diff --git a/_maps/mammoth.json b/_maps/mammoth.json index 1730e95ea3d..38103815525 100644 --- a/_maps/mammoth.json +++ b/_maps/mammoth.json @@ -18,7 +18,7 @@ { "Up": 1, "Down": -1, - "Baseturf": "/turf/open/transparent/openspace", + "Baseturf": "/turf/open/floor/plating/ground/mountain", "Linkage": "Cross", "Gravity": true }, diff --git a/fallout/turfs/f13_floors.dm b/fallout/turfs/f13_floors.dm index 13b1171c521..4f8e2be2493 100644 --- a/fallout/turfs/f13_floors.dm +++ b/fallout/turfs/f13_floors.dm @@ -10,6 +10,15 @@ if(icon_state == "housewood1") icon_state = "housewood[rand(1,3)]" //This automatically gives wooden floors a nice varied pattern. +/turf/open/floor/wood/f13/burn_tile() + burnt = 1 + return //We lack sprites for this. To do: make overlay here instead. + +/turf/open/floor/wood/f13/break_tile() + broken = 1 + return + + /turf/open/floor/wood/f13/broken icon_state = "housebase" desc = "Rotting wooden flooring." @@ -89,10 +98,24 @@ //Plasteel (generic) floor tiles. +/obj/item/stack/tile/plasteel/f13 //We need this because upstream turf code is not great. + turf_type = /turf/open/floor/plasteel/f13 + /turf/open/floor/plasteel/f13 icon = 'fallout/icons/turf/floors_2.dmi' icon_state = "floor" + floor_tile = /obj/item/stack/tile/plasteel/f13 + + +/turf/open/floor/plasteel/f13/burn_tile() + burnt = 1 + return //We're not spriting damage variations for the millions of tiles we have. To do: make overlay here instead. + +/turf/open/floor/plasteel/f13/break_tile() + broken = 1 + return + /turf/open/floor/plasteel/f13/_dirty icon = 'fallout/icons/turf/floors_2.dmi'