@@ -0,0 +1,96 @@
|
||||
/obj/effect/decal/cleanable
|
||||
gender = PLURAL
|
||||
layer = ABOVE_NORMAL_TURF_LAYER
|
||||
var/list/random_icon_states = null
|
||||
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
|
||||
var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
|
||||
|
||||
/obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases)
|
||||
. = ..()
|
||||
LAZYINITLIST(blood_DNA) //Kinda needed
|
||||
if (random_icon_states && (icon_state == initial(icon_state)) && length(random_icon_states) > 0)
|
||||
icon_state = pick(random_icon_states)
|
||||
create_reagents(300)
|
||||
if(loc && isturf(loc))
|
||||
for(var/obj/effect/decal/cleanable/C in loc)
|
||||
if(C != src && C.type == type && !QDELETED(C))
|
||||
if (replace_decal(C))
|
||||
return INITIALIZE_HINT_QDEL
|
||||
|
||||
if(LAZYLEN(diseases))
|
||||
var/list/datum/disease/diseases_to_add = list()
|
||||
for(var/datum/disease/D in diseases)
|
||||
if(D.spread_flags & DISEASE_SPREAD_CONTACT_FLUIDS)
|
||||
diseases_to_add += D
|
||||
if(LAZYLEN(diseases_to_add))
|
||||
AddComponent(/datum/component/infective, diseases_to_add)
|
||||
|
||||
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
|
||||
if(mergeable_decal)
|
||||
qdel(C)
|
||||
|
||||
/obj/effect/decal/cleanable/attackby(obj/item/W, mob/user, params)
|
||||
if(istype(W, /obj/item/reagent_containers/glass) || istype(W, /obj/item/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)
|
||||
to_chat(user, "<span class='notice'>[src] isn't thick enough to scoop up!</span>")
|
||||
return
|
||||
if(W.reagents.total_volume >= W.reagents.maximum_volume)
|
||||
to_chat(user, "<span class='notice'>[W] is full!</span>")
|
||||
return
|
||||
to_chat(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.get_temperature()) //todo: make heating a reagent holder proc
|
||||
if(istype(W, /obj/item/clothing/mask/cigarette))
|
||||
return
|
||||
else
|
||||
var/hotness = W.get_temperature()
|
||||
reagents.expose_temperature(hotness)
|
||||
to_chat(user, "<span class='notice'>You heat [name] with [W]!</span>")
|
||||
else
|
||||
return ..()
|
||||
|
||||
/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(exposed_temperature, exposed_volume)
|
||||
if(reagents)
|
||||
reagents.expose_temperature(exposed_temperature)
|
||||
..()
|
||||
|
||||
|
||||
//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 && !HAS_TRAIT(H, TRAIT_LIGHT_STEP))
|
||||
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_DNA(blood_DNA)
|
||||
S.add_blood_overlay()
|
||||
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 FALSE
|
||||
@@ -0,0 +1,70 @@
|
||||
|
||||
/obj/effect/decal/cleanable/blood/xeno
|
||||
name = "xeno blood"
|
||||
desc = "It's green and acidic. It looks like... <i>blood?</i>"
|
||||
color = BLOOD_COLOR_XENO
|
||||
|
||||
/obj/effect/decal/cleanable/blood/splatter/xeno
|
||||
color = BLOOD_COLOR_XENO
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/xeno
|
||||
color = BLOOD_COLOR_XENO
|
||||
gibs_reagent_id = "liquidxenogibs"
|
||||
gibs_bloodtype = "X*"
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/xeno/Initialize(mapload, list/datum/disease/diseases)
|
||||
. = ..()
|
||||
update_icon()
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/xeno/update_icon()
|
||||
add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
|
||||
cut_overlays()
|
||||
var/mutable_appearance/flesh = mutable_appearance(icon, "[icon_state]x_flesh")
|
||||
flesh.appearance_flags = RESET_COLOR
|
||||
flesh.color = body_colors
|
||||
add_overlay(flesh)
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/xeno/streak(list/directions)
|
||||
set waitfor = FALSE
|
||||
var/list/diseases = list()
|
||||
SEND_SIGNAL(src, COMSIG_GIBS_STREAK, directions, diseases)
|
||||
var/direction = pick(directions)
|
||||
for(var/i in 0 to pick(0, 200; 1, 150; 2, 50))
|
||||
sleep(2)
