Files
Bubberstation/code/modules/asset_cache/assets/rcd.dm
T
jimmyl b095659cde makes the rcd able to make girders (#76515)
## About The Pull Request

rcd can make girders at half the cost of making a wall in 1.3 seconds

## Why It's Good For The Game
more "rapid" than using iron for girders and putting whatever material
on it

## Changelog
🆑
add: rcd can make girders now
/🆑
2023-07-06 15:53:52 -07:00

64 lines
3.2 KiB
Plaintext

/datum/asset/spritesheet/rcd
name = "rcd-tgui"
/datum/asset/spritesheet/rcd/create_spritesheets()
//We load airlock icons seperatly from other icons cause they need overlays
//load all category essential icon_states. format is icon_file = list of icon states we need from that file
var/list/essentials = list(
'icons/obj/chairs.dmi' = list("bar"),
'icons/obj/firealarm.dmi' = list("fire_bitem"),
'icons/obj/lighting.dmi' = list("floodlight_c1"),
'icons/obj/monitors.dmi' = list("alarm_bitem"),
'icons/obj/wallframe.dmi' = list("apc"),
'icons/obj/stock_parts.dmi' = list("box_1"),
'icons/obj/objects.dmi' = list("bed"),
'icons/obj/smooth_structures/catwalk.dmi' = list("catwalk-0"),
'icons/hud/radial.dmi' = list("cnorth", "csouth", "ceast", "cwest", "chair", "secure_windoor", "stool", "wallfloor", "windowsize", "windowtype", "windoor"),
'icons/obj/structures.dmi' = list("glass_table", "rack", "rwindow0", "reflector_base", "table", "window0", "girder"),
)
var/icon/icon
for(var/icon_file as anything in essentials)
for(var/icon_state as anything in essentials[icon_file])
icon = icon(icon = icon_file, icon_state = icon_state)
if(icon_state == "window0" || icon_state == "rwindow0")
icon.Blend(icon(icon = 'icons/obj/structures.dmi', icon_state = "grille"), ICON_UNDERLAY)
Insert(sprite_name = sanitize_css_class_name(icon_state), I = icon)
//for each airlock type we create its overlayed version with the suffix Glass in the sprite name
var/list/airlocks = list(
"Standard" = 'icons/obj/doors/airlocks/station/public.dmi',
"Public" = 'icons/obj/doors/airlocks/station2/glass.dmi',
"Engineering" = 'icons/obj/doors/airlocks/station/engineering.dmi',
"Atmospherics" = 'icons/obj/doors/airlocks/station/atmos.dmi',
"Security" = 'icons/obj/doors/airlocks/station/security.dmi',
"Command" = 'icons/obj/doors/airlocks/station/command.dmi',
"Medical" = 'icons/obj/doors/airlocks/station/medical.dmi',
"Research" = 'icons/obj/doors/airlocks/station/research.dmi',
"Freezer" = 'icons/obj/doors/airlocks/station/freezer.dmi',
"Virology" = 'icons/obj/doors/airlocks/station/virology.dmi',
"Mining" = 'icons/obj/doors/airlocks/station/mining.dmi',
"Maintenance" = 'icons/obj/doors/airlocks/station/maintenance.dmi',
"External" = 'icons/obj/doors/airlocks/external/external.dmi',
"External Maintenance" = 'icons/obj/doors/airlocks/station/maintenanceexternal.dmi',
"Airtight Hatch" = 'icons/obj/doors/airlocks/hatch/centcom.dmi',
"Maintenance Hatch" = 'icons/obj/doors/airlocks/hatch/maintenance.dmi'
)
//these 3 types dont have glass doors
var/list/exclusion = list("Freezer", "Airtight Hatch", "Maintenance Hatch")
for(var/airlock_name in airlocks)
//solid door with overlay
icon = icon(icon = airlocks[airlock_name] , icon_state = "closed" , dir = SOUTH)
icon.Blend(icon(icon = airlocks[airlock_name], icon_state = "fill_closed", dir = SOUTH), ICON_OVERLAY)
Insert(sprite_name = sanitize_css_class_name(airlock_name), I = icon)
//exclude these glass types
if(airlock_name in exclusion)
continue
//glass door no overlay
icon = icon(airlocks[airlock_name] , "closed" , SOUTH)
Insert(sprite_name = sanitize_css_class_name("[airlock_name]Glass"), I = icon)