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Revert "Overcoming Verticality - Adds ramps, extends the medical lift and fixes stair gravity." (#19411)
- The sprites are unsatisfactory and don't fit the environment. Additionally, single-tile sprites are missing, and some areas have an amalgamation of stairs and ramps - with ramps looking far worse than stairs in general. Cute experiment, but I don't think it's worth it. - The medical lift remap looks extremely awkward on live.
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@@ -276,7 +276,7 @@
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playsound(target, 'sound/effects/stairs_step.ogg', 50)
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/obj/structure/stairs/Crossed(obj/O)
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if(istype(O) && has_gravity(get_turf(src)))
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if(istype(O))
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O.stair_act()
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return ..()
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@@ -376,13 +376,9 @@
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anchored = TRUE
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icon = 'icons/obj/structure/stairs.dmi'
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icon_state = "np_stair"
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/**
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* If true, this strucutre will trigger the stairs_act() proc for other structures being moved across it.
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*/
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var/steps = TRUE
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/obj/structure/platform_stairs/Crossed(obj/O)
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if(istype(O) && has_gravity(get_turf(src)) && steps)
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if(istype(O))
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O.stair_act()
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return ..()
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@@ -404,18 +400,6 @@
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/obj/structure/platform_stairs/full/south_north_cap/half
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icon_state = "p_stair_sn_half_cap"
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/obj/structure/platform_stairs/ramp
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name = "ramp"
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desc = "A smooth yet archaic form of locomotion along the vertical axis."
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steps = FALSE
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layer = ABOVE_TILE_LAYER //They sit ontop of turfs, but below most other things
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/obj/structure/platform_stairs/ramp/north_south
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icon_state = "p_ramp_sn_full_cap"
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/obj/structure/platform_stairs/ramp/east_west
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icon_state = "p_ramp_ew_full_cap"
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/obj/structure/platform
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name = "platform"
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desc = "An archaic method of preventing travel along the X and Y axes if you are on a lower point on the Z-axis."
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