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Potential new sprite
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@@ -1,14 +1,14 @@
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/obj/vehicle/train/cargo/engine
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name = "cargo train tug"
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icon = 'icons/obj/aibots.dmi'
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icon_state = "mulebot1" //mulebot icons until I get some proper icons
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icon = 'icons/vehicles/CargoTrain.dmi'
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icon_state = "engine" //mulebot icons until I get some proper icons
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on = 1
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powered = 1
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locked = 0
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load_item_visible = 1
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load_offset_x = 0
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load_offset_y = 9
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load_offset_y = 5
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var/car_limit = 3 //how many cars an engine can pull before performance degrades
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var/lead_engine = 1 //if the engine is the lead engine - set automatically
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@@ -16,15 +16,15 @@
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/obj/vehicle/train/cargo/trolley
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name = "cargo train trolley"
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icon = 'icons/obj/aibots.dmi'
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icon_state = "mulebot0"
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icon = 'icons/vehicles/CargoTrain.dmi'
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icon_state = "trolley"
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anchored = 0
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passenger_allowed = 0
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locked = 0
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load_item_visible = 1
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load_offset_x = 0
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load_offset_y = 9
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load_offset_x = 1
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load_offset_y = 7
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//-------------------------------------------
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// Standard procs
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@@ -274,4 +274,4 @@
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move_delay = max(0, (-car_limit * active_engines) + train_length - active_engines) //limits base overweight so you cant overspeed trains
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move_delay *= (1 / max(1, active_engines)) * 2 //overweight penalty (scaled by the number of engines)
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move_delay += config.run_speed //base reference speed
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move_delay *= 1.05
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move_delay *= 1.05
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