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https://github.com/CHOMPStation2/CHOMPStation2.git
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[MIRROR] Clothing fallback (#11470)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
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@@ -40,59 +40,6 @@
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girder_material = newgmaterial
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update_material()
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/turf/simulated/wall/update_icon()
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if(!material)
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return
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if(!damage_overlays[1]) //list hasn't been populated
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generate_overlays()
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cut_overlays()
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var/image/I
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if(!density)
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I = image(wall_masks, "[material.icon_base]fwall_open")
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I.color = material.icon_colour
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add_overlay(I)
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return
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for(var/i = 1 to 4)
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I = image(wall_masks, "[material.icon_base][wall_connections[i]]", dir = 1<<(i-1))
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I.color = material.icon_colour
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add_overlay(I)
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if(reinf_material)
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if(construction_stage != null && construction_stage < 6)
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I = image(wall_masks, "reinf_construct-[construction_stage]")
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I.color = reinf_material.icon_colour
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add_overlay(I)
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else
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if("[reinf_material.icon_reinf]0" in cached_icon_states(wall_masks))
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// Directional icon
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for(var/i = 1 to 4)
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I = image(wall_masks, "[reinf_material.icon_reinf][wall_connections[i]]", dir = 1<<(i-1))
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I.color = reinf_material.icon_colour
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add_overlay(I)
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else if("[reinf_material.icon_reinf]" in cached_icon_states(wall_masks))
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I = image(wall_masks, reinf_material.icon_reinf)
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I.color = reinf_material.icon_colour
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add_overlay(I)
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var/image/texture = material.get_wall_texture()
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if(texture)
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add_overlay(texture)
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if(damage != 0)
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var/integrity = material.integrity
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if(reinf_material)
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integrity += reinf_material.integrity
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var/overlay = round(damage / integrity * damage_overlays.len) + 1
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if(overlay > damage_overlays.len)
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overlay = damage_overlays.len
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add_overlay(damage_overlays[overlay])
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return
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/turf/simulated/shuttlewalls/proc/generate_overlays()
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var/alpha_inc = 256 / damage_overlays.len
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@@ -1,54 +0,0 @@
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//THIS FILE HAS BEEN UNTICKED, We already got energy_ch.dm, we dont need to override twice
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/obj/item/projectile/energy/excavate
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//damage = 20
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armor_penetration = 60
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/obj/item/projectile/energy/excavate/weak
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//damage = 10
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excavation_amount = 100
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/obj/item/projectile/energy/acid
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//damage = 15
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/obj/item/projectile/energy/neurotoxin/toxic
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damage = 10
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//
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/obj/item/projectile/energy/phase/bolt
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range = 4
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mob_bonus_damage = 15 // 30 total on animals
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icon_state = "cbbolt"
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hud_state = "taser"
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/obj/item/projectile/energy/phase/bolt/heavy
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range = 4
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mob_bonus_damage = 25 // 20 total on animals
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hud_state = "taser"
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/obj/item/projectile/energy/plasma/vepr
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//damage = 30
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armor_penetration = 15
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/obj/item/projectile/energy/phase
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//damage = 5
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mob_bonus_damage = 15
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armor_penetration = 0
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SA_vulnerability = list(SA_ANIMAL, MOB_CLASS_SYNTHETIC, MOB_CLASS_ABERRATION)
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/obj/item/projectile/energy/phase/light
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mob_bonus_damage = 5
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armor_penetration = 0
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/obj/item/projectile/energy/phase/heavy
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//damage = 5
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mob_bonus_damage = 20
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armor_penetration = 0
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/obj/item/projectile/energy/phase/heavy/cannon
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//damage = 5
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mob_bonus_damage = 35
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armor_penetration = 0
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/obj/item/gun/energy/Initialize(mapload)
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if(icon == 'icons/obj/gun_ch.dmi' && !(icon_state in cached_icon_states('icons/obj/gun_ch.dmi')))
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icon = 'icons/obj/gun.dmi'
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return ..()
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