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Bleeding-Edge
code/game/turfs/simulated.dm
92 строки
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SECBATON GRIFFON
Fixes advanced graffiti on glass floors (#39087)
13 апр 2026, 15:47
Не верифицирован
13 апр 2026, 15:47
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/turf/simulated name = "station" var/thermite = 0 var/can_thermite = 1 oxygen = MOLES_O2STANDARD nitrogen = MOLES_N2STANDARD var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to var/can_exist_under_lattice = 0 //If 1, RemoveLattice() is not called when a turf is changed to this. var/datum/custom_painting/advanced_graffiti var/image/advanced_graffiti_overlay /turf/simulated/proc/render_advanced_graffiti(var/mob/user) if (!advanced_graffiti) return FALSE overlays -= advanced_graffiti_overlay advanced_graffiti_overlay = image(advanced_graffiti.render_on(icon(icon, icon_state))) advanced_graffiti_overlay.layer = ADVANCED_GRAFFITI_LAYER //advanced_graffiti_overlay.SwapColor("#aaaaaaff", "#ffffff00") overlays += advanced_graffiti_overlay /turf/simulated/floor/glass/render_advanced_graffiti(var/mob/user) if (!advanced_graffiti) return FALSE overlays -= advanced_graffiti_overlay advanced_graffiti_overlay = image(advanced_graffiti.render_on(icon(icon, icon_state))) advanced_graffiti_overlay.plane = GLASSTILE_PLANE advanced_graffiti_overlay.layer = ADVANCED_GRAFFITI_LAYER //advanced_graffiti_overlay.SwapColor("#aaaaaaff", "#ffffff00") overlays += advanced_graffiti_overlay /turf/simulated/New() ..() if(istype(loc, /area/chapel)) holy = 1 levelupdate() if(flammable) zone?.burnable_atoms |= src /turf/simulated/Entered(atom/A, atom/OL) if(movement_disabled && usr.ckey != movement_disabled_exception) to_chat(usr, "<span class='warning'>Movement is admin-disabled.</span>")//This is to identify lag problems return if (istype(A,/mob/living/carbon)) var/mob/living/carbon/M = A if(!M.on_foot()) return ..() if(istype(M, /mob/living/carbon/human)) var/mob/living/carbon/human/H = M // Floorlength braids? Enjoy your tripping. if(H.my_appearance.h_style && !H.check_hidden_head_flags(HIDEHEADHAIR)) var/datum/sprite_accessory/hair_style = hair_styles_list[H.my_appearance.h_style] if(hair_style && (hair_style.flags & HAIRSTYLE_CANTRIP)) if(H.m_intent == "run" && prob(5)) if (H.Slip(4, 5)) step(H, H.dir) to_chat(H, "<span class='notice'>You tripped over your hair!</span>") ..() //returns 1 if made bloody, returns 0 otherwise /turf/simulated/add_blood(var/mob/living/carbon/human/M) if (!..()) return FALSE for(var/obj/effect/decal/cleanable/blood/B in contents) if(!B.blood_DNA[M.dna.unique_enzymes]) B.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type B.virus2 = virus_copylist(M.virus2) had_blood = TRUE return TRUE //we bloodied the floor blood_splatter(src,M,1) had_blood = TRUE return TRUE //we bloodied the floor // Only adds blood on the floor -- Skie /turf/simulated/proc/add_blood_floor(var/mob/living/carbon/M) if (ishuman(M)) add_blood(M) else if(istype(M, /mob/living/carbon/monkey)) blood_splatter(src,M,1) else if( istype(M, /mob/living/carbon/alien )) var/obj/effect/decal/cleanable/blood/xeno/this = new /obj/effect/decal/cleanable/blood/xeno(src) this.blood_DNA["UNKNOWN BLOOD"] = "X*" else if( istype(M, /mob/living/silicon/robot )) new /obj/effect/decal/cleanable/blood/oil(src)