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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request [Removes all remaining users of SMOOTH_CORNER + dirt automation](71d120511a) Removes all remaining instances of overlay smoothing (the deprecated system that stitches corners together IN ENGINE) from the game. This amounts to: The test smoothing wall, which I converted to just bitmask + diagonals Stationary canisters, which I've done the same to (alongside adding all the states to gags, which around doubled their gags count). These autocut now. I've also given dirt icons autocutting, for spriter convieneince (I would have done this before but I didn't know they smoothed) [Removes corner smoothing from the codebase](98ebe58152) This code is OLD, and has been functionally deprecated for as long as I've been here. It basically does what bitmask smoothing does, but instead of prebaking connections they're formed in engine with overlays. This is... fine, and does TECHNICALLY allow for unique effects, but none's gonna use it because the details are so niche, so it just becomes a risk factor for someone fucking up and using overlays for some reason. What it does do then is clutter up our smoothing code with 2 different async systems, one of which functions SLIGHTLY differently from its brother. IMO it just works to confuse people trying to read smoothing code (already quite confusing). I've removed it, alongside its bespoke code/variables, excluding area_limited_icon_smoothing, a var on areas that prevents smoothing out of network, which I have instead integrated into bitmask smoothing. I've updated snowflake's documentation to be more up to date with modern systems, and earmarked where explanations/automation for the more... underdeveloped bits of smoothing should go in the future. ## Why It's Good For The Game I relapsed and needed something to put that energy towards. We don't really want people to use this, and none knows enough about it to take advantage of its theoretical uses. Really its only purpose right now is making understanding diagonal smoothing easier, and that's not all that hard of a task. Better to remove and integrate then to let rot and confuse. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Smoothed objects on shuttles now will only smooth with other shuttles (added support for extensions of this system) refactor: I've funked around with our smoothing system, cutting out some older code. Lemme know if anything is weird PLEASE /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
80 lines
2.6 KiB
Plaintext
80 lines
2.6 KiB
Plaintext
/// Inert structures, such as girders, machine frames, and crates/lockers.
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/obj/structure
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icon = 'icons/obj/structures.dmi'
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pressure_resistance = 8
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max_integrity = 300
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interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT
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layer = BELOW_OBJ_LAYER
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flags_ricochet = RICOCHET_HARD
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receive_ricochet_chance_mod = 0.6
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pass_flags_self = PASSSTRUCTURE
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blocks_emissive = EMISSIVE_BLOCK_GENERIC
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armor_type = /datum/armor/obj_structure
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burning_particles = /particles/smoke/burning
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var/broken = FALSE
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/datum/armor/obj_structure
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fire = 50
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acid = 50
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/obj/structure/Initialize(mapload)
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. = ..()
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if(smoothing_flags & USES_SMOOTHING)
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QUEUE_SMOOTH(src)
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QUEUE_SMOOTH_NEIGHBORS(src)
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GLOB.cameranet.updateVisibility(src)
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/obj/structure/Destroy(force)
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GLOB.cameranet.updateVisibility(src)
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if(smoothing_flags & USES_SMOOTHING)
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QUEUE_SMOOTH_NEIGHBORS(src)
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return ..()
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/obj/structure/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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add_fingerprint(usr)
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return ..()
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/obj/structure/examine(mob/user)
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. = ..()
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if(!(resistance_flags & INDESTRUCTIBLE))
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if(resistance_flags & ON_FIRE)
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. += span_warning("It's on fire!")
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if(broken)
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. += span_notice("It appears to be broken.")
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var/examine_status = examine_status(user)
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if(examine_status)
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. += examine_status
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/obj/structure/proc/examine_status(mob/user) //An overridable proc, mostly for falsewalls.
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var/healthpercent = (atom_integrity/max_integrity) * 100
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switch(healthpercent)
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if(50 to 99)
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return "It looks slightly damaged."
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if(25 to 50)
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return "It appears heavily damaged."
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if(0 to 25)
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if(!broken)
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return span_warning("It's falling apart!")
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/obj/structure/examine_descriptor(mob/user)
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return "structure"
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/obj/structure/rust_heretic_act()
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take_damage(500, BRUTE, "melee", 1)
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/obj/structure/zap_act(power, zap_flags)
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if(zap_flags & ZAP_OBJ_DAMAGE)
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take_damage(power * 2.5e-4, BURN, "energy")
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power -= power * 5e-4 //walls take a lot out of ya
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. = ..()
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/obj/structure/animate_atom_living(mob/living/owner)
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new /mob/living/basic/mimic/copy(drop_location(), src, owner)
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/// For when a mob comes flying through the window, smash it and damage the mob
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/obj/structure/proc/smash_and_injure(mob/living/flying_mob, atom/oldloc, direction)
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flying_mob.balloon_alert_to_viewers("smashed through!")
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flying_mob.apply_damage(damage = rand(5, 15), damagetype = BRUTE, wound_bonus = 15, bare_wound_bonus = 25, sharpness = SHARP_EDGED, attack_direction = get_dir(src, oldloc))
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new /obj/effect/decal/cleanable/glass(get_step(flying_mob, flying_mob.dir))
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deconstruct(disassembled = FALSE)
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