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578 lines
17 KiB
Plaintext
578 lines
17 KiB
Plaintext
GLOBAL_LIST_EMPTY(station_turfs)
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/turf
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icon = 'icons/turf/floors.dmi'
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level = 1
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var/intact = 1
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// baseturfs can be either a list or a single turf type.
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// In class definition like here it should always be a single type.
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// A list will be created in initialization that figures out the baseturf's baseturf etc.
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// In the case of a list it is sorted from bottom layer to top.
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// This shouldn't be modified directly, use the helper procs.
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var/list/baseturfs = /turf/baseturf_bottom
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var/temperature = T20C
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var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed
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var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
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var/blocks_air = FALSE
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flags_1 = CAN_BE_DIRTY_1
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var/list/image/blueprint_data //for the station blueprints, images of objects eg: pipes
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var/explosion_level = 0 //for preventing explosion dodging
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var/explosion_id = 0
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var/list/explosion_throw_details
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var/requires_activation //add to air processing after initialize?
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var/changing_turf = FALSE
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var/bullet_bounce_sound = 'sound/weapons/bulletremove.ogg' //sound played when a shell casing is ejected ontop of the turf.
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var/bullet_sizzle = FALSE //used by ammo_casing/bounce_away() to determine if the shell casing should make a sizzle sound when it's ejected over the turf
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//IE if the turf is supposed to be water, set TRUE.
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var/tiled_dirt = FALSE // use smooth tiled dirt decal
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/turf/vv_edit_var(var_name, new_value)
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var/static/list/banned_edits = list("x", "y", "z")
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if(var_name in banned_edits)
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return FALSE
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. = ..()
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/turf/Initialize(mapload)
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SHOULD_CALL_PARENT(FALSE)
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if(flags_1 & INITIALIZED_1)
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stack_trace("Warning: [src]([type]) initialized multiple times!")
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flags_1 |= INITIALIZED_1
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// by default, vis_contents is inherited from the turf that was here before
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vis_contents.Cut()
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assemble_baseturfs()
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levelupdate()
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if(smooth)
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queue_smooth(src)
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visibilityChanged()
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for(var/atom/movable/AM in src)
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Entered(AM)
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var/area/A = loc
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if(!IS_DYNAMIC_LIGHTING(src) && IS_DYNAMIC_LIGHTING(A))
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add_overlay(/obj/effect/fullbright)
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if(requires_activation)
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CALCULATE_ADJACENT_TURFS(src)
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SSair.add_to_active(src)
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if(color)
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add_atom_colour(color, FIXED_COLOUR_PRIORITY)
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if (light_system == STATIC_LIGHT && light_power && light_range)
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update_light()
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var/turf/T = SSmapping.get_turf_above(src)
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if(T)
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T.multiz_turf_new(src, DOWN)
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SEND_SIGNAL(T, COMSIG_TURF_MULTIZ_NEW, src, DOWN)
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T = SSmapping.get_turf_below(src)
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if(T)
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T.multiz_turf_new(src, UP)
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SEND_SIGNAL(T, COMSIG_TURF_MULTIZ_NEW, src, UP)
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if (opacity)
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has_opaque_atom = TRUE
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ComponentInitialize()
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if(color)
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add_atom_colour(color, FIXED_COLOUR_PRIORITY)
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return INITIALIZE_HINT_NORMAL
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/turf/proc/Initalize_Atmos(times_fired)
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CALCULATE_ADJACENT_TURFS(src)
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/turf/Destroy(force)
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. = QDEL_HINT_IWILLGC
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if(!changing_turf)
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stack_trace("Incorrect turf deletion")
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changing_turf = FALSE
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var/turf/T = SSmapping.get_turf_above(src)
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if(T)
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T.multiz_turf_del(src, DOWN)
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T = SSmapping.get_turf_below(src)
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if(T)
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T.multiz_turf_del(src, UP)
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if(force)
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..()
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//this will completely wipe turf state
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var/turf/B = new world.turf(src)
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for(var/A in B.contents)
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qdel(A)
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for(var/I in B.vars)
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B.vars[I] = null
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return
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SSair.remove_from_active(src)
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visibilityChanged()
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QDEL_LIST(blueprint_data)
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flags_1 &= ~INITIALIZED_1
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requires_activation = FALSE
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..()
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/// WARNING WARNING
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/// Turfs DO NOT lose their signals when they get replaced, REMEMBER THIS
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/// It's possible because turfs are fucked, and if you have one in a list and it's replaced with another one, the list ref points to the new turf
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/// We do it because moving signals over was needlessly expensive, and bloated a very commonly used bit of code
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/turf/clear_signal_refs()
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return
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/turf/attack_hand(mob/user)
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. = ..()
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if(SEND_SIGNAL(user, COMSIG_MOB_ATTACK_HAND_TURF, src) & COMPONENT_NO_ATTACK_HAND)
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. = TRUE
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if(.)
