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 07:49:30 -07:00
committed by GitHub
parent 0b39a004c3
commit 68fb77a19a
181 changed files with 1465 additions and 1383 deletions
+23 -18
View File
@@ -712,7 +712,6 @@
decon_speed = 3 SECONDS
armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, RAD = 100, FIRE = 99, ACID = 100)
rad_insulation_beta = RAD_NO_INSULATION
rad_insulation_gamma = RAD_GAMMA_WINDOW
superconductivity = ZERO_HEAT_TRANSFER_COEFFICIENT
rad_conversion_amount = 2
@@ -767,7 +766,7 @@
flags = PREVENT_CLICK_UNDER
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE, SMOOTH_GROUP_REGULAR_WALLS, SMOOTH_GROUP_REINFORCED_WALLS) //they are not walls but this lets walls smooth with them
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE, SMOOTH_GROUP_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_WINDOW_FULLTILE, SMOOTH_GROUP_WALLS)
/obj/structure/window/full/screwdriver_act(mob/user, obj/item/I)
if(barricaded)
@@ -784,8 +783,8 @@
return ..()
/obj/structure/window/full/basic
desc = "It looks thin and flimsy. A few knocks with... anything, really should shatter it. Has very light protection from radiation"
icon = 'icons/obj/smooth_structures/windows/window.dmi'
desc = "It looks thin and flimsy. A few knocks with... anything, really should shatter it."
icon = 'icons/obj/smooth_structures/windows/32x40window.dmi'
icon_state = "window-0"
base_icon_state = "window"
max_integrity = 50
@@ -793,8 +792,8 @@
/obj/structure/window/full/plasmabasic
name = "plasma window"
desc = "A plasma-glass alloy window. It looks insanely tough to break. It appears it's also insanely tough to burn through. When hit with Gamma particles it will become charged and start emitting Beta particles"
icon = 'icons/obj/smooth_structures/windows/plasma_window.dmi'
desc = "A plasma-glass alloy window. It looks insanely tough to break. It appears it's also insanely tough to burn through."
icon = 'icons/obj/smooth_structures/windows/32x40plasma_window.dmi'
icon_state = "plasma_window-0"
base_icon_state = "plasma_window"
glass_decal = /obj/effect/decal/cleanable/glass/plasma
@@ -802,10 +801,12 @@
glass_type = /obj/item/stack/sheet/plasmaglass
heat_resistance = 32000
max_integrity = 300
edge_overlay_file = 'icons/obj/smooth_structures/windows/window_edges.dmi'
explosion_block = 1
decon_speed = 3 SECONDS
armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, RAD = 100, FIRE = 99, ACID = 100)
edge_overlay_file = 'icons/obj/smooth_structures/windows/window_edges.dmi'
rad_insulation_beta = RAD_NO_INSULATION
rad_insulation_gamma = RAD_GAMMA_WINDOW
env_smash_level = ENVIRONMENT_SMASH_WALLS // these windows are a fair bit tougher
superconductivity = ZERO_HEAT_TRANSFER_COEFFICIENT
rad_insulation_beta = RAD_NO_INSULATION
@@ -814,8 +815,8 @@
/obj/structure/window/full/plasmareinforced
name = "reinforced plasma window"
desc = "A plasma-glass alloy window, with rods supporting it. It looks hopelessly tough to break. It also looks completely fireproof, considering how basic plasma windows are insanely fireproof. When hit with Gamma particles it will become charged and start emitting Beta particles"
icon = 'icons/obj/smooth_structures/windows/rplasma_window.dmi'
desc = "A plasma-glass alloy window, with rods supporting it. It looks hopelessly tough to break. It also looks completely fireproof, considering how basic plasma windows are insanely fireproof."
icon = 'icons/obj/smooth_structures/windows/32x40rplasma_window.dmi'
icon_state = "rplasma_window-0"
base_icon_state = "rplasma_window"
glass_decal = /obj/effect/decal/cleanable/glass/plasma
@@ -839,8 +840,8 @@
/obj/structure/window/full/reinforced
name = "reinforced window"
desc = "It looks rather strong. Might take a few good hits to shatter it. Offers superior protection from radiation"
icon = 'icons/obj/smooth_structures/windows/reinforced_window.dmi'
desc = "It looks rather strong. Might take a few good hits to shatter it."
