Merge branch 'master' of https://github.com/PolarisSS13/Polaris into woodrat_map

This commit is contained in:
Neerti
2021-08-07 15:16:20 -04:00
96 changed files with 2194 additions and 417 deletions
+7 -5
View File
@@ -1,15 +1,17 @@
/obj/structure/sign/double/barsign
desc = "The current barsign of this shift! The bartender can change it with their ID."
icon = 'icons/obj/barsigns.dmi'
icon_state = "empty"
plane = ABOVE_PLANE
appearance_flags = 0
anchored = 1
var/cult = 0
/obj/structure/sign/double/barsign/proc/get_valid_states(initial=1)
. = cached_icon_states(icon)
. -= "on"
. -= "narsiebistro"
. -= "empty"
. -= "On"
. -= "Nar-sie Bistro"
. -= "Empty"
if(initial)
. -= "Off"
@@ -18,9 +20,9 @@
switch(icon_state)
if("Off")
. += "It appears to be switched off."
if("narsiebistro")
if("Nar-sie Bistro")
. += "It shows a picture of a large black and red being. Spooky!"
if("on", "empty")
if("On", "Empty")
. += "The lights are on, but there's no picture."
else
. += "It says '[icon_state]'"
+386 -10
View File
@@ -21,7 +21,7 @@
return
/obj/structure/sign/attackby(obj/item/tool as obj, mob/user as mob) //deconstruction
if(tool.is_screwdriver() && !istype(src, /obj/structure/sign/double))
if(tool.is_screwdriver() && !istype(src, /obj/structure/sign/scenery) && !istype(src, /obj/structure/sign/double))
playsound(src, tool.usesound, 50, 1)
to_chat(user, "You unfasten the sign with your [tool].")
var/obj/item/sign/S = new(src.loc)
@@ -63,14 +63,14 @@
qdel(src)
else ..()
/obj/structure/sign/double/map
/obj/structure/sign/scenery/map
name = "station map"
desc = "A framed picture of the station."
/obj/structure/sign/double/map/left
/obj/structure/sign/scenery/map/left
icon_state = "map-left"
/obj/structure/sign/double/map/right
/obj/structure/sign/scenery/map/right
icon_state = "map-right"
/obj/structure/sign/securearea
@@ -250,6 +250,10 @@
name = "\improper ACIDIC SURFACE"
icon_state = "acid"
/obj/structure/sign/warning/cold
name = "\improper EXTREME COLD ENVIRONMENT"
icon_state = "cold"
/obj/structure/sign/redcross
name = "medbay"
desc = "The Intergalactic symbol of Medical institutions. You'll probably get help here."
@@ -320,6 +324,7 @@
desc = "A warning sign which reads XENOBIOLOGY."
icon_state = "xenobio3"
//direction signs presented by the order they appear in the dmi
/obj/structure/sign/directions
name = "direction sign"
@@ -336,221 +341,436 @@
desc = "A direction sign, pointing out the way to \the [src]."
*/
//Also floor/level/deck signs in the same vein. Naming conventions!
/obj/structure/sign/levels
name = "level sign"
desc = "A level sign, claiming to know which level to find... Something on?"
icon_state = "level"
icon = 'icons/obj/decals_levels.dmi'
//engineering signs
/obj/structure/sign/directions/engineering
name = "\improper Engineering Department"
desc = "A direction sign, pointing out the way to the Engineering Department."
icon_state = "direction_eng"
/obj/structure/sign/levels/engineering
name = "\improper Engineering Department"
desc = "A level sign, stating the level to find the Engineering Department on."
icon_state = "level_eng"
/obj/structure/sign/directions/engineering/reactor
name = "\improper Reactor"
desc = "A direction sign, pointing out the way to the Reactor."
icon_state = "direction_core"
/obj/structure/sign/levels/engineering/reactor
name = "\improper Reactor"
desc = "A level sign, stating the level to find the Reactor on."
icon_state = "level_core"
/obj/structure/sign/directions/engineering/solars
name = "\improper Solar Array"
desc = "A direction sign, pointing out the way to the nearest Solar Array."
icon_state = "direction_solar"
/obj/structure/sign/levels/engineering/solars
name = "\improper Solar Array"
desc = "A level sign, stating the level to find the nearest Solar Array on."
icon_state = "level_solar"
/obj/structure/sign/directions/engineering/atmospherics
name = "\improper Atmospherics Department"
desc = "A direction sign, pointing out the way to the Atmospherics Department."
icon_state = "direction_atmos"
/obj/structure/sign/levels/engineering/atmospherics
name = "\improper Atmospherics Department"
desc = "A level sign, stating the level to find the Atmospherics Department on."
icon_state = "level_atmos"
/obj/structure/sign/directions/engineering/gravgen
name = "\improper Gravity Generator"
desc = "A direction sign, pointing out the way to the Artificial Gravity Generator."