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return
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user.Move_Pulled(src)
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/turf/proc/multiz_turf_del(turf/T, dir)
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/turf/proc/multiz_turf_new(turf/T, dir)
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//zPassIn doesn't necessarily pass an atom!
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//direction is direction of travel of air
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/turf/proc/zPassIn(atom/movable/A, direction, turf/source)
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return FALSE
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//direction is direction of travel of air
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/turf/proc/zPassOut(atom/movable/A, direction, turf/destination)
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return FALSE
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//direction is direction of travel of air
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/turf/proc/zAirIn(direction, turf/source)
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return FALSE
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//direction is direction of travel of air
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/turf/proc/zAirOut(direction, turf/source)
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return FALSE
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/turf/proc/zImpact(atom/movable/A, levels = 1)
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for(var/i in contents)
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var/atom/thing = i
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if(thing.intercept_zImpact(A, levels))
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return FALSE
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if(zFall(A, ++levels))
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return FALSE
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A.visible_message(span_danger("[A] crashes into [src]!"))
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A.onZImpact(src, levels)
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return TRUE
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/turf/proc/can_zFall(atom/movable/A, levels = 1, turf/target)
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SHOULD_BE_PURE(TRUE)
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return zPassOut(A, DOWN, target) && target.zPassIn(A, DOWN, src)
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/turf/proc/zFall(atom/movable/A, levels = 1, force = FALSE)
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var/turf/target = get_step_multiz(src, DOWN)
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if(!target || (!isobj(A) && !ismob(A)))
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return FALSE
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if(!force && (!can_zFall(A, levels, target) || !A.can_zFall(src, levels, target, DOWN)))
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return FALSE
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A.visible_message(span_danger("[A] falls through [src]!"))
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A.zfalling = TRUE
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A.forceMove(target)
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A.zfalling = FALSE
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target.zImpact(A, levels)
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return TRUE
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/turf/proc/handleRCL(obj/item/twohanded/rcl/C, mob/user)
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if(C.loaded)
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for(var/obj/structure/cable/LC in src)
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if(!LC.d1 || !LC.d2)
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LC.handlecable(C, user)
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return
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C.loaded.place_turf(src, user)
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if(C.wiring_gui_menu)
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C.wiringGuiUpdate(user)
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C.is_empty(user)
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/turf/attackby(obj/item/C, mob/user, params)
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if(..())
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return TRUE
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if(can_lay_cable() && istype(C, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/coil = C
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for(var/obj/structure/cable/LC in src)
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if(!LC.d1 || !LC.d2)
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LC.attackby(C,user)
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return
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coil.place_turf(src, user)
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return TRUE
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else if(istype(C, /obj/item/twohanded/rcl))
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handleRCL(C, user)
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return FALSE
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//There's a lot of QDELETED() calls here if someone can figure out how to optimize this but not runtime when something gets deleted by a Bump/CanPass/Cross call, lemme know or go ahead and fix this mess - kevinz000
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/turf/Enter(atom/movable/mover, atom/oldloc)
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// Do not call ..()
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// Byond's default turf/Enter() doesn't have the behaviour we want with Bump()
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// By default byond will call Bump() on the first dense object in contents
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// Here's hoping it doesn't stay like this for years before we finish conversion to step_
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var/atom/firstbump
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var/canPassSelf = CanPass(mover, src)
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if(canPassSelf || CHECK_BITFIELD(mover.movement_type, UNSTOPPABLE))
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for(var/i in contents)
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if(QDELETED(mover))
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return FALSE //We were deleted, do not attempt to proceed with movement.
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if(i == mover || i == mover.loc) // Multi tile objects and moving out of other objects
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continue
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var/atom/movable/thing = i
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if(!thing.Cross(mover))
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if(QDELETED(mover)) //Mover deleted from Cross/CanPass, do not proceed.
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return FALSE
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if(CHECK_BITFIELD(mover.movement_type, UNSTOPPABLE))
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mover.Bump(thing)
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continue
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else
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if(!firstbump || ((thing.layer > firstbump.layer || thing.flags_1 & ON_BORDER_1) && !(firstbump.flags_1 & ON_BORDER_1)))
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firstbump = thing
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if(QDELETED(mover)) //Mover deleted from Cross/CanPass/Bump, do not proceed.
