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Merge remote-tracking branch 'VOREStation/master' into upstream-merge-7576
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@@ -12,6 +12,8 @@
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name = "rolled-up poster"
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desc = "The poster comes with its own automatic adhesive mechanism, for easy pinning to any vertical surface."
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icon_state = "rolled_poster"
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drop_sound = 'sound/items/drop/wrapper.ogg'
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pickup_sound = 'sound/items/pickup/wrapper.ogg'
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var/serial_number = null
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var/poster_type = /obj/structure/sign/poster
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@@ -11,7 +11,9 @@ Portals do have some specific requirements when mapping them in;
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- Each side must face opposite directions, e.g. if side A faces SOUTH, side B must face NORTH.
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- Clarification on the above - you will be moved in the direction that the portal faces.
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If Side A faces south, you will be moved south. Dirs are 1/2/4/8, 1: NORTH, 2: SOUTH, 4: EAST, 8: WEST.
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- You must have 1 tile of 'buffer' space between turfs or you may see odd visual distortions. If things look weird, move your 'portals' back by one tile.
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To further explain: If your cave entrance is on the NORTH side of the map on ENTRY side, and SOUTH side on EXIT side:
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You will need to set the ENTRY side's dir to 2, IE SOUTH, as that's the direction you will moving coming FROM the EXIT side.
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IE: Directions should be set based on the direction of travel.
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- Each side must have the same orientation, e.g. horizontal on both sides, or vertical on both sides.
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- Portals can be made to be longer than 1x1 with `/obj/effect/map_effect/portal/line`s,
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but both sides must have the same length.
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@@ -344,4 +346,4 @@ when portals are shortly lived, or when portals are made to be obvious with spec
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/obj/effect/map_effect/portal/line/side_b
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name = "portal line B"
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icon_state = "portal_line_side_b"
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icon_state = "portal_line_side_b"
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