Ports a ton of decorative items

This commit is contained in:
Cerebulon
2021-08-08 23:22:31 +01:00
parent 7878bcf43a
commit 1ea47b1e62
13 changed files with 924 additions and 4 deletions

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/obj/structure/prop/esoteric
name = "some esoteric thing"
desc = "Perhaps it's of ritual significance?"
icon = 'icons/obj/props/decor.dmi'
/obj/structure/prop/esoteric/nt_pedestal0_old
name = "pedestal"
desc = "A pedestal with a mysterious slot at its center."
icon_state = "nt_pedestal0_old"
/obj/structure/prop/esoteric/nt_pedestal1_old
name = "pedestal"
desc = "A pedestal with some kind of sword slotted securely in the center."
icon_state = "nt_pedestal1_old"
// eye of the protector from Eris
/obj/structure/prop/esoteric/eotp
icon = 'icons/obj/props/decor32x64.dmi'
icon_state = "eotp"
// neotheology cruciform reader from Eris
/obj/structure/prop/esoteric/reader
name = "electronic altar"
desc = "It looks like you're meant to scan something here."
icon = 'icons/obj/props/decor.dmi'
icon_state = "nt_reader_off"
/obj/structure/prop/esoteric/reader/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "nt_reader_off"
if("on")
icon_state = "nt_reader_on"
if("no_cruciform")
cut_overlay("nt_reader_c_green")
cut_overlay("nt_reader_c_red")
if("red_cruciform")
cut_overlay("nt_reader_c_green")
cut_overlay("nt_reader_c_red")
add_overlay("nt_reader_c_red")
if("green_cruciform")
cut_overlay("nt_reader_c_red")
cut_overlay("nt_reader_c_green")
add_overlay("nt_reader_c_green")
if("panel_open")
cut_overlay("nt_reader_panel")
add_overlay("nt_reader_panel")
if("panel_closed")
cut_overlay("nt_reader_panel")

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// fences from TGMC
// You'll need to 'create instances from icon_states' in an editor to use these well
/obj/structure/prop/fence
name = "fence"
desc = "It's a fence! Not much else to say about it."
icon = 'icons/obj/props/decor_fences.dmi'

