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* Create MiniStation new.dmm * ministation * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * ministayion * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * actual changes oops * Update MiniStation.dmm * Update MiniStation.dmm * miniaturestation * Update maps.txt * more fixes * fixes broken path * more fixes * Update MiniStation.dmm * Update MiniStation.dmm * filters * robotics changes * fixes pipes * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * spawns + job overrides * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * more work * Update MiniStation.dmm * misc stuff * maint stuff * uopdates * fixes bad area and chair * tool storage + fixes * mining APC * cargo + hooks up some disposals * more disposals + launcher * lights * more fixes * Update MiniStation.dmm * Update MiniStation.dmm * more fixes * sink * remove sign * expand janitor room * Update MiniStation.dmm * ai stuff + more firealarms * meeting room, etc * fixes wire * Update MiniStation.dmm * fixes * Update MiniStation.dmm * yep! * atmos area * fixes some map errors * bookbinder * robo shutters * stair and chem fix * fixes bad decals * honesly no clue what's different * disposals + pets * Update MiniStation.dmm * asteroid area * more fixes * medbay mixup * choom button * wire toxin room to grid * remove this * more fixes * Update ai_whale.dmm * more cameras * Update networking_machines.dm * update freezer * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * new service * hawk + tuah + backrooms * special charters * remove that lol * move him a little * Update MiniStation.dmm * yeah * Update MiniStation.dmm * psych office + more fixes + robo stuff * thermomachines * Update MiniStation.dmm * maints + APCs * all this stuff * cameras * air alarms * RD office and the like * Update MiniStation.dmm * fixes these * glass floors * Update MiniStation.dmm * more firelocks * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * extra pipe moment * Update MiniStation.dmm * looking up and down/fixes * neat * wire * Update MiniStation.dmm * fixes some issues * asdad * better SM stuff * amon gus * fixing falling * Update MiniStation.dmm * Update MiniStation.dmm * fixes this * fixes * Update MiniStation.dmm * remove stairs * Update MiniStation.dmm * Update MiniStation.dmm * Update MiniStation.dmm * fixes some ai stuff * Update MiniStation.dmm * adds some missing bells * maint * more maint stuff * ai upload and goodbye meeting room * fixes multiz pda stuff * fixes locker * ministation fixes * requested changes * shadows * removes shadows * adds medhuds * no smoking * move up/down * correct medhuds * brig stuff * cameras * fixes * more lights * more fixes * fix one turf * idk randomstuff * more lights * navigation nation (thanks plant) * fixes + better flooring * jamie changes * myriad changes * some more stuff * server room fix
122 lines
4.2 KiB
Plaintext
122 lines
4.2 KiB
Plaintext
/turf/open/floor/glass
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name = "glass floor"
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desc = "Don't jump on it, or do, I'm not your mom."
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icon = 'icons/turf/floors/glass.dmi'
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icon_state = "glass-0"
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base_icon_state = "glass"
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baseturfs = /turf/baseturf_bottom
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layer = GLASS_FLOOR_LAYER
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underfloor_accessibility = UNDERFLOOR_VISIBLE
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_TURF_OPEN + SMOOTH_GROUP_FLOOR_TRANSPARENT_GLASS
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canSmoothWith = SMOOTH_GROUP_FLOOR_TRANSPARENT_GLASS
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footstep = FOOTSTEP_PLATING
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barefootstep = FOOTSTEP_HARD_BAREFOOT
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clawfootstep = FOOTSTEP_HARD_CLAW
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heavyfootstep = FOOTSTEP_GENERIC_HEAVY
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floor_tile = /obj/item/stack/tile/glass
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overfloor_placed = FALSE
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/// List of /atom/movable/render_step that are being used to make this glass floor glow
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/// These are OWNED by this floor, they delete when we delete them, not before not after
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var/list/glow_stuff
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/// How much alpha to leave when cutting away emissive blockers
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var/alpha_to_leave = 255
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/// Color of starlight to use. Defaults to STARLIGHT_COLOR if not set
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var/starlight_color
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/turf/open/floor/glass/broken_states()
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return list("glass-damaged1", "glass-damaged2", "glass-damaged3")
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/turf/open/floor/glass/Initialize(mapload)
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icon_state = "" //Prevent the normal icon from appearing behind the smooth overlays
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..()
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return INITIALIZE_HINT_LATELOAD
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/turf/open/floor/glass/LateInitialize()
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AddElement(/datum/element/turf_z_transparency)
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setup_glow()
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/turf/open/floor/glass/Destroy()
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. = ..()
