mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-01 04:52:39 +00:00
Ports a ton of decorative items
This commit is contained in:
50
code/game/objects/structures/props/esoteric.dm
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50
code/game/objects/structures/props/esoteric.dm
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/obj/structure/prop/esoteric
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name = "some esoteric thing"
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desc = "Perhaps it's of ritual significance?"
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icon = 'icons/obj/props/decor.dmi'
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/obj/structure/prop/esoteric/nt_pedestal0_old
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name = "pedestal"
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desc = "A pedestal with a mysterious slot at its center."
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icon_state = "nt_pedestal0_old"
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/obj/structure/prop/esoteric/nt_pedestal1_old
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name = "pedestal"
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desc = "A pedestal with some kind of sword slotted securely in the center."
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icon_state = "nt_pedestal1_old"
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// eye of the protector from Eris
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/obj/structure/prop/esoteric/eotp
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icon = 'icons/obj/props/decor32x64.dmi'
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icon_state = "eotp"
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// neotheology cruciform reader from Eris
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/obj/structure/prop/esoteric/reader
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name = "electronic altar"
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desc = "It looks like you're meant to scan something here."
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icon = 'icons/obj/props/decor.dmi'
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icon_state = "nt_reader_off"
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/obj/structure/prop/esoteric/reader/change_state(state)
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. = ..()
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switch(state)
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if("off")
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icon_state = "nt_reader_off"
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if("on")
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icon_state = "nt_reader_on"
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if("no_cruciform")
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cut_overlay("nt_reader_c_green")
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cut_overlay("nt_reader_c_red")
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if("red_cruciform")
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cut_overlay("nt_reader_c_green")
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cut_overlay("nt_reader_c_red")
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add_overlay("nt_reader_c_red")
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if("green_cruciform")
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cut_overlay("nt_reader_c_red")
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cut_overlay("nt_reader_c_green")
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add_overlay("nt_reader_c_green")
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if("panel_open")
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cut_overlay("nt_reader_panel")
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add_overlay("nt_reader_panel")
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if("panel_closed")
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cut_overlay("nt_reader_panel")
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7
code/game/objects/structures/props/fences.dm
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7
code/game/objects/structures/props/fences.dm
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@@ -0,0 +1,7 @@
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// fences from TGMC
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// You'll need to 'create instances from icon_states' in an editor to use these well
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/obj/structure/prop/fence
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name = "fence"
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desc = "It's a fence! Not much else to say about it."
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icon = 'icons/obj/props/decor_fences.dmi'
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564
code/game/objects/structures/props/machines.dm
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564
code/game/objects/structures/props/machines.dm
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@@ -0,0 +1,564 @@
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/obj/structure/prop/machine
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name = "doodad"
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desc = "Some kind of machine."
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icon = 'icons/obj/props/decor.dmi'
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//Eris Bluespace Beacon
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/obj/structure/prop/machine/bsb_off
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name = "beacon"
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icon_state = "bsb_off"
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/obj/structure/prop/machine/bsb_on
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name = "beacon"
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icon_state = "bsb_on"
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/obj/structure/prop/machine/biosyphon
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icon_state = "biosyphon"
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/obj/structure/prop/machine/von_krabin
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icon_state = "von_krabin"
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/obj/structure/prop/machine/last_shelter
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icon_state = "last_shelter"
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/obj/structure/prop/machine/complicator
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icon_state = "complicator"
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/obj/structure/prop/machine/random_radio
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name = "radio"
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icon_state = "random_radio"
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// vatgrowing thing from /tg/
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/obj/structure/prop/machine/green_egg
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icon_state = "gel_cocoon"
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// gravity generator from Eris
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/obj/structure/prop/machine/gravygen
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icon = 'icons/obj/props/decor64x64.dmi'
