initial commit - cross reference with 5th port - obviously has compile errors

This commit is contained in:
LetterJay
2016-07-03 02:17:19 -05:00
commit 35a1723e98
4355 changed files with 2221257 additions and 0 deletions
@@ -0,0 +1,69 @@
// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
/obj/effect/decal/cleanable/xenoblood
name = "xeno blood"
desc = "It's green and acidic. It looks like... <i>blood?</i>"
gender = PLURAL
density = 0
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
var/list/viruses = list()
blood_DNA = list("UNKNOWN DNA" = "X*")
bloodiness = MAX_SHOE_BLOODINESS
blood_state = BLOOD_STATE_XENO
/obj/effect/decal/cleanable/xenoblood/Destroy()
for(var/datum/disease/D in viruses)
D.cure(0)
viruses = null
return ..()
/obj/effect/decal/cleanable/xenoblood/xgibs/proc/streak(list/directions)
spawn (0)
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
var/obj/effect/decal/cleanable/xenoblood/b = new /obj/effect/decal/cleanable/xenoblood/xsplatter(src.loc)
for(var/datum/disease/D in src.viruses)
var/datum/disease/ND = D.Copy(1)
b.viruses += ND
ND.holder = b
if (step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/xenoblood/xsplatter
random_icon_states = list("xgibbl1", "xgibbl2", "xgibbl3", "xgibbl4", "xgibbl5")
/obj/effect/decal/cleanable/xenoblood/xgibs
name = "xeno gibs"
desc = "Gnarly..."
gender = PLURAL
icon = 'icons/effects/blood.dmi'
icon_state = "xgib1"
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
/obj/effect/decal/cleanable/xenoblood/xgibs/ex_act()
return
/obj/effect/decal/cleanable/xenoblood/xgibs/up
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibup1","xgibup1","xgibup1")
/obj/effect/decal/cleanable/xenoblood/xgibs/down
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibdown1","xgibdown1","xgibdown1")
/obj/effect/decal/cleanable/xenoblood/xgibs/body
random_icon_states = list("xgibhead", "xgibtorso")
/obj/effect/decal/cleanable/xenoblood/xgibs/limb
random_icon_states = list("xgibleg", "xgibarm")
/obj/effect/decal/cleanable/xenoblood/xgibs/core
random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")
/obj/effect/decal/cleanable/blood/xtracks
icon_state = "xtracks"
random_icon_states = null
blood_DNA = list("UNKNOWN DNA" = "X*")
@@ -0,0 +1,193 @@
/obj/effect/decal/cleanable/blood
name = "blood"
desc = "It's red and gooey. Perhaps it's the chef's cooking?"
gender = PLURAL
density = 0
layer = ABOVE_NORMAL_TURF_LAYER
icon = 'icons/effects/blood.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
var/list/viruses = list()
blood_DNA = list()
blood_state = BLOOD_STATE_HUMAN
bloodiness = MAX_SHOE_BLOODINESS
/obj/effect/decal/cleanable/blood/Destroy()
for(var/datum/disease/D in viruses)
D.cure(0)
viruses = null
return ..()
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
if (C.blood_DNA)
blood_DNA |= C.blood_DNA.Copy()
..()
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
/obj/effect/decal/cleanable/blood/tracks
icon_state = "tracks"
desc = "They look like tracks left by wheels."
gender = PLURAL
random_icon_states = null
/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose
name = "blood"
icon_state = "ltrails_1"
desc = "Your instincts say you shouldn't be following these."
gender = PLURAL
density = 0
layer = ABOVE_OPEN_TURF_LAYER
random_icon_states = null
var/list/existing_dirs = list()
blood_DNA = list()
/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
return 1
/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
desc = "They look bloody and gruesome."