icon_state = "direction_grav"
/obj/structure/sign/levels/engineering/gravgen
name = "\improper Gravity Generator"
desc = "A level sign, stating the level to find the Artificial Gravity Generator on."
icon_state = "level_grav"
/obj/structure/sign/directions/engineering/engeqp
name = "\improper Engineering Equipment Storage"
desc = "A direction sign, pointing out the way to Engineering Equipment Storage."
icon_state = "direction_engeqp"
/obj/structure/sign/levels/engineering/engeqp
name = "\improper Engineering Equipment Storage"
desc = "A level sign, stating the level to find Engineering Equipment Storage on."
icon_state = "level_engeqp"
//security signs
/obj/structure/sign/directions/security
name = "\improper Security Department"
desc = "A direction sign, pointing out the way to the Security Department."
icon_state = "direction_sec"
/obj/structure/sign/levels/security
name = "\improper Security Department"
desc = "A level sign, stating the level to find the Security Department on."
icon_state = "direction_sec"
/obj/structure/sign/directions/security/armory
name = "\improper Armory"
desc = "A direction sign, pointing out the way to the Armory."
icon_state = "direction_armory"
/obj/structure/sign/levels/security/armory
name = "\improper Armory"
desc = "A level sign, stating the level to find the Armory on."
icon_state = "direction_armory"
/obj/structure/sign/directions/security/brig
name = "\improper Brig"
desc = "A direction sign, pointing out the way to the Brig."
icon_state = "direction_brig"
/obj/structure/sign/levels/security/brig
name = "\improper Brig"
desc = "A level sign, stating the level to find the Brig on."
icon_state = "level_brig"
/obj/structure/sign/directions/security/seceqp
name = "\improper Security Equipment Storage"
desc = "A direction sign, pointing out the way to Security Equipment Storage."
icon_state = "direction_seceqp"
/obj/structure/sign/levels/security/seceqp
name = "\improper Security Equipment Storage"
desc = "A level sign, stating the level to find Security Equipment Storage on."
icon_state = "level_seceqp"
/obj/structure/sign/directions/security/internal_affairs
name = "\improper Internal Affairs Office"
desc = "A direction sign, pointing out the way to the Internal Affairs Office."
icon_state = "direction_intaff"
/obj/structure/sign/levels/security/internal_affairs
name = "\improper Internal Affairs Office"
desc = "A level sign, stating the level to find the Internal Affairs Office on."
icon_state = "level_intaff"
/obj/structure/sign/directions/security/forensics
name = "\improper Forensics Lab"
desc = "A direction sign, pointing out the way to the Forensics Lab."
icon_state = "direction_forensics"
/obj/structure/sign/levels/security/forensics
name = "\improper Forensics Lab"
desc = "A level sign, stating the level to find the Forensics Lab on."
icon_state = "level_forensics"
/obj/structure/sign/directions/security/forensics/alt
icon_state = "direction_lab"
/obj/structure/sign/levels/security/forensics/alt
icon_state = "level_lab"
/obj/structure/sign/directions/security/interrogation
name = "\improper Interrogations"
desc = "A direction sign, pointing out the way to Interrogations."
icon_state = "direction_interrogation"
/obj/structure/sign/levels/security/interrogation
name = "\improper Interrogations"
desc = "A level sign, stating the level to find Interrogations on."
icon_state = "level_interrogation"
//science signs
/obj/structure/sign/directions/science
name = "\improper Science Department"
desc = "A direction sign, pointing out the way to the Science Department."
icon_state = "direction_sci"
/obj/structure/sign/levels/science
name = "\improper Science Department"
desc = "A level sign, stating the level to find the Science Department on."
icon_state = "level_sci"
/obj/structure/sign/directions/science/rnd
name = "\improper Research & Development"
desc = "A direction sign, pointing out the way to Research & Development."
icon_state = "direction_rnd"
/obj/structure/sign/levels/science/rnd
name = "\improper Research & Development"
desc = "A level sign, stating the level to find Research & Development on."
icon_state = "level_rnd"
/obj/structure/sign/directions/science/toxins
name = "\improper Toxins Lab"
desc = "A direction sign, pointing out the way to the Toxins Lab."
icon_state = "direction_sci"
/obj/structure/sign/levels/science/toxins
name = "\improper Toxins Lab"
desc = "A level sign, stating the level to find the Toxins Lab on."
icon_state = "level_sci"
/obj/structure/sign/directions/science/robotics
name = "\improper Robotics Workshop"
desc = "A direction sign, pointing out the way to the Robotics Workshop."
icon_state = "direction_robotics"
/obj/structure/sign/levels/science/robotics
name = "\improper Robotics Workshop"
desc = "A level sign, stating the level to find the Robotics Workshop on."
icon_state = "level_robotics"
/obj/structure/sign/directions/science/xenoarch
name = "\improper Xenoarchaeology Lab"
desc = "A direction sign, pointing out the way to the Xenoarchaeology Lab."
