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Tram signal process/destination improvements (#74072)
## About The Pull Request - Tram crossing signals now call process() much less often - Tram crossing signals don't turn amber/red needlessly - Tram destination landmarks are more generic to accommodate future maps, like Birdshot - Renames to_where and from_where, because those vars didn't always match tram position to/from ## Why It's Good For The Game Tram works better, uses less processing ## Changelog 🆑 LT3 code: Tram crossing signal/platform logic improvements /🆑
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@@ -500,19 +500,22 @@ GLOBAL_VAR_INIT(hhMysteryRoomNumber, rand(1, 999999))
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/obj/effect/landmark/lift_id/hilbert
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specific_lift_id = HILBERT_TRAM
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/obj/effect/landmark/tram/left_part/hilbert
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/obj/effect/landmark/tram/hilbert/left
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name = "Port"
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specific_lift_id = HILBERT_TRAM
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destination_id = "left_part_hilbert"
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platform_code = HILBERT_PORT
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tgui_icons = list("Reception" = "briefcase", "Botany" = "leaf", "Chemistry" = "flask")
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/obj/effect/landmark/tram/middle_part/hilbert
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/obj/effect/landmark/tram/hilbert/middle
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name = "Central"
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specific_lift_id = HILBERT_TRAM
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destination_id = "middle_part_hilbert"
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platform_code = HILBERT_CENTRAL
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tgui_icons = list("Processing" = "cogs", "Xenobiology" = "paw")
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/obj/effect/landmark/tram/right_part/hilbert
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/obj/effect/landmark/tram/hilbert/right
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name = "Starboard"
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specific_lift_id = HILBERT_TRAM
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destination_id = "right_part_hilbert"
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platform_code = HILBERT_STARBOARD
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tgui_icons = list("Ordnance" = "bullseye", "Office" = "user", "Dormitories" = "bed")
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/obj/item/keycard/hilbert
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