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icon_state = "bigdice"
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bound_width = 64
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bound_height = 64
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// dna vault from /tg/
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/obj/structure/prop/dna_vault
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icon = 'icons/obj/props/decor96x96.dmi'
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icon_state = "vault"
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/**
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* Possible 'state' options for change_state(state) are:
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* off: Looks boring and off
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* on: candles lit and stuff
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* no_cruciform: No cruciform (the little triangle thing) inserted
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* red_cruciform: Red light cruciform inserted
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* green_cruciform: Green light cruciform inserted
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* panel_open: The panel is open (wiring)
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* panel_closed: The panel is closed
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*/
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/**
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* Possible 'state' options for change_state(state) are:
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* panel_open: The panel is opened
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* panel_closed: The panel is closed
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*/
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// neotheology cloning biocan from Eris
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/obj/structure/prop/machine/nt_biocan
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icon = 'icons/obj/props/decor.dmi'
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icon_state = "nt_biocan"
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/obj/structure/prop/nt_biocan/change_state(state)
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. = ..()
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switch(state)
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if("panel_open")
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cut_overlay("nt_biocan_panel")
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add_overlay("nt_biocan_panel")
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if("panel_closed")
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cut_overlay("nt_biocan_panel")
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/**
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* Possible 'state' options for change_state(state) are:
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* blue, red, orange, yellow, green, purple: Set that color
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* damaged: add damage overlay
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* undamaged: remove damage overlay
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* broken: become damaged
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* plain: undamaged white version, otherwise use a color
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*/
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// dominator console from /tg/
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/obj/structure/prop/dominator
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icon = 'icons/obj/props/decor.dmi'
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icon_state = "dominator"
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/obj/structure/prop/dominator/change_state(state)
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. = ..()
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switch(state)
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if("blue")
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icon_state = "dominator-blue"
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if("red")
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icon_state = "dominator-red"
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if("orange")
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icon_state = "dominator-orange"
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if("yellow")
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icon_state = "dominator-yellow"
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if("green")
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icon_state = "dominator-green"
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if("purple")
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icon_state = "dominator-purple"
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if("damaged")
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add_overlay("dom_damage")
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if("undamaged")
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cut_overlay("dom_damage")
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if("broken")
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icon_state = "dominator-broken"
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if("plain")
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icon_state = "dominator"
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/obj/structure/prop/dominator/blue
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icon_state = "dominator-blue"
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/obj/structure/prop/dominator/red
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icon_state = "dominator-red"
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/obj/structure/prop/dominator/orange
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icon_state = "dominator-orange"
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/obj/structure/prop/dominator/yellow
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icon_state = "dominator-yellow"
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/obj/structure/prop/dominator/green
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icon_state = "dominator-green"
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/obj/structure/prop/dominator/purple
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icon_state = "dominator-purple"
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/**
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* Possible 'state' options for change_state(state) are:
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* off: Default, boring
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* on: Pumping or something
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*/
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// some neotheology thing from Eris
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/obj/structure/prop/machine/solifier
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icon_state = "nt_solidifier"
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/obj/structure/prop/machine/solifier/change_state(state)
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. = ..()
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switch(state)
