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Tram signal and station improvements (#71315)
## About The Pull Request -New sprites for tram crossing signals in titanium, acting as an extension of the railing/decals in front of the tram, acting like an anchor for the end of the railing instead of the misaligned corner, with a more futuristic look. -The speed of amber/red flashing is slowed a bit from current to be less distracting. -Redo of the decals on the floor in front of the tram, it was leading you into the vending machine. -Like any tram, the yellow hazard bump floor tiles in the station. -Moved the vending machines to be flush with the wall.  ## Why It's Good For The Game Tram TLC, looks more space station-like ## Changelog 🆑 LT3 imageadd: New railing pillar tram crossing signals. qol: Vending machines next to the tram are now against the wall. fix: Tramstation floor decals no longer guide you to walk into the vending machines. add: The tram stations now have no-slip hazard floor tiles so you don't accidentally slip and get smacked. Feel free to still run into it anyways, medbay has a counter now so they'll know. /🆑
This commit is contained in:
+1666
-2057
File diff suppressed because it is too large
Load Diff
@@ -607,6 +607,9 @@
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/obj/effect/turf_decal/trimline/white/warning
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icon_state = "trimline_warn"
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/obj/effect/turf_decal/trimline/white/tram
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icon_state = "trimline_tram"
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/obj/effect/turf_decal/trimline/white/mid_joiner
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icon_state = "trimline_mid"
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@@ -1,6 +1,8 @@
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#define XING_STATE_GREEN 0
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#define XING_STATE_AMBER 1
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#define XING_STATE_RED 2
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#define XING_SIGNAL_DIRECTION_WEST "west-"
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#define XING_SIGNAL_DIRECTION_EAST "east-"
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GLOBAL_LIST_EMPTY(tram_signals)
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@@ -9,7 +11,6 @@ GLOBAL_LIST_EMPTY(tram_signals)
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name = "crossing signal"
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desc = "Indicates to pedestrians if it's safe to cross the tracks."
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icon = 'icons/obj/machines/crossing_signal.dmi'
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icon_state = "crossing-base"
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base_icon_state = "crossing-"
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max_integrity = 250
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integrity_failure = 0.25
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@@ -39,6 +40,8 @@ GLOBAL_LIST_EMPTY(tram_signals)
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* If the value is set too high, it will cause the lights to turn red when the tram arrives at another station. You want to optimize the amount of warning without turning it red unnessecarily.
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*/
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var/red_distance_threshold = 33
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/// If the signal is facing east or west
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var/signal_direction
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/obj/machinery/crossing_signal/Initialize(mapload)
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. = ..()
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@@ -211,30 +214,38 @@ GLOBAL_LIST_EMPTY(tram_signals)
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if(!is_operational)
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return
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var/lights_overlay = "[base_icon_state][signal_state]"
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var/lights_overlay = "[base_icon_state][signal_direction][signal_state]"
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. += mutable_appearance(icon, lights_overlay)
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. += emissive_appearance(icon, "[lights_overlay]e", offset_spokesman = src, alpha = src.alpha)
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/// Shifted to NE corner for east side of southern passage.
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/// Shifted to NE corner for east side of northern passage.
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/obj/machinery/crossing_signal/northeast
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pixel_x = 11
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pixel_y = 22
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icon_state = "crossing-base-left"
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signal_direction = XING_SIGNAL_DIRECTION_EAST
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pixel_x = -2
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pixel_y = -1
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/// Shifted to NW corner for west side of southern passage.
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/// Shifted to NW corner for west side of northern passage.
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/obj/machinery/crossing_signal/northwest
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pixel_x = -11
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pixel_y = 22
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icon_state = "crossing-base-right"
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signal_direction = XING_SIGNAL_DIRECTION_WEST
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pixel_x = -32
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pixel_y = -1
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/// Shifted to SE corner for east side of northern passage.
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/obj/machinery/crossing_signal/southeast
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pixel_x = 11
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pixel_y = 6
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icon_state = "crossing-base-left"
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signal_direction = XING_SIGNAL_DIRECTION_EAST
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pixel_x = -2
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pixel_y = 20
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/// Shifted to SW corner for west side of northern passage.
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/obj/machinery/crossing_signal/southwest
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pixel_x = -11
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pixel_y = 6
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icon_state = "crossing-base-right"
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signal_direction = XING_SIGNAL_DIRECTION_WEST
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pixel_x = -32
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pixel_y = 20
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#undef XING_STATE_GREEN
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#undef XING_STATE_AMBER
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