Wallening [IDB IGNORE] [MDB IGNORE] (#85491)

## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
This commit is contained in:
LemonInTheDark
2024-08-14 09:07:45 +00:00
committed by GitHub
co-authored by Jacquerel san7890 = Capsandi ArcaneMusic tattle SomeAngryMiner KylerAce ArcaneMusic Time-Green lessthanthree Ben10Omintrix Runi-c Roryl-c tattle Senefi Justice BluBerry016 SmArtKar MrMelbert SimplyLogan Emmett Gaines Rob Bailey MMMiracles
parent 8868a5d1fe
commit 4b4e9dff1d
1308 changed files with 80476 additions and 72483 deletions
@@ -272,22 +272,54 @@
/obj/effect/decal/cleanable/glitter
name = "generic glitter pile"
desc = "The herpes of arts and crafts."
icon = 'icons/effects/atmospherics.dmi'
icon = 'icons/effects/atmos/atmospherics.dmi'
icon_state = "plasma_old"
gender = NEUTER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/decal/cleanable/glitter/Initialize(mapload, list/datum/disease/diseases)
. = ..()
if(smoothing_flags & USES_SMOOTHING)
QUEUE_SMOOTH(src)
QUEUE_SMOOTH_NEIGHBORS(src)
/obj/effect/decal/cleanable/glitter/set_smoothed_icon_state(new_junction)
// we always want to smooth as if we were connected to the north, to give the impression of being "flat" on the floor
new_junction |= NORTH_JUNCTION
. = ..()
// If we have a connection down offset physically down so we render correctly
if(new_junction & SOUTH)
// this ensures things physically below us but visually overlapping us render how we would want
pixel_y = -16
pixel_z = 16
// Otherwise render normally, to avoid weird layering
else
pixel_y = 0
pixel_z = 0
/obj/effect/decal/cleanable/glitter/pink
name = "pink glitter"
icon_state = "plasma"
icon = 'icons/effects/atmos/plasma.dmi'
icon_state = "-0"
smoothing_flags = SMOOTH_BITMASK_CARDINALS
smoothing_groups = SMOOTH_GROUP_GLITTER_PINK
canSmoothWith = SMOOTH_GROUP_GLITTER_PINK
/obj/effect/decal/cleanable/glitter/white
name = "white glitter"
icon_state = "nitrous_oxide"
icon = 'icons/effects/atmos/nitrous_oxide.dmi'
icon_state = "-0"
smoothing_flags = SMOOTH_BITMASK_CARDINALS
smoothing_groups = SMOOTH_GROUP_GLITTER_WHITE
canSmoothWith = SMOOTH_GROUP_GLITTER_WHITE
/obj/effect/decal/cleanable/glitter/blue
name = "blue glitter"
icon_state = "freon"
icon = 'icons/effects/atmos/freon.dmi'
icon_state = "-0"
smoothing_flags = SMOOTH_BITMASK_CARDINALS
smoothing_groups = SMOOTH_GROUP_GLITTER_BLUE
canSmoothWith = SMOOTH_GROUP_GLITTER_BLUE
/obj/effect/decal/cleanable/plasma
name = "stabilized plasma"
+3 -2
View File
@@ -74,7 +74,8 @@
var/turf/T = loc
if(!istype(T)) //you know this will happen somehow
CRASH("Turf decal initialized in an object/nullspace")
T.AddElement(/datum/element/decal, icon, icon_state, dir, null, layer, alpha, color, null, FALSE, null)
T.AddElement(/datum/element/decal, icon, icon_state, dir, null, layer, alpha, color, pixel_x, pixel_y, null, FALSE, null)
return INITIALIZE_HINT_QDEL
/obj/effect/turf_decal/Destroy(force)
@@ -84,7 +85,7 @@
// I hate it too bestie
if(GLOB.running_create_and_destroy)
var/turf/T = loc
T.RemoveElement(/datum/element/decal, icon, icon_state, dir, null, layer, alpha, color, null, FALSE, null)
