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Port Eris and Bay walls as optional mapping walls
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@@ -51,30 +51,30 @@
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var/image/I
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if(!density)
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I = image('icons/turf/wall_masks.dmi', "[material.icon_base]fwall_open")
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I = image(wall_masks, "[material.icon_base]fwall_open")
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I.color = material.icon_colour
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add_overlay(I)
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return
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for(var/i = 1 to 4)
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I = image('icons/turf/wall_masks.dmi', "[material.icon_base][wall_connections[i]]", dir = 1<<(i-1))
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I = image(wall_masks, "[material.icon_base][wall_connections[i]]", dir = 1<<(i-1))
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I.color = material.icon_colour
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add_overlay(I)
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if(reinf_material)
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if(construction_stage != null && construction_stage < 6)
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I = image('icons/turf/wall_masks.dmi', "reinf_construct-[construction_stage]")
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I = image(wall_masks, "reinf_construct-[construction_stage]")
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I.color = reinf_material.icon_colour
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add_overlay(I)
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else
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if("[reinf_material.icon_reinf]0" in cached_icon_states('icons/turf/wall_masks.dmi'))
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if("[reinf_material.icon_reinf]0" in cached_icon_states(wall_masks))
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// Directional icon
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for(var/i = 1 to 4)
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I = image('icons/turf/wall_masks.dmi', "[reinf_material.icon_reinf][wall_connections[i]]", dir = 1<<(i-1))
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I = image(wall_masks, "[reinf_material.icon_reinf][wall_connections[i]]", dir = 1<<(i-1))
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I.color = reinf_material.icon_colour
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add_overlay(I)
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else
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I = image('icons/turf/wall_masks.dmi', reinf_material.icon_reinf)
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else if("[reinf_material.icon_reinf]" in cached_icon_states(wall_masks))
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I = image(wall_masks, reinf_material.icon_reinf)
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I.color = reinf_material.icon_colour
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add_overlay(I)
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@@ -329,3 +329,38 @@
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/obj/structure/hull_corner/long_horiz/get_dirs_to_test()
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return list(dir, turn(dir,90), turn(dir,-90))
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// Eris walls
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/turf/simulated/wall/eris
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icon = 'icons/turf/wall_masks_eris.dmi'
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icon_state = "generic"
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wall_masks = 'icons/turf/wall_masks_eris.dmi'
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/turf/simulated/wall/eris/r_wall
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icon_state = "rgeneric"
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/turf/simulated/wall/eris/r_wall/Initialize(mapload)
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. = ..(mapload, "plasteel","plasteel")
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// Bay walls
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/turf/simulated/wall/bay
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icon = 'icons/turf/wall_masks_bay.dmi'
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icon_state = "generic"
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wall_masks = 'icons/turf/wall_masks_bay.dmi'
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var/stripe_color // Adds a colored stripe to the walls
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/turf/simulated/wall/bay/update_icon()
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. = ..()
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if(stripe_color)
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var/image/I
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for(var/i = 1 to 4)
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I = image(wall_masks, "stripe[wall_connections[i]]", dir = 1<<(i-1))
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I.color = stripe_color
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add_overlay(I)
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/turf/simulated/wall/bay/r_wall
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icon_state = "rgeneric"
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/turf/simulated/wall/bay/r_wall/Initialize(mapload)
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. = ..(mapload, "plasteel","plasteel")
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@@ -9,6 +9,7 @@
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thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
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heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall
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var/icon/wall_masks = 'icons/turf/wall_masks.dmi'
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var/damage = 0
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var/damage_overlay = 0
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var/global/damage_overlays[16]
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@@ -20,6 +21,7 @@
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var/last_state
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var/construction_stage
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// There's basically always going to be wall connections, making this lazy doesn't seem like it'd help much unless you wanted to make it bitflags instead.
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var/list/wall_connections = list("0", "0", "0", "0")
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// Walls always hide the stuff below them.
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