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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
73 lines
2.1 KiB
Plaintext
73 lines
2.1 KiB
Plaintext
/turf/unsimulated/beach
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name = "Beach"
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icon = 'icons/misc/beach.dmi'
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/turf/unsimulated/beach/sand
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name = "Sand"
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icon_state = "sand"
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/turf/unsimulated/beach/coastline
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name = "Coastline"
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icon = 'icons/misc/beach2.dmi'
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icon_state = "sandwater"
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/turf/unsimulated/beach/water
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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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add_overlay(image("icon"='icons/misc/beach.dmi',"icon_state"="water2","layer"=MOB_LAYER+0.1))
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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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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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if(prob(5))
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icon_state = "desert[rand(0,4)]"
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/turf/simulated/floor/beach/coastline
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name = "Coastline"
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icon = 'icons/misc/beach2.dmi'
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icon_state = "sandwater"
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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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