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if("off")
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icon_state = "nt_solidifier"
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if("on")
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icon_state = "nt_solidifier_on"
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/obj/structure/prop/machine/solifier/starts_on
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icon_state = "nt_solidifier_on"
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/**
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* Possible 'state' options for change_state(state) are:
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* off: Boring, round
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* on: Spinny glowy
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*/
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// conduit of soul from Eris
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/obj/structure/prop/machine/conduit
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icon_state = "conduit_off"
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/obj/structure/prop/machine/conduit/change_state(state)
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. = ..()
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switch(state)
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if("on")
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icon_state = "conduit_spin"
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flick("conduit_starting", src)
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if("off")
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icon_state = "conduit_off"
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flick("conduit_stopping", src)
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/obj/structure/prop/machine/conduit/starts_on
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icon_state = "conduit_spin"
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/**
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* Possible 'state' options for change_state(state) are:
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* on: Doing some kinda worky thing
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* off: Not doing much of anything
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* empty: No blue crystal thingy
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* loaded: off but without the animation
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*/
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// some kinda NT thing from Eris
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/obj/structure/prop/machine/core
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icon_state = "core_inactive"
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/obj/structure/prop/machine/core/change_state(state)
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. = ..()
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switch(state)
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if("on")
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icon_state = "core_active"
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flick("core_warmup", src)
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if("off")
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icon_state = "core_inactive"
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flick("core_shutdown", src)
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if("empty")
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icon_state = "core_empty"
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if("loaded")
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icon_state = "core_inactive"
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/obj/structure/prop/machine/core/starts_on
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icon_state = "core_active"
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/**
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* Possible 'state' options for change_state(state) are:
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* down: In the ground, glowing
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* up: Out of the ground, open
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*/
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// experimental science destructor from /tg/
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/obj/structure/prop/machine/tube
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icon = 'icons/obj/props/decor32x64.dmi'
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icon_state = "tube_open"
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/obj/structure/prop/machine/tube/change_state(state)
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. = ..()
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switch(state)
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if("down")
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icon_state = "tube_on"
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flick("tube_down", src)
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if("up")
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icon_state = "tube_open"
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flick("tube_up", src)
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/obj/structure/prop/machine/tube/starts_down
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icon_state = "tube_on"
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/**
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* Possible 'state' options for change_state(state) are:
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* off: Boring, static
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* on: Turny and blinky
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*/
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// experimental science destructor from /tg/
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/obj/structure/prop/machine/comm_tower
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icon = 'icons/obj/props/decor.dmi'
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icon = 'icons/obj/props/decor96x96.dmi'
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icon_state = "comm_tower"
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/obj/structure/prop/machine/comm_tower/change_state(state)
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. = ..()
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switch(state)
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if("on")
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icon_state = "comm_tower_on"
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if("off")
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icon_state = "comm_tower"
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/obj/structure/prop/machine/comm_tower/starts_on
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icon_state = "comm_tower_on"
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/**
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* Possible 'state' options for change_state(state) are:
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* off: Not doing much
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* on: Stamping mysterious substances
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*/
