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.
This commit is contained in:
Matt Atlas
2024-06-10 17:56:49 +00:00
committed by GitHub
parent fd9101809e
commit 77b96fa24b
8 changed files with 575 additions and 695 deletions
+2 -18
View File
@@ -276,7 +276,7 @@
playsound(target, 'sound/effects/stairs_step.ogg', 50)
/obj/structure/stairs/Crossed(obj/O)
if(istype(O) && has_gravity(get_turf(src)))
if(istype(O))
O.stair_act()
return ..()
@@ -376,13 +376,9 @@
anchored = TRUE
icon = 'icons/obj/structure/stairs.dmi'
icon_state = "np_stair"
/**
* If true, this strucutre will trigger the stairs_act() proc for other structures being moved across it.
*/
var/steps = TRUE
/obj/structure/platform_stairs/Crossed(obj/O)
if(istype(O) && has_gravity(get_turf(src)) && steps)
if(istype(O))
O.stair_act()
return ..()
@@ -404,18 +400,6 @@
/obj/structure/platform_stairs/full/south_north_cap/half
icon_state = "p_stair_sn_half_cap"
/obj/structure/platform_stairs/ramp
name = "ramp"
desc = "A smooth yet archaic form of locomotion along the vertical axis."
steps = FALSE
layer = ABOVE_TILE_LAYER //They sit ontop of turfs, but below most other things
/obj/structure/platform_stairs/ramp/north_south
icon_state = "p_ramp_sn_full_cap"
/obj/structure/platform_stairs/ramp/east_west
icon_state = "p_ramp_ew_full_cap"
/obj/structure/platform
name = "platform"
desc = "An archaic method of preventing travel along the X and Y axes if you are on a lower point on the Z-axis."