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https://github.com/VOREStation/VOREStation.git
synced 2026-08-25 21:19:44 +01:00
Add footstep sounds to almost every single tile.
Shuttle tiles, default floors are still "regular". Lava, sand, water, grass, beach, mining turfs all have sounds playing now for each footstep. <3 Massive credit to @Arokha for helping me figure out the floor system and sitting through getting it put together. <3 <3 <3
This commit is contained in:
@@ -26,9 +26,10 @@ var/list/flooring_types
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var/name = "floor"
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var/desc
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var/icon
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var/icon_base
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var/icon_base // initial base icon_state without edges or corners.
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var/has_base_range
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var/has_base_range // This will pick between a range of 0 - x. Number icon_states accordingly.
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// Note that this will append a 0 - x number automatically to icon_base, but NOT the dmi. Do icon_base = "grass", but name grass0 inside the dmi. etc etc.
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var/has_damage_range
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var/has_burn_range
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var/damage_temperature
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@@ -42,17 +43,69 @@ var/list/flooring_types
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var/descriptor = "tiles"
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var/flags
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var/can_paint
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var/list/footstep_sounds = list() // key=species name, value = list of soundss
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var/list/footstep_sounds = list() // key=species name, value = list of sounds,
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// For instance, footstep_sounds = list("key" = list(sound.ogg))
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/decl/flooring/grass
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name = "grass"
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desc = "Do they smoke grass out in space, Bowie? Or do they smoke AstroTurf?"
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icon = 'icons/turf/flooring/grass.dmi'
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icon_base = "grass"
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has_base_range = 3
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has_base_range = 1
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damage_temperature = T0C+80
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flags = TURF_HAS_EDGES | TURF_REMOVE_SHOVEL
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build_type = /obj/item/stack/tile/grass
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footstep_sounds = list("human" = list(
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'sound/effects/footstep/grass1.ogg',
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'sound/effects/footstep/grass2.ogg',
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'sound/effects/footstep/grass3.ogg',
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'sound/effects/footstep/grass4.ogg'))
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/decl/flooring/grass/sif // Subtype for Sif's grass.
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name = "growth"
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desc = "A natural moss that has adapted to the sheer cold climate."
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icon = 'icons/turf/outdoors.dmi'
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icon_base = "grass_sif"
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has_base_range = 1
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/decl/flooring/water
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name = "water"
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desc = "Water is wet, gosh, who knew!"
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icon = 'icons/turf/outdoors.dmi'
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icon_base = "seashallow"
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footstep_sounds = list("human" = list(
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'sound/effects/footstep/water1.ogg',
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'sound/effects/footstep/water2.ogg',
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'sound/effects/footstep/water3.ogg',
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'sound/effects/footstep/water4.ogg'))
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/decl/flooring/sand
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name = "sand"
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desc = "I don't like sand. It's coarse and rough and irritating and it gets everywhere."
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icon = 'icons/misc/beach.dmi'
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icon_base = "sand"
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footstep_sounds = list("human" = list(
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'sound/effects/footstep/HeavySand1.ogg',
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'sound/effects/footstep/HeavySand2.ogg',
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'sound/effects/footstep/HeavySand3.ogg',
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'sound/effects/footstep/HeavySand4.ogg'))
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/decl/flooring/sand/desert // Subtype of sand, desert.
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name = "desert"
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desc = "I don't like sand. It's coarse and rough and irritating and it gets everywhere."
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icon = 'icons/turf/desert.dmi'
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icon_base = "desert"
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/decl/flooring/mud
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name = "mud"
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desc = "STICKY AND WET!"
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icon = 'icons/turf/outdoors.dmi'
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icon_base = "mud_dark"
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footstep_sounds = list("human" = list(
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'sound/effects/footstep/mud1.ogg',
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'sound/effects/footstep/mud2.ogg',
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'sound/effects/footstep/mud3.ogg',
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'sound/effects/footstep/mud4.ogg'))
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/decl/flooring/asteroid
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name = "coarse sand"
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@@ -61,6 +114,26 @@ var/list/flooring_types
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icon_base = "asteroid"
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flags = TURF_HAS_EDGES | TURF_REMOVE_SHOVEL
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build_type = null
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footstep_sounds = list("human" = list(
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'sound/effects/footstep/asteroid1.ogg',
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'sound/effects/footstep/asteroid2.ogg',
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'sound/effects/footstep/asteroid3.ogg',
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'sound/effects/footstep/asteroid4.ogg',
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'sound/effects/footstep/asteroid5.ogg'))
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/decl/flooring/dirt
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name = "dirt"
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desc = "Gritty and unpleasant, just like dirt."