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// sheetizer from /tg/
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/obj/structure/prop/machine/stamper
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icon = 'icons/obj/props/decor.dmi'
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icon_state = "stamper"
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/obj/structure/prop/machine/stamper/change_state(state)
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. = ..()
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switch(state)
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if("off")
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cut_overlays()
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if("on")
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add_overlay("stamper_proc")
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add_overlay("stamper_but")
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/obj/structure/prop/machine/stamper/starts_on
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icon_state = "stamper_on"
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/obj/structure/prop/machine/stamper/starts_on/Initialize()
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add_overlay("stamper_proc")
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add_overlay("stamper_but")
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/**
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* Possible 'state' options for change_state(state) are:
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* whole: Not doing much
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* broken: Stamping mysterious substances
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*/
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// alien autopsy thing from TGMC
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/obj/structure/prop/machine/alien_tank
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icon_state = "tank_larva"
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/obj/structure/prop/machine/alien_tank/change_state(state)
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. = ..()
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switch(state)
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if("whole")
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icon_state = "tank_larva"
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if("broken")
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icon_state = "tank_broken"
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/obj/structure/prop/machine/alien_tank/starts_broken
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icon_state = "tank_broken"
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/**
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* Possible 'state' options for change_state(state) are:
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* idle: The default look
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* active: Glowy lights underneath
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* panel_open: Opened panel (wiring)
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* panel_closed: Closed panel
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*/
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// neotheology optable from Eris
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/obj/structure/prop/machine/nt_optable
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icon_state = "nt_optable-idle"
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/obj/structure/prop/machine/nt_optable/change_state(state)
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. = ..()
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switch(state)
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if("idle")
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icon_state = "nt_optable-idle"
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if("active")
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icon_state = "nt_optable-active"
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if("panel_open")
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cut_overlay("nt_optable_panel")
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add_overlay("nt_optable_panel")
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if("panel_closed")
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cut_overlay("nt_optable_panel")
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/obj/structure/prop/nt_optable/starts_active
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icon_state = "nt_optable-active"
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/**
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* Possible 'state' options for change_state(state) are:
|
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* idle: The default look
|
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* active: Glowy lights in the center
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* panel_open: Opened panel (wiring)
|
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* panel_closed: Closed panel
|
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*/
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// trade beacon from Eris
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/obj/structure/prop/machine/tradebeacon
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icon_state = "tradebeacon"
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/obj/structure/prop/machine/tradebeacon/change_state(state)
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. = ..()
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switch(state)
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if("idle")
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icon_state = "tradebeacon"
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if("active")
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icon_state = "tradebeacon_active"
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if("panel_open")
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cut_overlay("tradebeacon_panel")
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add_overlay("tradebeacon_panel")
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if("panel_closed")
|
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cut_overlay("tradebeacon_panel")
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/obj/structure/prop/machine/tradebeacon/starts_active
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icon_state = "tradebeacon_active"
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|
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/**
|
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* Possible 'state' options for change_state(state) are:
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* idle: The default look
|
||||
* active: Glowy lights in the center
|
||||
* panel_open: Opened panel (wiring)
|
||||
* panel_closed: Closed panel
|
||||
*/
|
||||
// another trade beacon from Eris
|
||||
/obj/structure/prop/machine/tradebeacon2
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icon_state = "tradebeacon"
|
||||
|
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/obj/structure/prop/machine/tradebeacon2/change_state(state)
|
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. = ..()
|
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switch(state)