gender = PLURAL
density = 0
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/effects/blood.dmi'
icon_state = "gibbl5"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
/obj/effect/decal/cleanable/blood/gibs/New()
..()
reagents.add_reagent("liquidgibs", 5)
/obj/effect/decal/cleanable/blood/gibs/replace_decal(obj/effect/decal/cleanable/C)
return
/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
return
/obj/effect/decal/cleanable/blood/gibs/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
/obj/effect/decal/cleanable/blood/gibs/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
/obj/effect/decal/cleanable/blood/gibs/body
random_icon_states = list("gibhead", "gibtorso")
/obj/effect/decal/cleanable/blood/gibs/limb
random_icon_states = list("gibleg", "gibarm")
/obj/effect/decal/cleanable/blood/gibs/core
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
/obj/effect/decal/cleanable/blood/gibs/proc/streak(list/directions)
set waitfor = 0
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc)
for(var/datum/disease/D in src.viruses)
var/datum/disease/ND = D.Copy(1)
b.viruses += ND
ND.holder = b
if (step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/blood/drip
name = "drips of blood"
desc = "It's red."
gender = PLURAL
icon_state = "1"
random_icon_states = list("drip1","drip2","drip3","drip4","drip5")
bloodiness = 0
var/drips = 1
/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
return 1
//BLOODY FOOTPRINTS
/obj/effect/decal/cleanable/blood/footprints
name = "footprints"
icon = 'icons/effects/footprints.dmi'
icon_state = "nothingwhatsoever"
desc = "where might they lead?"
gender = PLURAL
random_icon_states = null
var/entered_dirs = 0
var/exited_dirs = 0
blood_state = BLOOD_STATE_HUMAN //the icon state to load images from
var/list/shoe_types = list()
/obj/effect/decal/cleanable/blood/footprints/Crossed(atom/movable/O)
if(ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
if(S && S.bloody_shoes[blood_state])
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
entered_dirs|= H.dir
shoe_types |= H.shoes.type
update_icon()
/obj/effect/decal/cleanable/blood/footprints/Uncrossed(atom/movable/O)
if(ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
if(S && S.bloody_shoes[blood_state])
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
exited_dirs|= H.dir
shoe_types |= H.shoes.type
update_icon()
/obj/effect/decal/cleanable/blood/footprints/update_icon()
cut_overlays()
for(var/Ddir in cardinal)
if(entered_dirs & Ddir)
var/image/I
if(bloody_footprints_cache["entered-[blood_state]-[Ddir]"])
I = bloody_footprints_cache["entered-[blood_state]-[Ddir]"]
else
I = image(icon,"[blood_state]1",dir = Ddir)
bloody_footprints_cache["entered-[blood_state]-[Ddir]"] = I
if(I)
add_overlay(I)
if(exited_dirs & Ddir)
var/image/I
if(bloody_footprints_cache["exited-[blood_state]-[Ddir]"])
I = bloody_footprints_cache["exited-[blood_state]-[Ddir]"]
else
I = image(icon,"[blood_state]2",dir = Ddir)
bloody_footprints_cache["exited-[blood_state]-[Ddir]"] = I
if(I)
add_overlay(I)
alpha = BLOODY_FOOTPRINT_BASE_ALPHA+bloodiness
/obj/effect/decal/cleanable/blood/footprints/examine(mob/user)
. = ..()
if(shoe_types.len)
. += "You recognise the footprints as belonging to:\n"
for(var/shoe in shoe_types)
var/obj/item/clothing/shoes/S = shoe
. += "some <B>[initial(S.name)]</B> \icon[S]\n"
user << .
/obj/effect/decal/cleanable/blood/footprints/replace_decal(obj/effect/decal/cleanable/C)
if(blood_state != C.blood_state) //We only replace footprints of the same type as us
return
..()
/obj/effect/decal/cleanable/blood/footprints/can_bloodcrawl_in()
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
return 1
return 0
@@ -0,0 +1,167 @@
/obj/effect/decal/cleanable/generic
name = "clutter"
desc = "Someone should clean that up."
gender = PLURAL
density = 0
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/obj/objects.dmi'
icon_state = "shards"
/obj/effect/decal/cleanable/ash
name = "ashes"
desc = "Ashes to ashes, dust to dust, and into space."
