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Paradise/code/game/turfs/simulated/shuttle.dm
Matt Milosevic bc86a86ece Hopefully final
2016-06-08 18:30:26 +02:00

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