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if("idle")
|
||||
icon_state = "tradebeacon_sending"
|
||||
if("active")
|
||||
icon_state = "tradebeacon_sending_active"
|
||||
if("panel_open")
|
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cut_overlay("tradebeacon_sending_panel")
|
||||
add_overlay("tradebeacon_sending_panel")
|
||||
if("panel_closed")
|
||||
cut_overlay("tradebeacon_sending_panel")
|
||||
|
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/obj/structure/prop/machine/tradebeacon2/starts_active
|
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icon_state = "tradebeacon_sending_active"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* off: Non-spinny
|
||||
* on: Spinny and floaty
|
||||
*/
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||||
// neotheology decorative(?) obelisk from Eris
|
||||
/obj/structure/prop/machine/nt_obelisk
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "nt_obelisk"
|
||||
|
||||
/obj/structure/prop/machine/nt_obelisk/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
icon_state = "nt_obelisk"
|
||||
if("on")
|
||||
icon_state = "nt_obelisk_on"
|
||||
|
||||
/obj/structure/prop/machine/nt_obelisk/starts_on
|
||||
icon_state = "nt_obelisk_on"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* off: Inert
|
||||
* on: Hand destroying machinery
|
||||
*/
|
||||
// 'sorter' from Eris
|
||||
/obj/structure/prop/machine/sorter
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "sorter"
|
||||
|
||||
/obj/structure/prop/machine/sorter/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
icon_state = "sorter"
|
||||
if("on")
|
||||
icon_state = "sorter-process"
|
||||
|
||||
/obj/structure/prop/machine/sorter/starts_on
|
||||
icon_state = "sorter-process"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* off: Inert
|
||||
* on: Hand destroying machinery
|
||||
*/
|
||||
// 'smelter' from Eris
|
||||
/obj/structure/prop/machine/smelter
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "smelter"
|
||||
|
||||
/obj/structure/prop/machine/smelter/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
icon_state = "smelter"
|
||||
if("on")
|
||||
icon_state = "smelter-process"
|
||||
|
||||
/obj/structure/prop/machine/smelter/starts_on
|
||||
icon_state = "smelter-process"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* idle: Not doing anything, with yellow template exposed
|
||||
* work: busy doing work
|
||||
* pause: paused work
|
||||
*/
|
||||
// cruciform forge from Eris
|
||||
/obj/structure/prop/machine/nt_cruciforge
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "nt_cruciforge"
|
||||
|
||||
/obj/structure/prop/machine/nt_cruciforge/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("idle")
|
||||
icon_state = "nt_cruciforge"
|
||||
flick("nt_cruciforge_finish", src) // 8ds
|
||||
if("work")
|
||||
icon_state = "nt_cruciforge_work"
|
||||
flick("nt_cruciforge_start", src) // 8ds
|
||||
if("pause")
|
||||
icon_state = "nt_cruciforge_pause"
|
||||
|
||||
/obj/structure/prop/machine/nt_cruciforge/starts_working
|
||||
icon_state = "nt_cruciforge_work"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* off: Default, boring
|
||||
* on: Showing a display/powered up
|
||||
*/
|
||||
// A console from TGMC
|
||||
/obj/structure/prop/machine/tgmc_console1
|
||||
name = "console"
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "tgmc_console1"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console1/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
icon_state = "tgmc_console1"
|
||||
if("on")
|
||||
icon_state = "tgmc_console1_on"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console1/starts_on
|
||||
icon_state = "tgmc_console1_on"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* off: Default, boring
|
||||
* on: Showing a display/powered up
|
||||
*/
|
||||
// A console from TGMC
|
||||
/obj/structure/prop/machine/tgmc_console2
|
||||
name = "console"
|
||||
icon_state = "tgmc_console2"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console2/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
icon_state = "tgmc_console2"
|
||||
if("on")
|
||||
icon_state = "tgmc_console2_on"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console2/starts_on
|
||||
icon_state = "tgmc_console2_on"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* off: Default, boring
|
||||
* on: Showing a display/powered up
|
||||
*/
|
||||
// A console from TGMC
|
||||
/obj/structure/prop/machine/tgmc_console3
|
||||
name = "console"
|
||||
icon_state = "tgmc_console3"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console3/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
icon_state = "tgmc_console3"
|
||||
if("on")
|
||||
icon_state = "tgmc_console3_on"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console3/starts_on
|
||||
icon_state = "tgmc_console3_on"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* off: Default, boring
|
||||
* on: Showing a display/powered up
|
||||
*/
|
||||
// A console from TGMC
|
||||
/obj/structure/prop/machine/tgmc_console4
|
||||
name = "console"
|
||||
icon_state = "tgmc_console4"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console4/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
icon_state = "tgmc_console4"
|
||||
if("on")
|
||||
icon_state = "tgmc_console4_on"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console4/starts_on
|
||||
icon_state = "tgmc_console4_on"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* off: Default, boring
|
||||
* on: Showing a display/powered up
|
||||
*/
|
||||
// A console from TGMC
|
||||
/obj/structure/prop/machine/tgmc_console5
|
||||
name = "console"
|
||||
icon_state = "tgmc_console5"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console5/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("off")
|
||||
icon_state = "tgmc_console5"
|
||||
if("on")
|
||||
icon_state = "tgmc_console5_on"
|
||||
|
||||
/obj/structure/prop/machine/tgmc_console5/starts_on
|
||||
icon_state = "tgmc_console5_on"
|
||||
@@ -1,13 +1,26 @@
|
||||
//The base 'prop' for PoIs or other large junk.
|
||||
/**
|
||||
* Decorative items for PoIs etc.
|
||||
* These are generally sprites ported from other servers, which don't have any unique code.
|
||||
* They can be used by mappers for decorating their maps. They're mostly here so people who aren't
|
||||
* rummaging around in the sprites can be aware of some neat sprites they can use.
|
||||
*
|
||||
* Obviously you can swipe the sprites for real structures and add code, but please don't add any code
|
||||
* (beyond decorative things like maybe light) directly to these types or this file!
|
||||
* Take the icon and state and make your own type under /obj/structure.
|
||||
*
|
||||
* Some of these do have a SMIDGE of code to allow a mapper to twirl them through states/animations without
|
||||
* much effort, but beyond 'visuals logic', I'd rather keep all the logic out of here.
|
||||
*/
|
||||
|
||||
/obj/structure/prop
|
||||
name = "something"
|
||||
desc = "My description is broken, bug a developer."
|
||||
name = "mysterious structure"
|
||||
desc = "You're not sure what this is."
|
||||
icon = 'icons/obj/structures.dmi'
|
||||
icon_state = "safe"
|
||||
density = TRUE
|
||||
anchored = TRUE
|
||||
var/interaction_message = null
|
||||
var/state
|
||||
|
||||
/obj/structure/prop/attack_hand(mob/living/user) // Used to tell the player that this isn't useful for anything.