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/obj/structure/prop/machine
name = "doodad"
desc = "Some kind of machine."
icon = 'icons/obj/props/decor.dmi'
//Eris Bluespace Beacon
/obj/structure/prop/machine/bsb_off
name = "beacon"
icon_state = "bsb_off"
/obj/structure/prop/machine/bsb_on
name = "beacon"
icon_state = "bsb_on"
/obj/structure/prop/machine/biosyphon
icon_state = "biosyphon"
/obj/structure/prop/machine/von_krabin
icon_state = "von_krabin"
/obj/structure/prop/machine/last_shelter
icon_state = "last_shelter"
/obj/structure/prop/machine/complicator
icon_state = "complicator"
/obj/structure/prop/machine/random_radio
name = "radio"
icon_state = "random_radio"
// vatgrowing thing from /tg/
/obj/structure/prop/machine/green_egg
icon_state = "gel_cocoon"
// gravity generator from Eris
/obj/structure/prop/machine/gravygen
icon = 'icons/obj/props/decor64x64.dmi'
icon_state = "bigdice"
bound_width = 64
bound_height = 64
// dna vault from /tg/
/obj/structure/prop/dna_vault
icon = 'icons/obj/props/decor96x96.dmi'
icon_state = "vault"
/**
* Possible 'state' options for change_state(state) are:
* off: Looks boring and off
* on: candles lit and stuff
* no_cruciform: No cruciform (the little triangle thing) inserted
* red_cruciform: Red light cruciform inserted
* green_cruciform: Green light cruciform inserted
* panel_open: The panel is open (wiring)
* panel_closed: The panel is closed
*/
/**
* Possible 'state' options for change_state(state) are:
* panel_open: The panel is opened
* panel_closed: The panel is closed
*/
// neotheology cloning biocan from Eris
/obj/structure/prop/machine/nt_biocan
icon = 'icons/obj/props/decor.dmi'
icon_state = "nt_biocan"
/obj/structure/prop/nt_biocan/change_state(state)
. = ..()
switch(state)
if("panel_open")
cut_overlay("nt_biocan_panel")
add_overlay("nt_biocan_panel")
if("panel_closed")
cut_overlay("nt_biocan_panel")
/**
* Possible 'state' options for change_state(state) are:
* blue, red, orange, yellow, green, purple: Set that color
* damaged: add damage overlay
* undamaged: remove damage overlay
* broken: become damaged
* plain: undamaged white version, otherwise use a color
*/
// dominator console from /tg/
/obj/structure/prop/dominator
icon = 'icons/obj/props/decor.dmi'
icon_state = "dominator"
/obj/structure/prop/dominator/change_state(state)
. = ..()
switch(state)
if("blue")
icon_state = "dominator-blue"
if("red")
icon_state = "dominator-red"
if("orange")
icon_state = "dominator-orange"
if("yellow")
icon_state = "dominator-yellow"
if("green")
icon_state = "dominator-green"
if("purple")
icon_state = "dominator-purple"
if("damaged")
add_overlay("dom_damage")
if("undamaged")
cut_overlay("dom_damage")
if("broken")
icon_state = "dominator-broken"
if("plain")
icon_state = "dominator"
/obj/structure/prop/dominator/blue
icon_state = "dominator-blue"
/obj/structure/prop/dominator/red
icon_state = "dominator-red"
/obj/structure/prop/dominator/orange
icon_state = "dominator-orange"
/obj/structure/prop/dominator/yellow
icon_state = "dominator-yellow"
/obj/structure/prop/dominator/green
icon_state = "dominator-green"
/obj/structure/prop/dominator/purple
icon_state = "dominator-purple"
/**
* Possible 'state' options for change_state(state) are:
* off: Default, boring
* on: Pumping or something
*/
// some neotheology thing from Eris
/obj/structure/prop/machine/solifier
icon_state = "nt_solidifier"
/obj/structure/prop/machine/solifier/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "nt_solidifier"
if("on")
icon_state = "nt_solidifier_on"
/obj/structure/prop/machine/solifier/starts_on
icon_state = "nt_solidifier_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Boring, round
* on: Spinny glowy
*/
// conduit of soul from Eris
/obj/structure/prop/machine/conduit
icon_state = "conduit_off"
/obj/structure/prop/machine/conduit/change_state(state)
. = ..()
switch(state)
if("on")
icon_state = "conduit_spin"
flick("conduit_starting", src)
if("off")
icon_state = "conduit_off"
flick("conduit_stopping", src)
/obj/structure/prop/machine/conduit/starts_on
icon_state = "conduit_spin"
/**
* Possible 'state' options for change_state(state) are:
* on: Doing some kinda worky thing
* off: Not doing much of anything
* empty: No blue crystal thingy
* loaded: off but without the animation
*/
// some kinda NT thing from Eris
/obj/structure/prop/machine/core
icon_state = "core_inactive"
/obj/structure/prop/machine/core/change_state(state)
. = ..()
switch(state)
if("on")
icon_state = "core_active"
flick("core_warmup", src)
if("off")
icon_state = "core_inactive"
flick("core_shutdown", src)
if("empty")
icon_state = "core_empty"
if("loaded")
icon_state = "core_inactive"