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return FALSE
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if(!canPassSelf) //Even if mover is unstoppable they need to bump us.
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firstbump = src
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if(firstbump)
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mover.Bump(firstbump)
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return CHECK_BITFIELD(mover.movement_type, UNSTOPPABLE)
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return TRUE
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/turf/Exit(atom/movable/mover, atom/newloc)
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. = ..()
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if(!. || QDELETED(mover))
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return FALSE
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for(var/i in contents)
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if(i == mover)
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continue
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var/atom/movable/thing = i
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if(!thing.Uncross(mover, newloc))
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if(thing.flags_1 & ON_BORDER_1)
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mover.Bump(thing)
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if(!CHECK_BITFIELD(mover.movement_type, UNSTOPPABLE))
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return FALSE
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if(QDELETED(mover))
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return FALSE //We were deleted.
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/turf/Entered(atom/movable/AM)
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..()
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// If an opaque movable atom moves around we need to potentially update visibility.
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if (AM.opacity)
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has_opaque_atom = TRUE // Make sure to do this before reconsider_lights(), incase we're on instant updates. Guaranteed to be on in this case.
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reconsider_lights()
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/turf/open/Entered(atom/movable/AM)
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..()
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//melting
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if(isobj(AM) && air && air.return_temperature() > T0C)
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var/obj/O = AM
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if(O.obj_flags & FROZEN)
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O.make_unfrozen()
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if(!AM.zfalling)
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zFall(AM)
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/turf/proc/is_plasteel_floor()
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return FALSE
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// A proc in case it needs to be recreated or badmins want to change the baseturfs
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/turf/proc/assemble_baseturfs(turf/fake_baseturf_type)
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var/static/list/created_baseturf_lists = list()
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var/turf/current_target
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if(fake_baseturf_type)
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if(length(fake_baseturf_type)) // We were given a list, just apply it and move on
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baseturfs = fake_baseturf_type
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return
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current_target = fake_baseturf_type
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else
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if(length(baseturfs))
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return // No replacement baseturf has been given and the current baseturfs value is already a list/assembled
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if(!baseturfs)
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current_target = initial(baseturfs) || type // This should never happen but just in case...
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stack_trace("baseturfs var was null for [type]. Failsafe activated and it has been given a new baseturfs value of [current_target].")
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else
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current_target = baseturfs
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// If we've made the output before we don't need to regenerate it
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if(created_baseturf_lists[current_target])
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var/list/premade_baseturfs = created_baseturf_lists[current_target]
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if(length(premade_baseturfs))
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baseturfs = premade_baseturfs.Copy()
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else
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baseturfs = premade_baseturfs
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return baseturfs
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var/turf/next_target = initial(current_target.baseturfs)
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//Most things only have 1 baseturf so this loop won't run in most cases
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if(current_target == next_target)
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baseturfs = current_target
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created_baseturf_lists[current_target] = current_target
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return current_target
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var/list/new_baseturfs = list(current_target)
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for(var/i=0;current_target != next_target;i++)
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if(i > 100)
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// A baseturfs list over 100 members long is silly
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// Because of how this is all structured it will only runtime/message once per type
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stack_trace("A turf <[type]> created a baseturfs list over 100 members long. This is most likely an infinite loop.")
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message_admins("A turf <[type]> created a baseturfs list over 100 members long. This is most likely an infinite loop.")
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break
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new_baseturfs.Insert(1, next_target)
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current_target = next_target
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next_target = initial(current_target.baseturfs)
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baseturfs = new_baseturfs
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created_baseturf_lists[new_baseturfs[new_baseturfs.len]] = new_baseturfs.Copy()
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return new_baseturfs
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/turf/proc/levelupdate()
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for(var/obj/O in src)
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if(O.level == 1 && (O.flags_1 & INITIALIZED_1))
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O.hide(src.intact)
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// override for space turfs, since they should never hide anything
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/turf/open/space/levelupdate()
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for(var/obj/O in src)
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if(O.level == 1 && (O.flags_1 & INITIALIZED_1))
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O.hide(0)
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// Removes all signs of lattice on the pos of the turf -Donkieyo
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/turf/proc/RemoveLattice()
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var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
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if(L && (L.flags_1 & INITIALIZED_1))
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qdel(L)
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/turf/proc/phase_damage_creatures(damage,mob/U = null)//>Ninja Code. Hurts and knocks out creatures on this turf //NINJACODE
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for(var/mob/living/M in src)
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if(M==U)
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continue//Will not harm U. Since null != M, can be excluded to kill everyone.
