/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"