Nukes any mention of CollisionGroup.Clickable (#3782)
* Initial * Typo * Update integer references * Applied Reviews Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
@@ -21,10 +21,9 @@ namespace Content.Shared.Physics
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MobImpassable = 1 << 2, // 4 Mobs, players, crabs, etc
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VaultImpassable = 1 << 3, // 8 Things that cannot be jumped over, not half walls or tables
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SmallImpassable = 1 << 4, // 16 Things a smaller object - a cat, a crab - can't go through - a wall, but not a computer terminal or a table
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Clickable = 1 << 5, // 32 Temporary "dummy" layer to ensure that objects can still be clicked even if they don't collide with anything (you can't interact with objects that have no layer, including items)
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GhostImpassable = 1 << 6, // 64 Things impassible by ghosts/observers, ie blessed tiles or forcefields
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Underplating = 1 << 7, // 128 Things that are under plating
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Passable = 1 << 8, // 256 Things that are passable
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GhostImpassable = 1 << 5, // 32 Things impassible by ghosts/observers, ie blessed tiles or forcefields
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Underplating = 1 << 6, // 64 Things that are under plating
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Passable = 1 << 7, // 128 Things that are passable
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MapGrid = MapGridHelpers.CollisionGroup, // Map grids, like shuttles. This is the actual grid itself, not the walls or other entities connected to the grid.
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MobMask = Impassable | MobImpassable | VaultImpassable | SmallImpassable,
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@@ -0,0 +1,61 @@
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- type: entity
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name: cell recharger
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id: PowerCellRecharger
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components:
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- type: Sprite
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netsync: false
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sprite: Constructible/Power/cell_recharger.rsi
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drawdepth: Items
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- type: Icon
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sprite: Constructible/Power/cell_recharger.rsi
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state: empty
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- type: PowerCellCharger
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transfer_efficiency: 0.85
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- type: PowerReceiver
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- type: Appearance
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visuals:
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- type: PowerChargerVisualizer
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- type: Anchorable
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- type: Clickable
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- type: InteractionOutline
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- type: entity
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name: recharger
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id: WeaponCapacitorRecharger
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components:
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- type: Sprite
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netsync: false
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sprite: Constructible/Power/recharger.rsi
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drawdepth: Items
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- type: Icon
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sprite: Constructible/Power/recharger.rsi
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state: empty
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- type: WeaponCapacitorCharger
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transfer_efficiency: 0.85
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- type: PowerReceiver
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- type: Appearance
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visuals:
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- type: PowerChargerVisualizer
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- type: Anchorable
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- type: Clickable
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- type: InteractionOutline
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- type: entity
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name: wall recharger
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id: WallWeaponCapacitorRecharger
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components:
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- type: Sprite
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netsync: false
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sprite: Constructible/Power/wall_recharger.rsi
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drawdepth: Items
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- type: Icon
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sprite: Constructible/Power/wall_recharger.rsi
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state: empty
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- type: WeaponCapacitorCharger
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transfer_efficiency: 0.95
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- type: PowerReceiver
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- type: Appearance
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visuals:
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- type: PowerChargerVisualizer
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- type: Clickable
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- type: InteractionOutline
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@@ -23,5 +23,4 @@
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layer: [None]
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mask:
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- MobMask
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- Clickable
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- type: ParticleProjectile
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@@ -0,0 +1,128 @@
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- type: entity
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id: Morgue
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name: morgue
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description: Used to keep bodies in until someone fetches them. Includes a high-tech alert system for false-positives!
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components:
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- type: Sprite
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netsync: false
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sprite: Objects/Specific/Medical/Morgue/morgue.rsi
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layers:
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- state: morgue_closed
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map: ["enum.MorgueVisualLayers.Base"]
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- state: morgue_nomob_light
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visible: false
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map: ["enum.MorgueVisualLayers.Light"]
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shader: unshaded
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- type: Clickable
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- type: InteractionOutline
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- type: Physics
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bodyType: Static
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fixtures:
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- shape:
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!type:PhysShapeAabb
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bounds: "-0.5, -0.5, 0.5, 0.5"
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mass: 25
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mask:
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- Impassable
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- MobImpassable
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- VaultImpassable
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- SmallImpassable
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layer:
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- Opaque
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- MobImpassable
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- VaultImpassable
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- SmallImpassable
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- type: MorgueEntityStorage
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CanWeldShut: false
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IsCollidableWhenOpen: true
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Capacity: 1
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closeSound: /Audio/Items/deconstruct.ogg
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openSound: /Audio/Items/deconstruct.ogg
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trayPrototype: MorgueTray
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- type: Appearance
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visuals:
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- type: MorgueVisualizer
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state_open: morgue_open
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state_closed: morgue_closed
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light_contents: morgue_nomob_light
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light_mob: morgue_nosoul_light
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light_soul: morgue_soul_light
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- type: SnapGrid
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offset: Center
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- type: entity
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id: MorgueTray
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name: morgue tray
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description: If you lay down to have a rest on this, you'll soon have a problem.