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icon = 'icons/turf/outdoors.dmi'
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icon_base = "dirt-dark"
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flags = TURF_HAS_EDGES | TURF_REMOVE_SHOVEL
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build_type = null
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footstep_sounds = list("human" = list(
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'sound/effects/footstep/asteroid1.ogg',
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'sound/effects/footstep/asteroid2.ogg',
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'sound/effects/footstep/asteroid3.ogg',
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'sound/effects/footstep/asteroid4.ogg',
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'sound/effects/footstep/asteroid5.ogg'))
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/decl/flooring/snow
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name = "snow"
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@@ -315,6 +388,12 @@ var/list/flooring_types
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apply_thermal_conductivity = 0.025
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apply_heat_capacity = 325000
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can_paint = 1
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footstep_sounds = list("human" = list(
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'sound/effects/footstep/hull1.ogg',
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'sound/effects/footstep/hull2.ogg',
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'sound/effects/footstep/hull3.ogg',
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'sound/effects/footstep/hull4.ogg',
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'sound/effects/footstep/hull5.ogg'))
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/decl/flooring/reinforced/circuit
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name = "processing strata"
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@@ -337,3 +416,13 @@ var/list/flooring_types
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has_damage_range = 6
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flags = TURF_ACID_IMMUNE | TURF_CAN_BREAK
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can_paint = null
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/decl/flooring/lava // Defining this in case someone DOES step on lava and survive. Somehow.
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name = "lava"
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desc = "Lava. Y'know. Sets you on fire. AAAAAAAAAAA"
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icon = 'icons/turf/outdoors.dmi'
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icon_base = "lava"
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footstep_sounds = list("human" = list(
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'sound/effects/footstep/lava1.ogg',
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'sound/effects/footstep/lava2.ogg',
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'sound/effects/footstep/lava3.ogg'))
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@@ -386,6 +386,7 @@
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name = "snow"
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icon = 'icons/turf/snow_new.dmi'
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icon_state = "snow"
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initial_flooring = /decl/flooring/snow
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var/list/crossed_dirs = list()
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/turf/simulated/floor/snow/snow2
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@@ -13,6 +13,7 @@
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movement_cost = 2
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can_build_into_floor = TRUE
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can_dirty = FALSE
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initial_flooring = /decl/flooring/lava // Defining this in case someone DOES step on lava and survive. Somehow.
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/turf/simulated/floor/lava/outdoors
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outdoors = TRUE
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@@ -1,6 +1,7 @@
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/turf/simulated/floor/outdoors/dirt
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name = "dirt"
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desc = "Quite dirty!"
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icon_state = "dirt-dark"
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edge_blending_priority = 2
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turf_layers = list(/turf/simulated/floor/outdoors/rocks)
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/turf/simulated/floor/outdoors/dirt
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name = "dirt"
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desc = "Quite dirty!"