|
||||
if(!istype(user))
|
||||
@@ -16,3 +29,41 @@
|
||||
return ..()
|
||||
else
|
||||
to_chat(user, interaction_message)
|
||||
|
||||
/obj/structure/prop/proc/change_state(state)
|
||||
SHOULD_CALL_PARENT(TRUE)
|
||||
src.state = state
|
||||
|
||||
/// Helper so admins can varedit the state easily.
|
||||
/obj/structure/prop/vv_edit_var(var_name, var_value)
|
||||
if(var_name == "state")
|
||||
change_state(var_value)
|
||||
|
||||
|
||||
//Misc stuff that fits no category
|
||||
|
||||
// ship memorial from TGMC
|
||||
/obj/structure/prop/memorial
|
||||
name = "engraved wall"
|
||||
desc = "A finely engraved list on dark stone."
|
||||
icon = 'icons/obj/props/decor64x64.dmi'
|
||||
icon_state = "ship_memorial"
|
||||
bound_width = 64
|
||||
|
||||
/**
|
||||
*
|
||||
Notes on change_state
|
||||
*
|
||||
* tl;dr "You can varedit 'state' on these to the things in the comments below to get cool animations"
|
||||
*
|
||||
* These items have some logic to handle some fun animations on them. Mappers can call the 'change_state(state)' proc
|
||||
* while referring to the comments here for what states they can use. You'll notice some crazy overlay handling,
|
||||
* and that's because I don't want to add any vars to these mappers think they can fiddle with, which requires
|
||||
* more logic than I'm willing to do at the moment. So we get crazy cut/add operations instead.
|
||||
*
|
||||
* There's also a VV helper so if you varedit 'state' to these during the game, you can get that to work.
|
||||
*
|
||||
* Like, I don't want to add a state machine to decorative objects. You can if you want.
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
@@ -38,4 +38,15 @@
|
||||
density = FALSE
|
||||
|
||||
/obj/structure/prop/rock/small/wateralt
|
||||
icon_state = "waterrocks2"
|
||||
icon_state = "waterrocks2"
|
||||
|
||||
// bluespace crystal from Eris
|
||||
/obj/structure/prop/crystal
|
||||
name = "crystal"
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "bsc"
|
||||
|
||||
/obj/structure/prop/crystal_dust
|
||||
name = "crystal dust"
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "bsc_dust"
|
||||
65
code/game/objects/structures/props/statue.dm
Normal file
65
code/game/objects/structures/props/statue.dm
Normal file
@@ -0,0 +1,65 @@
|
||||
//Eris statues
|
||||
|
||||
/obj/structure/prop/statue
|
||||
name = "statue"
|
||||
desc = "It's art!"
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "artwork_statue"
|
||||
|
||||
/obj/structure/prop/statue/statue1
|
||||
icon_state = "artwork_statue_1"
|
||||
|
||||
/obj/structure/prop/statue/statue2
|
||||
icon_state = "artwork_statue_2"
|
||||
|
||||
/obj/structure/prop/statue/statue3
|
||||
icon_state = "artwork_statue_3"
|
||||
|
||||
/obj/structure/prop/statue/statue4
|
||||
icon_state = "artwork_statue_4"
|
||||
|
||||
/obj/structure/prop/statue/statue5
|
||||
icon_state = "artwork_statue_5"
|
||||
|
||||
//TGMC Ship Mast
|
||||
|
||||
/obj/structure/prop/statue/stump_plaque
|
||||
name = "commemorative stump"
|
||||
desc = "A wooden stump adorned with a little plaque."
