/obj/poolwater name = "water" density = 0 anchored = 1 icon = 'icons/obj/stationobjs.dmi' icon_state = "poolwater" layer = EFFECTS_LAYER_UNDER_3 mouse_opacity = 0 var/float_anim = 1 event_handler_flags = USE_HASENTERED 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) SPAWN_DBG(5 DECI SECONDS) if (src.float_anim) for (var/atom/movable/A in src.loc) if (!A.anchored) animate_bumble(A, floatspeed = 8, Y1 = 3, Y2 = 0) HasEntered(atom/A) if (src.float_anim) if (istype(A, /atom/movable) && !isobserver(A) && !istype(A, /mob/living/critter/small_animal/bee) && !istype(A, /obj/critter/domestic_bee)) var/atom/movable/AM = A if (!AM.anchored) animate_bumble(AM, floatspeed = 8, Y1 = 3, Y2 = 0) if (isliving(A)) var/mob/living/L = A L.update_burning(-30) reagents.reaction(A, TOUCH, 2) return ..() HasExited(atom/movable/A, atom/newloc) var/turf/T = get_turf(newloc) if (istype(T)) var/obj/poolwater/P = locate() in T if (!istype(P)) if (istype(A, /atom/movable) && !isobserver(A) && !istype(A, /mob/living/critter/small_animal/bee) && !istype(A, /obj/critter/domestic_bee)) animate(A) A.pixel_y = initial(A.pixel_y) 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 flags = FLUID_SUBMERGE var/destroyed = 0 // Broken shrubs are unable to vend prizes, this is also used to track a objective. var/max_uses = 0 // The maximum amount of time one can try to shake this shrub for something. var/spawn_chance = 0 // How likely is this shrub to spawn something? var/last_use = 0 // To prevent spam. var/time_between_uses = 400 // The default time between uses. var/override_default_behaviour = 0 // When this is set to 1, the additional_items list will be used to dispense items. var/list/additional_items = list() // See above. New() ..() max_uses = rand(0, 5) spawn_chance = rand(1, 40) ex_act(var/severity) switch(severity) if(1,2) loc = null qdel(src) else if(prob(50)) loc = null qdel(src) else destroyed = 1 attack_hand(mob/user as mob) if (!user) return if (destroyed) return ..() user.lastattacked = src playsound(src, "sound/impact_sounds/Bush_Hit.ogg", 50, 1, -1) var/original_x = pixel_x var/original_y = pixel_y var/wiggle = 6 SPAWN_DBG(0) //need spawn, why would we sleep in attack_hand that's disgusting while (wiggle > 0) wiggle-- animate(src, pixel_x = rand(-3,3), pixel_y = rand(-3,3), time = 2, easing = EASE_IN) sleep(1) animate(src, pixel_x = original_x, pixel_y = original_y, time = 2, easing = EASE_OUT) if (max_uses > 0 && ((last_use + time_between_uses) < world.time) && prob(spawn_chance)) var/something = null if (override_default_behaviour && islist(additional_items) && additional_items.len) something = pick(additional_items) else something = pick(trinket_safelist) if (ispath(something)) var/thing = new something(src.loc) visible_message("[user] violently shakes [src] around! \An [thing] falls out!", 1) last_use = world.time max_uses-- else visible_message("[user] violently shakes [src] around![prob(20) ? " A few leaves fall out!" : null]", 1) //no more BUSH SHIELDS for(var/mob/living/L in get_turf(src)) if (!L.getStatusDuration("weakened") && !L.resting) boutput(L, "A branch from [src] smacks you right in the face!") L.TakeDamage("head", rand(1,6), 0, 0, DAMAGE_BLUNT) logTheThing("combat", user, L, "shakes a bush and smacks [L] with a branch [log_loc(user)].") var/r = rand(1,2) switch(r) if (1) L.changeStatus("weakened", 4 SECONDS) if (2) L.changeStatus("stunned", 2 SECONDS) interact_particle(user,src) /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.set_density(0) src.desc = "The scattered remains of a once-beautiful bonsai