T.RemoveElement(/datum/element/decal, icon, icon_state, dir, null, layer, alpha, color, pixel_x, pixel_y, null, FALSE, null)
#endif
// Intentionally used over moveToNullspace(), which calls doMove(), which fires
// off an enormous amount of procs, signals, etc, that this temporary effect object
+1 -1
View File
@@ -4,7 +4,7 @@
icon = 'icons/obj/medical/chempuff.dmi'
pass_flags = PASSTABLE | PASSGRILLE
layer = FLY_LAYER
plane = ABOVE_GAME_PLANE
plane = GAME_PLANE
///The mob who sourced this puff, if one exists
var/mob/user
///The sprayer who fired this puff
@@ -13,6 +13,9 @@
/obj/effect/turf_decal/stripes/full
icon_state = "warn_full"
/obj/effect/turf_decal/stripes/threshold
icon_state = "warningline_threshold"
/obj/effect/turf_decal/stripes/asteroid/line
icon_state = "ast_warn"
@@ -549,3 +552,7 @@
/obj/effect/turf_decal/board_letter/h
icon_state = "board_h"
//Decals for door thresholds
/obj/effect/turf_decal/door_threshold
icon_state = "threshold"
@@ -34,7 +34,6 @@
opacity = TRUE
anchored = TRUE
layer = ABOVE_ALL_MOB_LAYER
plane = ABOVE_GAME_PLANE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
pixel_x = -32
pixel_y = -32
@@ -291,7 +291,7 @@
/// FOAM STRUCTURE. Formed by metal foams. Dense and opaque, but easy to break
/obj/structure/foamedmetal
icon = 'icons/effects/effects.dmi'
icon = 'icons/obj/structures_tall.dmi'
icon_state = "metalfoam"
density = TRUE
opacity = TRUE // changed in New()
@@ -8,7 +8,6 @@
pixel_x = -32
pixel_y = -32
opacity = TRUE
plane = ABOVE_GAME_PLANE
layer = FLY_LAYER
anchored = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
+5 -9
View File
@@ -38,6 +38,8 @@ GLOBAL_VAR_INIT(glowshrooms, 0)
/turf/open/water,
))
WALL_MOUNT_DIRECTIONAL_HELPERS(/obj/structure/glowshroom)
/obj/structure/glowshroom/glowcap
name = "glowcap"
desc = "Mycena Ruthenia, a species of mushroom that, while it does glow in the dark, is not actually bioluminescent."
@@ -50,6 +52,8 @@ GLOBAL_VAR_INIT(glowshrooms, 0)
icon_state = "shadowshroom"
myseed = /obj/item/seeds/glowshroom/shadowshroom
WALL_MOUNT_DIRECTIONAL_HELPERS(/obj/structure/glowshroom/single)
/// Mapping object, a glowshroom that doesn't spread or die
/obj/structure/glowshroom/single
@@ -94,15 +98,7 @@ GLOBAL_VAR_INIT(glowshrooms, 0)
setDir(calc_dir())
base_icon_state = initial(icon_state)
if(!floor)
switch(dir) //offset to make it be on the wall rather than on the floor
if(NORTH)
pixel_y = 32
if(SOUTH)
pixel_y = -32
if(EAST)
pixel_x = 32
if(WEST)
pixel_x = -32
find_and_hang_on_wall()
icon_state = "[base_icon_state][rand(1,3)]"
else //if on the floor, glowshroom on-floor sprite
icon_state = base_icon_state
+1
View File
@@ -29,6 +29,7 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark)
icon = 'icons/mob/landmarks.dmi'
icon_state = "x"
anchored = TRUE
plane = GAME_PLANE
layer = MOB_LAYER
var/jobspawn_override = FALSE
var/delete_after_roundstart = TRUE
-1
View File
@@ -71,7 +71,6 @@
anchored = TRUE
icon_state = "wave3"
layer = RIPPLE_LAYER
plane = ABOVE_GAME_PLANE
/obj/effect/abstract/marker/Initialize(mapload)
. = ..()
+2 -3
View File
@@ -27,10 +27,9 @@
/obj/effect/overlay/thermite
name = "thermite"
desc = "Looks hot."
icon = 'icons/effects/fire.dmi'
icon_state = "2" //what?
