/decal/cleanable)) // Better a typecheck than looping through thousands of turfs everyday
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linkedcontroller.decalinpool += A
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/turf/simulated/floor/noslip
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name = "high-traction floor"
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desc = "Textured and rubberized flooring designed to maximize grip. You won't slip on this."
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icon_state = "noslip"
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floor_tile = /obj/item/stack/tile/noslip
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slowdown = -0.3
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/turf/simulated/floor/noslip/get_broken_states()
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return list("noslip-damaged1", "noslip-damaged2", "noslip-damaged3")
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/turf/simulated/floor/noslip/get_burnt_states()
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return list("noslip-scorched1", "noslip-scorched2")
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/turf/simulated/floor/noslip/MakeSlippery()
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return
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/turf/simulated/floor/noslip/lavaland
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oxygen = LAVALAND_OXYGEN
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nitrogen = LAVALAND_NITROGEN
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temperature = LAVALAND_TEMPERATURE
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atmos_mode = ATMOS_MODE_EXPOSED_TO_ENVIRONMENT
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atmos_environment = ENVIRONMENT_LAVALAND
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/turf/simulated/floor/lubed
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name = "slippery floor"
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desc = "This floor appears to be perpetually covered in a thick layer of slippery lubricant."
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icon_state = "tile_standard"
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/turf/simulated/floor/lubed/Initialize(mapload)
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. = ..()
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MakeSlippery(TURF_WET_LUBE, INFINITY)
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/turf/simulated/floor/lubed/pry_tile(obj/item/C, mob/user, silent = FALSE) //I want to get off Mr Honk's Wild Ride
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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to_chat(H, SPAN_WARNING("You lose your footing trying to pry off the tile!"))
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H.slip("the floor", 10 SECONDS, tilesSlipped = 4, walkSafely = 0, slipAny = 1)
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return
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/turf/simulated/floor/lubed/lavaland_air
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oxygen = LAVALAND_OXYGEN
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nitrogen = LAVALAND_NITROGEN
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temperature = LAVALAND_TEMPERATURE
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atmos_mode = ATMOS_MODE_EXPOSED_TO_ENVIRONMENT
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atmos_environment = ENVIRONMENT_LAVALAND
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//Clockwork floor: Slowly heals toxin damage on nearby servants.
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/turf/simulated/floor/clockwork
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name = "clockwork floor"
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desc = "Tightly-pressed brass tiles. They emit minute vibration."
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baseturf = /turf/simulated/floor/clockwork
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var/dropped_brass
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var/uses_overlay = TRUE
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var/obj/effect/clockwork/overlay/floor/realappearence
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/turf/simulated/floor/clockwork/Initialize(mapload)
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. = ..()
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if(uses_overlay)
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new /obj/effect/temp_visual/ratvar/floor(src)
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new /obj/effect/temp_visual/ratvar/beam(src)
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realappearence = new /obj/effect/clockwork/overlay/floor(src)
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realappearence.linked = src
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/turf/simulated/floor/clockwork/Entered(atom/A, atom/OL, ignoreRest)
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. = ..()
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var/counter = 0
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for(var/obj/effect/temp_visual/ratvar/floor/floor in contents)
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if(++counter == 3)
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return
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if(!. && isliving(A))
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addtimer(CALLBACK(src, PROC_REF(spawn_visual)), 0.2 SECONDS, TIMER_DELETE_ME)
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/turf/simulated/floor/clockwork/proc/spawn_visual()
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new /obj/effect/temp_visual/ratvar/floor(src)
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/turf/simulated/floor/clockwork/Destroy()
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if(uses_overlay && realappearence)
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QDEL_NULL(realappearence)
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return ..()
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/turf/simulated/floor/clockwork/crowbar_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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user.visible_message(SPAN_NOTICE("[user] begins slowly prying up [src]..."), SPAN_NOTICE("You begin painstakingly prying up [src]..."))
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if(!I.use_tool(src, user, 70, volume = I.tool_volume))
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return
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user.visible_message(SPAN_NOTICE("[user] pries up [src]!"), SPAN_NOTICE("You pry up [src]!"))