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "stump"
|
||||
|
||||
//World Server statues
|
||||
|
||||
/obj/structure/prop/statue
|
||||
name = "statue"
|
||||
desc = "A statue."
|
||||
icon = 'icons/obj/props/decor32x64.dmi'
|
||||
icon_state = "venus"
|
||||
|
||||
/obj/structure/prop/statue/lion
|
||||
icon_state = "lion"
|
||||
|
||||
/obj/structure/prop/statue/angel
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
icon_state = "angel"
|
||||
|
||||
/obj/structure/prop/statue/phoron
|
||||
name = "phoronic cascade"
|
||||
desc = "A sculpture made of pure phoron. It is covered in a lacquer that prevents erosion and renders it fireproof. It's safe. Probably."
|
||||
icon_state = "phoronic"
|
||||
layer = ABOVE_WINDOW_LAYER
|
||||
interaction_message = "<span class = 'notice'>Cool to touch and unbelievable smooth. You can almost see your reflection in it.</span>"
|
||||
|
||||
/obj/structure/prop/statue/phoron/New()
|
||||
set_light(2, 3, "#cc66ff")
|
||||
|
||||
/obj/structure/prop/statue/pillar
|
||||
name = "pillar"
|
||||
desc = "A pillar."
|
||||
icon_state = "pillar"
|
||||
|
||||
/obj/structure/prop/statue/pillar/dark
|
||||
name = "pillar"
|
||||
desc = "A dark pillar."
|
||||
icon_state = "dark_pillar"
|
||||
167
code/game/objects/structures/props/warfare.dm
Normal file
167
code/game/objects/structures/props/warfare.dm
Normal file
@@ -0,0 +1,167 @@
|
||||
/obj/structure/prop/war
|
||||
name = "military hardware"
|
||||
desc = "What is it good for?"
|
||||
icon = 'icons/obj/props/decor.dmi'
|
||||
|
||||
// warheads from TGMC
|
||||
/obj/structure/prop/war/warhead1
|
||||
name = "nuclear warhead"
|
||||
icon_state = "ob_warhead_1"
|
||||
|
||||
/obj/structure/prop/war/warhead2
|
||||
name = "incindiary warhead"
|
||||
icon_state = "ob_warhead_2"
|
||||
|
||||
/obj/structure/prop/war/warhead3
|
||||
name = "bluespace warhead"
|
||||
icon_state = "ob_warhead_3"
|
||||
|
||||
/obj/structure/prop/war/warhead4
|
||||
name = "phoron warhead"
|
||||
icon_state = "ob_warhead_4"
|
||||
|
||||
// minirocket pod from TGMC
|
||||
/obj/structure/prop/war/minirocket_pod
|
||||
name = "rocket pod"
|
||||
icon_state = "minirocket_pod"
|
||||
|
||||
// sentry console from TGMC
|
||||
/obj/structure/prop/war/sentry_control
|
||||
name = "portable sentry gun"
|
||||
desc = "Needs a dispenser."
|
||||
icon_state = "tgmc_sentry"
|
||||
|
||||
// various weapons from TGMC
|
||||
/obj/structure/prop/war/tgmc_missile
|
||||
name = "missile"
|
||||
desc = "It seems to be some sort of spacecraft-tier ordinance."
|
||||
icon = 'icons/obj/props/decor64x64.dmi'
|
||||
icon_state = "single"
|
||||
bound_width = 64
|
||||
|
||||
/obj/structure/prop/war/tgmc_missile/double
|
||||
icon_state = "widowmaker"
|
||||
|
||||
/obj/structure/prop/war/tgmc_missile/banshee
|
||||
icon_state = "banshee"
|
||||
|
||||
/obj/structure/prop/war/tgmc_missile/keeper
|
||||
icon_state = "keeper"
|
||||
|
||||
/obj/structure/prop/war/tgmc_missile/fatty
|
||||
icon_state = "fatty"
|
||||
|
||||
/obj/structure/prop/war/tgmc_missile/napalm
|
||||
icon_state = "napalm"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* empty, single, banshee, keeper, fatty, napalm
|
||||
*/
|
||||
// ship weapons from TGMC
|
||||
/obj/structure/prop/tgmc_missile_rack
|
||||
name = "missile launcher"
|
||||
desc = "Some sort of spacecraft-tier missile weapon."