icon = 'icons/obj/smooth_structures/windows/32x40reinforced_window.dmi'
icon_state = "reinforced_window-0"
base_icon_state = "reinforced_window"
max_integrity = 100
@@ -861,7 +862,7 @@
/obj/structure/window/full/reinforced/tinted
name = "tinted window"
desc = "It looks rather strong and opaque. Might take a few good hits to shatter it."
icon = 'icons/obj/smooth_structures/windows/tinted_window.dmi'
icon = 'icons/obj/smooth_structures/windows/32x40tinted_window.dmi'
icon_state = "tinted_window-0"
base_icon_state = "tinted_window"
opacity = TRUE
@@ -869,7 +870,7 @@
/obj/structure/window/full/shuttle
name = "shuttle window"
desc = "A reinforced, air-locked pod window."
icon = 'icons/obj/smooth_structures/windows/shuttle_window.dmi'
icon = 'icons/obj/smooth_structures/windows/32x40shuttle_window.dmi'
icon_state = "shuttle_window-0"
base_icon_state = "shuttle_window"
max_integrity = 200
@@ -878,8 +879,9 @@
explosion_block = 3
decon_speed = 6 SECONDS
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, RAD = 100, FIRE = 80, ACID = 100)
edge_overlay_file = 'icons/obj/smooth_structures/windows/shuttle_window_edges.dmi'
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE, SMOOTH_GROUP_TITANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE, SMOOTH_GROUP_TITANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE, SMOOTH_GROUP_TITANIUM_WALLS)
glass_type = /obj/item/stack/sheet/titaniumglass
env_smash_level = ENVIRONMENT_SMASH_RWALLS // shuttle windows should probably be a bit stronger, too
// Mostly for the mining shuttle.
@@ -894,7 +896,7 @@
/obj/structure/window/full/plastitanium
name = "plastitanium window"
desc = "An evil looking window of plasma and titanium. When hit with Gamma particles it will become charged and start emitting Beta particles"
icon = 'icons/obj/smooth_structures/windows/plastitanium_window.dmi'
icon = 'icons/obj/smooth_structures/windows/32x40plastitanium_window.dmi'
icon_state = "plastitanium_window-0"
base_icon_state = "plastitanium_window"
max_integrity = 1200
@@ -902,10 +904,11 @@
heat_resistance = 32000
decon_speed = 7 SECONDS
armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, RAD = 100, FIRE = 99, ACID = 100)
edge_overlay_file = 'icons/obj/smooth_structures/windows/plastitanium_window_edges.dmi'
explosion_block = 3
glass_type = /obj/item/stack/sheet/plastitaniumglass
smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS, SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM, SMOOTH_GROUP_PLASTITANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM, SMOOTH_GROUP_SYNDICATE_WALLS, SMOOTH_GROUP_PLASTITANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM, SMOOTH_GROUP_SYNDICATE_WALLS, SMOOTH_GROUP_PLASTITANIUM_WALLS)
env_smash_level = ENVIRONMENT_SMASH_RWALLS //used in shuttles, same reason as above
superconductivity = ZERO_HEAT_TRANSFER_COEFFICIENT
rad_insulation_beta = RAD_NO_INSULATION
@@ -955,14 +958,16 @@
animate(src, color = previouscolor, time = 8)
/obj/structure/window/reinforced/clockwork/fulltile
icon = 'icons/obj/smooth_structures/windows/32x40clockwork_window.dmi'
icon_state = "clockwork_window-0"
base_icon_state = "clockwork_window"
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE, SMOOTH_GROUP_WINDOW_FULLTILE_BRASS)
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_BRASS)
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE, SMOOTH_GROUP_WINDOW_FULLTILE_BRASS, SMOOTH_GROUP_BRASS_WALL, SMOOTH_GROUP_WOOD_WALLS)
canSmoothWith = list(SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_WINDOW_FULLTILE_BRASS, SMOOTH_GROUP_BRASS_WALL, SMOOTH_GROUP_WOOD_WALLS)
fulltile = TRUE
flags = PREVENT_CLICK_UNDER
dir = FULLTILE_WINDOW_DIR
max_integrity = 120
edge_overlay_file = 'icons/obj/smooth_structures/windows/clockwork_window_edges.dmi'
level = 3
glass_amount = 2