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M.adjustBruteLoss(damage)
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M.Unconscious(damage * 4)
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for(var/obj/mecha/M in src)
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M.take_damage(damage*2, BRUTE, MELEE, 1)
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/turf/proc/Bless()
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new /obj/effect/blessing(src)
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/turf/storage_contents_dump_act(datum/component/storage/src_object, mob/user)
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. = ..()
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if(.)
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return
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if(length(src_object.contents()))
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to_chat(usr, span_notice("You start dumping out the contents..."))
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if(!do_after(usr, 2 SECONDS, src_object.parent))
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return FALSE
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var/list/things = src_object.contents()
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var/datum/progressbar/progress = new(user, things.len, src)
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while (do_after(usr, 1 SECONDS, src, TRUE, FALSE, CALLBACK(src_object, /datum/component/storage.proc/mass_remove_from_storage, src, things, progress)))
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stoplag(1)
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qdel(progress)
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return TRUE
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//////////////////////////////
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//Distance procs
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//////////////////////////////
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//Distance associates with all directions movement
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/turf/proc/Distance(var/turf/T)
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return get_dist(src,T)
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// This Distance proc assumes that only cardinal movement is
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// possible. It results in more efficient (CPU-wise) pathing
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// for bots and anything else that only moves in cardinal dirs.
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/turf/proc/Distance_cardinal(turf/T)
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if(!src || !T)
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return FALSE
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return abs(x - T.x) + abs(y - T.y)
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////////////////////////////////////////////////////
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/turf/singularity_act()
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if(intact)
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for(var/obj/O in contents) //this is for deleting things like wires contained in the turf
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if(O.level != 1)
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continue
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if(O.invisibility == INVISIBILITY_MAXIMUM)
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O.singularity_act()
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ScrapeAway(flags = CHANGETURF_INHERIT_AIR)
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return(2)
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/turf/proc/can_have_cabling()
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return TRUE
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/turf/proc/can_lay_cable()
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return can_have_cabling() & !intact
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/turf/proc/visibilityChanged()
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GLOB.cameranet.updateVisibility(src)
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/turf/proc/burn_tile()
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return
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/turf/proc/is_shielded()
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return
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/turf/contents_explosion(severity, target)
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for(var/thing in contents)
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var/atom/movable/movable_thing = thing
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if(QDELETED(movable_thing))
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continue
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if(!movable_thing.ex_check(explosion_id))
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continue
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switch(severity)
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if(EXPLODE_DEVASTATE)
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SSexplosions.high_mov_atom += movable_thing
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if(EXPLODE_HEAVY)
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SSexplosions.med_mov_atom += movable_thing
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if(EXPLODE_LIGHT)
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SSexplosions.low_mov_atom += movable_thing
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/turf/narsie_act(force, ignore_mobs, probability = 20)
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. = (prob(probability) || force)
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for(var/I in src)
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var/atom/A = I
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if(ignore_mobs && ismob(A))
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continue
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if(ismob(A) || .)
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A.narsie_act()
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/turf/ratvar_act(force, ignore_mobs, probability = 40)
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. = (prob(probability) || force)
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for(var/I in src)
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var/atom/A = I
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if(ignore_mobs && ismob(A))
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continue
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if(ismob(A) || .)
