/obj/poolwater name = "water" density = 0 anchored = 1 icon = 'icons/obj/stationobjs.dmi' icon_state = "poolwater" layer = EFFECTS_LAYER_UNDER_3 mouse_opacity = 0 New() var/datum/reagents/R = new/datum/reagents(10) reagents = R R.my_atom = src R.add_reagent("cleaner",5) R.add_reagent("water",5) HasEntered(atom/A) reagents.reaction(A, TOUCH, 2) return /obj/tree1 name = "Tree" desc = "It's a tree." icon = 'icons/effects/96x96.dmi' // changed from worlds.dmi icon_state = "tree" // changed from 0.0 anchored = 1 layer = EFFECTS_LAYER_UNDER_3 pixel_x = -20 density = 1 opacity = 0 // this causes some of the super ugly lighting issues too // what the hell is all this and why wasn't it just using a big icon? the lighting system gets all fucked up with this stuff /* New() var/image/tile10 = image('icons/misc/worlds.dmi',null,"1,0",10) tile10.pixel_x = 32 var/image/tile01 = image('icons/misc/worlds.dmi',null,"0,1",10) tile01.pixel_y = 32 var/image/tile11 = image('icons/misc/worlds.dmi',null,"1,1",10) tile11.pixel_y = 32 tile11.pixel_x = 32 overlays += tile10 overlays += tile01 overlays += tile11 var/image/tile20 = image('icons/misc/worlds.dmi',null,"2,0",10) tile20.pixel_x = 64 var/image/tile02 = image('icons/misc/worlds.dmi',null,"0,2",10) tile02.pixel_y = 64 var/image/tile22 = image('icons/misc/worlds.dmi',null,"2,2",10) tile22.pixel_y = 64 tile22.pixel_x = 64 var/image/tile21 = image('icons/misc/worlds.dmi',null,"2,1",10) tile21.pixel_y = 32 tile21.pixel_x = 64 var/image/tile12 = image('icons/misc/worlds.dmi',null,"1,2",10) tile12.pixel_y = 64 tile12.pixel_x = 32 overlays += tile20 overlays += tile02 overlays += tile22 overlays += tile21 overlays += tile12 */ /obj/river name = "River" desc = "Its a river." icon = 'icons/misc/worlds.dmi' icon_state = "river" anchored = 1 /obj/stone name = "Stone" desc = "Its a stone." icon = 'icons/misc/worlds.dmi' icon_state = "stone" anchored = 1 density=1 /obj/shrub name = "shrub" icon = 'icons/misc/worlds.dmi' icon_state = "shrub" anchored = 1 density = 0 layer = EFFECTS_LAYER_UNDER_1 var/destroyed = 0 /obj/shrub/captainshrub name = "\improper Captain's bonsai tree" icon = 'icons/misc/worlds.dmi' icon_state = "shrub" desc = "The Captain's most prized possession. Don't touch it. Don't even look at it." anchored = 1 density = 1 layer = EFFECTS_LAYER_UNDER_1 dir = EAST // Added ex_act and meteorhit handling here (Convair880). proc/update_icon() if (!src) return src.dir = NORTHEAST src.destroyed = 1 src.density = 0 src.desc = "The scattered remains of a once-beautiful bonsai tree." playsound(src, "sound/effects/attackblob.ogg", 100, 0) return attackby(obj/item/W as obj, mob/user as mob) if (!W) return if (!user) return if (src.destroyed) return if ((user.mind && user.mind.assigned_role == "Captain") && istype(W, /obj/item/wirecutters)) boutput(user, "You carefully and lovingly sculpt your bonsai tree.") if ((user.mind && user.mind.assigned_role == "Captain") && (!