tree." playsound(src.loc, "sound/impact_sounds/Slimy_Hit_3.ogg", 100, 0) // The bonsai tree goes to the deadbar because of course it does var/obj/shrub/captainshrub/C = new /obj/shrub/captainshrub C.overlays += image('icons/misc/32x64.dmi',"halo") C.set_loc(pick(get_area_turfs(/area/afterlife/bar))) C.anchored = 0 C.set_density(0) for (var/mob/living/M in mobs) if (M.mind && M.mind.assigned_role == "Captain") boutput(M, "You suddenly feel hollow. Something very dear to you has been lost.") return attackby(obj/item/W as obj, mob/user as mob) if (!W) return if (!user) return if (inafterlife(user)) boutput(usr, "You can't bring yourself to hurt such a beautiful thing!") return if (src.destroyed) return if (user.mind && user.mind.assigned_role == "Captain") if (issnippingtool(W)) boutput(user, "You carefully and lovingly sculpt your bonsai tree.") else boutput(user, "Why would you ever destroy your precious bonsai tree?") else if(isitem(W) && (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("[user] ravages the [src] with [W].", 1) src.interesting = "Inexplicably, the genetic code of the bonsai tree has the words 'fuck [user.real_name]' encoded in it over and over again." return meteorhit(obj/O as obj) src.visible_message("The meteor smashes right through [src]!") src.update_icon() src.interesting = "Looks like it was crushed by a giant fuck-off meteor." return ex_act(severity) src.visible_message("[src] is ripped to pieces by the blast!") src.update_icon() src.interesting = "Looks like it was blown to pieces by some sort of explosive." return /obj/captain_bottleship name = "\improper Captain's ship in a bottle" desc = "The Captain's most prized possession. Don't touch it. Don't even look at it." icon = 'icons/obj/decoration.dmi' icon_state = "bottleship" anchored = 1 density = 0 layer = EFFECTS_LAYER_1 var/destroyed = 0 // stole all of this from the captain's shrub lol proc/update_icon() if (!src) return src.destroyed = 1 src.desc = "The scattered remains of a once-beautiful ship in a bottle." playsound(src.loc, "sound/impact_sounds/Glass_Shards_Hit_1.ogg", 100, 0) // The bonsai goes to the deadbar so I guess the ship in a bottle does too lol var/obj/captain_bottleship/C = new /obj/captain_bottleship C.overlays += image('icons/misc/32x64.dmi',"halo") C.set_loc(pick(get_area_turfs(/area/afterlife/bar))) C.anchored = 0 for (var/mob/living/M in mobs) if (M.mind && M.mind.assigned_role == "Captain") boutput(M, "You suddenly feel hollow. Something very dear to you has been lost.") return attackby(obj/item/W as obj, mob/user as mob) if (!W) return if (!user) return if (inafterlife(user)) boutput(usr, "You can't bring yourself to hurt such a beautiful thing!") return if (src.destroyed) return if (user.mind && user.mind.assigned_role == "Captain") boutput(user, "Why would you ever destroy your precious ship in a bottle?") else if(isitem(W) && (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("[user] ravages the [src] with [W].", 1) src.interesting = "Inexplicably, the signal flags on the shattered mast just say 'fuck [user.real_name]'." return meteorhit(obj/O as obj) src.visible_message("The meteor smashes right through [src]!") src.update_icon() src.interesting = "Looks like it was crushed by a giant fuck-off meteor." return ex_act(severity) src.visible_message("[src] is shattered and pulverized by the blast!") src.update_icon() src.interesting = "Looks like it was blown to pieces by some sort of explosive." return /obj/potted_plant name = "potted plant" icon = 'icons/obj/decoration.dmi' icon_state = "ppot0" anchored = 1 density = 0 New() ..