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make_plating()
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/turf/simulated/floor/clockwork/make_plating()
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if(!dropped_brass)
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new /obj/item/stack/tile/brass(src)
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dropped_brass = TRUE
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if(baseturf == type)
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return
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return ..()
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/turf/simulated/floor/clockwork/narsie_act()
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..()
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if(istype(src, /turf/simulated/floor/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/floor/clockwork/reebe
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name = "cogplate"
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desc = "Warm brass plating. You can feel it gently vibrating, as if machinery is on the other side."
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icon_state = "reebe"
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baseturf = /turf/simulated/floor/clockwork/reebe
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uses_overlay = FALSE
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/turf/simulated/floor/clockwork/lavaland_air
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oxygen = LAVALAND_OXYGEN
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nitrogen = LAVALAND_NITROGEN
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temperature = LAVALAND_TEMPERATURE
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atmos_mode = ATMOS_MODE_EXPOSED_TO_ENVIRONMENT
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atmos_environment = ENVIRONMENT_LAVALAND
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/turf/simulated/floor/catwalk
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name = "catwalk"
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desc = "Flooring made of a metal grid with large holes for easier inspection of cable and pipe installations."
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icon = 'icons/turf/floors/catwalk_floor.dmi'
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icon_state = "catwalk"
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base_icon_state = "catwalk"
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floor_tile = /obj/item/stack/tile/catwalk
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = list(SMOOTH_GROUP_CATWALK, SMOOTH_GROUP_SIMULATED_TURFS)
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canSmoothWith = list(SMOOTH_GROUP_CATWALK)
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footstep = FOOTSTEP_CATWALK
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barefootstep = FOOTSTEP_CATWALK
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clawfootstep = FOOTSTEP_CATWALK
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keep_dir = FALSE
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intact = FALSE
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transparent_floor = TRUE
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rust_resistance = RUST_RESISTANCE_BASIC
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/turf/simulated/floor/catwalk/grey
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icon = 'icons/turf/floors/catwalk_floor_grey.dmi'
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floor_tile = /obj/item/stack/tile/catwalk/grey
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/turf/simulated/floor/catwalk/white
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icon = 'icons/turf/floors/catwalk_floor_white.dmi'
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floor_tile = /obj/item/stack/tile/catwalk/white
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/turf/simulated/floor/catwalk/black
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icon = 'icons/turf/floors/catwalk_floor_black.dmi'
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floor_tile = /obj/item/stack/tile/catwalk/black
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/turf/simulated/floor/catwalk/Initialize(mapload)
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. = ..()
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var/image/I = image('icons/turf/floors/plating.dmi', src, "plating")
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I.layer = PLATING_LAYER
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underlays += I
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dir = SOUTH //dirs that are not 2/south cause smoothing jank
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icon_state = "" //Prevents default icon appearing behind the catwalk
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/turf/simulated/floor/catwalk/crowbar_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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pry_tile(I, user, TRUE)
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/turf/simulated/floor/catwalk/can_lay_cable()
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return FALSE // Pry the catwalk up if you want to apply cables underneath
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/turf/simulated/floor/catwalk/ex_act(severity)
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if(is_shielded())
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return
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switch(severity)
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if(1.0)
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ChangeTurf(baseturf)
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if(2.0)
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switch(pick(1,2;75,3))
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if(1)
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spawn(0)
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ReplaceWithLattice()
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if(prob(33)) new /obj/item/stack/rods(src)
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if(2)
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ChangeTurf(baseturf)
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if(3)
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break_tile_to_plating()
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hotspot_expose(1000,CELL_VOLUME)
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if(prob(33)) new /obj/item/stack/rods(src)
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if(3.0)
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if(prob(50))
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break_tile_to_plating()
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hotspot_expose(1000,CELL_VOLUME)
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/turf/simulated/floor/backrooms_carpet
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name = "backrooms carpet"
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desc = "An old, musty carpet. It smells faintly mildewy."
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icon_state = "backrooms_carpet"
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baseturf = /turf/simulated/floor/backrooms_carpet
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/turf/simulated/floor/plating/rust
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// Carpet used in the backrooms hallucination
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//SDMM supports colors, this is simply for easier mapping
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//and should be removed on initialize
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color = COLOR_BROWN
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/turf/simulated/floor/plating/rust/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/rust)
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color = null
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/turf/simulated/floor/plating/heretic_rust
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color = COLOR_GREEN_GRAY
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/turf/simulated/floor/plating/heretic_rust/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/rust/heretic)
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color = null
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