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components:
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- type: Sprite
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netsync: false
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sprite: Objects/Specific/Medical/Morgue/morgue.rsi
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state: morgue_tray
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- type: Clickable
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- type: InteractionOutline
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- type: MorgueTray
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- type: entity
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id: Crematorium
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name: crematorium
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description: A human incinerator. Works well on barbecue nights.
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components:
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- type: Sprite
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netsync: false
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sprite: Objects/Specific/Medical/Morgue/morgue.rsi
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layers:
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- state: crema_closed
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map: ["enum.CrematoriumVisualLayers.Base"]
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- state: crema_contents_light
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visible: false
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map: ["enum.CrematoriumVisualLayers.Light"]
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shader: unshaded
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- type: Clickable
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- type: InteractionOutline
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- type: Physics
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bodyType: Static
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fixtures:
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- shape:
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!type:PhysShapeAabb
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bounds: "-0.5, -0.5, 0.5, 0.5"
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mass: 25
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mask:
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- Impassable
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- MobImpassable
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- VaultImpassable
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- SmallImpassable
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layer:
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- Opaque
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- MobImpassable
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- VaultImpassable
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- SmallImpassable
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- type: CrematoriumEntityStorage
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CanWeldShut: false
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IsCollidableWhenOpen: true
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Capacity: 1
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closeSound: /Audio/Items/deconstruct.ogg
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openSound: /Audio/Items/deconstruct.ogg
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trayPrototype: CrematoriumTray
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doSoulBeep: false
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- type: LoopingSound
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- type: Appearance
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visuals:
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- type: CrematoriumVisualizer
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state_open: crema_open
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state_closed: crema_closed
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light_contents: crema_contents_light
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light_burning: crema_active_light
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- type: SnapGrid
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offset: Center
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- type: entity
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id: CrematoriumTray
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name: crematorium tray
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parent: MorgueTray
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components:
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- type: Sprite
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netsync: false
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sprite: Objects/Specific/Medical/Morgue/morgue.rsi
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state: crema_tray
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@@ -18,10 +18,12 @@
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- shape:
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!type:PhysShapeAabb
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bounds: "-0.25,-0.25,0.25,0.25"
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mass: 1
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mass: 25
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mask:
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- SmallImpassable
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layer:
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- Clickable
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- Opaque
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- MobImpassable
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- type: TraitorDeathMatchRedemption
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placement:
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mode: AlignTileAny
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@@ -12,8 +12,6 @@
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- shape:
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!type:PhysShapeAabb
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bounds: "-0.15,-0.3,0.2,0.3" # TODO: these are placeholder values
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layer:
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- Clickable
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- type: PowerCell
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- type: Sprite
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netsync: false
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@@ -300,89 +298,3 @@
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visuals:
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- type: PowerCellVisualizer
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prefix: l_hy
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- type: entity
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name: cell recharger
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id: PowerCellRecharger
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components:
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- type: Sprite
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netsync: false
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sprite: Constructible/Power/cell_recharger.rsi
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drawdepth: Items
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- type: Icon
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sprite: Constructible/Power/cell_recharger.rsi
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state: empty
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- type: PowerCellCharger
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transfer_efficiency: 0.85
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- type: PowerReceiver
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- type: Appearance
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visuals:
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- type: PowerChargerVisualizer
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- type: Anchorable
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- type: Clickable
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- type: InteractionOutline
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- type: Physics
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fixtures:
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- shape:
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!type:PhysShapeAabb
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bounds: "-0.25,-0.25,0.25,0.25"
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mass: 5
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mask: [Impassable]
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layer: [Clickable]
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- type: entity
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name: recharger
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id: WeaponCapacitorRecharger
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components:
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- type: Sprite
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netsync: false
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sprite: Constructible/Power/recharger.rsi
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drawdepth: Items
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- type: Icon
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sprite: Constructible/Power/recharger.rsi
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state: empty
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- type: WeaponCapacitorCharger
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transfer_efficiency: 0.85
