forked from Simnation/Main
173 lines
6.3 KiB
Lua
173 lines
6.3 KiB
Lua
![]() |
-- Arcade: 2732.000, -380.000, -50.000
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exports('GetDiamondArcadeObject', function()
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return DiamondArcade
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end)
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DiamondArcade = {
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interiorId = 278273,
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Style = {
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derelict = {
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"entity_set_arcade_set_derelict",
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"entity_set_arcade_set_derelict_carpet",
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"entity_set_arcade_set_derelict_clean_up"
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},
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normal = "entity_set_constant_geometry",
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Set = function(style, refresh)
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DiamondArcade.Style.Clear(false)
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SetIplPropState(DiamondArcade.interiorId, style, true, refresh)
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end,
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Clear = function(refresh)
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SetIplPropState(DiamondArcade.interiorId, {
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DiamondArcade.Style.derelict,
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DiamondArcade.Style.normal
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}, false, refresh)
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end
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},
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Ceiling = {
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flat = "entity_set_arcade_set_ceiling_flat",
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mirror = "entity_set_arcade_set_ceiling_mirror",
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beams = "entity_set_arcade_set_ceiling_beams",
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Set = function(ceiling, refresh)
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DiamondArcade.Ceiling.Clear(false)
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SetIplPropState(DiamondArcade.interiorId, ceiling, true, refresh)
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end,
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Clear = function(refresh)
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SetIplPropState(DiamondArcade.interiorId, {
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DiamondArcade.Ceiling.flat,
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DiamondArcade.Ceiling.mirror,
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DiamondArcade.Ceiling.beams
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}, false, refresh)
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end
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},
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Mural = {
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edgy = "entity_set_mural_option_01",
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stripes = "entity_set_mural_option_02",
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kawaii = "entity_set_mural_option_03",
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thought = "entity_set_mural_option_04",
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forever = "entity_set_mural_option_05",
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wireframed = "entity_set_mural_option_06",
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colors = "entity_set_mural_option_07",
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realm = "entity_set_mural_option_08",
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Set = function(mural, refresh)
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DiamondArcade.Mural.Clear(false)
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SetIplPropState(DiamondArcade.interiorId, mural, true, refresh)
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end,
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Clear = function(refresh)
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SetIplPropState(DiamondArcade.interiorId, {
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DiamondArcade.Mural.edgy,
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DiamondArcade.Mural.stripes,
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DiamondArcade.Mural.kawaii,
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DiamondArcade.Mural.thought,
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DiamondArcade.Mural.forever,
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DiamondArcade.Mural.wireframed,
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DiamondArcade.Mural.colors,
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DiamondArcade.Mural.realm
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}, false, refresh)
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end
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},
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Floor = {
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proper = "entity_set_floor_option_01",
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scale = "entity_set_floor_option_02",
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rainbow = "entity_set_floor_option_03",
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lab = "entity_set_floor_option_04",
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intergalactic = "entity_set_floor_option_05",
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stars = "entity_set_floor_option_06",
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playthings = "entity_set_floor_option_07",
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thunderclap = "entity_set_floor_option_08",
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Set = function(floor, refresh)
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DiamondArcade.Floor.Clear(false)
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SetIplPropState(DiamondArcade.interiorId, floor, true, refresh)
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end,
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Clear = function(refresh)
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SetIplPropState(DiamondArcade.interiorId, {
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DiamondArcade.Floor.proper,
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DiamondArcade.Floor.scale,
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DiamondArcade.Floor.rainbow,
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DiamondArcade.Floor.lab,
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DiamondArcade.Floor.intergalactic,
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DiamondArcade.Floor.stars,
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DiamondArcade.Floor.playthings,
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DiamondArcade.Floor.thunderclap
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}, false, refresh)
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end
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},
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Trophy = {
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claw = "entity_set_arcade_set_trophy_claw",
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love = "entity_set_arcade_set_trophy_love",
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teller = "entity_set_arcade_set_trophy_teller",
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gunner = "entity_set_arcade_set_trophy_gunner",
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king = "entity_set_arcade_set_trophy_king",
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racer = "entity_set_arcade_set_trophy_racer",
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patriot = "entity_set_arcade_set_trophy_patriot",
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monkey = "entity_set_arcade_set_trophy_monkey",
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brawler = "entity_set_arcade_set_trophy_brawler",
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retro = "entity_set_arcade_set_trophy_retro",
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cabs = "entity_set_arcade_set_trophy_cabs",
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strife = "entity_set_arcade_set_trophy_strife",
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Enable = function(trophy, state, refresh)
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SetIplPropState(DiamondArcade.interiorId, trophy, state, refresh)
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end
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},
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Plushie = {
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purple = "entity_set_plushie_01",
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green = "entity_set_plushie_02",
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blue = "entity_set_plushie_03",
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orange = "entity_set_plushie_04",
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yellow = "entity_set_plushie_05",
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red = "entity_set_plushie_06",
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princess = "entity_set_plushie_07",
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wasabi = "entity_set_plushie_08",
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master = "entity_set_plushie_09",
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Enable = function(plushie, state, refresh)
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SetIplPropState(DiamondArcade.interiorId, plushie, state, refresh)
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end
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},
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Details = {
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tv = "entity_set_big_screen",
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screens = "entity_set_screens",
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Enable = function(details, state, refresh)
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SetIplPropState(DiamondArcade.interiorId, details, state, refresh)
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end
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},
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LoadDefault = function()
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DiamondArcade.Style.Set(DiamondArcade.Style.normal, false)
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DiamondArcade.Ceiling.Set(DiamondArcade.Ceiling.flat, false)
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DiamondArcade.Mural.Set(DiamondArcade.Mural.forever, false);
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DiamondArcade.Floor.Set(DiamondArcade.Floor.proper, false)
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DiamondArcade.Trophy.Enable(DiamondArcade.Trophy.claw, true, false)
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DiamondArcade.Trophy.Enable(DiamondArcade.Trophy.teller, true, false)
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DiamondArcade.Trophy.Enable(DiamondArcade.Trophy.gunner, true, false)
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DiamondArcade.Trophy.Enable(DiamondArcade.Trophy.brawler, true, false)
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DiamondArcade.Trophy.Enable(DiamondArcade.Trophy.cabs, true, false)
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DiamondArcade.Plushie.Enable(DiamondArcade.Plushie.purple, true, false)
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DiamondArcade.Plushie.Enable(DiamondArcade.Plushie.princess, true, false)
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DiamondArcade.Plushie.Enable(DiamondArcade.Plushie.wasabi, true, false)
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DiamondArcade.Plushie.Enable(DiamondArcade.Plushie.master, true, false)
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DiamondArcade.Details.Enable(DiamondArcade.Details.tv, true, false)
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DiamondArcade.Details.Enable(DiamondArcade.Details.screens, true, false)
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RefreshInterior(DiamondArcade.interiorId)
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end
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}
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