turfs go in the turfs file and it is too cold
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@@ -163,36 +163,6 @@
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/area/edina/crew_quarters/store/pet
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name = "Pet Store"
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/turf/open/floor/grass/snow/edina//But for now, we just handle what is outside, for light control etc.
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name = "Scottish snow"
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desc = "Looks super chilly!"
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light_range = 3 //MIDNIGHT BLUE
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light_power = 0.15 //NOT PITCH BLACK, JUST REALLY DARK
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light_color = "#00111a" //The light can technically cycle on a timer worldwide, but no daynight cycle.
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baseturfs = /turf/open/floor/grass/snow/edina //If we explode or die somehow, we just make more! Ahahaha!!!
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tiled_dirt = 0 //NO TILESMOOTHING DIRT/DIRT SPAWNS OR SOME SHIT
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//lets people build
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/turf/open/floor/grass/snow/edina/attackby(obj/item/C, mob/user, params)
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.=..()
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if(istype(C, /obj/item/stack/tile))
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for(var/obj/O in src)
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if(O.level == 1) //ex. pipes laid underneath a tile
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for(var/M in O.buckled_mobs)
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to_chat(user, "<span class='warning'>Someone is buckled to \the [O]! Unbuckle [M] to move \him out of the way.</span>")
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return
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var/obj/item/stack/tile/W = C
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if(!W.use(1))
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return
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var/turf/open/floor/T = PlaceOnTop(W.turf_type)
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T.icon_state = initial(T.icon_state)
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if(istype(W, /obj/item/stack/tile/light)) //TODO: get rid of this ugly check somehow
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var/obj/item/stack/tile/light/L = W
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var/turf/open/floor/light/F = T
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F.state = L.state
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playsound(src, 'sound/weapons/genhit.ogg', 50, 1)
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////////////////Mapping helper/////////////////////////
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/obj/effect/mapping_helpers/planet_z
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name = "planet z helper"
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