/obj/structure/prop/machine/core/starts_on
icon_state = "core_active"
/**
* Possible 'state' options for change_state(state) are:
* down: In the ground, glowing
* up: Out of the ground, open
*/
// experimental science destructor from /tg/
/obj/structure/prop/machine/tube
icon = 'icons/obj/props/decor32x64.dmi'
icon_state = "tube_open"
/obj/structure/prop/machine/tube/change_state(state)
. = ..()
switch(state)
if("down")
icon_state = "tube_on"
flick("tube_down", src)
if("up")
icon_state = "tube_open"
flick("tube_up", src)
/obj/structure/prop/machine/tube/starts_down
icon_state = "tube_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Boring, static
* on: Turny and blinky
*/
// experimental science destructor from /tg/
/obj/structure/prop/machine/comm_tower
icon = 'icons/obj/props/decor.dmi'
icon = 'icons/obj/props/decor96x96.dmi'
icon_state = "comm_tower"
/obj/structure/prop/machine/comm_tower/change_state(state)
. = ..()
switch(state)
if("on")
icon_state = "comm_tower_on"
if("off")
icon_state = "comm_tower"
/obj/structure/prop/machine/comm_tower/starts_on
icon_state = "comm_tower_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Not doing much
* on: Stamping mysterious substances
*/
// sheetizer from /tg/
/obj/structure/prop/machine/stamper
icon = 'icons/obj/props/decor.dmi'
icon_state = "stamper"
/obj/structure/prop/machine/stamper/change_state(state)
. = ..()
switch(state)
if("off")
cut_overlays()
if("on")
add_overlay("stamper_proc")
add_overlay("stamper_but")
/obj/structure/prop/machine/stamper/starts_on
icon_state = "stamper_on"
/obj/structure/prop/machine/stamper/starts_on/Initialize()
add_overlay("stamper_proc")
add_overlay("stamper_but")
/**
* Possible 'state' options for change_state(state) are:
* whole: Not doing much
* broken: Stamping mysterious substances
*/
// alien autopsy thing from TGMC
/obj/structure/prop/machine/alien_tank
icon_state = "tank_larva"
/obj/structure/prop/machine/alien_tank/change_state(state)
. = ..()
switch(state)
if("whole")
icon_state = "tank_larva"
if("broken")
icon_state = "tank_broken"
/obj/structure/prop/machine/alien_tank/starts_broken
icon_state = "tank_broken"
/**
* Possible 'state' options for change_state(state) are:
* idle: The default look
* active: Glowy lights underneath
* panel_open: Opened panel (wiring)
* panel_closed: Closed panel
*/
// neotheology optable from Eris
/obj/structure/prop/machine/nt_optable
icon_state = "nt_optable-idle"
/obj/structure/prop/machine/nt_optable/change_state(state)
. = ..()
switch(state)
if("idle")
icon_state = "nt_optable-idle"
if("active")
icon_state = "nt_optable-active"
if("panel_open")
cut_overlay("nt_optable_panel")
add_overlay("nt_optable_panel")
if("panel_closed")
cut_overlay("nt_optable_panel")
/obj/structure/prop/nt_optable/starts_active
icon_state = "nt_optable-active"
/**
* Possible 'state' options for change_state(state) are:
* idle: The default look
* active: Glowy lights in the center
* panel_open: Opened panel (wiring)
* panel_closed: Closed panel
*/
// trade beacon from Eris
/obj/structure/prop/machine/tradebeacon
icon_state = "tradebeacon"
/obj/structure/prop/machine/tradebeacon/change_state(state)
. = ..()
switch(state)
if("idle")
icon_state = "tradebeacon"
if("active")
icon_state = "tradebeacon_active"
if("panel_open")
cut_overlay("tradebeacon_panel")
add_overlay("tradebeacon_panel")
if("panel_closed")
cut_overlay("tradebeacon_panel")
/obj/structure/prop/machine/tradebeacon/starts_active
icon_state = "tradebeacon_active"
/**
* Possible 'state' options for change_state(state) are:
* 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
icon_state = "tradebeacon"
/obj/structure/prop/machine/tradebeacon2/change_state(state)
. = ..()
switch(state)
if("idle")
icon_state = "tradebeacon_sending"
if("active")
icon_state = "tradebeacon_sending_active"
if("panel_open")
cut_overlay("tradebeacon_sending_panel")
add_overlay("tradebeacon_sending_panel")
if("panel_closed")
cut_overlay("tradebeacon_sending_panel")
/obj/structure/prop/machine/tradebeacon2/starts_active
icon_state = "tradebeacon_sending_active"
/**
* Possible 'state' options for change_state(state) are:
* off: Non-spinny
* on: Spinny and floaty
*/
// 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"

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@@ -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.
*
*/

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@@ -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"

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@@ -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"

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@@ -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"