icon_state = "direction_xenoarch"
/obj/structure/sign/levels/science/xenoarch
name = "\improper Xenoarchaeology Lab"
desc = "A level sign, stating the level to find the Xenoarchaeology Lab on."
icon_state = "level_xenoarch"
/obj/structure/sign/directions/science/xenobiology
name = "\improper Xenobiology Lab"
desc = "A direction sign, pointing out the way to the Xenobiology Lab."
icon_state = "direction_xbio"
/obj/structure/sign/levels/science/xenobiology
name = "\improper Xenobiology Lab"
desc = "A level sign, stating the level to find the Xenobiology Lab on."
icon_state = "level_xbio"
/obj/structure/sign/directions/science/xenoflora
name = "\improper Xenoflora Lab"
desc = "A direction sign, pointing out the way to the Xenoflora Lab."
icon_state = "direction_xflora"
/obj/structure/sign/levels/science/xenoflora
name = "\improper Xenoflora Lab"
desc = "A level sign, stating the level to find the Xenoflora Lab on."
icon_state = "level_xflora"
/obj/structure/sign/directions/science/exploration
name = "\improper Exploration Department"
desc = "A direction sign, pointing out the way to the Exploration Department."
icon_state = "direction_explo"
/obj/structure/sign/levels/science/exploration
name = "\improper Exploration Department"
desc = "A level sign, stating the level to find the Exploration Department on."
icon_state = "level_explo"
//medical signs
/obj/structure/sign/directions/medical
name = "\improper Medical Bay"
desc = "A direction sign, pointing out the way to the Medical Bay."
icon_state = "direction_med"
/obj/structure/sign/levels/medical
name = "\improper Medical Bay"
desc = "A level sign, stating the level to find the Medical Bay on."
icon_state = "level_med"
/obj/structure/sign/directions/medical/chemlab
name = "\improper Chemistry Lab"
desc = "A direction sign, pointing out the way to the Chemistry Lab."
icon_state = "direction_med"
/obj/structure/sign/levels/medical/chemlab
name = "\improper Chemistry Lab"
desc = "A level sign, stating the level to find the Chemistry Lab on."
icon_state = "level_med"
/obj/structure/sign/directions/medical/surgery
name = "\improper Surgery"
desc = "A direction sign, pointing out the way to Surgery."
icon_state = "direction_surgery"
/obj/structure/sign/levels/medical/surgery
name = "\improper Surgery"
desc = "A level sign, stating the level to find Surgery on."
icon_state = "level_surgery"
/obj/structure/sign/directions/medical/operating_1
name = "\improper Operating Theatre 1"
desc = "A direction sign, pointing out the way to Operating Theatre 1."
icon_state = "direction_op1"
/obj/structure/sign/levels/medical/operating_1
name = "\improper Operating Theatre 1"
desc = "A level sign, stating the level to find Operating Theatre 1 on."
icon_state = "level_op1"
/obj/structure/sign/directions/medical/operating_2
name = "\improper Operating Theatre 2"
desc = "A direction sign, pointing out the way to Operating Theatre 2."
icon_state = "direction_op2"
/obj/structure/sign/levels/medical/operating_2
name = "\improper Operating Theatre 2"
desc = "A level sign, stating the level to find Operating Theatre 2 on."
icon_state = "level_op2"
/obj/structure/sign/directions/medical/virology
name = "\improper Virology"
desc = "A direction sign, pointing out the way to the Virology Lab."
icon_state = "direction_viro"
/obj/structure/sign/levels/medical/virology
name = "\improper Virology"
desc = "A level sign, stating the level to find the Virology Lab on."
icon_state = "level_viro"
/obj/structure/sign/directions/medical/medeqp
name = "\improper Medical Equipment Storage"
desc = "A direction sign, pointing out the way to Medical Equipment Storage."
icon_state = "direction_medeqp"
/obj/structure/sign/levels/medical/medeqp
name = "\improper Medical Equipment Storage"
desc = "A level sign, stating the level to find Medical Equipment Storage on."
icon_state = "level_medeqp"
/obj/structure/sign/directions/medical/morgue
name = "\improper Morgue"
desc = "A direction sign, pointing out the way to the Morgue."
icon_state = "direction_morgue"
/obj/structure/sign/levels/medical/morgue
name = "\improper Morgue"
desc = "A level sign, stating the level to find the Morgue on."
icon_state = "level_morgue"
/obj/structure/sign/directions/medical/cloning
name = "\improper Cloning Lab"
desc = "A direction sign, pointing out the way to the Cloning Lab."
icon_state = "direction_cloning"
/obj/structure/sign/levels/medical/cloning
name = "\improper Cloning Lab"
desc = "A level sign, stating the level to find the Cloning Lab on."
icon_state = "level_cloning"
/obj/structure/sign/directions/medical/resleeving
name = "\improper Resleeving Lab"
desc = "A direction sign, pointing out the way to the Resleeving Lab."
