Cobwebs (#19623)
* adds cobwebs * like legit the most awesomest thing ever
This commit is contained in:
@@ -75,30 +75,32 @@ namespace Content.Shared.DrawDepth
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Items = DrawDepthTag.Default + 3,
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Items = DrawDepthTag.Default + 3,
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Mobs = DrawDepthTag.Default + 4,
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Mobs = DrawDepthTag.Default + 4,
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OverMobs = DrawDepthTag.Default + 5,
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Doors = DrawDepthTag.Default + 5,
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Doors = DrawDepthTag.Default + 6,
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/// <summary>
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/// <summary>
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/// Blast doors and shutters which go over the usual doors.
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/// Blast doors and shutters which go over the usual doors.
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/// </summary>
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/// </summary>
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BlastDoors = DrawDepthTag.Default + 6,
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BlastDoors = DrawDepthTag.Default + 7,
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/// <summary>
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/// <summary>
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/// Stuff that needs to draw over most things, but not effects, like Kudzu.
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/// Stuff that needs to draw over most things, but not effects, like Kudzu.
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/// </summary>
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/// </summary>
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Overdoors = DrawDepthTag.Default + 7,
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Overdoors = DrawDepthTag.Default + 8,
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/// <summary>
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/// <summary>
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/// Explosions, fire, melee swings. Whatever.
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/// Explosions, fire, melee swings. Whatever.
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/// </summary>
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/// </summary>
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Effects = DrawDepthTag.Default + 8,
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Effects = DrawDepthTag.Default + 9,
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Ghosts = DrawDepthTag.Default + 9,
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Ghosts = DrawDepthTag.Default + 10,
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/// <summary>
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/// <summary>
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/// Use this selectively if it absolutely needs to be drawn above (almost) everything else. Examples include
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/// Use this selectively if it absolutely needs to be drawn above (almost) everything else. Examples include
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/// the pointing arrow, the drag & drop ghost-entity, and some debug tools.
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/// the pointing arrow, the drag & drop ghost-entity, and some debug tools.
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/// </summary>
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/// </summary>
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Overlays = DrawDepthTag.Default + 10,
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Overlays = DrawDepthTag.Default + 11,
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}
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}
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}
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}
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@@ -0,0 +1,41 @@
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#BaseCobweb doesn't really need to exist since, as of writing, these only have 2 sprite states & obviously have no need for variation beyond that.
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- type: entity
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id: Cobweb1
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name: cobweb
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description: Somebody should remove that.
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placement:
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mode: SnapgridCenter
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components:
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- type: Clickable
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- type: Sprite
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sprite: Structures/Decoration/cobweb.rsi
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state: cobweb1
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drawdepth: OverMobs #We want this to appear below doors but above mobs
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- type: Icon
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sprite: Structures/Decoration/cobweb.rsi
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state: cobweb1
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- type: Transform
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anchored: true
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- type: Damageable
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damageContainer: Inorganic
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damageModifierSet: Wood
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- type: Destructible
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thresholds:
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- trigger:
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!type:DamageTrigger
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damage: 20 #With the damage modifier you should have a hard time getting through it with something blunt, but an axe or something flammable will do the trick.
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behaviors:
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- !type:DoActsBehavior
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acts: [ "Destruction" ]
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- type: entity
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id: Cobweb2
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parent: Cobweb1
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components:
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- type: Sprite
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sprite: Structures/Decoration/cobweb.rsi
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state: cobweb2
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- type: Icon
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sprite: Structures/Decoration/cobweb.rsi
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state: cobweb2
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BIN
Resources/Textures/Structures/Decoration/cobweb.rsi/cobweb1.png
Normal file
BIN
Resources/Textures/Structures/Decoration/cobweb.rsi/cobweb1.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 1.1 KiB |
BIN
Resources/Textures/Structures/Decoration/cobweb.rsi/cobweb2.png
Normal file
BIN
Resources/Textures/Structures/Decoration/cobweb.rsi/cobweb2.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 1.6 KiB |
@@ -0,0 +1,75 @@
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{
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"version": 1,
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"license": "CC-BY-SA-3.0",
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"copyright": "Taken from tgstation at https://github.com/tgstation/tgstation/commit/e1142f20f5e4661cb6845cfcf2dd69f864d67432",
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"size": {
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"x": 32,
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"y": 32
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},
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"states": [
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{
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"name": "cobweb1",
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"delays": [
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[
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25.5,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.2,
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0.1,
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0.1,
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0.1,
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0.3,
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0.1,
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0.1,
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0.1
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]
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]
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},
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{
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"name": "cobweb2",
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"delays": [
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[
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15,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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5,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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15
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]
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]
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}
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]
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}
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