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[MDB IGNORE] The Tilening V2 - Damaged Tile Overlays Edition (#67761)
About The Pull Request Hello once more! As we near summer, I continued to reminisce on several PRs done throughout last year! One of them was the controversial, but rather positive Tilening V1, as done by me and Twaticus a while back (#58932), and felt I could've done a better job with how it was presented. And thus, thanks to @Fikou encouraging me with a very interesting find of a previous tile resprite attempt, I've successfully done it! Ladies and Gentlemen, I present to you all, Tilening Version Two! image Now this isn't your run of the mill tile resprite. While I did improve the appearance of several tiles I haven't touched last time (including the showroom/freezer tiles now), I decided to do something special that most mappers shall appreciate! Don't you hate it when of all damaged states, there's only ones for grey tiles when we have white, black, terracotta and a bunch of other materials? Don't you wish they were overlays instead? Well golly gee do I have good news for you! image image After painstakingly spending at least several hours trying to learn enough code to pull it off, I have successfully made it so most tiles display transparent versions of damage overlays over them! This means mappers can express their creativity that much better! And thanks to how the code is written, its super easy to snowflake certain tile types to make them use unique damaged states (looking at you wooden tiles), so fret not in that aspect. Credits to: @WJohn For actually making those damaged overlays! Wouldn't've done the PR if it wasn't for you. @dragomagol, @RigglePrime and @LemonInTheDark for helping me out in a VC at 10 PM to 12 AM troubleshooting the code to make this improvement work! Why It's Good For The Game The shading is done better as compared to last time, making them feel more cubical and less like a pancake when seen from above! This PR also makes it so that we never ever have to touch damaged tiles ever again potentially, saving up some RSC regarding icons. However, due to how damaged tiles are currently mapped in, rather than overlayed as I envision in the future, it'll require a PR by San to be merged later that should make it safe to remove these icons. Changelog cl PositiveEntropy, WJohnston, Dragomagol, LemonInTheDark, Riggle imageadd: Resprites most variety of tiles into a better shaded version! code: Damaged floors are now damaged overlays, meaning that most tiles should properly display a damaged state! /cl
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@@ -700,3 +700,33 @@ INITIALIZE_IMMEDIATE(/obj/effect/mapping_helpers/no_lava)
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json_cache[json_url] = json_data
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query_in_progress = FALSE
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return json_data
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/obj/effect/mapping_helpers/broken_floor
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name = "broken floor"
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icon = 'icons/turf/damaged.dmi'
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icon_state = "damaged1"
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late = TRUE
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/obj/effect/mapping_helpers/broken_floor/Initialize(mapload)
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.=..()
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return INITIALIZE_HINT_LATELOAD
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/obj/effect/mapping_helpers/broken_floor/LateInitialize()
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var/turf/open/floor/floor = get_turf(src)
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floor.break_tile()
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qdel(src)
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/obj/effect/mapping_helpers/burnt_floor
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name = "burnt floor"
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icon = 'icons/turf/damaged.dmi'
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icon_state = "floorscorched1"
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late = TRUE
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/obj/effect/mapping_helpers/burnt_floor/Initialize(mapload)
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.=..()
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return INITIALIZE_HINT_LATELOAD
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/obj/effect/mapping_helpers/burnt_floor/LateInitialize()
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var/turf/open/floor/floor = get_turf(src)
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floor.burn_tile()
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qdel(src)
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