Wallening 2: Return of the attack of the girders [MDB IGNORE][IDB IGNORE] (#30609)

* WE HAVE LIFTOFF

* Reinforced wall + fixes

* (Reinforced) windows

* Adds nameless plasmaglass sprites

* Plasma windows

* Unnamed cult walls

* Add window edges back

* Wooden walls

* Plasma walls + THANK YOU CHAP

* Oops

* Wooden names

* Cult walls

* Plasma walls

* Uranium walls

* Golden walls

* Silver walls

* False wall basics

* All false walls

* Remove old walls

* Fixes

* First girders

* Build steps

* New floors and decalized floor tiles.

* satisfy linter

* Add command decals, remove old "blue tile" decal

* update script number

* have ATMs put their decals on last

* add engineering decals

* update spritesheets

* lots of tile coloring fixes

* more engi tile fixes

* more tile fixes

* linters

* fixes conflict?

* conflict fixes

* fix layering issue

* cult, necropolis, plastitanium, rocks, backrooms walls

* survival pod walls, prepare for titanium, plastitanium fwall fix

removes diagonal smoothing and the nodiagonal subtype from titanium walls as survival pod walls are a subtype of titanium

* linters

* linters again

* linters number 1 million and counting

* titanium walls

* brass walls, floors, windows

* titanium window, plastitanium window

* brass window smooths with wood and brass walls

* linters number 1 million and one

* all walls smooth with airlocks

in preparation for airlock sprites in a separate PR

* now all walls smooth with airlocks

* windows smooth with airlocks

* separate wallbumps, partially add apc

* tinted window

* survival pod windows

* oops i reverted apc.dm

* mapping fixes

* more mapping sprites

* more mapping stuff, fix my ungodly smooth rocks

* linters

* apc fix

* air alarm, apc, fire alarm offset preparations

* fire alarm implementation + rock fixes + firelock smoothing

* airlocks + supposed map fixes

* engi/atmos airlocks + overlays

* the rest of the doors lol

* linters + freezer fix

* fixes

* shuttle airlock + misc fixes

* firelocks

* fix

* oops

* i need to stop pushing fixes early

* shuttle airlock quickfix

* external airlocks + hatches + fixes

* centcom doors

* highsec airlocks

* vault airlock, double airlocks

* yaya deconflictsies

* lotsa fixes

* light fixes + blastdoor fixes

* firelock gap fix

* light construction fix + rcd fix

---------

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Alexios <skillpointHD@Gmail.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
This commit is contained in:
Ahzpy
2026-04-22 14:49:30 +00:00
committed by GitHub
co-authored by DGamerL DGamerL Alexios warriorstar-orion
parent 0b39a004c3
commit 68fb77a19a
181 changed files with 1465 additions and 1383 deletions
@@ -28,13 +28,29 @@
/obj/structure/door_assembly/Initialize(mapload)
. = ..()
update_appearance(UPDATE_NAME | UPDATE_OVERLAYS)
var/direction = get_current_direction()
dir = direction ? direction : NORTH
update_icon()
/obj/structure/door_assembly/Destroy()
QDEL_NULL(electronics)
return ..()
/obj/structure/door_assembly/proc/get_current_direction()
for(var/direction in GLOB.cardinal)
if(iswallturf(get_step(src, direction)))
return direction
for(var/direction in GLOB.cardinal)
if((locate(/obj/structure/window/full) in get_step(src, direction)))
return direction
for(var/direction in GLOB.cardinal)
if((locate(/obj/machinery/door) in get_step(src, direction)))
return direction
/obj/structure/door_assembly/examine(mob/user)
. = ..()
if(!anchored)
. += SPAN_NOTICE("You can <b>Alt-Click</b> [src] to rotate it.")
var/doorname = ""
if(created_name)
doorname = ", written on it is '[created_name]'"
@@ -55,6 +71,17 @@
else
. += SPAN_NOTICE("There is a small <i>paper</i> placard on the assembly[doorname].")
/obj/structure/door_assembly/AltClick(mob/user)
if(src.anchored)
return
if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user) || is_ventcrawling(user))
return
rotate()
/obj/structure/door_assembly/proc/rotate()
setDir(turn(dir, 90))
/obj/structure/door_assembly/item_interaction(mob/living/user, obj/item/W, list/modifiers)
. = ITEM_INTERACT_COMPLETE
if(is_pen(W))