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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-16 01:23:41 +01:00
correct overlay adding format
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@@ -314,15 +314,15 @@
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update_overlays()
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/obj/structure/closet/proc/update_overlays(transparent = FALSE)
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overlays.Cut()
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cut_overlays()
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if(transparent && opened)
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overlays += "[open_door_sprite]_trans"
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add_overlay("[open_door_sprite]_trans")
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return
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if(opened)
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overlays += open_door_sprite
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add_overlay(open_door_sprite)
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return
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if(welded)
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overlays += "welded"
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add_overlay("welded")
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// Objects that try to exit a locker by stepping were doing so successfully,
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// and due to an oversight in turf/Enter() were going through walls. That
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@@ -73,7 +73,7 @@
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if(!broken)
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broken = TRUE
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locked = FALSE
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overlays += "sparking"
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add_overlay("sparking")
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to_chat(user, "<span class='notice'>You break the lock on [src].</span>")
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addtimer(CALLBACK(src, .proc/update_icon), 1 SECONDS)
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@@ -107,18 +107,18 @@
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update_overlays()
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/obj/structure/closet/secure_closet/update_overlays() //Putting the welded stuff in update_overlays() so it's easy to overwrite for special cases (Fridges, cabinets, and whatnot)
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overlays.Cut()
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cut_overlays()
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if(opened)
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overlays += open_door_sprite
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add_overlay(open_door_sprite)
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return
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if(welded)
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overlays += "welded"
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add_overlay("welded")
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if(broken)
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return
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if(locked)
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overlays += "locked"
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add_overlay("locked")
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else
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overlays += "unlocked"
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add_overlay("unlocked")
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/obj/structure/closet/secure_closet/container_resist(mob/living/L)
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var/breakout_time = 2 //2 minutes by default
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