gender = PLURAL
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
/obj/effect/decal/cleanable/ash/New()
..()
reagents.add_reagent("ash", 30)
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
/obj/effect/decal/cleanable/dirt
name = "dirt"
desc = "Someone should clean that up."
icon_state = "dirt"
gender = PLURAL
density = 0
layer = ABOVE_OPEN_TURF_LAYER
mouse_opacity = 0
/obj/effect/decal/cleanable/flour
name = "flour"
desc = "It's still good. Four second rule!"
gender = PLURAL
density = 0
layer = ABOVE_OPEN_TURF_LAYER
icon_state = "flour"
/obj/effect/decal/cleanable/greenglow
name = "glowing goo"
desc = "Jeez. I hope that's not for lunch."
gender = PLURAL
density = 0
layer = ABOVE_OPEN_TURF_LAYER
luminosity = 1
icon_state = "greenglow"
/obj/effect/decal/cleanable/greenglow/ex_act()
return
/obj/effect/decal/cleanable/cobweb
name = "cobweb"
desc = "Somebody should remove that."
density = 0
layer = OBJ_LAYER
icon_state = "cobweb1"
burntime = 1
/obj/effect/decal/cleanable/cobweb/fire_act()
qdel(src)
/obj/effect/decal/cleanable/molten_item
name = "gooey grey mass"
desc = "It looks like a melted... something."
density = 0
layer = OBJ_LAYER
icon = 'icons/obj/chemical.dmi'
icon_state = "molten"
/obj/effect/decal/cleanable/cobweb2
name = "cobweb"
desc = "Somebody should remove that."
density = 0
layer = OBJ_LAYER
icon_state = "cobweb2"
//Vomit (sorry)
/obj/effect/decal/cleanable/vomit
name = "vomit"
desc = "Gosh, how unpleasant."
gender = PLURAL
density = 0
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/effects/blood.dmi'
icon_state = "vomit_1"
random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
var/list/viruses = list()
/obj/effect/decal/cleanable/vomit/attack_hand(var/mob/user)
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(H.dna.species.id == "fly")
playsound(get_turf(src), 'sound/items/drink.ogg', 50, 1) //slurp
H.visible_message("<span class='alert'>[H] extends a small proboscis into the vomit pool, sucking it with a slurping sound.</span>")
if(reagents)
for(var/datum/reagent/R in reagents.reagent_list)
if (istype(R, /datum/reagent/consumable))
var/datum/reagent/consumable/nutri_check = R
if(nutri_check.nutriment_factor >0)
H.nutrition += nutri_check.nutriment_factor * nutri_check.volume
reagents.remove_reagent(nutri_check.id,nutri_check.volume)
reagents.trans_to(H, reagents.total_volume)
qdel(src)
/obj/effect/decal/cleanable/vomit/Destroy()
for(var/datum/disease/D in viruses)
D.cure(0)
viruses = null
return ..()
/obj/effect/decal/cleanable/tomato_smudge
name = "tomato smudge"
desc = "It's red."
density = 0
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
/obj/effect/decal/cleanable/plant_smudge
name = "plant smudge"
density = 0
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_plant")
/obj/effect/decal/cleanable/egg_smudge
name = "smashed egg"
desc = "Seems like this one won't hatch."
density = 0
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_egg1", "smashed_egg2", "smashed_egg3")
/obj/effect/decal/cleanable/pie_smudge //honk
name = "smashed pie"
desc = "It's pie cream from a cream pie."
density = 0
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_pie")
/obj/effect/decal/cleanable/chem_pile
name = "chemical pile"
desc = "A pile of chemicals. You can't quite tell what's inside it."
gender = PLURAL
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
/obj/effect/decal/cleanable/shreds
name = "shreds"
desc = "The shredded remains of what appears to be clothing."
