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Big Fucking Shelter Capsule Update... TWO!!! (#18634)
* adds alt luxury capsule * adds even MORE capsules * Better privacy features for pre-existing pods * adds triple casino deck to recroom * Makes Theta a bit better * MORE PODS RAHHH * Makes polarized windows block light when tinted * ehhh nvm to this one * Adds shelter deploy preview on capsule activation * organizes shelter maps into size-based subfolders * Shows where shelter doors will be in capsule preview * adds capsules to vendors/lathes + vendor price adjustment * wait that wasn't gonna be able to toggle the door bolts lol * oops, thank you integration test for catching that * fixes edge-case bug where capsules could deploy beyond the edges of the map * fixes comment wording oops * wait oops messed up the door locations here * Adds luxury features to more pre-existing pods * Wait oops that should be using the lux cabin windows * adds door indicators to tesla capsule too cuz why not --------- Co-authored-by: Cameron Lennox <killer65311@gmail.com>
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@@ -106,6 +106,9 @@
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qdel(src)
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return
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/obj/structure/window/proc/can_glasspassers_pass()
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PROTECTED_PROC(TRUE)
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return TRUE
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/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
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@@ -135,7 +138,7 @@
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/obj/structure/window/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return TRUE
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return can_glasspassers_pass()
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if(is_fulltile())
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return FALSE //full tile window, you can't move into it!
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if(get_dir(mover, target) == GLOB.reverse_dir[dir]) // From elsewhere to here, can't move against our dir
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@@ -583,6 +586,11 @@
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fulltile = TRUE
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flags = NONE
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/obj/structure/window/reinforced/polarized/can_glasspassers_pass()
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// If the windows are currently tinted, they're blocking light from passing.
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// So, they should block stuff like lasers at that time.
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return opacity
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/obj/structure/window/reinforced/polarized/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/multitool) && !anchored) // Only allow programming if unanchored!
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var/obj/item/multitool/MT = W
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@@ -606,9 +614,11 @@
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if(opacity)
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animate(src, color="#FFFFFF", time=5)
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set_opacity(0)
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AddElement(/datum/element/light_blocking)
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else
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animate(src, color="#222222", time=5)
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set_opacity(1)
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RemoveElement(/datum/element/light_blocking)
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var/turf/T = get_turf(src)
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T.recalculate_directional_opacity()
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