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2020-02-19 19:48:29 -08:00

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/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("<b><span style='color:red'>[user] violently shakes [src] around! \An [thing] falls out!</span></b>", 1)
last_use = world.time
max_uses--
else
visible_message("<b><span style='color:red'>[user] violently shakes [src] around![prob(20) ? " A few leaves fall out!" : null]</span></b>", 1)
//no more BUSH SHIELDS
for(var/mob/living/L in get_turf(src))
if (!L.getStatusDuration("weakened") && !L.resting)
boutput(L, "<span style=\"color:red\"><b>A branch from [src] smacks you right in the face!</b></span>")
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, "<span style='color:red'>You suddenly feel hollow. Something very dear to you has been lost.</span>")
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, "<span style='color:blue'>You carefully and lovingly sculpt your bonsai tree.</span>")
else
boutput(user, "<span style='color:red'>Why would you ever destroy your precious bonsai tree?</span>")
else if(isitem(W) && (user.mind && user.mind.assigned_role != "Captain"))
src.update_icon()
boutput(user, "<span style='color:red'>I don't think the Captain is going to be too happy about this...</span>")
src.visible_message("<b><span style='color:red'>[user] ravages the [src] with [W].</span></b>", 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("<b><span style='color:red'>The meteor smashes right through [src]!</span></b>")
src.update_icon()
src.interesting = "Looks like it was crushed by a giant fuck-off meteor."
return
ex_act(severity)
src.visible_message("<b><span style='color:red'>[src] is ripped to pieces by the blast!</span></b>")
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, "<span style='color:red'>You suddenly feel hollow. Something very dear to you has been lost.</span>")
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, "<span style='color:red'>Why would you ever destroy your precious ship in a bottle?</span>")
else if(isitem(W) && (user.mind && user.mind.assigned_role != "Captain"))
src.update_icon()
boutput(user, "<span style='color:red'>I don't think the Captain is going to be too happy about this...</span>")
src.visible_message("<b><span style='color:red'>[user] ravages the [src] with [W].</span></b>", 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("<b><span style='color:red'>The meteor smashes right through [src]!</span></b>")
src.update_icon()
src.interesting = "Looks like it was crushed by a giant fuck-off meteor."
return
ex_act(severity)
src.visible_message("<b><span style='color:red'>[src] is shattered and pulverized by the blast!</span></b>")
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, "<span style=\"color:red\"><b>[user]</b> casually lights [src] with [W], what a badass.</span>")
src.lit = 1
update_icon()
if (istype(W, /obj/item/clothing/head/cakehat) && W:on)
boutput(user, "<span style=\"color:red\">Did [user] just light \his [src] with [W]? Holy Shit.</span>")
src.lit = 1
update_icon()
if (istype(W, /obj/item/device/igniter))
boutput(user, "<span style=\"color:red\"><b>[user]</b> fumbles around with [W]; a small flame erupts from [src].</span>")
src.lit = 1
update_icon()
if (istype(W, /obj/item/device/light/zippo) && W:on)
boutput(user, "<span style=\"color:red\">With a single flick of their wrist, [user] smoothly lights [src] with [W]. Damn they're cool.</span>")
src.lit = 1
update_icon()
if ((istype(W, /obj/item/match) || istype(W, /obj/item/device/light/candle)) && W:on)
boutput(user, "<span style=\"color:red\"><b>[user] lights [src] with [W].</span>")
src.lit = 1
update_icon()
if (W.burning)
boutput(user, "<span style=\"color:red\"><b>[user]</b> lights [src] with [W]. Goddamn.</span>")
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("<b>[user]</b> [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