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Reworks floor/airlock/pipe painters' sprites and sounds. (#14379)
* Adds new sprites, and sounds to painters. * Adds check, and inhand sprites * minor fixes on sprotes
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@@ -516,6 +516,10 @@ About the new airlock wires panel:
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var/obj/machinery/door/airlock/airlock = painter.available_paint_jobs["[painter.paint_setting]"] // get the airlock type path associated with the airlock name the user just chose
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var/obj/structure/door_assembly/assembly = initial(airlock.assemblytype)
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if(assemblytype == assembly)
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to_chat(user, "<span class='notice'>This airlock is already painted [painter.paint_setting]!</span>")
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return
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if(airlock_material == "glass" && initial(assembly.noglass)) // prevents painting glass airlocks with a paint job that doesn't have a glass version, such as the freezer
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to_chat(user, "<span class='warning'>This paint job can only be applied to non-glass airlocks.</span>")
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return
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@@ -4,7 +4,8 @@
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name = "floor painter"
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icon = 'icons/obj/device.dmi'
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icon_state = "floor_painter"
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item_state = "electronic"
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item_state = "floor_painter"
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usesound = 'sound/effects/spray2.ogg'
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var/floor_icon
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var/floor_state = "floor"
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@@ -31,10 +32,16 @@
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return
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var/turf/simulated/floor/plasteel/F = A
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if(F.icon_state == floor_state && F.dir == floor_dir)
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to_chat(user, "<span class='notice'>This is already painted [floor_state] [dir2text(floor_dir)]!</span>")
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return
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if(!istype(F))
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to_chat(user, "<span class='warning'>\The [src] can only be used on station flooring.</span>")
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return
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playsound(loc, usesound, 30, TRUE)
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F.icon_state = floor_state
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F.icon_regular_floor = floor_state
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F.dir = floor_dir
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@@ -1,8 +1,9 @@
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/obj/item/pipe_painter
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name = "pipe painter"
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "labeler1"
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item_state = "flight"
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icon = 'icons/obj/device.dmi'
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icon_state = "pipe_painter"
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item_state = "pipe_painter"
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usesound = 'sound/effects/spray2.ogg'
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var/list/modes
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var/mode
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@@ -18,13 +19,19 @@
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return
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var/obj/machinery/atmospherics/pipe/P = A
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if(P.pipe_color == "[GLOB.pipe_colors[mode]]")
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to_chat(user, "<span class='notice'>This pipe is aready painted [mode]!</span>")
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return
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var/turf/T = P.loc
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if(P.level < 2 && T.level==1 && isturf(T) && T.intact)
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to_chat(user, "<span class='warning'>You must remove the plating first.</span>")
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return
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playsound(loc, usesound, 30, TRUE)
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P.change_color(GLOB.pipe_colors[mode])
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/obj/item/pipe_painter/attack_self(mob/user as mob)
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mode = input("Which colour do you want to use?", "Pipe Painter", mode) in modes
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