() if (src.icon_state == "ppot0") // only randomize a plant if it's not set to something specific src.icon_state = "ppot[rand(1,5)]" potted_plant1 icon_state = "ppot1" potted_plant2 icon_state = "ppot2" potted_plant3 icon_state = "ppot3" potted_plant4 icon_state = "ppot4" potted_plant5 icon_state = "ppot5" /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 = FLY_LAYER+1.01 // just above windows var/base_state = "blindsH" var/open = 1 var/id = null var/obj/blind_switch/mySwitch = null ex_act(var/severity) switch(severity) if(1,2) qdel(src) else if(prob(50)) qdel(src) 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_DBG(5 DECI SECONDS) src.locate_blinds() ex_act(var/severity) switch(severity) if(1,2) qdel(src) else if(prob(50)) qdel(src) proc/locate_blinds() for (var/obj/window_blinds/blind in world) LAGCHECK(LAG_LOW) 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() attack_ai(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) LAGCHECK(LAG_LOW) 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 /obj/disco_ball name = "disco ball" icon = 'icons/obj/decoration.dmi' icon_state = "disco0" anchored = 1 density = 0 layer = 6 var/on = 0 var/datum/light/point/light New() ..() light = new light.set_brightness(1) light.set_color(2,2,2) light.set_height(2.4) light.attach(src) attack_hand(mob/user as mob) src.toggle_on() proc/toggle_on() src.on = !src.on src.icon_state = "disco[src.on]" if (src.on) light.enable() if (!particleMaster.CheckSystemExists(/datum/particleSystem/sparkles_disco, src)) particleMaster.SpawnSystem(new /datum/particleSystem/sparkles_disco(src)) else light.disable() particleMaster.RemoveSystem(/datum/particleSystem/sparkles_disco, src) /obj/admin_plaque name = "Admin's Office" desc = "A nameplate signifying who this office belongs to." icon = 'icons/obj/decals.dmi' icon_state = "office_plaque" anchored = 1 /obj/chainlink_fence name = "chain-link fence" icon = 'icons/obj/decoration.dmi' icon_state = "chainlink" anchored = 1 density = 1 centcom_edition name = "electrified super high-security mk. X-22 edition chain-link fence" desc = "Whoa." /obj/effects/background_objects icon = 'icons/misc/512x512.dmi' icon_state = "moon-dark" name = "X7" desc = "A nearby moon orbiting the gas giant. Forbidden for landings, its exotic atmosphere and roiling electromagnetic storms deter much observation." mouse_opacity = 0 opacity = 0 anchored = 2 density = 0 layer = 1.9 x3 icon_state = "moon-green" name = "X3" desc = "A nearby Earthlike moon orbiting the gas giant. Steady intake of icy debris from the giant's ring system feeds moisture into the shallow, chilly atmosphere." x5 icon_state = "moon-chunky" name = "X5" desc = "A nearby Earthlike moon orbiting the gas giant. The stormy, humid atmosphere is quite breathable and the surface has been extensively seeded by terraforming efforts." x4 icon = 'icons/obj/160x160.dmi' icon_state = "bigasteroid_1" name = "X4" desc = "A jagged little moonlet or a really big asteroid. It's fairly close to your orbit, you can see the lights of Outpost Kappa." x0 icon = 'icons/misc/1024x1024.dmi' icon_state = "plasma_giant" name = "X0" desc = "Your neighborhood plasma giant, a fair bit larger than Jupiter. The atmosphere is primarily composed of volatile FAAE. Little can be discerned of the denser layers below the plasma storms." station name = "Space Station 14" desc = "Another Nanotrasen station passing by your orbit." icon = 'icons/obj/backgrounds.dmi' icon_state = "ss14" ss12 name = "Space Station 12" desc = "That's... not good." icon_state = "ss12-broken" ss10 name = "Space Station 10" desc = "Looks like the regional Nanotrasen hub station passing by your orbit." icon_state = "ss10" obj/decoration obj/decoration/decorativeplant name = "decorative plant" desc = "Is it flora or is it fauna? Hm." icon = 'icons/obj/decoration.dmi' icon_state = "plant1" anchored = 1 density = 1 plant2 icon_state = "plant2" plant3 icon_state = "plant3" plant4 icon_state = "plant4" plant5 icon_state = "plant5" plant6 icon_state = "plant6" plant7 icon_state = "plant7" obj/decoration/junctionbox name = "junction box" desc = "It seems to be locked pretty tight with no reasonable way to open it." icon = 'icons/obj/decoration.dmi' icon_state = "junctionbox" anchored = 2 junctionbox2 icon_state = "junctionbox2" junctionbox3 icon_state = "junctionbox3" obj/decoration/clock name = "clock" //desc = "No wonder time always feels so frozen.." icon_state = "clock" desc = " " icon = 'icons/obj/decoration.dmi' anchored = 1 get_desc() . += "[pick("The time is", "It's", "It's currently", "It reads", "It says")] [o_clock_time()]." obj/decoration/clock/frozen desc = "The clock seems to be completely unmoving, frozen at exactly 3 AM." get_desc() return obj/decoration/vent name = "vent" desc = "Better not to stick your hand in there, those blades look sharp.." icon = 'icons/obj/decoration.dmi' icon_state = "vent1" anchored = 1 vent2 icon_state = "vent2" vent3 icon_state = "vent3" obj/decoration/ceilingfan name = "ceiling fan" desc = "It's actually just kinda hovering above the floor, not actually in the ceiling. Don't tell anyone." icon = 'icons/obj/decoration.dmi' icon_state = "detectivefan" anchored = 1 layer = EFFECTS_LAYER_BASE /obj/decoration/candles name = "wall mounted candelabra" desc = "It's a big candle." icon = 'icons/obj/decoration.dmi' icon_state = "candles-unlit" density = 0 anchored = 2 opacity = 0 var/icon_off = "candles-unlit" var/icon_on = "candles" var/brightness = 1 var/col_r = 0.5 var/col_g = 0.3 var/col_b = 0.0 var/lit = 0 var/datum/light/light New() ..() light = new /datum/light/point light.set_brightness(brightness) light.set_color(col_r, col_g, col_b) light.attach(src) proc/update_icon() if (src.lit == 1) src.icon_state = src.icon_on light.enable() else src.lit = 0 src.icon_state = src.icon_off light.disable() attackby(obj/item/W as obj, mob/user as mob) if (!src.lit) if (istype(W, /obj/item/weldingtool) && W:welding) boutput(user, "[user] casually lights [src] with [W], what a badass.") src.lit = 1 update_icon() if (istype(W, /obj/item/clothing/head/cakehat) && W:on) boutput(user, "Did [user] just light \his [src] with [W]? Holy Shit.") src.lit = 1 update_icon() if (istype(W, /obj/item/device/igniter)) boutput(user, "[user] fumbles around with [W]; a small flame erupts from [src].") src.lit = 1 update_icon() if (istype(W, /obj/item/device/light/zippo) && W:on) boutput(user, "With a single flick of their wrist, [user] smoothly lights [src] with [W]. Damn they're cool.") src.lit = 1 update_icon() if ((istype(W, /obj/item/match) || istype(W, /obj/item/device/light/candle)) && W:on) boutput(user, "[user] lights [src] with [W].") src.lit = 1 update_icon() if (W.burning) boutput(user, "[user] lights [src] with [W]. Goddamn.") src.lit = 1 update_icon () attack_hand(mob/user as mob) if (src.lit) var/fluff = pick("snuff", "blow") src.lit = 0 update_icon() user.visible_message("[user] [fluff]s out the [src].",\ "You [fluff] out the [src].") /obj/decoration/rustykrab name = "rusty krab sign" desc = "It's one of those old neon signs that diners used to have." icon_state = "rustykrab" icon = 'icons/obj/64x32.dmi' density = 0 opacity = 0 anchored = 2 /obj/decoration/bookcase name = "bookcase" desc = "It's a bookcase. Full of books." icon = 'icons/obj/decoration.dmi' icon_state = "bookcase" anchored = 2 density = 0 layer = DECAL_LAYER /obj/decoration/toiletholder name = "toilet paper holder" desc = "Why would you even need this when there's no..?" icon = 'icons/obj/decoration.dmi' icon_state = "toiletholder" anchored = 1 density = 0 /obj/decoration/tabletopfull name = "tabletop shelf" desc = "It's a shelf full of things that you'll need to play your favourite tabletop campaigns. Mainly a lot of dice that can only roll 1's." icon_state = "tabletopfull" icon = 'icons/obj/64x32.dmi' anchored = 2 density = 0 layer = DECAL_LAYER /obj/decoration/syndiepc name = "syndicate computer" desc = "It looks rather sinister with all the red text. I wonder what does it all mean?" anchored = 2 density = 1 icon = 'icons/obj/decoration.dmi' icon_state = "syndiepc1" syndiepc2 icon_state = "syndiepc2" syndiepc3 icon_state = "syndiepc3" syndiepc4 icon_state = "syndiepc4" syndiepc5 icon_state = "syndiepc5" syndiepc6 icon_state = "syndiepc6" syndiepc7 icon_state = "syndiepc7" syndiepc8 icon_state = "syndiepc8" syndiepc9 icon_state = "syndiepc9" syndiepc10 icon_state = "syndiepc10" syndiepc11 icon_state = "syndiepc11" syndiepc12 icon_state = "syndiepc12" syndiepc13 icon_state = "syndiepc13" syndiepc14 icon_state = "syndiepc14" syndiepc15 icon_state = "syndiepc15" syndiepc16 icon_state = "syndiepc16" syndiepc17 icon_state = "syndiepc17" syndiepc18 icon_state = "syndiepc18" syndiepc19 icon_state = "syndiepc19" syndiepc20 icon_state = "syndiepc20" /obj/decoration/bustedmantapc name = "broken computer" desc = "Yeaaah, it has certainly seen some better days." anchored = 2 density = 1 icon = 'icons/obj/decoration.dmi' icon_state = "bustedmantapc" bustedmantapc2 icon_state = "bustedmantapc2" name = "cracked computer" bustedmantapc3 icon_state = "bustedmantapc3" name = "demolished computer" /obj/decoration/collapsedwall name = "collapsed wall" anchored = 2 density = 0 opacity = 0 icon = 'icons/obj/decoration.dmi' icon_state = "collapsedwall" /obj/decoration/ntcratesmall name = "metal crate" anchored = 2 density = 1 desc = "A tightly locked metal crate." icon = 'icons/obj/decoration.dmi' icon_state = "ntcrate" /obj/decoration/ntcrate name = "metal crate" anchored = 2 density = 1 desc = "Assortment of two metal crates, both of them sealed shut." icon = 'icons/obj/32x64.dmi' icon_state = "ntcrate1" layer = EFFECTS_LAYER_1 appearance_flags = TILE_BOUND bound_height = 32 bound_width = 32 ntcrate2 icon_state = "ntcrate2" /obj/decoration/weirdmark name = "weird mark" anchored = 2 icon = 'icons/obj/decoration.dmi' icon_state = "weirdmark" /obj/decoration/frontwalldamage anchored = 2 icon = 'icons/obj/decoration.dmi' icon_state = "frontwalldamage" /obj/decoration/damagedchair anchored = 2 icon = 'icons/obj/decoration.dmi' icon_state = "damagedchair" /obj/decoration/syndcorpse5 anchored = 2 name = "syndicate corpse" icon = 'icons/obj/decoration.dmi' desc = "Whoever this was, you're pretty sure they've had better days. Makes you wonder where the other half is.." icon_state = "syndcorpse5" /obj/decoration/syndcorpse10 anchored = 2 name = "syndicate corpse" icon = 'icons/obj/decoration.dmi' desc = "... Oh, there it is." icon_state = "syndcorpse10" /obj/decoration/bullethole anchored = 2 icon = 'icons/obj/projectiles.dmi' icon_state = "bhole" mouse_opacity = 0 examine() return /obj/decoration/plasmabullethole anchored = 2 icon = 'icons/obj/decoration.dmi' icon_state = "plasma-bhole" mouse_opacity = 0 examine() return