icon_state = "direction_resleeve"
/obj/structure/sign/levels/medical/resleeving
name = "\improper Resleeving Lab"
desc = "A level sign, stating the level to find the Resleeving Lab on."
icon_state = "level_resleeve"
//special signs
/obj/structure/sign/directions/evac
name = "\improper Evacuation"
desc = "A direction sign, pointing out the way to the Escape Shuttle Dock."
icon_state = "direction_evac"
/obj/structure/sign/levels/evac
name = "\improper Evacuation"
desc = "A level sign, stating the level to find the Escape Shuttle Dock on."
icon_state = "level_evac"
/obj/structure/sign/directions/eva
name = "\improper Extra-Vehicular Activity"
desc = "A direction sign, pointing out the way to the EVA Bay."
icon_state = "direction_eva"
/obj/structure/sign/levels/eva
name = "\improper Extra-Vehicular Activity"
desc = "A level sign, stating the level to find the EVA Bay on."
icon_state = "level_eva"
//command signs
/obj/structure/sign/directions/ai_core
name = "\improper AI Core"
desc = "A direction sign, pointing out the way to the AI Core."
icon_state = "direction_ai_core"
/obj/structure/sign/levels/ai_core
name = "\improper AI Core"
desc = "A level sign, stating the level to find the AI Core on."
icon_state = "level_ai_core"
/obj/structure/sign/directions/bridge
name = "\improper Bridge"
desc = "A direction sign, pointing out the way to the Bridge."
icon_state = "direction_bridge"
/obj/structure/sign/levels/bridge
name = "\improper Bridge"
desc = "A level sign, stating the level to find the Bridge on."
icon_state = "level_bridge"
/obj/structure/sign/directions/command
name = "\improper Command"
desc = "A direction sign, pointing out the way to the Command Center."
icon_state = "direction_command"
/obj/structure/sign/levels/command
name = "\improper Command"
desc = "A level sign, stating the level to find the Command Center on."
icon_state = "level_command"
/obj/structure/sign/directions/teleporter
name = "\improper Teleporter"
desc = "A direction sign, pointing out the way to the Teleporter."
icon_state = "direction_teleport"
/obj/structure/sign/levels/teleporter
name = "\improper Teleporter"
desc = "A level sign, stating the level to find the Teleporter on."
icon_state = "level_teleport"
/obj/structure/sign/directions/telecomms
name = "\improper Telecommunications Hub"
desc = "A direction sign, pointing out the way to the Telecommunications Hub."
icon_state = "direction_tcomms"
/obj/structure/sign/levels/telecomms
name = "\improper Telecommunications Hub"
desc = "A level sign, stating the level to find the Telecommunications Hub on."
icon_state = "level_tcomms"
//cargonia signs
/obj/structure/sign/directions/cargo
name = "\improper Cargo Department"
desc = "A direction sign, pointing out the way to the Cargo Department."
icon_state = "direction_crg"
/obj/structure/sign/levels/cargo
name = "\improper Cargo Department"
desc = "A level sign, stating the level to find the Cargo Department on."
icon_state = "level_crg"
/obj/structure/sign/directions/cargo/mining
name = "\improper Mining Department"
desc = "A direction sign, pointing out the way to the Mining Department."
icon_state = "direction_mining"
/obj/structure/sign/levels/cargo/mining
name = "\improper Mining Department"
desc = "A level sign, stating the level to find the Mining Department on."
icon_state = "level_mining"
/obj/structure/sign/directions/cargo/refinery
name = "\improper Refinery"
desc = "A direction sign, pointing out the way to the Refinery."
icon_state = "direction_refinery"
/obj/structure/sign/levels/cargo/refinery
name = "\improper Refinery"
desc = "A level sign, stating the level to find the Refinery on."
icon_state = "level_refinery"
//civilian/misc signs
/obj/structure/sign/directions/roomnum
name = "room number"
@@ -562,66 +782,131 @@
desc = "A direction sign, pointing out the way to Cryogenic Storage."
icon_state = "direction_cry"
/obj/structure/sign/levels/cryo
name = "\improper Cryogenic Storage"
desc = "A level sign, stating the level to find Cryogenic Storage on."
icon_state = "level_cry"
/obj/structure/sign/directions/elevator
name = "\improper Elevator"
desc = "A direction sign, pointing out the way to the nearest elevator."
icon_state = "direction_elv"
/obj/structure/sign/levels/elevator
name = "\improper Elevator"
desc = "A level sign, stating the level to find the nearest elevator on."
icon_state = "level_elv"
/obj/structure/sign/directions/bar
name = "\improper Bar"
desc = "A direction sign, pointing out the way to the nearest watering hole."
icon_state = "direction_bar"
/obj/structure/sign/levels/bar
name = "\improper Bar"
desc = "A level sign, stating the level to find the nearest watering hole on."