icon_state = "shreds"
gender = PLURAL
density = 0
layer = ABOVE_OPEN_TURF_LAYER
/obj/effect/decal/cleanable/shreds/New()
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
..()
/obj/effect/decal/cleanable/salt
name = "salt pile"
desc = "A sizable pile of table salt. Someone must be upset."
icon = 'icons/effects/tomatodecal.dmi'
icon_state = "salt_pile"
@@ -0,0 +1,66 @@
// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
/obj/effect/decal/cleanable/robot_debris
name = "robot debris"
desc = "It's a useless heap of junk... <i>or is it?</i>"
gender = PLURAL
density = 0
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/mob/robots.dmi'
icon_state = "gib1"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
blood_state = BLOOD_STATE_OIL
bloodiness = MAX_SHOE_BLOODINESS
/obj/effect/decal/cleanable/robot_debris/proc/streak(list/directions)
set waitfor = 0
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
if (prob(40))
new /obj/effect/decal/cleanable/oil/streak(src.loc)
else if (prob(10))
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
if (step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/robot_debris/ex_act()
return
/obj/effect/decal/cleanable/robot_debris/limb
random_icon_states = list("gibarm", "gibleg")
/obj/effect/decal/cleanable/robot_debris/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup1","gibup1")
/obj/effect/decal/cleanable/robot_debris/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown1","gibdown1")
/obj/effect/decal/cleanable/oil
name = "motor oil"
desc = "It's black and greasy. Looks like Beepsky made another mess."
gender = PLURAL
density = 0
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/mob/robots.dmi'
icon_state = "floor1"
var/viruses = list()
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_OIL
bloodiness = MAX_SHOE_BLOODINESS
/obj/effect/decal/cleanable/oil/New()
..()
reagents.add_reagent("oil", 30)
/obj/effect/decal/cleanable/oil/Destroy()
for(var/datum/disease/D in viruses)
D.cure(0)
viruses = null
return ..()
/obj/effect/decal/cleanable/oil/streak
random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
@@ -0,0 +1,85 @@
/obj/effect/decal/cleanable
var/list/random_icon_states = list()
var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
/obj/effect/decal/cleanable/New()
if (random_icon_states && length(src.random_icon_states) > 0)
src.icon_state = pick(src.random_icon_states)
create_reagents(300)
if(src.loc && isturf(src.loc))
for(var/obj/effect/decal/cleanable/C in src.loc)
if(C != src && C.type == src.type)
replace_decal(C)
..()
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C)
qdel(C)
/obj/effect/decal/cleanable/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/reagent_containers/glass) || istype(W, /obj/item/weapon/reagent_containers/food/drinks))
if(src.reagents && W.reagents)
. = 1 //so the containers don't splash their content on the src while scooping.
if(!src.reagents.total_volume)
user << "<span class='notice'>[src] isn't thick enough to scoop up!</span>"
return
if(W.reagents.total_volume >= W.reagents.maximum_volume)
user << "<span class='notice'>[W] is full!</span>"
return
user << "<span class='notice'>You scoop up [src] into [W]!</span>"
reagents.trans_to(W, reagents.total_volume)
if(!reagents.total_volume) //scooped up all of it
qdel(src)
return
if(W.is_hot()) //todo: make heating a reagent holder proc
if(istype(W, /obj/item/clothing/mask/cigarette))
return
else
var/hotness = W.is_hot()
var/added_heat = (hotness / 100)
src.reagents.chem_temp = min(src.reagents.chem_temp + added_heat, hotness)
src.reagents.handle_reactions()
user << "<span class='notice'>You heat [src] with [W]!</span>"
/obj/effect/decal/cleanable/ex_act()
if(reagents)
for(var/datum/reagent/R in reagents.reagent_list)
R.on_ex_act()
..()
/obj/effect/decal/cleanable/fire_act()
if(reagents)
reagents.chem_temp += 30
reagents.handle_reactions()
..()
//Add "bloodiness" of this blood's type, to the human's shoes
//This is on /cleanable because fuck this ancient mess
/obj/effect/decal/cleanable/Crossed(atom/movable/O)
if(ishuman(O))
var/mob/living/carbon/human/H = O
if(H.shoes && blood_state && bloodiness)
var/obj/item/clothing/shoes/S = H.shoes
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
if(blood_DNA && blood_DNA.len)
S.add_blood(blood_DNA)
S.blood_state = blood_state
update_icon()
H.update_inv_shoes()
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
return bloodiness
else
return 0
@@ -0,0 +1,62 @@
/obj/effect/decal/cleanable/crayon
name = "rune"
desc = "Graffiti. Damn kids."