|
||||
if(i > 0)
|
||||
var/obj/effect/decal/cleanable/blood/splatter/xeno/splat = new /obj/effect/decal/cleanable/blood/splatter/xeno(loc, diseases)
|
||||
splat.transfer_blood_dna(blood_DNA, diseases)
|
||||
if(!step_to(src, get_step(src, direction), 0))
|
||||
break
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/xeno/up
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/xeno/down
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/xeno/body
|
||||
random_icon_states = list("gibhead", "gibtorso")
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/xeno/torso
|
||||
random_icon_states = list("gibtorso")
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/xeno/limb
|
||||
random_icon_states = list("gibleg", "gibarm")
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/xeno/core
|
||||
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/xeno/larva
|
||||
random_icon_states = list("xgiblarva1", "xgiblarva2")
|
||||
|
||||
/obj/effect/decal/cleanable/blood/gibs/xeno/larva/body
|
||||
random_icon_states = list("xgiblarvahead", "xgiblarvatorso")
|
||||
|
||||
/obj/effect/decal/cleanable/blood/xtracks
|
||||
icon_state = "tracks"
|
||||
random_icon_states = null
|
||||
|
||||
/obj/effect/decal/cleanable/blood/xtracks/Initialize()
|
||||
add_blood_DNA(list("UNKNOWN DNA" = "X*"))
|
||||
. = ..()
|
||||
@@ -0,0 +1,194 @@
|
||||
/obj/effect/decal/cleanable/blood
|
||||
name = "blood"
|
||||
desc = "It's gooey. Perhaps it's the chef's cooking?"
|
||||
icon = 'icons/effects/blood.dmi'
|
||||
icon_state = "floor1"
|
||||
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
|
||||
blood_state = BLOOD_STATE_BLOOD
|
||||
bloodiness = MAX_SHOE_BLOODINESS
|
||||
color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
|
||||
|
||||
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
|
||||
if (C.blood_DNA)
|
||||
blood_DNA |= C.blood_DNA.Copy()
|
||||
update_icon()
|
||||
..()
|
||||
|
||||
/obj/effect/decal/cleanable/blood/transfer_blood_dna()
|
||||
..()
|
||||
update_icon()
|
||||
|
||||
/obj/effect/decal/cleanable/blood/transfer_mob_blood_dna()
|
||||
. = ..()
|
||||
update_icon()
|
||||
|
||||
/obj/effect/decal/cleanable/blood/update_icon()
|
||||
color = blood_DNA_to_color()
|
||||
|
||||
/obj/effect/decal/cleanable/blood/old
|
||||
name = "dried blood"
|
||||
desc = "Looks like it's been here a while. Eew."
|
||||
bloodiness = 0
|
||||
|
||||
/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
|
||||
..()
|
||||
icon_state += "-old"
|
||||
add_blood_DNA(list("Non-human DNA" = "A+"))
|
||||
|
||||
/obj/effect/decal/cleanable/blood/splats
|
||||
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
|
||||
|
||||
/obj/effect/decal/cleanable/blood/splatter
|
||||
random_icon_states = list("splatter1", "splatter2", "splatter3", "splatter4", "splatter5")
|
||||
|
||||
/obj/effect/decal/cleanable/blood/tracks
|
||||
icon_state = "tracks"
|
||||
desc = "They look like tracks left by wheels."
|
||||
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."
|
||||
random_icon_states = null
|
||||
var/list/existing_dirs = list()
|
||||
|
||||
/obj/effect/decal/cleanable/trail_holder/update_icon()
|
||||
color = blood_DNA_to_color()
|
||||
|
||||
/obj/effect/cleanable/trail_holder/Initialize()
|
||||
. = ..()
|
||||
update_icon()
|
||||
|
||||
/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
|
||||
return TRUE
|
||||
|
||||
/obj/effect/decal/cleanable/trail_holder/transfer_blood_dna()
|
||||
..()
|
||||
update_icon()
|
||||
|
||||
/obj/effect/decal/cleanable/trail_holder/transfer_mob_blood_dna()
|
||||
. = ..()
|
||||
update_icon()
|
||||
|
||||
//BLOODY FOOTPRINTS
|
||||
/obj/effect/decal/cleanable/blood/footprints
|
||||
name = "footprints"
|
||||
icon = 'icons/effects/footprints.dmi'
|
||||
icon_state = "nothingwhatsoever"
|
||||
desc = "WHOSE FOOTPRINTS ARE THESE?"