(istype(W, /obj/item/wirecutters)))) boutput(user, "Why would you ever destroy your precious bonsai tree?") else if(istype(W, /obj/item/) && (user.mind && user.mind.assigned_role != "Captain")) src.update_icon() boutput(user, "I don't think the Captain is going to be too happy about this...") src.visible_message(text("[] ravages the [] with the [].", user, src, W), 1) return meteorhit(obj/O as obj) src.visible_message("The meteor smashes right through [src]!") src.update_icon() return ex_act(severity) src.visible_message("[src] is ripped to pieces by the blast!") src.update_icon() return /obj/grassplug name = "grass" icon = 'icons/misc/worlds.dmi' icon_state = "grassplug" anchored = 1 /obj/window_blinds name = "blinds" icon = 'icons/obj/decoration.dmi' icon_state = "blindsH-o" anchored = 1 density = 0 opacity = 0 layer = 30.1 // just above windows var/base_state = "blindsH" var/open = 1 var/id = null var/obj/blind_switch/mySwitch = null attack_hand(mob/user as mob) src.toggle() src.toggle_group() attackby(obj/item/W, mob/user) src.toggle() src.toggle_group() proc/toggle(var/force_state as null|num) if (!isnull(force_state)) src.open = force_state else src.open = !(src.open) src.update_icon() proc/toggle_group() if (istype(src.mySwitch)) src.mySwitch.toggle() proc/update_icon() if (src.open) src.icon_state = "[src.base_state]-c" src.opacity = 1 else src.icon_state = "[src.base_state]-o" src.opacity = 0 left icon_state = "blindsH-L-o" base_state = "blindsH-L" middle icon_state = "blindsH-M-o" base_state = "blindsH-M" right icon_state = "blindsH-R-o" base_state = "blindsH-R" vertical icon_state = "blindsV-o" base_state = "blindsV" left icon_state = "blindsV-L-o" base_state = "blindsV-L" middle icon_state = "blindsV-M-o" base_state = "blindsV-M" right icon_state = "blindsV-R-o" base_state = "blindsV-R" cog2 icon_state = "blinds_cog2-o" base_state = "blinds_cog2" left icon_state = "blinds_cog2-L-o" base_state = "blinds_cog2-L" middle icon_state = "blinds_cog2-M-o" base_state = "blinds_cog2-M" right icon_state = "blinds_cog2-R-o" base_state = "blinds_cog2-R" /obj/blind_switch name = "blind switch" desc = "A switch for opening the blinds." icon = 'icons/obj/power.dmi' icon_state = "light1" anchored = 1 density = 0 var/on = 0 var/id = null var/list/myBlinds = list() New() ..() if (!src.name || src.name in list("N blind switch", "E blind switch", "S blind switch", "W blind switch"))//== "N light switch" || name == "E light switch" || name == "S light switch" || name == "W light switch") src.name = "blind switch" spawn(5) src.locate_blinds() proc/locate_blinds() for (var/obj/window_blinds/blind in world) if (blind.id == src.id) if (!(blind in src.myBlinds)) src.myBlinds += blind blind.mySwitch = src proc/toggle() src.on = !(src.on) src.icon_state = "light[!(src.on)]" if (!islist(myBlinds) || !myBlinds.len) return for (var/obj/window_blinds/blind in myBlinds) blind.toggle(src.on) attack_hand(mob/user as mob) src.toggle() attackby(obj/item/W, mob/user) src.toggle() /obj/blind_switch/north name = "N blind switch" pixel_y = 24 /obj/blind_switch/east name = "E blind switch" pixel_x = 24 /obj/blind_switch/south name = "S blind switch" pixel_y = -24 /obj/blind_switch/west name = "W blind switch" pixel_x = -24 /obj/blind_switch/area locate_blinds() var/area/A = get_area(src) for (var/obj/window_blinds/blind in A) if (!(blind in src.myBlinds)) src.myBlinds += blind blind.mySwitch = src /obj/blind_switch/area/north name = "N blind switch" pixel_y = 24 /obj/blind_switch/area/east name = "E blind switch" pixel_x = 24 /obj/blind_switch/area/south name = "S blind switch" pixel_y = -24 /obj/blind_switch/area/west name = "W blind switch" pixel_x = -24