Files
VOREStation/code/game/turfs/unsimulated/beach.dm
Rykka 3d5bb56f8f 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
2020-05-09 17:40:14 -04:00

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/turf/unsimulated/beach
name = "Beach"
icon = 'icons/misc/beach.dmi'
/turf/unsimulated/beach/sand
name = "Sand"
icon_state = "sand"
/turf/unsimulated/beach/coastline
name = "Coastline"
icon = 'icons/misc/beach2.dmi'
icon_state = "sandwater"
/turf/unsimulated/beach/water
name = "Water"
icon_state = "water"
initialized = FALSE
movement_cost = 4 // Water should slow you down, just like simulated turf.
/turf/unsimulated/beach/water/Initialize()
. = ..()
add_overlay(image("icon"='icons/misc/beach.dmi',"icon_state"="water2","layer"=MOB_LAYER+0.1))
/turf/simulated/floor/beach
name = "Beach"
icon = 'icons/misc/beach.dmi'
initial_flooring = /decl/flooring/sand
/turf/simulated/floor/beach/sand
name = "Sand"
icon_state = "sand"
initial_flooring = /decl/flooring/sand
/turf/simulated/floor/beach/sand/desert
icon = 'icons/turf/desert.dmi'
icon_state = "desert"
initial_flooring = /decl/flooring/sand/desert
/turf/simulated/floor/beach/sand/desert/Initialize()
. = ..()
if(prob(5))
icon_state = "desert[rand(0,4)]"
/turf/simulated/floor/beach/coastline
name = "Coastline"
icon = 'icons/misc/beach2.dmi'
icon_state = "sandwater"
/turf/simulated/floor/beach/water
name = "Water"
icon_state = "water"
movement_cost = 4 // Water should slow you down, just like the original simulated turf.
initial_flooring = /decl/flooring/water
/turf/simulated/floor/beach/water/ocean
icon_state = "seadeep"
movement_cost = 8 // Deep water should be difficult to wade through.
initial_flooring = /decl/flooring/water/beach/deep
/turf/simulated/floor/beach/water/Initialize()
. = ..()
add_overlay(image("icon"='icons/misc/beach.dmi',"icon_state"="water5","layer"=MOB_LAYER+0.1))
/decl/flooring/water/beach/deep // We're custom-defining a 'deep' water turf for the beach.
name = "deep water"
desc = "Deep Ocean Water"
icon = 'icons/misc/beach.dmi'
icon_base = "seadeep"
footstep_sounds = list("human" = list(
'sound/effects/footstep/bubbles3.ogg', // No I don't get why it's named 3/4/5 either. Whatever.
'sound/effects/footstep/bubbles4.ogg',
'sound/effects/footstep/bubbles5.ogg'))