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Revert new lobby ui. (#21494)
Reverts #20467 For some reason, if you put a png into icon() and then show that to a client, it uses a colossal amount of GPU. No idea. Reverts to our older lobby system pending TGUI update. Fixes #21489
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@@ -19,16 +19,6 @@ SUBSYSTEM_DEF(atlas)
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var/datum/space_sector/current_sector
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var/list/possible_sectors = list()
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/// A list of icons used for the lobby image
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var/list/icon/lobby_icons = list()
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/**
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* Delay between lobby transitions, in deciseconds
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*
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* If set to 0, no transitions will be used
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*/
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var/lobby_transitions = 0
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//Note that the dirs here are REVERSE because they're used for entry points, so it'd be the dir facing starboard for example.
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//These are strings because otherwise the list indexes would be out of bounds. Thanks BYOND.
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var/list/naval_to_dir = list(
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@@ -224,24 +214,8 @@ SUBSYSTEM_DEF(atlas)
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setup_spawnpoints()
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setup_lobby_icons()
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return SS_INIT_SUCCESS
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/datum/controller/subsystem/atlas/proc/setup_lobby_icons()
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SHOULD_NOT_SLEEP(TRUE)
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var/list/paths = current_sector.lobby_icon_image_paths || current_map.lobby_icon_image_paths
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if(!length(paths))
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stack_trace("No lobby icons found! Setup either the map or the sector ones!")
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lobby_icons += icon('icons/misc/titlescreens/runtime/test.png')
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return
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var/random_path = pick(paths)
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for(var/path in random_path)
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lobby_icons += icon(path)
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/datum/controller/subsystem/atlas/proc/load_map_directory(directory, overwrite_default_z = FALSE)
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. = 0
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if (!directory)
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