Syncs maps, and a bunch of other things that no one will care about/notice/give fucks about until they break. Welcome to conflict hell. (#2460)

* fuck pubby

* fuck you too ceres

* ree

* this is going to be a disaster isn't it

* disaster

* dme

* -_-

* tg

* woops

* proper sync

* Welcome to conflict hell.

* lets hope this fixes more things than it breaks

* gdi

* goddamnit
This commit is contained in:
kevinz000
2017-08-24 21:07:58 -07:00
committed by GitHub
parent 188193eb61
commit c638386507
219 changed files with 40493 additions and 56328 deletions
+2 -2
View File
@@ -25,14 +25,14 @@
//The code below here isn't exactly optimal, but because of the individual decals that each area uses it's still applicable.
//high dirt - 1/3
if(istype(A, /area/science/test_area) || istype(A, /area/mine/production) || istype(A, /area/mine/living_quarters) || istype(A, /area/mine/north_outpost) || istype(A, /area/mine/west_outpost) || istype(A, /area/wreck) || istype(A, /area/derelict) || istype(A, /area/djstation))
if(istype(A, /area/science/test_area) || istype(A, /area/mine/production) || istype(A, /area/mine/living_quarters) || istype(A, /area/mine/north_outpost) || istype(A, /area/mine/west_outpost) || istype(A, /area/ruin/space))
new /obj/effect/decal/cleanable/dirt(src) //vanilla, but it works
return
if(prob(80)) //mid dirt - 1/15
return
if(istype(A, /area/engine) || istype(A, /area/crew_quarters/heads/chief) || istype(A, /area/assembly) || istype(A, /area/science/robotics) || istype(A, /area/maintenance) || istype(A, /area/construction))
if(istype(A, /area/engine) || istype(A, /area/crew_quarters/heads/chief) || istype(A, /area/ruin/space/derelict/assembly_line) || istype(A, /area/science/robotics) || istype(A, /area/maintenance) || istype(A, /area/construction))
//Blood, sweat, and oil. Oh, and dirt.
if(prob(3))
new /obj/effect/decal/cleanable/blood/old(src)
@@ -46,12 +46,19 @@
/turf/open/floor/circuit/airless
initial_gas_mix = "TEMP=2.7"
/turf/open/floor/circuit/killroom
name = "Killroom Floor"
initial_gas_mix = "n2=500;TEMP=80"
/turf/open/floor/circuit/telecomms
initial_gas_mix = "n2=100;TEMP=80"
/turf/open/floor/circuit/telecomms/mainframe
name = "Mainframe Base"
/turf/open/floor/circuit/telecomms/server
name = "Server Base"
/turf/open/floor/circuit/green
icon_state = "gcircuit"
icon_normal = "gcircuit"
@@ -271,4 +278,4 @@
//Do this *after* the turf has changed as qdel in spacevines will call changeturf again if it hasn't
for(var/obj/structure/spacevine/SV in src)
if(!QDESTROYING(SV))//Helps avoid recursive loops
qdel(SV)
qdel(SV)
@@ -21,6 +21,10 @@
initial_gas_mix = "n2=100;TEMP=80"
/turf/open/floor/plasteel/black/telecomms/mainframe
name = "Mainframe Floor"
/turf/open/floor/plasteel/black/telecomms/server
name = "Server Base"
/turf/open/floor/plasteel/black/telecomms/server/walkway
name = "Server Walkway"
/turf/open/floor/plasteel/airless/black
icon_state = "dark"
/turf/open/floor/plasteel/black/side
@@ -355,6 +359,8 @@
initial_gas_mix = "n2=100;TEMP=80"
/turf/open/floor/plasteel/vault/telecomms/mainframe
name = "Mainframe Floor"
/turf/open/floor/plasteel/vault/killroom
name = "Killroom Floor"
/turf/open/floor/plasteel/cult
icon_state = "cult"
@@ -4,6 +4,7 @@
* Airless
* Airless plating
* Engine floor
* Foam plating
*/
// note that plating and engine floor do not call their parent attackby, unlike other flooring
// this is done in order to avoid inheriting the crowbar attackby
@@ -69,3 +70,35 @@
icon_state = icon_plating
burnt = 0
broken = 0
/turf/open/floor/plating/foam
name = "metal foam plating"
desc = "Thin, fragile flooring created with metal foam."
icon_state = "foam_plating"
broken_states = list("foam_plating")
burnt_states = list("foam_plating")
/turf/open/floor/plating/foam/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/stack/tile/plasteel))
var/obj/item/stack/tile/plasteel/P = I
if(P.use(1))
var/obj/L = locate(/obj/structure/lattice) in src
if(L)
qdel(L)
to_chat(user, "<span class='notice'>You reinforce the foamed plating with tiling.</span>")
playsound(src, 'sound/weapons/Genhit.ogg', 50, TRUE)
ChangeTurf(/turf/open/floor/plating)
else
playsound(src, 'sound/weapons/tap.ogg', 100, TRUE) //The attack sound is muffled by the foam itself
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
if(prob(I.force * 20 - 25))
user.visible_message("<span class='danger'>[user] smashes through [src]!</span>", \
"<span class='danger'>You smash through [src] with [I]!</span>")
ChangeTurf(baseturf)
else
to_chat(user, "<span class='danger'>You hit [src], to no effect!</span>")
/turf/open/floor/plating/foam/ex_act()
..()
ChangeTurf(baseturf)