|
||||
random_icon_states = null
|
||||
var/entered_dirs = 0
|
||||
var/exited_dirs = 0
|
||||
blood_state = BLOOD_STATE_BLOOD //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])
|
||||
if(color != bloodtype_to_color(S.last_bloodtype))
|
||||
return
|
||||
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
|
||||
shoe_types |= S.type
|
||||
if (!(entered_dirs & H.dir))
|
||||
entered_dirs |= H.dir
|
||||
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])
|
||||
if(color != bloodtype_to_color(S.last_bloodtype))//last entry - we check its color
|
||||
return
|
||||
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
|
||||
shoe_types |= S.type
|
||||
if (!(exited_dirs & H.dir))
|
||||
exited_dirs |= H.dir
|
||||
update_icon()
|
||||
|
||||
/obj/effect/decal/cleanable/blood/footprints/update_icon()
|
||||
..()
|
||||
cut_overlays()
|
||||
for(var/Ddir in GLOB.cardinals)
|
||||
if(entered_dirs & Ddir)
|
||||
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"]
|
||||
if(!bloodstep_overlay)
|
||||
GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]1", dir = Ddir)
|
||||
add_overlay(bloodstep_overlay)
|
||||
if(exited_dirs & Ddir)
|
||||
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"]
|
||||
if(!bloodstep_overlay)
|
||||
GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]2", dir = Ddir)
|
||||
add_overlay(bloodstep_overlay)
|
||||
|
||||
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> [icon2html(initial(S.icon), user)]\n"
|
||||
|
||||
to_chat(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
|
||||
if(color != C.color)
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/effect/decal/cleanable/blood/footprints/can_bloodcrawl_in()
|
||||
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/* Eventually TODO: make snowflake trails like baycode's
|
||||
/obj/effect/decal/cleanable/blood/footprints/tracks/shoe
|
||||
name = "footprints"
|
||||
desc = "They look like tracks left by footwear."
|
||||
icon_state = FOOTPRINT_SHOE
|
||||
print_state = FOOTPRINT_SHOE
|
||||
|
||||
/obj/effect/decal/cleanable/blood/footprints/tracks/foot
|
||||
name = "footprints"
|
||||
desc = "They look like tracks left by a bare foot."
|
||||
icon_state = FOOTPRINT_FOOT
|
||||
print_state = FOOTPRINT_FOOT
|
||||
|
||||
/obj/effect/decal/cleanable/blood/footprints/tracks/snake
|
||||
name = "tracks"
|
||||
desc = "They look like tracks left by a giant snake."
|
||||
icon_state = FOOTPRINT_SNAKE
|
||||
print_state = FOOTPRINT_SNAKE
|
||||
|
||||
/obj/effect/decal/cleanable/blood/footprints/tracks/paw
|
||||
name = "footprints"
|
||||
desc = "They look like tracks left by paws."
|
||||
icon_state = FOOTPRINT_PAW
|
||||
print_state = FOOTPRINT_PAW
|
||||
|
||||
/obj/effect/decal/cleanable/blood/footprints/tracks/claw
|
||||
name = "footprints"
|
||||
desc = "They look like tracks left by claws."
|
||||
icon_state = FOOTPRINT_CLAW
|
||||
print_state = FOOTPRINT_CLAW
|
||||
|
||||
/obj/effect/decal/cleanable/blood/footprints/tracks/wheels
|
||||
name = "tracks"
|
||||
desc = "They look like tracks left by wheels."
|
||||
gender = PLURAL
|
||||
icon_state = FOOTPRINT_WHEEL
|
||||
print_state = FOOTPRINT_WHEEL
|
||||
|
||||
/obj/effect/decal/cleanable/blood/footprints/tracks/body
|
||||
name = "trails"
|
||||
desc = "A trail left by something being dragged."
|
||||
icon_state = FOOTPRINT_DRAG
|
||||
print_state = FOOTPRINT_DRAG */
|
||||
@@ -0,0 +1,65 @@
|
||||
// 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>"
|
||||
icon = 'icons/mob/robots.dmi'
|
||||
icon_state = "gib1"
|
||||
layer = LOW_OBJ_LAYER
|
||||
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
|
||||
blood_state = BLOOD_STATE_OIL
|
||||
bloodiness = BLOOD_AMOUNT_PER_DECAL
|
||||
mergeable_decal = FALSE
|
||||
|
||||
/obj/effect/decal/cleanable/robot_debris/Initialize(mapload, list/datum/disease/diseases)
|
||||
. = ..()
|
||||
reagents.add_reagent("liquidoilgibs", 5)
|
||||
|
||||
/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), i++)
|
||||
sleep(2)
|
||||
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."