icon = 'icons/effects/crayondecal.dmi'
icon_state = "rune1"
layer = ABOVE_NORMAL_TURF_LAYER
var/do_icon_rotate = TRUE
/obj/effect/decal/cleanable/crayon/examine()
set src in view(2)
..()
return
/obj/effect/decal/cleanable/crayon/New(location, main = "#FFFFFF", var/type = "rune1", var/e_name = "rune", var/rotation = 0, var/alt_icon = null)
..()
loc = location
name = e_name
desc = "A [name] vandalizing the station."
if(type == "poseur tag")
type = pick(gang_name_pool)
if(alt_icon)
icon = alt_icon
icon_state = type
if(rotation && do_icon_rotate)
var/matrix/M = matrix()
M.Turn(rotation)
src.transform = M
color = main
/obj/effect/decal/cleanable/crayon/gang
layer = HIGH_OBJ_LAYER //Harder to hide
do_icon_rotate = FALSE //These are designed to always face south, so no rotation please.
var/datum/gang/gang
/obj/effect/decal/cleanable/crayon/gang/New(location, var/datum/gang/G, var/e_name = "gang tag", var/rotation = 0)
if(!type || !G)
qdel(src)
var/area/territory = get_area(location)
var/color
gang = G
color = G.color_hex
icon_state = G.name
G.territory_new |= list(territory.type = territory.name)
..(location, color, icon_state, e_name, rotation)
/obj/effect/decal/cleanable/crayon/gang/Destroy()
var/area/territory = get_area(src)
if(gang)
gang.territory -= territory.type
gang.territory_new -= territory.type
gang.territory_lost |= list(territory.type = territory.name)
return ..()
@@ -0,0 +1,6 @@
/obj/effect/decal
name = "decal"
anchored = 1
/obj/effect/decal/ex_act(severity, target)
qdel(src)
+33
View File
@@ -0,0 +1,33 @@
/obj/effect/overlay/temp/point
name = "pointer"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "arrow"
layer = POINT_LAYER
duration = 25
/obj/effect/overlay/temp/point/New(atom/target, set_invis = 0)
..()
loc = get_turf(target)
pixel_x = target.pixel_x
pixel_y = target.pixel_y
invisibility = set_invis
//Used by spraybottles.
/obj/effect/decal/chempuff
name = "chemicals"
icon = 'icons/obj/chempuff.dmi'
pass_flags = PASSTABLE | PASSGRILLE
layer = FLY_LAYER
/obj/effect/decal/sandeffect
name = "sandy tile"
icon = 'icons/turf/floors.dmi'
icon_state = "sandeffect"
layer = ABOVE_OPEN_TURF_LAYER
/obj/effect/decal/fakelattice
name = "lattice"
desc = "A lightweight support lattice."
icon = 'icons/obj/smooth_structures/lattice.dmi'
icon_state = "lattice"
density = 1
@@ -0,0 +1,17 @@
/obj/effect/decal/remains
name = "remains"
gender = PLURAL
icon = 'icons/effects/blood.dmi'
/obj/effect/decal/remains/human
desc = "They look like human remains. They have a strange aura about them."
icon_state = "remains"
/obj/effect/decal/remains/xeno
desc = "They look like the remains of something... alien. They have a strange aura about them."
icon_state = "remainsxeno"
/obj/effect/decal/remains/robot
desc = "They look like the remains of something mechanical. They have a strange aura about them."
icon = 'icons/mob/robots.dmi'
icon_state = "remainsrobot"