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Simple_animal fixes: - Mice now properly get added to the mob list. - Simple animals no longer use emotes if they have a client attached. - Bears no longer run their AI stuff if they have a client attached. This means that admins can now use the 'Animalize' button to turn players into mice and bears! Map fixes: - That window near arrival shuttle is back where it is supposed to be. - Nuke op shuttle has red floors again. - Holodeck's beach program once again has a beach. - The beach once again is a beach. - Re-added plating in the centcomm control room (where A.L.I.C.E. is.) Changelog updated. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4583 316c924e-a436-60f5-8080-3fe189b3f50e
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Original file line number | Diff line number | Diff line change |
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/obj/effect/landmark | ||
name = "landmark" | ||
icon = 'icons/mob/screen1.dmi' | ||
icon_state = "x2" | ||
anchored = 1.0 | ||
unacidable = 1 | ||
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/obj/effect/landmark/start | ||
name = "start" | ||
icon = 'icons/mob/screen1.dmi' | ||
icon_state = "x" | ||
anchored = 1.0 |
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Original file line number | Diff line number | Diff line change |
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/obj/effect/overlay | ||
name = "overlay" | ||
unacidable = 1 | ||
var/i_attached//Added for possible image attachments to objects. For hallucinations and the like. | ||
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/obj/effect/overlay/beam//Not actually a projectile, just an effect. | ||
name="beam" | ||
icon='icons/effects/beam.dmi' | ||
icon_state="b_beam" | ||
var/tmp/atom/BeamSource | ||
New() | ||
..() | ||
spawn(10) del src | ||
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/obj/effect/overlay/water | ||
name = "water" | ||
icon = 'icons/misc/beach.dmi' | ||
icon_state = "water2" | ||
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/obj/effect/overlay/palmtree_r | ||
name = "Palm tree" | ||
icon = 'icons/misc/beach2.dmi' | ||
icon_state = "palm1" | ||
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/obj/effect/overlay/palmtree_l | ||
name = "Palm tree" | ||
icon = 'icons/misc/beach2.dmi' | ||
icon_state = "palm2" | ||
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/obj/effect/overlay/coconut | ||
name = "Coconuts" | ||
icon = 'icons/misc/beach.dmi' | ||
icon_state = "coconuts" |
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Original file line number | Diff line number | Diff line change |
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/turf/simulated/beach | ||
name = "Beach" | ||
icon = 'icons/misc/beach.dmi' | ||
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/turf/simulated/beach/sand | ||
name = "Sand" | ||
icon_state = "sand" | ||
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/turf/simulated/beach/coastline | ||
name = "Coastline" | ||
icon = 'icons/misc/beach2.dmi' | ||
icon_state = "sandwater" | ||
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/turf/simulated/beach/water | ||
name = "Water" | ||
icon_state = "water" | ||
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/turf/simulated/floor/grass | ||
name = "Grass patch" | ||
icon_state = "grass1" | ||
floor_tile = new/obj/item/stack/tile/grass | ||
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New() | ||
floor_tile.New() //I guess New() isn't run on objects spawned without the definition of a turf to house them, ah well. | ||
icon_state = "grass[pick("1","2","3","4")]" | ||
..() | ||
spawn(4) | ||
if(src) | ||
update_icon() | ||
for(var/direction in cardinal) | ||
if(istype(get_step(src,direction),/turf/simulated/floor)) | ||
var/turf/simulated/floor/FF = get_step(src,direction) | ||
FF.update_icon() //so siding get updated properly |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,16 @@ | ||
/turf/unsimulated/beach | ||
name = "Beach" | ||
icon = 'icons/misc/beach.dmi' | ||
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/turf/unsimulated/beach/sand | ||
name = "Sand" | ||
icon_state = "sand" | ||
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||
/turf/unsimulated/beach/coastline | ||
name = "Coastline" | ||
icon = 'icons/misc/beach2.dmi' | ||
icon_state = "sandwater" | ||
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||
/turf/unsimulated/beach/water | ||
name = "Water" | ||
icon_state = "water" |
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