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* Add new surgery tgui (#64579) * Move element to component, start UI, move assets into their own directory * Complete UI * Stop when another surgery is started * Set your real zone since I forgot you actually need to start the surgery too * Bring this back since I was just removing it as part of a cleanup for asset cache, but I can't prove it's not used anymore * Remove unnecessary constructor I was using for something else * Fix signal override * Add new surgery tgui that provides a built in body zone selector and doesn't let you start surgeries if their body is covered. Replaces some stuff with balloon alerts Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
37 lines
1.3 KiB
Plaintext
37 lines
1.3 KiB
Plaintext
/datum/asset/spritesheet/vending
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name = "vending"
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/datum/asset/spritesheet/vending/create_spritesheets()
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for (var/k in GLOB.vending_products)
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var/atom/item = k
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if (!ispath(item, /atom))
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continue
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var/icon_file
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if (initial(item.greyscale_colors) && initial(item.greyscale_config))
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icon_file = SSgreyscale.GetColoredIconByType(initial(item.greyscale_config), initial(item.greyscale_colors))
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else
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icon_file = initial(item.icon)
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var/icon_state = initial(item.icon_state)
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var/icon/I
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var/icon_states_list = icon_states(icon_file)
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if(icon_state in icon_states_list)
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I = icon(icon_file, icon_state, SOUTH)
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var/c = initial(item.color)
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if (!isnull(c) && c != "#FFFFFF")
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I.Blend(c, ICON_MULTIPLY)
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else
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var/icon_states_string
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for (var/an_icon_state in icon_states_list)
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if (!icon_states_string)
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icon_states_string = "[json_encode(an_icon_state)](\ref[an_icon_state])"
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else
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icon_states_string += ", [json_encode(an_icon_state)](\ref[an_icon_state])"
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stack_trace("[item] does not have a valid icon state, icon=[icon_file], icon_state=[json_encode(icon_state)](\ref[icon_state]), icon_states=[icon_states_string]")
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I = icon('icons/turf/floors.dmi', "", SOUTH)
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var/imgid = replacetext(replacetext("[item]", "/obj/item/", ""), "/", "-")
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Insert(imgid, I)
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