icon = 'icons/effects/atmos/fire.dmi'
icon_state = "medium"
anchored = TRUE
plane = ABOVE_GAME_PLANE
layer = FLY_LAYER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
-1
View File
@@ -53,7 +53,6 @@
icon = 'icons/obj/anomaly.dmi'
icon_state = "anom"
layer = RIPPLE_LAYER
plane = ABOVE_GAME_PLANE
mech_sized = TRUE
teleport_channel = TELEPORT_CHANNEL_WORMHOLE
light_on = FALSE
@@ -19,7 +19,7 @@
never_random = TRUE
random_basetype = /obj/structure/sign/poster/contraband
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/sign/poster/contraband/random, 32)
INVERT_MAPPING_DIRECTIONAL_HELPERS(/obj/structure/sign/poster/contraband/random, 32)
/obj/structure/sign/poster/contraband/free_tonto
name = "Free Tonto"
@@ -15,7 +15,7 @@
icon_state = "random_official"
never_random = TRUE
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/sign/poster/official/random, 32)
INVERT_MAPPING_DIRECTIONAL_HELPERS(/obj/structure/sign/poster/official/random, 32)
//This is being hardcoded here to ensure we don't print directionals from the library management computer because they act wierd as a poster item
/obj/structure/sign/poster/official/random/directional
printable = FALSE
+2 -1
View File
@@ -118,6 +118,7 @@
desc = "A large piece of space-resistant printed paper. [desc]"
AddElement(/datum/element/beauty, 300)
AddComponent(/datum/component/examine_balloon, pixel_y_offset = 40, pixel_y_offset_arrow = 12)
/// Adds contextual screentips
/obj/structure/sign/poster/add_context(atom/source, list/context, obj/item/held_item, mob/user)
@@ -295,6 +296,6 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/structure/sign/poster/ripped, 32)
/obj/structure/sign/poster/abductor,
)
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/sign/poster/random, 32)
INVERT_MAPPING_DIRECTIONAL_HELPERS(/obj/structure/sign/poster/random, 32)
#undef PLACE_SPEED
+6 -4
View File
@@ -28,15 +28,17 @@
if(skip_to_next_turf)
continue
var/hologram_icon
var/mutable_appearance/hologram_appearance
switch(rcd_memory)
if(RCD_MEMORY_WALL)
hologram_icon = GLOB.icon_holographic_wall
hologram_appearance = GLOB.holographic_wall
if(RCD_MEMORY_WINDOWGRILLE)
hologram_icon = GLOB.icon_holographic_window
hologram_appearance = GLOB.holographic_window
var/obj/effect/rcd_hologram/hologram = new(surrounding_turf)
hologram.icon = hologram_icon
hologram.icon = hologram_appearance.icon
hologram.icon_state = hologram_appearance.icon_state
hologram.overlays = hologram_appearance.overlays
hologram.makeHologram()
animate(hologram, alpha = 0, time = fade_time, easing = CIRCULAR_EASING | EASE_IN)
+22 -14
View File
@@ -6,6 +6,7 @@ again.
/obj/effect/spawner/structure
name = "map structure spawner"
icon = 'icons/obj/structures_spawners.dmi'
var/list/spawn_list
/obj/effect/spawner/structure/Initialize(mapload)
@@ -16,10 +17,9 @@ again.
//normal windows
/obj/effect/spawner/structure/window
icon = 'icons/obj/structures_spawners.dmi'
icon_state = "window_spawner"
name = "window spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/fulltile)
spawn_list = list(/obj/structure/window_frame/grille_and_window)
dir = SOUTH
/obj/effect/spawner/structure/window/Initialize(mapload)
@@ -87,7 +87,7 @@ again.
/obj/effect/spawner/structure/window/reinforced
name = "reinforced window spawner"
icon_state = "rwindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/fulltile)
spawn_list = list(/obj/structure/window_frame/reinforced/grille_and_window)
/obj/effect/spawner/structure/window/hollow/reinforced
name = "hollow reinforced window spawner"
@@ -143,47 +143,56 @@ again.
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/spawner/directional/north, /obj/structure/window/reinforced/spawner/directional/west)
return ..()
/obj/effect/spawner/structure/window/reinforced/damaged
name = "damaged reinforced window spawner"
spawn_list = list(/obj/structure/window_frame/reinforced/damaged/grille_and_window)
//tinted
/obj/effect/spawner/structure/window/reinforced/tinted
name = "tinted reinforced window spawner"
icon_state = "twindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/tinted/fulltile)
spawn_list = list(/obj/structure/window_frame/iron, /obj/structure/window/reinforced/tinted/fulltile)
//bronze
/obj/effect/spawner/structure/window/bronze
name = "bronze window spawner"
icon_state = "bronzewindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/bronze/fulltile)
spawn_list = list(/obj/structure/window_frame/bronze, /obj/structure/window/bronze/fulltile)
//shuttle window
/obj/effect/spawner/structure/window/reinforced/shuttle
name = "shuttle window spawner"
icon_state = "swindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/shuttle)
spawn_list = list(/obj/structure/window_frame/titanium/grille_and_window)
/obj/effect/spawner/structure/window/reinforced/shuttle/indestructible
name = "indestructible shuttle window spawner"
icon_state = "swindow_spawner"
spawn_list = list(/obj/structure/grille/indestructible, /obj/structure/window/reinforced/shuttle/indestructible)
spawn_list = list(/obj/structure/window_frame/titanium/grille, /obj/structure/window/reinforced/shuttle/indestructible)
//plastitanium window
/obj/effect/spawner/structure/window/reinforced/plasma/plastitanium
name = "plastitanium window spawner"
icon_state = "plastitaniumwindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/plasma/plastitanium)
spawn_list = list(/obj/structure/window_frame/plastitanium/grille_and_window)
//paper window
/obj/effect/spawner/structure/window/paper
name = "paper window spawner"
icon_state = "paperwindow_spawner"
spawn_list = list(/obj/structure/window_frame/paperframe/grille_and_window)
//ice window
/obj/effect/spawner/structure/window/ice
name = "ice window spawner"
icon_state = "icewindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/fulltile/ice)
spawn_list = list(/obj/structure/window_frame/iron, /obj/structure/window/reinforced/fulltile/ice)
//survival pod window
@@ -191,7 +200,7 @@ again.
