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GS13NG/code/game/area/areas/centcom.dm
Qustinnus 182b81a721 Adds ambience for Reebe. (#32623)
* spooky

* fix 1

* fix 2
2017-11-13 03:45:03 -06:00

163 lines
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// CENTCOM
/area/centcom
name = "CentCom"
icon_state = "centcom"
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
requires_power = FALSE
has_gravity = TRUE
noteleport = TRUE
blob_allowed = FALSE //Should go without saying, no blobs should take over centcom as a win condition.
flags_1 = NONE
/area/centcom/control
name = "CentCom Docks"
/area/centcom/evac
name = "CentCom Recovery Ship"
/area/centcom/supply
name = "CentCom Supply Shuttle Dock"
/area/centcom/ferry
name = "CentCom Transport Shuttle Dock"
/area/centcom/prison
name = "Admin Prison"
/area/centcom/holding
name = "Holding Facility"
//THUNDERDOME
/area/tdome
name = "Thunderdome"
icon_state = "yellow"
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
requires_power = FALSE
has_gravity = TRUE
flags_1 = NONE
/area/tdome/arena
name = "Thunderdome Arena"
icon_state = "thunder"
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
/area/tdome/arena_source
name = "Thunderdome Arena Template"
icon_state = "thunder"
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
/area/tdome/tdome1
name = "Thunderdome (Team 1)"
icon_state = "green"
/area/tdome/tdome2
name = "Thunderdome (Team 2)"
icon_state = "green"
/area/tdome/tdomeadmin
name = "Thunderdome (Admin.)"
icon_state = "purple"
/area/tdome/tdomeobserve
name = "Thunderdome (Observer.)"
icon_state = "purple"
//ENEMY
//Wizard
/area/wizard_station
name = "Wizard's Den"
icon_state = "yellow"
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
requires_power = FALSE
has_gravity = TRUE
noteleport = TRUE
flags_1 = NONE
//Abductors
/area/abductor_ship
name = "Abductor Ship"
icon_state = "yellow"
requires_power = FALSE
noteleport = TRUE
has_gravity = TRUE
flags_1 = NONE
//Syndicates
/area/syndicate_mothership
name = "Syndicate Mothership"
icon_state = "syndie-ship"
requires_power = FALSE
has_gravity = TRUE
noteleport = TRUE
blob_allowed = FALSE //Not... entirely sure this will ever come up... but if the bus makes blobs AND ops, it shouldn't aim for the ops to win.
flags_1 = NONE
ambientsounds = HIGHSEC
/area/syndicate_mothership/control
name = "Syndicate Control Room"
icon_state = "syndie-control"
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
/area/syndicate_mothership/elite_squad
name = "Syndicate Elite Squad"
icon_state = "syndie-elite"
//CAPTURE THE FLAG
/area/ctf
name = "Capture the Flag"
icon_state = "yellow"
requires_power = FALSE
has_gravity = TRUE
flags_1 = NO_DEATHRATTLE_1
/area/ctf/control_room
name = "Control Room A"
/area/ctf/control_room2
name = "Control Room B"
/area/ctf/central
name = "Central"
/area/ctf/main_hall
name = "Main Hall A"
/area/ctf/main_hall2
name = "Main Hall B"
/area/ctf/corridor
name = "Corridor A"
/area/ctf/corridor2
name = "Corridor B"
/area/ctf/flag_room
name = "Flag Room A"
/area/ctf/flag_room2
name = "Flag Room B"
// REEBE
/area/reebe
name = "Reebe"
icon_state = "yellow"
requires_power = FALSE
has_gravity = TRUE
noteleport = TRUE
hidden = TRUE
ambientsounds = REEBE
/area/reebe/city_of_cogs
name = "City of Cogs"
icon_state = "purple"
hidden = FALSE