icon_state = "level_bar"
/obj/structure/sign/directions/kitchen
name = "\improper Kitchen"
desc = "A pictographic direction sign with a knife, plate, and fork, pointing out the way to the nearest dining establishment."
icon_state = "direction_kitchen"
/obj/structure/sign/levels/kitchen
name = "\improper Kitchen"
desc = "A pictographic direction sign with a knife, plate, and fork, stating the level to find the nearest dining establishment on."
icon_state = "level_kitchen"
/obj/structure/sign/directions/tram
name = "\improper Public Transit Station"
desc = "A direction sign, pointing out the way to the nearest public transit station."
icon_state = "direction_tram"
/obj/structure/sign/levels/tram
name = "\improper Public Transit Station"
desc = "A level sign, stating the level to find the nearest public transit station on."
icon_state = "level_tram"
/obj/structure/sign/directions/janitor
name = "\improper Custodial Closet"
desc = "A direction sign, pointing out the way to the Custodial Closet."
icon_state = "direction_janitor"
/obj/structure/sign/levels/janitor
name = "\improper Custodial Closet"
desc = "A level sign, stating the level to find the Custodial Closet on."
icon_state = "level_janitor"
/obj/structure/sign/directions/chapel
name = "\improper Chapel"
desc = "A direction sign, pointing out the way to the Chapel."
icon_state = "direction_chapel"
/obj/structure/sign/levels/chapel
name = "\improper Chapel"
desc = "A level sign, stating the level to find the Chapel on."
icon_state = "level_chapel"
/obj/structure/sign/directions/dorms
name = "\improper Dormitories"
desc = "A direction sign, pointing out the way to the Dormitories."
icon_state = "direction_dorms"
/obj/structure/sign/levels/dorms
name = "\improper Dormitories"
desc = "A level sign, stating the level to find the Dormitories on."
icon_state = "level_dorms"
/obj/structure/sign/directions/library
name = "\improper Library"
desc = "A direction sign, pointing out the way to the Library."
icon_state = "direction_library"
/obj/structure/sign/levels/library
name = "\improper Library"
desc = "A level sign, stating the level to find the Library on."
icon_state = "level_library"
/obj/structure/sign/directions/dock
name = "\improper Dock"
desc = "A direction sign, pointing out the way to the nearest docking area."
icon_state = "direction_dock"
/obj/structure/sign/levels/dock
name = "\improper Dock"
desc = "A level sign, stating the level to find the nearest docking area on."
icon_state = "level_dock"
/obj/structure/sign/directions/gym
name = "\improper Gym"
desc = "A direction sign, pointing out the way to the Gym."
icon_state = "direction_gym"
/obj/structure/sign/levels/gym
name = "\improper Gym"
desc = "A level sign, stating the level to find the Gym on."
icon_state = "level_gym"
/obj/structure/sign/directions/pool
name = "\improper Pool"
desc = "A direction sign, pointing out the way to the Pool."
icon_state = "direction_pool"
/obj/structure/sign/levels/pool
name = "\improper Pool"
desc = "A level sign, stating the level to find the Pool on."
icon_state = "level_pool"
/obj/structure/sign/directions/recreation
name = "\improper Recreation Area"
desc = "A direction sign, pointing out the way to the nearest Recreation Area."
icon_state = "direction_recreation"
/obj/structure/sign/levels/recreation
name = "\improper Recreation Area"
desc = "A level sign, stating the level to find the nearest Recreation Area on."
icon_state = "level_recreation"
/obj/structure/sign/directions/stairwell
name = "\improper Stairwell"
desc = "A direction sign with stairs and a door, pointing out the way to the nearest stairwell."
@@ -686,6 +971,48 @@
name = "\improper Fourth Deck"
icon_state = "deck-4"
/obj/structure/sign/level/one
name = "\improper Level One"
icon_state = "level-1"
/obj/structure/sign/level/one/large
icon_state = "level-1-large"
/obj/structure/sign/level/two
name = "\improper Level Two"
icon_state = "level-2"
/obj/structure/sign/level/two/large
icon_state = "level-2-large"
/obj/structure/sign/level/three
name = "\improper Level Three"
icon_state = "level-3"
/obj/structure/sign/level/three/large
icon_state = "level-3-large"
/obj/structure/sign/level/fourth
name = "\improper Level Four"
icon_state = "level-4"
/obj/structure/sign/level/four/large
icon_state = "level-4-large"
/obj/structure/sign/level/basement
name = "\improper Basement Level"
icon_state = "level-b"
/obj/structure/sign/level/basement/large
icon_state = "level-b-large"
/obj/structure/sign/level/ground
name = "\improper Basement Level"
icon_state = "level-g"
/obj/structure/sign/level/ground/large
icon_state = "level-g-large"
/obj/structure/sign/hangar/one
name = "\improper Hangar One"
icon_state = "hangar-1"
@@ -726,12 +1053,61 @@
name = "\improper AIR"
icon_state = "atmos_air"
/obj/structure/sign/poi/engineleft
/obj/structure/sign/scenery/engineleft
name = "I.C.V."
desc = "The charred name of a cargo ship of some description."
icon_state = "poi_engine1"
/obj/structure/sign/poi/engineright
/obj/structure/sign/scenery/engineright
name = "I.C.V."
desc = "The charred name of a cargo ship of some description."
icon_state = "poi_engine2"
icon_state = "poi_engine2"
//Direction/Level sign overlays. Not mechanically functional as noted above, but usable for mapping.
