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Fix up critter holes (#19239)
* Fix up critter holes * Fix up critter holes * pai rewrite compat * Update unified_ghost_hole.dm * works fine for me * explicit glow effect --------- Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
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@@ -18,8 +18,8 @@
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cutoff_number = 1
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*/
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/datum/ghost_query/maints_spawner
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role_name = "Maintenance Spawner"
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/datum/ghost_query/maints_critter
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role_name = "Maintenance Critter"
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be_special_flag = BE_MAINTCRITTER
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question = "An opportunity to spawn as a Maintenance Critter has appeared. You can spawn as your choice of a mob (from a fairly large list), a morph (a shapeshifting creature capable of mimicking objects or other creatures), or your currently loaded character slot in a special \'lurker\' role."
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cutoff_number = 1
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@@ -122,7 +122,7 @@ Buildable meters
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var/obj/machinery/atmospherics/fakeA = pipe_type
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icon_state = "[initial(fakeA.pipe_state)][mirrored ? "m" : ""]"
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/obj/item/pipe/handle_rotation_verbs(angle)
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/obj/item/pipe/handle_rotation_verbs(angle, mob/user)
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. = ..()
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if(.)
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fixdir()
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@@ -5,7 +5,7 @@
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icon_state = "rift"
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icon_state_opened = "tendril_dead"
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density = FALSE
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ghost_query_type = /datum/ghost_query/maints_spawner
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ghost_query_type = /datum/ghost_query/maints_critter
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anchored = TRUE
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invisibility = INVISIBILITY_OBSERVER
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spawn_active = TRUE
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@@ -45,6 +45,7 @@
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create_lurker(user)
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used = TRUE
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icon_state = icon_state_opened
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update_icon()
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GLOB.active_ghost_pods -= src
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/obj/structure/ghost_pod/ghost_activated/unified_hole/proc/create_simplemob(var/mob/M)
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@@ -159,6 +160,19 @@
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. = ..()
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GLOB.active_ghost_pods += src
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update_icon()
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/obj/structure/ghost_pod/ghost_activated/unified_hole/update_icon()
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cut_overlays()
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if(used)
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return
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var/list/glows = list()
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glows += mutable_appearance(icon, "rift_glow")
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glows += emissive_appearance(icon, "rift_glow")
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add_overlay(glows)
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/obj/structure/ghost_pod/ghost_activated/unified_hole/Destroy()
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GLOB.active_ghost_pods -= src
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. = ..()
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@@ -31,22 +31,24 @@
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cut_overlays()
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. = list()
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var/list/overlays = list()
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if(coil_damaged)
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. += mutable_appearance(icon, "fc_unstable")
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. += emissive_appearance(icon, "fc_unstable")
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overlays += mutable_appearance(icon, "fc_unstable")
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overlays += emissive_appearance(icon, "fc_unstable")
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set_light(1, 3, light_color_danger)
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return add_overlay(.)
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else if(coil_charged)
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. += mutable_appearance(icon, "fc_charged")
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. += emissive_appearance(icon, "fc_charged")
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set_light(1, 2, light_color)
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return add_overlay(.)
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else
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set_light(0)
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add_overlay(overlays)
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return
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if(coil_charged)
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overlays += mutable_appearance(icon, "fc_charged")
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overlays += emissive_appearance(icon, "fc_charged")
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set_light(1, 2, light_color)
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add_overlay(overlays)
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return
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set_light(0)
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/obj/item/fusion_coil/bullet_act(obj/item/projectile/P, def_zone)
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. = ..()
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