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Makes trees transparent if important objects are hiding behind them (#18627)
* tree! * Update code/modules/admin/verbs/freeze.dm * yeet * steel review, animate transparency * more critical items * charlie review * charlie
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@@ -29,6 +29,8 @@ GLOBAL_LIST_EMPTY(frozen_atom_list) // A list of admin-frozen atoms.
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var/frozen = null
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/// Used for keeping track of previous sleeping value with admin freeze.
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var/admin_prev_sleeping = 0
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/// Flag to enable these making trees semi-transparent if behind them
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flags_2 = CRITICAL_ATOM_2
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/mob/living/admin_Freeze(client/admin, skip_overlays = FALSE, mech = null)
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if(!istype(admin))
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@@ -88,6 +88,10 @@
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heavyfootstep = FOOTSTEP_WATER
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smoothing_groups = list(SMOOTH_GROUP_BEACH_WATER)
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/turf/simulated/floor/beach/away/water/Initialize(mapload)
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. = ..()
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RegisterSignal(src, COMSIG_ATOM_INITIALIZED_ON, .proc/InitializedOn)
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/turf/simulated/floor/beach/away/water/Entered(atom/movable/AM, atom/OldLoc)
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. = ..()
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if(!linkedcontroller)
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@@ -102,7 +106,7 @@
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if(ismob(AM))
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linkedcontroller.mobinpool -= AM
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/turf/simulated/floor/beach/away/water/InitializedOn(atom/A)
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/turf/simulated/floor/beach/away/water/proc/InitializedOn(atom/A)
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if(!linkedcontroller)
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return
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if(istype(A, /obj/effect/decal/cleanable)) // Better a typecheck than looping through thousands of turfs everyday
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@@ -16,6 +16,7 @@
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throw_range = 5
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tint = 3
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flags = AIRTIGHT
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flags_2 = CRITICAL_ATOM_2
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flags_cover = MASKCOVERSMOUTH | MASKCOVERSEYES
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layer = MOB_LAYER
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max_integrity = 100
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@@ -85,7 +85,7 @@
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icon_state = "darkmatter"
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density = TRUE
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anchored = TRUE
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2 | IMMUNE_TO_SHUTTLECRUSH_2 | NO_MALF_EFFECT_2
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2 | IMMUNE_TO_SHUTTLECRUSH_2 | NO_MALF_EFFECT_2 | CRITICAL_ATOM_2
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light_range = 4
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
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base_icon_state = "darkmatter"
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