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* Multi-tile airlock assemblies/pathing [NO GBP] (#77537) ## About The Pull Request Small fixes after https://github.com/tgstation/tgstation/pull/76732 - Creates base large subtype for mapping - Door assembly naming consistent with other airlocks - Base subtype large airlock no longer spawns in a normal sized airlock - Renames station2 subtype to public for consistency ## Changelog 🆑 LT3 fix: Base large airlock subtype no longer spawns a normal sized airlock image: Added mapping icons for large airlocks code: Repathed all public airlocks to consistent naming /🆑 * Multi-tile airlock assemblies/pathing [NO GBP] * maps * Merge remote-tracking branch 'upstream/master' into upstream-merge-77537 --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
62 lines
3.1 KiB
Plaintext
62 lines
3.1 KiB
Plaintext
/datum/asset/spritesheet/rcd
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name = "rcd-tgui"
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/datum/asset/spritesheet/rcd/create_spritesheets()
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//We load airlock icons seperatly from other icons cause they need overlays
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//load all category essential icon_states. format is icon_file = list of icon states we need from that file
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var/list/essentials = list(
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'icons/obj/chairs.dmi' = list("bar"),
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'icons/obj/machines/wallmounts.dmi' = list("apc", "alarm_bitem", "fire_bitem"),
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'icons/obj/lighting.dmi' = list("floodlight_c1"),
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'icons/obj/assemblies/stock_parts.dmi' = list("box_1"),
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'icons/obj/bed.dmi' = list("bed"),
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'icons/obj/smooth_structures/catwalk.dmi' = list("catwalk-0"),
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'icons/hud/radial.dmi' = list("cnorth", "csouth", "ceast", "cwest", "chair", "secure_windoor", "stool", "wallfloor", "windowsize", "windowtype", "windoor"),
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'icons/obj/structures.dmi' = list("glass_table", "rack", "rwindow0", "reflector_base", "table", "window0", "girder"),
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)
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var/icon/icon
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for(var/icon_file as anything in essentials)
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for(var/icon_state as anything in essentials[icon_file])
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icon = icon(icon = icon_file, icon_state = icon_state)
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if(icon_state == "window0" || icon_state == "rwindow0")
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icon.Blend(icon(icon = 'icons/obj/structures.dmi', icon_state = "grille"), ICON_UNDERLAY)
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Insert(sprite_name = sanitize_css_class_name(icon_state), I = icon)
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//for each airlock type we create its overlayed version with the suffix Glass in the sprite name
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var/list/airlocks = list(
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"Standard" = 'icons/obj/doors/airlocks/station/public.dmi',
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"Public" = 'icons/obj/doors/airlocks/public/glass.dmi',
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"Engineering" = 'icons/obj/doors/airlocks/station/engineering.dmi',
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"Atmospherics" = 'icons/obj/doors/airlocks/station/atmos.dmi',
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"Security" = 'icons/obj/doors/airlocks/station/security.dmi',
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"Command" = 'icons/obj/doors/airlocks/station/command.dmi',
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"Medical" = 'icons/obj/doors/airlocks/station/medical.dmi',
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"Research" = 'icons/obj/doors/airlocks/station/research.dmi',
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"Freezer" = 'icons/obj/doors/airlocks/station/freezer.dmi',
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"Virology" = 'icons/obj/doors/airlocks/station/virology.dmi',
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"Mining" = 'icons/obj/doors/airlocks/station/mining.dmi',
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"Maintenance" = 'icons/obj/doors/airlocks/station/maintenance.dmi',
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"External" = 'icons/obj/doors/airlocks/external/external.dmi',
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"External Maintenance" = 'icons/obj/doors/airlocks/station/maintenanceexternal.dmi',
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"Airtight Hatch" = 'icons/obj/doors/airlocks/hatch/centcom.dmi',
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"Maintenance Hatch" = 'icons/obj/doors/airlocks/hatch/maintenance.dmi'
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)
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//these 3 types dont have glass doors
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var/list/exclusion = list("Freezer", "Airtight Hatch", "Maintenance Hatch")
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for(var/airlock_name in airlocks)
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//solid door with overlay
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icon = icon(icon = airlocks[airlock_name] , icon_state = "closed" , dir = SOUTH)
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icon.Blend(icon(icon = airlocks[airlock_name], icon_state = "fill_closed", dir = SOUTH), ICON_OVERLAY)
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Insert(sprite_name = sanitize_css_class_name(airlock_name), I = icon)
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//exclude these glass types
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if(airlock_name in exclusion)
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continue
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//glass door no overlay
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icon = icon(airlocks[airlock_name] , "closed" , SOUTH)
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Insert(sprite_name = sanitize_css_class_name("[airlock_name]Glass"), I = icon)
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