/turf/simulated/floor name = "plating" desc = "Unfinished flooring." icon = 'icons/turf/flooring/plating.dmi' icon_state = "plating" // Damage to flooring. var/broken var/burnt // Plating data. var/base_name = "plating" var/base_desc = "The naked hull." var/base_icon = 'icons/turf/flooring/plating.dmi' var/base_icon_state = "plating" var/static/list/base_footstep_sounds = list("human" = list( 'sound/effects/footstep/plating1.ogg', 'sound/effects/footstep/plating2.ogg', 'sound/effects/footstep/plating3.ogg', 'sound/effects/footstep/plating4.ogg', 'sound/effects/footstep/plating5.ogg')) // Flooring data. var/flooring_override var/initial_flooring var/decl/flooring/flooring var/mineral = DEFAULT_WALL_MATERIAL thermal_conductivity = 0.040 heat_capacity = 10000 var/lava = 0 /turf/simulated/floor/is_plating() return !flooring /turf/simulated/floor/New(var/newloc, var/floortype) ..(newloc) if(!floortype && initial_flooring) floortype = initial_flooring if(floortype) set_flooring(get_flooring_data(floortype)) else footstep_sounds = base_footstep_sounds /turf/simulated/floor/proc/set_flooring(var/decl/flooring/newflooring) make_plating(defer_icon_update = 1) flooring = newflooring footstep_sounds = newflooring.footstep_sounds update_icon(1) levelupdate() //This proc will set floor_type to null and the update_icon() proc will then change the icon_state of the turf //This proc auto corrects the grass tiles' siding. /turf/simulated/floor/proc/make_plating(var/place_product, var/defer_icon_update) overlays.Cut() if(islist(decals)) decals.Cut() decals = null name = base_name desc = base_desc icon = base_icon icon_state = base_icon_state footstep_sounds = base_footstep_sounds if(flooring) if(flooring.build_type && place_product) new flooring.build_type(src) flooring = null set_light(0) broken = null burnt = null flooring_override = null levelupdate() if(!defer_icon_update) update_icon(1) /turf/simulated/floor/levelupdate() for(var/obj/O in src) O.hide(O.hides_under_flooring() && src.flooring)