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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:
@@ -10,6 +10,7 @@
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/obj/machinery/power/apc
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name = "area power controller"
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desc = "A control terminal for the area electrical systems."
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icon = 'icons/obj/wallbumps/apc.dmi'
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icon_state = "apc0"
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integrity_failure = 50
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resistance_flags = FIRE_PROOF
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@@ -176,9 +177,9 @@
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name = "\improper [get_area_name(apc_area, TRUE)] APC"
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if(building)
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// Offset 24 pixels in direction of dir. This allows the APC to be embedded in a wall, yet still inside an area
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// Offset 32 pixels in direction of dir. This allows the APC to be embedded in a wall, yet still inside an area
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setDir(direction) // This is only used for pixel offsets, and later terminal placement. APC dir doesn't affect its sprite since it only has one orientation.
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set_pixel_offsets_from_dir(24, -24, 24, -24)
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set_pixel_offsets_from_dir(32, -32, 32, -32)
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opened = APC_OPENED
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operating = FALSE
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@@ -1168,18 +1169,18 @@
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/obj/machinery/power/apc/get_internal_wires()
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return wires
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc, 24, 24)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/syndicate, 24, 24)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/syndicate/off, 24, 24)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/important, 24, 24)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/critical, 24, 24)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/off_station, 24, 24)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/off_station/empty_charge, 24, 24)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/worn_out, 24, 24)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/reinforced, 24, 24)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/reinforced/important, 24, 24)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/reinforced/critical, 24, 24)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/unbuilt, 24, 24)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc, 32, 32)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/syndicate, 32, 32)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/syndicate/off, 32, 32)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/important, 32, 32)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/critical, 32, 32)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/off_station, 32, 32)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/off_station/empty_charge, 32, 32)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/worn_out, 32, 32)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/reinforced, 32, 32)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/reinforced/important, 32, 32)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/reinforced/critical, 32, 32)
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/unbuilt, 32, 32)
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/obj/item/apc_electronics
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@@ -38,8 +38,37 @@
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/obj/machinery/light_construct/Initialize(mapload, ndir, building)
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. = ..()
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switch(dir)
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if(NORTH)
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pixel_x = 0
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pixel_y = 20
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if(SOUTH)
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pixel_x = 0
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pixel_y = 0
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if(EAST)
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pixel_x = 8
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pixel_y = 4
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if(WEST)
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pixel_x = -8
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pixel_y = 4
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update_icon(UPDATE_ICON_STATE)
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/obj/machinery/light_construct/setDir(newdir)
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. = ..()
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switch(dir)
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if(NORTH)
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pixel_x = 0
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pixel_y = 20
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if(SOUTH)
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pixel_x = 0
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pixel_y = 0
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if(EAST)
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pixel_x = 8
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pixel_y = 4
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if(WEST)
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pixel_x = -8
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pixel_y = 4
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/obj/machinery/light_construct/examine(mob/user)
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. = ..()
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if(get_dist(user, src) <= 2)
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@@ -379,6 +408,20 @@
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if(A && !A.requires_power)
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on = TRUE
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switch(dir)
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if(NORTH)
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pixel_x = 0
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pixel_y = 20
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if(SOUTH)
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pixel_x = 0
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pixel_y = 0
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if(EAST)
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pixel_x = 8
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pixel_y = 4
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if(WEST)
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pixel_x = -8
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pixel_y = 4
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switch(base_state)
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if("tube")
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brightness_range = 8
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@@ -1000,6 +1043,22 @@
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AddElement(/datum/element/connect_loc, loc_connections)
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update()
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/obj/machinery/light/setDir(newdir)
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. = ..()
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switch(dir)
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if(NORTH)
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pixel_x = 0
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pixel_y = 20
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if(SOUTH)
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pixel_x = 0
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pixel_y = 0
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if(EAST)
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pixel_x = 8
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pixel_y = 4
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if(WEST)
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pixel_x = -8
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pixel_y = 4
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/obj/item/light/proc/on_atom_entered(datum/source, atom/movable/entered)
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var/mob/living/living_entered = entered
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if(istype(living_entered) && has_gravity(loc))
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