/obj/effect/spawner/structure/window/survival_pod
name = "pod window spawner"
icon_state = "podwindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/shuttle/survival_pod)
spawn_list = list(/obj/structure/window_frame/iron, /obj/structure/window/reinforced/shuttle/survival_pod)
/obj/effect/spawner/structure/window/hollow/survival_pod
name = "hollow pod window spawner"
@@ -253,7 +262,7 @@ again.
/obj/effect/spawner/structure/window/plasma
name = "plasma window spawner"
icon_state = "pwindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/plasma/fulltile)
spawn_list = list(/obj/structure/window_frame/plastitanium, /obj/structure/window/plasma/fulltile)
/obj/effect/spawner/structure/window/hollow/plasma
name = "hollow plasma window spawner"
@@ -314,7 +323,7 @@ again.
/obj/effect/spawner/structure/window/reinforced/plasma
name = "reinforced plasma window spawner"
icon_state = "prwindow_spawner"
spawn_list = list(/obj/structure/grille, /obj/structure/window/reinforced/plasma/fulltile)
spawn_list = list(/obj/structure/window_frame/plastitanium, /obj/structure/window/reinforced/plasma/fulltile)
/obj/effect/spawner/structure/window/hollow/reinforced/plasma
name = "hollow reinforced plasma window spawner"
@@ -372,6 +381,5 @@ again.
/obj/effect/spawner/structure/electrified_grille
name = "electrified grill spawner"
icon = 'icons/obj/structures_spawners.dmi'
icon_state = "electrified_grille"
spawn_list = list(/obj/structure/grille, /obj/structure/cable)
@@ -145,7 +145,6 @@
/obj/effect/temp_visual/dir_setting/curse/grasp_portal
icon = 'icons/effects/64x64.dmi'
layer = ABOVE_ALL_MOB_LAYER
plane = ABOVE_GAME_PLANE
pixel_y = -16
pixel_x = -16
duration = 32
@@ -165,7 +164,6 @@
icon = 'icons/effects/beam_splash.dmi'
icon_state = "beam_splash_e"
layer = ABOVE_ALL_MOB_LAYER
plane = ABOVE_GAME_PLANE
pixel_y = -16
duration = 50
@@ -244,8 +242,8 @@
duration = 5
/obj/effect/temp_visual/fire
icon = 'icons/effects/fire.dmi'
icon_state = "3"
icon = 'icons/effects/atmos/fire.dmi'
icon_state = "heavy"
light_range = LIGHT_RANGE_FIRE
light_color = LIGHT_COLOR_FIRE
duration = 10
@@ -329,7 +327,6 @@
icon = 'icons/obj/weapons/guns/projectiles.dmi'
icon_state = "kinetic_blast"
layer = ABOVE_ALL_MOB_LAYER
plane = ABOVE_GAME_PLANE
duration = 4
/obj/effect/temp_visual/explosion
@@ -495,7 +492,6 @@
icon = 'icons/effects/rcd.dmi'
icon_state = ""
layer = ABOVE_ALL_MOB_LAYER
plane = ABOVE_GAME_PLANE
anchored = TRUE
obj_flags = CAN_BE_HIT
mouse_opacity = MOUSE_OPACITY_OPAQUE
+5 -5
View File
@@ -81,17 +81,17 @@
color: This set the text color: #ff00ff
*/
/obj/structure/sign/poster/wanted/proc/print_across_top(icon/poster_icon, text, color)
var/textLen = min(length(text), 7)
var/startX = 16 - (2*textLen)
var/text_len = min(length(text), 7)
var/start_x = 16 - (2*text_len)
var/i
for(i=1; i <= textLen, i++)
for(i=1; i <= text_len, i++)
var/letter = uppertext(text[i])
var/icon/letter_icon = icon("icon" = 'icons/testing/Font_Minimal.dmi', "icon_state" = letter)
letter_icon.Shift(EAST, startX) //16 - (2*n)
letter_icon.Shift(EAST, start_x) //16 - (2*n)
letter_icon.Shift(SOUTH, 2)
letter_icon.SwapColor(rgb(255,255,255), color)
poster_icon.Blend(letter_icon, ICON_OVERLAY)
startX = startX + 4
start_x = start_x + 4
/obj/structure/sign/poster/wanted/roll_and_drop(atom/location, mob/user)
pixel_x = 0