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icon_state = "dirt-dark"
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edge_blending_priority = 2
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turf_layers = list(/turf/simulated/floor/outdoors/rocks)
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initial_flooring = /decl/flooring/asteroid
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@@ -4,8 +4,9 @@ var/list/grass_types = list(
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/turf/simulated/floor/outdoors/grass
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name = "grass"
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icon_state = "grass"
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icon_state = "grass0"
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edge_blending_priority = 4
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initial_flooring = /decl/flooring/grass
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turf_layers = list(
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/turf/simulated/floor/outdoors/rocks,
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/turf/simulated/floor/outdoors/dirt
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@@ -34,7 +35,8 @@ var/list/grass_types = list(
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/turf/simulated/floor/outdoors/grass/sif
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name = "growth"
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icon_state = "grass_sif"
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icon_state = "grass_sif0"
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initial_flooring = /decl/flooring/grass/sif
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edge_blending_priority = 4
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grass_chance = 5
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var/tree_chance = 2
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@@ -63,10 +65,6 @@ var/list/grass_types = list(
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. = ..()
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/turf/simulated/floor/outdoors/grass/Initialize()
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if(prob(50))
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icon_state = "[initial(icon_state)]2"
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//edge_blending_priority++
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if(grass_chance && prob(grass_chance) && !check_density())
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var/grass_type = pickweight(grass_types)
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new grass_type(src)
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@@ -79,14 +77,14 @@ var/list/grass_types = list(
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/turf/simulated/floor/outdoors/grass/forest
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name = "thick grass"
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icon_state = "grass-dark"
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icon_state = "grass-dark0"
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grass_chance = 80
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//tree_chance = 20
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edge_blending_priority = 5
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/turf/simulated/floor/outdoors/grass/sif/forest
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name = "thick growth"
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icon_state = "grass_sif_dark"
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icon_state = "grass_sif_dark0"
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edge_blending_priority = 5
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tree_chance = 10
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grass_chance = 0
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@@ -81,6 +81,7 @@ var/list/turf_edge_cache = list()
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name = "mud"
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icon_state = "mud_dark"
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edge_blending_priority = 3
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initial_flooring = /decl/flooring/mud
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/turf/simulated/floor/outdoors/rocks
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name = "rocks"
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@@ -20,6 +20,8 @@
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/turf/simulated/floor/water/Initialize()
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. = ..()
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var/decl/flooring/F = get_flooring_data(/decl/flooring/water)
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footstep_sounds = F?.footstep_sounds
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update_icon()
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handle_fish()
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@@ -15,6 +15,7 @@
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name = "Water"
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icon_state = "water"
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initialized = FALSE
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movement_cost = 4 // Water should slow you down, just like simulated turf.
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/turf/unsimulated/beach/water/Initialize()
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. = ..()
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@@ -23,20 +24,17 @@
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/turf/simulated/floor/beach
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name = "Beach"
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icon = 'icons/misc/beach.dmi'
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footstep_sounds = list("human" = list(
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'sound/effects/footstep/carpet1.ogg',
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'sound/effects/footstep/carpet2.ogg',
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'sound/effects/footstep/carpet3.ogg',
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'sound/effects/footstep/carpet4.ogg',
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'sound/effects/footstep/carpet5.ogg'))
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initial_flooring = /decl/flooring/sand
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/turf/simulated/floor/beach/sand
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name = "Sand"
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icon_state = "sand"
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initial_flooring = /decl/flooring/sand
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/turf/simulated/floor/beach/sand/desert
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icon = 'icons/turf/desert.dmi'
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icon_state = "desert"
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initial_flooring = /decl/flooring/sand/desert
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/turf/simulated/floor/beach/sand/desert/Initialize()
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. = ..()
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@@ -51,10 +49,24 @@
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/turf/simulated/floor/beach/water
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name = "Water"
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icon_state = "water"
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movement_cost = 4 // Water should slow you down, just like the original simulated turf.
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initial_flooring = /decl/flooring/water
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/turf/simulated/floor/beach/water/ocean
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icon_state = "seadeep"
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movement_cost = 8 // Deep water should be difficult to wade through.
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initial_flooring = /decl/flooring/water/beach/deep
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/turf/simulated/floor/beach/water/Initialize()
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. = ..()
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add_overlay(image("icon"='icons/misc/beach.dmi',"icon_state"="water5","layer"=MOB_LAYER+0.1))
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/decl/flooring/water/beach/deep // We're custom-defining a 'deep' water turf for the beach.
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name = "deep water"
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desc = "Deep Ocean Water"
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icon = 'icons/misc/beach.dmi'
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icon_base = "seadeep"
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footstep_sounds = list("human" = list(
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'sound/effects/footstep/bubbles3.ogg', // No I don't get why it's named 3/4/5 either. Whatever.
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'sound/effects/footstep/bubbles4.ogg',
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'sound/effects/footstep/bubbles5.ogg'))
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@@ -154,6 +154,8 @@ turf/simulated/mineral/floor/light_corner
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if(random_icon)
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dir = pick(alldirs)
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. = INITIALIZE_HINT_LATELOAD
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var/decl/flooring/F = get_flooring_data(/decl/flooring/sand)
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footstep_sounds = F?.footstep_sounds
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/turf/simulated/mineral/LateInitialize()
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if(density && mineral)
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