/obj/structure/sign/scenery/overlay
name = "snow covering"
desc = "Frozen snow obscures the view of a sign beneath."
icon_state = "snowy"
icon = 'icons/obj/decals_directions.dmi'
/obj/structure/sign/scenery/overlay/rust
name = "rust covering"
desc = "Thick rust obscures the view of a sign beneath."
icon_state = "rusted"
/obj/structure/sign/scenery/overlay/vine
name = "vine covering"
desc = "Thick vines obscure the view of a sign beneath."
icon_state = "vines"
/obj/structure/sign/scenery/overlay/vine/top
icon_state = "vines_top"
/obj/structure/sign/scenery/overlay/vine/mid
icon_state = "vines_mid"
/obj/structure/sign/scenery/overlay/vine/bottom
icon_state = "vines_bottom"
/obj/structure/sign/bigname
name = "Cynosure Station"
desc = "An aging sign for the Cynosure Xenoarchaeological Research Station."
icon_state = "cyno_1"
/obj/structure/sign/bigname/seg_2
icon_state = "cyno_2"
/obj/structure/sign/bigname/seg_3
icon_state = "cyno_3"
/obj/structure/sign/bigname/seg_4
icon_state = "cyno_4"
/obj/structure/sign/bigname/seg_5
icon_state = "cyno_5"
/obj/structure/sign/bigname/seg_6
icon_state = "cyno_6"
/obj/structure/sign/bigname/seg_7
icon_state = "cyno_7"
@@ -20,11 +20,10 @@
var/datum/material/material
var/datum/material/padding_material
var/base_icon = "bed"
var/applies_material_colour = 1
var/applies_material_colour = 1 //Set to 0 whenever defining a custom colour or it will apply additively to the material, or when no colour overlay should be present.
/obj/structure/bed/New(var/newloc, var/new_material, var/new_padding_material)
..(newloc)
color = null
if(!new_material)
new_material = DEFAULT_WALL_MATERIAL
material = get_material_by_name(new_material)
@@ -47,7 +46,7 @@
var/cache_key = "[base_icon]-[material.name]"
if(isnull(stool_cache[cache_key]))
var/image/I = image(icon, base_icon)
if(applies_material_colour) //VOREStation Add - Goes with added var
if(applies_material_colour)
I.color = material.icon_colour
stool_cache[cache_key] = I
add_overlay(stool_cache[cache_key])
@@ -290,7 +289,7 @@
/obj/structure/bed/roller/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
playsound(src, 'sound/effects/roll.ogg', 100, 1)
/obj/structure/bed/roller/post_buckle_mob(mob/living/M as mob)
@@ -2,7 +2,6 @@
name = "chair"
desc = "You sit in this. Either by will or force."
icon_state = "chair_preview"
color = "#666666"
base_icon = "chair"
buckle_dir = 0
buckle_lying = 0 //force people to sit up in chairs when buckled
@@ -82,12 +81,18 @@
/obj/structure/bed/chair/shuttle
name = "chair"
desc = "You sit in this. Either by will or force."
desc = "Please remain seated while the overhead sign is illuminated."
icon_state = "shuttlechair"
color = null
base_icon = "shuttlechair"
applies_material_colour = 0
/obj/structure/bed/chair/shuttle_padded
icon_state = "shuttlechair2"
base_icon = "shuttlechair2"
color = null
applies_material_colour = 0
// Leaving this in for the sake of compilation.
/obj/structure/bed/chair/comfy
desc = "It's a chair. It looks comfy."
@@ -141,7 +146,7 @@
/obj/structure/bed/chair/office/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
playsound(src, 'sound/effects/roll.ogg', 100, 1)
/obj/structure/bed/chair/office/handle_buckled_mob_movement(atom/new_loc, direction)
@@ -210,22 +215,94 @@
/obj/structure/bed/chair/wood
name = "wooden chair"
desc = "Old is never too old to not be in fashion."
