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