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https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-26 06:29:23 +01:00
Updates forge structure sprites (#16957)
* alright * a few little tweaks * fixes ashie ice den compile errors * contrasts them a bit more
This commit is contained in:
@@ -498,9 +498,7 @@
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/turf/open/misc/sandy_dirt/icemoon,
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/area/ruin/unpowered/ash_walkers)
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"mV" = (
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/obj/structure/reagent_anvil{
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primitive = 1
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},
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/obj/structure/reagent_anvil,
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/obj/item/forging/hammer/primitive,
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/obj/effect/turf_decal/siding/wideplating/dark{
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dir = 10
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@@ -699,9 +697,7 @@
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/turf/open/lava/plasma/ice_moon,
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/area/ruin/unpowered/ash_walkers)
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"rX" = (
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/obj/structure/reagent_forge{
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primitive = 1
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},
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/obj/structure/reagent_forge,
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/turf/open/floor/stone/icemoon,
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/area/ruin/unpowered/ash_walkers)
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"rZ" = (
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@@ -1676,9 +1672,7 @@
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/turf/open/misc/asteroid/snow/icemoon,
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/area/ruin/unpowered/ash_walkers)
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"ST" = (
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/obj/structure/reagent_forge{
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primitive = 1
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},
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/obj/structure/reagent_forge,
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/obj/effect/turf_decal/siding/wideplating/dark{
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dir = 6
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},
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@@ -6,14 +6,9 @@
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anchored = TRUE
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density = TRUE
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///if on the mining zlevel, it is primitive and has a different icon
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var/primitive = FALSE
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/obj/structure/reagent_anvil/Initialize(mapload)
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. = ..()
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if(is_mining_level(z))
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primitive = TRUE
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icon_state = "primitive_anvil_empty"
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/obj/structure/reagent_anvil/update_appearance()
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. = ..()
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@@ -22,7 +17,7 @@
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return
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var/image/overlayed_item = image(icon = contents[1].icon, icon_state = contents[1].icon_state)
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overlayed_item.transform = matrix(1.5, 0, 0, 0, 0.8, 0)
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overlayed_item.transform = matrix(, 0, 0, 0, 0.8, 0)
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add_overlay(overlayed_item)
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/obj/structure/reagent_anvil/wrench_act(mob/living/user, obj/item/tool)
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@@ -96,7 +96,6 @@
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return
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var/image/overlayed_item = image(icon = contents[1].icon, icon_state = contents[1].icon_state)
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overlayed_item.transform = matrix(1.5, 0, 0, 0, 0.8, 0)
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add_overlay(overlayed_item)
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//when picking a design or clearing a design
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@@ -50,8 +50,6 @@
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COOLDOWN_DECLARE(forging_cooldown)
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///the variable that stops spamming
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var/in_use = FALSE
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///if it isn't on the station zlevel, it is primitive (different icon)
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var/primitive = FALSE
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///the forge level, which will upgrade the forge (goliath/sinew/core upgrades)
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var/forge_level = FORGE_LEVEL_ZERO
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var/static/list/choice_list = list(
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@@ -125,20 +123,26 @@
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. += span_notice("<br>[src] is currently [forge_temperature] degrees hot, going towards [target_temperature] degrees.<br>")
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if(reagent_forging)
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. += span_warning("[src] has a red tinge, it is ready to imbue chemicals into reagent objects.")
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. += span_warning("[src] has a fine gold trim, it is ready to imbue chemicals into reagent objects.")
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/obj/structure/reagent_forge/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSobj, src)
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if(is_mining_level(z))
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primitive = TRUE
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icon_state = "primitive_forge_empty"
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update_appearance()
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/obj/structure/reagent_forge/Destroy()
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STOP_PROCESSING(SSobj, src)
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QDEL_NULL(particles)
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. = ..()
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/obj/structure/reagent_forge/update_appearance(updates)
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. = ..()
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cut_overlays()
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if(!reagent_forging)
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return
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var/image/gold_overlay = image(icon = icon, icon_state = "forge_masterwork_trim")
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add_overlay(gold_overlay)
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/**
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* Here we check both strong (coal) and weak (wood) fuel
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*/
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@@ -162,8 +166,6 @@
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if(reagent_forging) //We really only need to do it once!
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return
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reagent_forging = TRUE
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balloon_alert_to_viewers("gurgles!")
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color = "#ff5151"
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name = "reagent forge"
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desc = "[initial(desc)]<br>It has the ability to imbue forged metals with chemicals!"
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@@ -183,18 +185,18 @@
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return
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forge_temperature -= 5
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if(particles)
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QDEL_NULL(particles)
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return
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else if(forge_temperature < target_temperature && (forge_fuel_weak || forge_fuel_strong)) //below temp with fuel needs to rise
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forge_temperature += 5
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if(forge_temperature > 0)
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icon_state = "[primitive ? "primitive_" : ""]forge_full"
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icon_state = "forge_full"
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set_light(3, 1, LIGHT_COLOR_FIRE)
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else if(forge_temperature <= 0)
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icon_state = "[primitive ? "primitive_" : ""]forge_empty"
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set_light(0)
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if(particles)
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return
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particles = new /particles/smoke
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particles.position = list(6, 4, 0)
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/**
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* Here we fix any weird in_use bugs
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@@ -11,8 +11,6 @@
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/obj/structure/reagent_water_basin/Initialize(mapload)
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. = ..()
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if(is_mining_level(z))
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icon_state = "primitive_water_basin"
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/obj/structure/reagent_water_basin/Destroy()
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QDEL_NULL(fishable)
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