icon_state = "wooden_chair"
base_icon = "wooden_chair"
icon_state = "wooden_chair_preview"
color = WOOD_COLOR_FURNITURE
applies_material_colour = 0
/obj/structure/bed/chair/wood/update_icon()
return
/obj/structure/bed/chair/wood/walnut
name = "walnut chair"
color = WOOD_COLOR_RICH
/obj/structure/bed/chair/wood/pine
name = "pinewood chair"
color = WOOD_COLOR_PALE
/obj/structure/bed/chair/wood/ebony
name = "ebony chair"
color = WOOD_COLOR_BLACK
/obj/structure/bed/chair/wood/mahogany
name = "mahogany chair"
color = WOOD_COLOR_CHOCOLATE
/obj/structure/bed/chair/wood/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/stack) || W.is_wirecutter())
return
..()
/obj/structure/bed/chair/wood/New(var/newloc)
/obj/structure/bed/chair/wood/New(var/newloc, var/newmaterial)
..(newloc, "wood")
/obj/structure/bed/chair/wood/wings
icon_state = "wooden_chair_wings"
/obj/structure/bed/chair/wood/walnut/wings
icon_state = "wooden_chair_wings"
/obj/structure/bed/chair/wood/pine/wings
icon_state = "wooden_chair_wings"
/obj/structure/bed/chair/wood/ebony/wings
icon_state = "wooden_chair_wings"
/obj/structure/bed/chair/wood/mahogany/wings
icon_state = "wooden_chair_wings"
//Eris Chairs
/obj/structure/bed/chair/modern_chair
name = "modern chair"
desc = "It's like sitting in an egg."
icon_state = "modern_chair"
color = null
base_icon = "modern_chair"
applies_material_colour = 0
/obj/structure/bed/chair/modern_chair/Initialize()
. = ..()
var/image/I = image(icon, "[base_icon]_over")
I.layer = ABOVE_MOB_LAYER
I.plane = MOB_PLANE
overlays |= I
/obj/structure/bed/chair/modern_bar_stool
name = "bar stool"
desc = "How vibrant!"
icon_state = "modern_stool"
color = null
base_icon = "modern_stool"
applies_material_colour = 0
/obj/structure/bed/chair/backed_grey
name = "grey chair"
desc = "Also available in red."
icon_state = "onestar_chair_grey"
color = null
base_icon = "onestar_chair_grey"
applies_material_colour = 0
/obj/structure/bed/chair/backed_red
name = "red chair"
desc = "Also available in grey."
icon_state = "onestar_chair_red"
color = null
base_icon = "onestar_chair_red"
applies_material_colour = 0
//sofa
/obj/structure/bed/chair/sofa
@@ -236,6 +313,7 @@
icon_state = "sofamiddle"
applies_material_colour = 1
var/sofa_material = "carpet"
var/corner_piece = FALSE
/obj/structure/bed/chair/sofa/update_icon()
if(applies_material_colour && sofa_material)
@@ -247,9 +325,9 @@
else
name = "[sofa_material] [initial(name)]"
/obj/structure/bed/chair/update_layer()
/obj/structure/bed/chair/sofa/update_layer()
// Corner east/west should be on top of mobs, any other state's north should be.
if((icon_state == "sofacorner" && ((dir & EAST) || (dir & WEST))) || (icon_state != "sofacorner" && (dir & NORTH)))
if((corner_piece && ((dir & EAST) || (dir & WEST))) || (!corner_piece && (dir & NORTH)))
plane = MOB_PLANE
layer = MOB_LAYER + 0.1
else
@@ -266,6 +344,44 @@
/obj/structure/bed/chair/sofa/corner
icon_state = "sofacorner"
base_icon = "sofacorner"
corner_piece = TRUE
// Wooden nonsofa - no corners
/obj/structure/bed/chair/sofa/pew
name = "pew bench"
desc = "If they want you to go to church, why do they make these so uncomfortable?"
base_icon = "pewmiddle"
icon_state = "pewmiddle"
applies_material_colour = FALSE
/obj/structure/bed/chair/sofa/pew/left
icon_state = "pewend_left"
base_icon = "pewend_left"
/obj/structure/bed/chair/sofa/pew/right
icon_state = "pewend_right"
base_icon = "pewend_right"
// Corporate sofa - one color fits all
/obj/structure/bed/chair/sofa/corp
name = "black leather sofa"
desc = "How corporate!"
base_icon = "corp_sofamiddle"
icon_state = "corp_sofamiddle"
applies_material_colour = FALSE
/obj/structure/bed/chair/sofa/corp/left
icon_state = "corp_sofaend_left"
base_icon = "corp_sofaend_left"
/obj/structure/bed/chair/sofa/corp/right
icon_state = "corp_sofaend_right"
base_icon = "corp_sofaend_right"
/obj/structure/bed/chair/sofa/corp/corner
icon_state = "corp_sofacorner"
base_icon = "corp_sofacorner"
corner_piece = TRUE
//color variations
@@ -39,7 +39,7 @@ var/global/list/stool_cache = list() //haha stool
icon_state = ""
cut_overlays()
// Base icon.
var/cache_key = "stool-[material.name]"
var/cache_key = "[base_icon]-[material.name]"
if(isnull(stool_cache[cache_key]))
var/image/I = image(icon, base_icon)
I.color = material.icon_colour
@@ -47,9 +47,9 @@ var/global/list/stool_cache = list() //haha stool
add_overlay(stool_cache[cache_key])
// Padding overlay.