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A.ratvar_act()
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/turf/proc/get_smooth_underlay_icon(mutable_appearance/underlay_appearance, turf/asking_turf, adjacency_dir)
|
|
underlay_appearance.icon = icon
|
|
underlay_appearance.icon_state = icon_state
|
|
underlay_appearance.dir = adjacency_dir
|
|
return TRUE
|
|
|
|
/turf/proc/add_blueprints(atom/movable/AM)
|
|
var/image/I = new
|
|
I.appearance = AM.appearance
|
|
I.appearance_flags = RESET_COLOR|RESET_ALPHA|RESET_TRANSFORM
|
|
I.loc = src
|
|
I.setDir(AM.dir)
|
|
I.alpha = 128
|
|
|
|
LAZYADD(blueprint_data, I)
|
|
|
|
|
|
/turf/proc/add_blueprints_preround(atom/movable/AM)
|
|
if(!SSticker.HasRoundStarted())
|
|
add_blueprints(AM)
|
|
|
|
/turf/proc/is_transition_turf()
|
|
return
|
|
|
|
/turf/acid_act(acidpwr, acid_volume)
|
|
. = 1
|
|
var/acid_type = /obj/effect/acid
|
|
if(acidpwr >= 200) //alien acid power
|
|
acid_type = /obj/effect/acid/alien
|
|
var/has_acid_effect = FALSE
|
|
for(var/obj/O in src)
|
|
if(intact && O.level == 1) //hidden under the floor
|
|
continue
|
|
if(istype(O, acid_type))
|
|
var/obj/effect/acid/A = O
|
|
A.acid_level = min(A.level + acid_volume * acidpwr, 12000)//capping acid level to limit power of the acid
|
|
has_acid_effect = 1
|
|
continue
|
|
O.acid_act(acidpwr, acid_volume)
|
|
if(!has_acid_effect)
|
|
new acid_type(src, acidpwr, acid_volume)
|
|
|
|
/turf/proc/acid_melt()
|
|
return
|
|
|
|
/turf/handle_fall(mob/faller, forced)
|
|
if(!forced)
|
|
return
|
|
if(has_gravity(src))
|
|
playsound(src, "bodyfall", 50, 1)
|
|
faller.drop_all_held_items()
|
|
|
|
/turf/proc/photograph(limit=20)
|
|
var/image/I = new()
|
|
I.add_overlay(src)
|
|
for(var/V in contents)
|
|
var/atom/A = V
|
|
if(A.invisibility)
|
|
continue
|
|
I.add_overlay(A)
|
|
if(limit)
|
|
limit--
|
|
else
|
|
return I
|
|
return I
|
|
|
|
/turf/AllowDrop()
|
|
return TRUE
|
|
|
|
/turf/proc/add_vomit_floor(mob/living/M, toxvomit = NONE, purge_ratio = 0.1)
|
|
|
|
var/obj/effect/decal/cleanable/vomit/V = new /obj/effect/decal/cleanable/vomit(src, M.get_static_viruses())
|
|
|
|
//if the vomit combined, apply toxicity and reagents to the old vomit
|
|
if (QDELETED(V))
|
|
V = locate() in src
|
|
if(!V)
|
|
return
|
|
// Apply the proper icon set based on vomit type
|
|
if(toxvomit == VOMIT_PURPLE)
|
|
V.icon_state = "vomitpurp_[pick(1,4)]"
|
|
else if (toxvomit == VOMIT_TOXIC)
|
|
V.icon_state = "vomittox_[pick(1,4)]"
|
|
if (purge_ratio && iscarbon(M))
|
|
clear_reagents_to_vomit_pool(M, V, purge_ratio)
|
|
|
|
/proc/clear_reagents_to_vomit_pool(mob/living/carbon/M, obj/effect/decal/cleanable/vomit/V, purge_ratio = 0.1)
|
|
var/chemicals_lost = M.reagents.total_volume * purge_ratio
|
|
if(V.reagents.total_volume + chemicals_lost > V.reagents.maximum_volume)
|
|
V.reagents.total_volume -= chemicals_lost
|
|
M.reagents.trans_to(V, chemicals_lost, transfered_by = M)
|
|
//clear the stomach of anything even not food
|
|
for(var/datum/reagent/R in M.reagents.reagent_list)
|
|
if(istype(R, /datum/reagent/consumable))
|
|
var/datum/reagent/consumable/nutri_check = R
|
|
if(nutri_check.nutriment_factor >0)
|
|
M.reagents.remove_reagent(R.type,R.volume)
|
|
|
|
//Whatever happens after high temperature fire dies out or thermite reaction works.
|
|
//Should return new turf
|
|
/turf/proc/Melt()
|
|
return ScrapeAway(flags = CHANGETURF_INHERIT_AIR)
|
|
|
|
/turf/bullet_act(obj/item/projectile/P)
|
|
. = ..()
|
|
if(. != BULLET_ACT_FORCE_PIERCE)
|
|
. = BULLET_ACT_TURF
|
|
|
|
/**
|
|
* Called when this turf is being washed. Washing a turf will also wash any mopable floor decals
|
|
*/
|
|
/turf/wash(clean_types)
|
|
. = ..()
|
|
|
|
for(var/am in src)
|
|
if(am == src)
|
|
continue
|
|
var/atom/movable/movable_content = am
|
|
if(!ismopable(movable_content))
|
|
continue
|
|
movable_content.wash(clean_types)
|