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Fixes layering of tram rails (#71382)
## About The Pull Request -Fixes the layering of the tram rail so that it doesn't end up below the reinforced glass. -Replaces the last remaining vault platform turfs with proper tram turfs. -Removes an un-needed layer define for turf transparency.  ## Why It's Good For The Game The tram rail becoming disconnected when it travels over glass, in reality that'd probably derail it. So let's fix it! ## Changelog 🆑 LT3 fix: Tram platform is now entirely built with tram tiles. fix: All the parts of the tram are now on a correct layer/plane. remove: Removed the openspace layer on the transparency plane. /🆑
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@@ -97,7 +97,6 @@
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#define SPACE_LAYER 1.8
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//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define. Most floors (FLOOR_PLANE) and walls (GAME_PLANE) use this.
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#define OPENSPACE_LAYER 600 //Openspace layer over all turfs
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// GAME_PLANE layers
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#define CULT_OVERLAY_LAYER 2.01
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@@ -113,6 +112,9 @@
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#define DISPOSAL_PIPE_LAYER 2.3
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#define GAS_PIPE_HIDDEN_LAYER 2.35 //layer = initial(layer) + piping_layer / 1000 in atmospherics/update_icon() to determine order of pipe overlap
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#define WIRE_LAYER 2.4
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#define TRAM_XING_LAYER 2.41
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#define TRAM_RAIL_LAYER 2.42
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#define TRAM_FLOOR_LAYER 2.43
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#define WIRE_BRIDGE_LAYER 2.44
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#define WIRE_TERMINAL_LAYER 2.45
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#define GAS_SCRUBBER_LAYER 2.46
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@@ -181,8 +181,6 @@ GLOBAL_LIST_EMPTY(pillars_by_z)
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var/turf/our_turf = target
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our_turf.layer = OPENSPACE_LAYER
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RegisterSignal(target, COMSIG_TURF_MULTIZ_DEL, PROC_REF(on_multiz_turf_del))
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RegisterSignal(target, COMSIG_TURF_MULTIZ_NEW, PROC_REF(on_multiz_turf_new))
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@@ -273,8 +273,8 @@
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desc = "Great for trams, not so great for skating."
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icon = 'icons/obj/tram_rails.dmi'
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icon_state = "rail"
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layer = ABOVE_OPEN_TURF_LAYER
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plane = FLOOR_PLANE
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layer = TRAM_RAIL_LAYER
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plane = GAME_PLANE
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deconstructible = TRUE
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/obj/structure/fluff/tram_rail/floor
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@@ -110,6 +110,18 @@
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floor_tile = /obj/item/stack/tile/noslip
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slowdown = -0.3
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/turf/open/floor/noslip/tram_plate
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name = "linear induction plate"
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desc = "The linear induction plate that powers the tram."
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icon_state = "tram_plate"
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base_icon_state = "tram_plate"
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/turf/open/floor/noslip/tram_platform
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name = "tram platform"
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desc = "A sturdy looking tram platform."
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icon_state = "tram_platform"
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base_icon_state = "tram_platform"
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/turf/open/floor/noslip/setup_broken_states()
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return list("noslip-damaged1","noslip-damaged2","noslip-damaged3")
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@@ -780,6 +780,8 @@ GLOBAL_LIST_EMPTY(lifts)
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desc = "A tram for tramversing the station."
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icon = 'icons/turf/floors.dmi'
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icon_state = "titanium_yellow"
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layer = TRAM_FLOOR_LAYER
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plane = GAME_PLANE
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base_icon_state = null
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smoothing_flags = NONE
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smoothing_groups = null
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@@ -8,6 +8,7 @@
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* it will make the tram more expensive to move and we dont want that because we dont want to return to the days where
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* the tram took a third of the tick per movement when its just carrying its default mapped in objects
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*/
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/obj/structure/grille/tram/Initialize(mapload)
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. = ..()
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RemoveElement(/datum/element/atmos_sensitive, mapload)
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@@ -18,10 +19,15 @@
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. = ..()
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RemoveElement(/datum/element/atmos_sensitive, mapload)
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/obj/machinery/power/shuttle_engine/propulsion/tram
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//if this has opacity, then every movement of the tram causes lighting updates
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//DO NOT put something on the tram roundstart that has opacity, it WILL overload SSlighting
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opacity = FALSE
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/turf/open/floor/glass/reinforced/tram/Initialize(mapload)
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. = ..()
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RemoveElement(/datum/element/atmos_sensitive, mapload)
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/turf/open/floor/glass/reinforced/tram
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name = "tram bridge"
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desc = "It shakes a bit when you step, but lets you cross between sides quickly!"
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plane = GAME_PLANE
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layer = TRAM_XING_LAYER
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/obj/machinery/door/window/tram
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icon = 'icons/obj/doors/tramdoor.dmi'
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