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QDEL_LIST(glow_stuff)
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UnregisterSignal(SSdcs, COMSIG_STARLIGHT_COLOR_CHANGED)
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/// If this turf is at the bottom of the local rendering stack
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/// Then we're gonna make it emissive block so the space below glows
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/turf/open/floor/glass/proc/setup_glow()
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if(GET_TURF_PLANE_OFFSET(src) != GET_LOWEST_STACK_OFFSET(z)) // We ain't the bottom brother
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return
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// We assume no parallax means no space means no light
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if(SSmapping.level_trait(z, ZTRAIT_NOPARALLAX))
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return
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glow_stuff = partially_block_emissives(src, alpha_to_leave)
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if(!starlight_color)
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RegisterSignal(SSdcs, COMSIG_STARLIGHT_COLOR_CHANGED, PROC_REF(starlight_changed))
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else
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UnregisterSignal(SSdcs, COMSIG_STARLIGHT_COLOR_CHANGED)
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set_light(2, 1, starlight_color || GLOB.starlight_color, l_height = LIGHTING_HEIGHT_SPACE)
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/turf/open/floor/glass/proc/starlight_changed(datum/source, old_star, new_star)
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if(light_color == old_star)
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set_light(l_color = new_star)
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/turf/open/floor/glass/make_plating()
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return
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/turf/open/floor/glass/icemoon
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initial_gas_mix = ICEMOON_DEFAULT_ATMOS
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/turf/open/floor/glass/airless
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initial_gas_mix = AIRLESS_ATMOS
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/turf/open/floor/glass/reinforced
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name = "reinforced glass floor"
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desc = "Do jump on it, it can take it."
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icon = 'icons/turf/floors/reinf_glass.dmi'
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icon_state = "reinf_glass-0"
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base_icon_state = "reinf_glass"
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floor_tile = /obj/item/stack/tile/rglass
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alpha_to_leave = 206
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/turf/open/floor/glass/reinforced/telecomms
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initial_gas_mix = TCOMMS_ATMOS
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/turf/open/floor/glass/reinforced/icemoon
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initial_gas_mix = ICEMOON_DEFAULT_ATMOS
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/turf/open/floor/glass/reinforced/airless
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initial_gas_mix = AIRLESS_ATMOS
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/turf/open/floor/glass/plasma
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name = "plasma glass floor"
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desc = "Studies by the Nanotrasen Materials Safety Division have not yet determined if this is safe to jump on, do so at your own risk."
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icon = 'icons/turf/floors/plasma_glass.dmi'
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icon_state = "plasma_glass-0"
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base_icon_state = "plasma_glass"
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floor_tile = /obj/item/stack/tile/glass/plasma
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starlight_color = COLOR_STRONG_VIOLET
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alpha_to_leave = 255
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/turf/open/floor/glass/plasma/icemoon
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initial_gas_mix = ICEMOON_DEFAULT_ATMOS
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/turf/open/floor/glass/plasma/airless
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initial_gas_mix = AIRLESS_ATMOS
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/turf/open/floor/glass/reinforced/plasma
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name = "reinforced plasma glass floor"
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desc = "Do jump on it, jump on it while in a mecha, it can take it."
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icon = 'icons/turf/floors/reinf_plasma_glass.dmi'
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icon_state = "reinf_plasma_glass-0"
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base_icon_state = "reinf_plasma_glass"
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floor_tile = /obj/item/stack/tile/rglass/plasma
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starlight_color = COLOR_STRONG_VIOLET
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alpha_to_leave = 206
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/turf/open/floor/glass/reinforced/plasma/icemoon
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initial_gas_mix = ICEMOON_DEFAULT_ATMOS
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/turf/open/floor/glass/reinforced/plasma/airless
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initial_gas_mix = AIRLESS_ATMOS
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