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Widescreen lobby art (#21521)
* wide_art * state_swap * centralised-tweaks * better code * sdmm2 moment * Update code/game/turfs/simulated/walls_indestructible.dm
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@@ -10,7 +10,7 @@
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/area/ninja/outpost)
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"ad" = (
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/obj/effect/landmark/newplayer_start,
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/turf/simulated/floor/plating,
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/turf/simulated/wall/indestructible/splashscreen,
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/area/start)
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"ae" = (
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/turf/simulated/wall/indestructible/fakeglass,
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@@ -61,9 +61,6 @@
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icon_state = "cult"
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},
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/area/holodeck/source_theatre)
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"am" = (
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/turf/simulated/wall/indestructible/splashscreen,
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/area/start)
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"an" = (
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/obj/structure/window/reinforced{
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dir = 4
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@@ -4610,7 +4607,7 @@
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/area/centcom/specops)
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"qf" = (
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/turf/simulated/wall/r_wall,
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/area/space)
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/area/start)
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"qg" = (
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/obj/item/twohanded/required/kirbyplants,
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/obj/item/storage/secure/safe{
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@@ -13998,7 +13995,7 @@ rE
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rE
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rE
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rE
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am
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rE
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aN
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aN
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aN
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@@ -32,3 +32,6 @@ SUBSYSTEM_DEF(title)
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for(var/turf/simulated/wall/indestructible/splashscreen/splash in world)
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splash.icon = icon
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// Below operations are needed to centrally place the new splashscreen on the lobby area
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splash.pixel_x = -((icon.Width() - world.icon_size) / 2)
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splash.pixel_y = -((icon.Height() - world.icon_size) / 2)
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@@ -110,6 +110,9 @@
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icon_state = ""
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layer = FLY_LAYER
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flags = NO_SCREENTIPS
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// Pixel shifts below are needed to centrally position the black placeholder icon within the start area at compile-time. This is overridden when a "real" lobby art image is chosen by SStitlescreen
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pixel_x = -288
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pixel_y = -224
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/turf/simulated/wall/indestructible/uranium
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icon = 'icons/turf/walls/uranium_wall.dmi'
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