if(padding_material)
var/padding_cache_key = "stool-padding-[padding_material.name]"
var/padding_cache_key = "[base_icon]-padding-[padding_material.name]"
if(isnull(stool_cache[padding_cache_key]))
var/image/I = image(icon, "stool_padding")
var/image/I = image(icon, "[base_icon]_padding")
I.color = padding_material.icon_colour
stool_cache[padding_cache_key] = I
add_overlay(stool_cache[padding_cache_key])
@@ -149,3 +149,22 @@ var/global/list/stool_cache = list() //haha stool
remove_padding()
else
..()
/obj/item/weapon/stool/barstool
name = "bar stool"
desc = "Apply butt."
icon = 'icons/obj/furniture.dmi'
icon_state = "bar_stool_preview" //set for the map
randpixel = 0
center_of_mass = null
force = 10
throwforce = 10
w_class = ITEMSIZE_HUGE
base_icon = "bar_stool_base"
anchored = 1
/obj/item/weapon/stool/barstool/padded
icon_state = "bar_stool_padded_preview" //set for the map
/obj/item/weapon/stool/barstool/padded/New(var/newloc, var/new_material)
..(newloc, "steel", "carpet")
@@ -1,8 +1,8 @@
/obj/structure/undies_wardrobe
name = "underwear wardrobe"
desc = "Holds item of clothing you shouldn't be showing off in the hallways."
icon = 'icons/obj/closet.dmi'
icon_state = "cabinet_closed"
icon = 'icons/obj/closets/undies_wardrobe.dmi'
icon_state = "wardrobe"
density = 1
/obj/structure/undies_wardrobe/attack_hand(var/mob/user)
+46 -4
View File
@@ -4,7 +4,7 @@
name = "toilet"
desc = "The HT-451, a torque rotation-based, waste disposal unit for small matter. This one seems remarkably clean."
icon = 'icons/obj/watercloset.dmi'
icon_state = "toilet00"
icon_state = "toilet"
density = 0
anchored = 1
var/open = 0 //if the lid is up
@@ -41,7 +41,7 @@
update_icon()
/obj/structure/toilet/update_icon()
icon_state = "toilet[open][cistern]"
icon_state = "toilet[initial(icon_state)][open][cistern]"
/obj/structure/toilet/attackby(obj/item/I as obj, mob/living/user as mob)
if(I.is_crowbar())
@@ -92,6 +92,40 @@
return
/obj/structure/toilet/prison
name = "prison toilet"
icon_state = "toilet2"
/obj/structure/toilet/prison/attack_hand(mob/living/user)
return
/obj/structure/toilet/prison/attackby(obj/item/I, mob/living/user)
if(istype(I, /obj/item/weapon/grab))
user.setClickCooldown(user.get_attack_speed(I))
var/obj/item/weapon/grab/G = I
if(isliving(G.affecting))
var/mob/living/GM = G.affecting
if(G.state>1)
if(!GM.loc == get_turf(src))
to_chat(user, "<span class='notice'>[GM.name] needs to be on the toilet.</span>")
return
if(open && !swirlie)
user.visible_message("<span class='danger'>[user] starts to give [GM.name] a swirlie!</span>", "<span class='notice'>You start to give [GM.name] a swirlie!</span>")
swirlie = GM
if(do_after(user, 30, GM))
user.visible_message("<span class='danger'>[user] gives [GM.name] a swirlie!</span>", "<span class='notice'>You give [GM.name] a swirlie!</span>", "You hear a toilet flushing.")
if(!GM.internal)
GM.adjustOxyLoss(5)
swirlie = null
else
user.visible_message("<span class='danger'>[user] slams [GM.name] into the [src]!</span>", "<span class='notice'>You slam [GM.name] into the [src]!</span>")
GM.adjustBruteLoss(5)
else
to_chat(user, "<span class='notice'>You need a tighter grip.</span>")
/obj/structure/urinal
name = "urinal"
@@ -222,7 +256,7 @@
M.touching.remove_any(remove_amount)
M.clean_blood()
if(isturf(loc))
var/turf/tile = loc
for(var/obj/effect/E in tile)
@@ -274,7 +308,7 @@
icon_state = "rubberducky"
/obj/structure/sink
name = "sink"
name = "bathroom sink"
icon = 'icons/obj/watercloset.dmi'
icon_state = "sink"
desc = "A sink used for washing one's hands and face."
@@ -392,6 +426,14 @@
name = "kitchen sink"
icon_state = "sink_alt"
/obj/structure/sink/countertop
name = "countertop sink"
icon_state = "sink3"
/obj/structure/sink/generic
name = "sink"
icon_state = "sink4"
/obj/structure/sink/puddle //splishy splashy ^_^
name = "puddle"
icon_state = "puddle"