Ports "You can now click on objects and mobs below flaps and signs"
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@@ -31,8 +31,8 @@ SUBSYSTEM_DEF(vis_overlays)
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return
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//the "thing" var can be anything with vis_contents which includes images
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/datum/controller/subsystem/vis_overlays/proc/add_vis_overlay(atom/movable/thing, icon, iconstate, layer, plane, dir, alpha=255)
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. = "[icon]|[iconstate]|[layer]|[plane]|[dir]|[alpha]"
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/datum/controller/subsystem/vis_overlays/proc/add_vis_overlay(atom/movable/thing, icon, iconstate, layer, plane, dir, alpha = 255, add_appearance_flags = NONE)
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. = "[icon]|[iconstate]|[layer]|[plane]|[dir]|[alpha]|[add_appearance_flags]"
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var/obj/effect/overlay/vis/overlay = vis_overlay_cache[.]
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if(!overlay)
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overlay = new
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@@ -42,6 +42,7 @@ SUBSYSTEM_DEF(vis_overlays)
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overlay.plane = plane
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overlay.dir = dir
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overlay.alpha = alpha
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overlay.appearance_flags |= add_appearance_flags
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vis_overlay_cache[.] = overlay
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else
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overlay.unused = 0
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@@ -66,10 +67,12 @@ SUBSYSTEM_DEF(vis_overlays)
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UnregisterSignal(thing, COMSIG_ATOM_DIR_CHANGE)
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/datum/controller/subsystem/vis_overlays/proc/rotate_vis_overlay(atom/thing, old_dir, new_dir)
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if(old_dir == new_dir)
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return
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var/rotation = dir2angle(old_dir) - dir2angle(new_dir)
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var/list/overlays_to_remove = list()
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for(var/i in thing.managed_vis_overlays)
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var/obj/effect/overlay/vis/overlay = i
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add_vis_overlay(thing, overlay.icon, overlay.icon_state, overlay.layer, overlay.plane, turn(overlay.dir, rotation))
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add_vis_overlay(thing, overlay.icon, overlay.icon_state, overlay.layer, overlay.plane, turn(overlay.dir, rotation), overlay.alpha, overlay.appearance_flags)
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overlays_to_remove += overlay
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remove_vis_overlay(thing, overlays_to_remove)
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@@ -7,13 +7,16 @@
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anchored = TRUE
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max_integrity = 1
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armor = list("melee" = 0, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
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layer = BELOW_OBJ_LAYER
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var/obj/item/holosign_creator/projector
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/obj/structure/holosign/New(loc, source_projector)
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/obj/structure/holosign/Initialize(mapload, source_projector)
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. = ..()
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if(source_projector)
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projector = source_projector
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projector.signs += src
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..()
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alpha = 0
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SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, plane, dir, add_appearance_flags = RESET_ALPHA) //you see mobs under it, but you hit them like they are above it
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/obj/structure/holosign/Destroy()
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if(projector)
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@@ -71,10 +74,8 @@
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desc = "A holographic barrier resembling a firelock. Though it does not prevent solid objects from passing through, gas is kept out."
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icon_state = "holo_firelock"
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density = FALSE
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layer = ABOVE_MOB_LAYER
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anchored = TRUE
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CanAtmosPass = ATMOS_PASS_NO
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layer = ABOVE_MOB_LAYER
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alpha = 150
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/obj/structure/holosign/barrier/atmos/Initialize()
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@@ -100,7 +101,6 @@
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desc = "A holobarrier that uses biometrics to detect human viruses. Denies passing to personnel with easily-detected, malicious viruses. Good for quarantines."
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icon_state = "holo_medical"
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alpha = 125 //lazy :)
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layer = ABOVE_MOB_LAYER
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var/force_allaccess = FALSE
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var/buzzcd = 0
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@@ -12,6 +12,11 @@
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/obj/structure/plasticflaps/opaque
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opacity = TRUE
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/obj/structure/plasticflaps/Initialize()
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. = ..()
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alpha = 0
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SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, plane, dir, add_appearance_flags = RESET_ALPHA) //you see mobs under it, but you hit them like they are above it
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/obj/structure/plasticflaps/examine(mob/user)
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. = ..()
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if(anchored)
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