|
||||
icon = 'icons/mob/robots.dmi'
|
||||
icon_state = "floor1"
|
||||
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
|
||||
blood_state = BLOOD_STATE_OIL
|
||||
bloodiness = BLOOD_AMOUNT_PER_DECAL
|
||||
|
||||
/obj/effect/decal/cleanable/oil/Initialize()
|
||||
. = ..()
|
||||
reagents.add_reagent("oil", 30)
|
||||
reagents.add_reagent("liquidoilgibs", 5)
|
||||
|
||||
/obj/effect/decal/cleanable/oil/streak
|
||||
random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
|
||||
|
||||
/obj/effect/decal/cleanable/oil/slippery
|
||||
|
||||
/obj/effect/decal/cleanable/oil/slippery/Initialize()
|
||||
AddComponent(/datum/component/slippery, 80, (NO_SLIP_WHEN_WALKING | SLIDE))
|
||||
@@ -0,0 +1,48 @@
|
||||
/obj/effect/decal
|
||||
name = "decal"
|
||||
plane = FLOOR_PLANE
|
||||
anchored = TRUE
|
||||
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
||||
var/turf_loc_check = TRUE
|
||||
|
||||
/obj/effect/decal/Initialize()
|
||||
. = ..()
|
||||
if(turf_loc_check && (!isturf(loc) || NeverShouldHaveComeHere(loc)))
|
||||
return INITIALIZE_HINT_QDEL
|
||||
|
||||
/obj/effect/decal/blob_act(obj/structure/blob/B)
|
||||
if(B && B.loc == loc)
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/decal/proc/NeverShouldHaveComeHere(turf/T)
|
||||
return isclosedturf(T) || isgroundlessturf(T)
|
||||
|
||||
/obj/effect/decal/ex_act(severity, target)
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/decal/fire_act(exposed_temperature, exposed_volume)
|
||||
if(!(resistance_flags & FIRE_PROOF)) //non fire proof decal or being burned by lava
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/decal/HandleTurfChange(turf/T)
|
||||
..()
|
||||
if(T == loc && NeverShouldHaveComeHere(T))
|
||||
qdel(src)
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/obj/effect/turf_decal
|
||||
icon = 'icons/turf/decals.dmi'
|
||||
icon_state = "warningline"
|
||||
layer = TURF_DECAL_LAYER
|
||||
|
||||
/obj/effect/turf_decal/Initialize()
|
||||
..()
|
||||
return INITIALIZE_HINT_QDEL
|
||||
|
||||
/obj/effect/turf_decal/ComponentInitialize()
|
||||
. = ..()
|
||||
var/turf/T = loc
|
||||
if(!istype(T)) //you know this will happen somehow
|
||||
CRASH("Turf decal initialized in an object/nullspace")
|
||||
T.AddComponent(/datum/component/decal, icon, icon_state, dir, CLEAN_GOD, color, null, null, alpha)
|
||||
@@ -0,0 +1,25 @@
|
||||
/obj/effect/turf_decal/weather
|
||||
name = "sandy floor"
|
||||
icon_state = "sandyfloor"
|
||||
|
||||
/obj/effect/turf_decal/weather/snow
|
||||
name = "snowy floor"
|
||||
icon_state = "snowyfloor"
|
||||
|
||||
/obj/effect/turf_decal/weather/snow/corner
|
||||
name = "snow corner piece"
|
||||
icon = 'icons/turf/snow.dmi'
|
||||
icon_state = "snow_corner"
|
||||
|
||||
/obj/effect/turf_decal/weather/dirt
|
||||
name = "dirt siding"
|
||||
icon = 'icons/turf/decals.dmi'
|
||||
icon_state = "dirt_side"
|
||||
|
||||
/obj/effect/turf_decal/weather/sand
|
||||
name = "sand siding"
|
||||
icon = 'icons/misc/beach.dmi'
|
||||
icon_state = "sand_side"
|
||||
|
||||
/obj/effect/turf_decal/weather/sand/light
|
||||
icon_state = "lightsand_side"
|
||||
Reference in New Issue
Block a user