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Horizon mapping cleanup and bugfixes (#21450)
Fixes https://github.com/Aurorastation/Aurora.3/issues/21289 Fixes https://github.com/Aurorastation/Aurora.3/issues/15779 Handles a lot of mapping cleanup, container definitions for the Horizon, and several bugfixes found along the way. changes: - code_imp: "Added set definitions for several Horizon-specific containers." - code_imp: "Updated 'full' material stacks on the Horizon from sneaky var-edited singles to properly defined full stacks" - code_imp: "Cleaned up all Air Alarms, Fire Alarms, and APCs on the Horizon that were directional children with their dir var edited." - code_imp: "Cleaned up all Power Cables on the Horizon that had d1 or d2 var edited instead of just icon_state." - code_imp: "Adjusted pixel shifts for 'south' (north-facing) Air Alarms, Fire Alarms, APCs, and Extinguisher Cabinets to address layering issues when standing vs. leaning." - code_imp: "Minor refactor of shuttle/* Air Alarms and APCs to reduce excess children; req_one_access perms now assigned based on /area/horizon/shuttle/*." - qol: "Adds feedback hint for uses remaining to Emag cards." - qol: "Added Tip about the shift-click behavior of the 'up-hint'/'Look Up' button." - bugfix: "See-through turfs (like lattices/catwalks over open space) can now be Looked Up through from below." - bugfix: "Fixed the shift-click behavior of 'up-hint'/'Look Up' button, allowing you to see nearby turfs that can be Looked Up through." - bugfix: "Maintenance Panels located on the floor have had their layering issues fixed." - bugfix: "Borg eye emissive effects MAYBE no longer visible through higher z-levels." - bugfix: "Added missing leanable component to window/shuttle obj type."
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@@ -138,9 +138,9 @@
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footsound = T.footstep_sound
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if (client)
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var/turf/B = GET_TURF_ABOVE(T)
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var/turf/T1 = GET_TURF_ABOVE(T)
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if(up_hint)
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up_hint.icon_state = "uphint[(B ? !!B.is_hole : 0)]"
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up_hint.icon_state = "uphint[(T1 ? !!isopenturf(T1) : 0)]"
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if (!stat && !lying)
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if ((x == last_x && y == last_y) || !footsound)
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@@ -33,7 +33,7 @@
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return
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var/eye_plane = src.plane
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if(lights_on && layer == MOB_LAYER) // in case you're hiding. so eyes don't go through tables.
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eye_plane = EFFECTS_ABOVE_LIGHTING_PLANE //make them glow in the dark if the lamp is on
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eye_plane = MOB_EMISSIVE_LAYER //make them glow in the dark if the lamp is on
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var/eyeprefix = module_sprites[icontype][ROBOT_EYES]
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if(speed == -2) // For combat drones with the mobility module.
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cached_eye_overlays = list(
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