|
||||
icon = 'icons/obj/props/decor64x64.dmi'
|
||||
icon_state = "rocket_pod"
|
||||
bound_height = 64
|
||||
|
||||
/obj/structure/prop/war/tgmc_missile_rack/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("empty")
|
||||
icon_state = "rocket_pod"
|
||||
if("single")
|
||||
icon_state = "rocket_pod_loaded"
|
||||
if("banshee")
|
||||
icon_state = "rocket_pod_loadedb"
|
||||
if("keeper")
|
||||
icon_state = "rocket_pod_loadedk"
|
||||
if("fatty")
|
||||
icon_state = "rocket_pod_loadedf"
|
||||
if("napalm")
|
||||
icon_state = "rocket_pod_loadedn"
|
||||
|
||||
/obj/structure/prop/war/tgmc_missile_rack/single
|
||||
icon_state = "rocket_pod_loaded"
|
||||
/obj/structure/prop/war/tgmc_missile_rack/banshee
|
||||
icon_state = "rocket_pod_loadedb"
|
||||
/obj/structure/prop/war/tgmc_missile_rack/keeper
|
||||
icon_state = "rocket_pod_loadedk"
|
||||
/obj/structure/prop/war/tgmc_missile_rack/fatty
|
||||
icon_state = "rocket_pod_loadedf"
|
||||
/obj/structure/prop/war/tgmc_missile_rack/napalm
|
||||
icon_state = "rocket_pod_loadedn"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* empty, loaded
|
||||
*/
|
||||
// ship weapons from TGMC
|
||||
/obj/structure/prop/war/tgmc_minirockets
|
||||
name = "rocket pod"
|
||||
desc = "Some sort of spacecraft-tier rocket weapon."
|
||||
icon = 'icons/obj/props/decor64x64.dmi'
|
||||
icon_state = "minirocket_pod"
|
||||
bound_height = 64
|
||||
|
||||
/obj/structure/prop/war/tgmc_minirockets/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("empty")
|
||||
icon_state = "minirocket_pod"
|
||||
if("loaded")
|
||||
icon_state = "minirocket_pod_loaded"
|
||||
|
||||
/obj/structure/prop/war/tgmc_minirockets/loaded
|
||||
icon_state = "minirocket_pod_loaded"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* empty, loaded
|
||||
*/
|
||||
// ship weapons from TGMC
|
||||
/obj/structure/prop/war/tgmc_laser
|
||||
name = "laser cannon"
|
||||
desc = "Some sort of spacecraft-tier energy weapon."
|
||||
icon = 'icons/obj/props/decor64x64.dmi'
|
||||
icon_state = "laser_beam"
|
||||
bound_height = 64
|
||||
|
||||
/obj/structure/prop/war/tgmc_laser/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("empty")
|
||||
icon_state = "laser_beam"
|
||||
if("loaded")
|
||||
icon_state = "laser_beam_loaded"
|
||||
|
||||
/obj/structure/prop/war/tgmc_laser/loaded
|
||||
icon_state = "laser_beam_loaded"
|
||||
|
||||
/**
|
||||
* Possible 'state' options for change_state(state) are:
|
||||
* empty, loaded, loadedempty
|
||||
*/
|
||||
// ship weapons from TGMC
|
||||
/obj/structure/prop/war/tgmc_30mm
|
||||
name = "30mm cannon"
|
||||
desc = "Some sort of spacecraft-tier rotary cannon weapon."
|
||||
icon = 'icons/obj/props/decor64x64.dmi'
|
||||
icon_state = "30mm_cannon"
|
||||
bound_height = 64
|
||||
|
||||
/obj/structure/prop/war/tgmc_30mm/change_state(state)
|
||||
. = ..()
|
||||
switch(state)
|
||||
if("empty")
|
||||
icon_state = "30mm_cannon"
|
||||
if("loaded")
|
||||
icon_state = "30mm_cannon_loaded1"
|
||||
if("loadedempty")
|
||||
icon_state = "30mm_cannon_loaded0"
|
||||
|
||||
/obj/structure/prop/war/tgmc_30mm/loaded
|
||||
icon_state = "30mm_cannon_loaded1"
|
||||
/obj/structure/prop/war/tgmc_30mm/loadedempty
|
||||
icon_state = "30mm_cannon_loaded0"
|
||||
Reference in New Issue
Block a user