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Variable Door Delay + Timer Based Animations (#84631)
## About The Pull Request ### Variable Door Delay Door opening/closing delay times are currently static, but many doors do not have animations that FIT the actual timings. It would be better if subtypes cound declare how long each animation takes, and how long it takes for opening to say, become passable and such. Let's do that. ### Timer Based Animations Currently all doors use flick() to do their animations. This is fine right NOW, but fucks with walleniong because we have to split most things into segments to make layering work. So rather then flick let's use client timers and update_icon_state to achive our effects, alongside a proc that lets us do other effects (like sound) on playing an animation ## Why It's Good For The Game Door behavior and visuals better match up, wallening compatability upstreaming. ## Changelog 🆑 add: Most door animations now better line up with when they are/are not passable. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
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MrMelbert
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@@ -5,6 +5,18 @@
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puzzle_id = "library"
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open_message = "The door opens with a loud creak."
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/obj/machinery/door/puzzle/keycard/library/animation_length(animation)
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switch(animation)
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if(DOOR_OPENING_ANIMATION)
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return 1.2 SECONDS
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/obj/machinery/door/puzzle/keycard/library/animation_segment_delay(animation)
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switch(animation)
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if(DOOR_OPENING_PASSABLE)
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return 1.0 SECONDS
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if(DOOR_OPENING_FINISHED)
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return 1.2 SECONDS
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/obj/item/keycard/library
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name = "golden key"
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desc = "A dull, golden key."
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