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- type: PowerReceiver
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- type: Appearance
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visuals:
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- type: PowerChargerVisualizer
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- type: Anchorable
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- type: Clickable
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- type: InteractionOutline
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- type: Physics
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fixtures:
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- shape:
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!type:PhysShapeAabb
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bounds: "-0.25,-0.25,0.25,0.25"
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mass: 5
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mask: [Impassable]
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layer: [Clickable]
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- type: entity
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name: wall recharger
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id: WallWeaponCapacitorRecharger
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components:
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- type: Sprite
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netsync: false
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sprite: Constructible/Power/wall_recharger.rsi
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drawdepth: Items
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- type: Icon
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sprite: Constructible/Power/wall_recharger.rsi
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state: empty
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- type: WeaponCapacitorCharger
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transfer_efficiency: 0.95
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- type: PowerReceiver
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- type: Appearance
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visuals:
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- type: PowerChargerVisualizer
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- type: Clickable
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- type: InteractionOutline
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- type: Physics
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fixtures:
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- shape:
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!type:PhysShapeAabb
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bounds: "-0.25,-0.25,0.25,0.25"
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mass: 5
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mask: [Impassable]
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layer: [Clickable]
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@@ -25,8 +25,6 @@
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!type:PhysShapeAabb
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bounds: "-0.45,-0.5,0.1,0.5"
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mass: 5
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layer:
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- Clickable
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- type: BodyBagEntityStorage
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CanWeldShut: false
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Capacity: 1
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@@ -55,144 +53,6 @@
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# prototype: someId
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# snap: Center
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- type: entity
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id: Morgue
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name: morgue
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description: Used to keep bodies in until someone fetches them. Includes a high-tech alert system for false-positives!
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components:
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- type: Sprite
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netsync: false
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sprite: Objects/Specific/Medical/Morgue/morgue.rsi
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layers:
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- state: morgue_closed
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map: ["enum.MorgueVisualLayers.Base"]
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- state: morgue_nomob_light
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visible: false
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map: ["enum.MorgueVisualLayers.Light"]
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shader: unshaded
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- type: Clickable
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- type: InteractionOutline
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- type: Physics
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bodyType: Static
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fixtures:
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- shape:
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!type:PhysShapeAabb
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bounds: "-0.5, -0.5, 0.5, 0.5"
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mass: 25
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mask:
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- Impassable
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- MobImpassable
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- VaultImpassable
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- SmallImpassable
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layer:
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- Opaque
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- MobImpassable
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- VaultImpassable
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- SmallImpassable
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- type: MorgueEntityStorage
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CanWeldShut: false
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IsCollidableWhenOpen: true
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Capacity: 1
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closeSound: /Audio/Items/deconstruct.ogg
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openSound: /Audio/Items/deconstruct.ogg
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trayPrototype: MorgueTray
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- type: Appearance
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visuals:
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- type: MorgueVisualizer
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state_open: morgue_open
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state_closed: morgue_closed
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light_contents: morgue_nomob_light
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light_mob: morgue_nosoul_light
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light_soul: morgue_soul_light
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- type: SnapGrid
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offset: Center
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- type: entity
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id: MorgueTray
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name: morgue tray
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description: If you lay down to have a rest on this, you'll soon have a problem.
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components:
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- type: Sprite
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netsync: false
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sprite: Objects/Specific/Medical/Morgue/morgue.rsi
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state: morgue_tray
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- type: Clickable
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- type: InteractionOutline
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- type: Physics
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bodyType: Static
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fixtures:
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- shape:
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!type:PhysShapeAabb
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bounds: "-0.5, -0.5, 0.5, 0.5"
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mass: 15
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layer:
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- Clickable
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- type: MorgueTray
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- type: entity
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id: Crematorium
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name: crematorium
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description: A human incinerator. Works well on barbecue nights.
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components:
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- type: Sprite
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netsync: false
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sprite: Objects/Specific/Medical/Morgue/morgue.rsi
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layers:
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- state: crema_closed
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map: ["enum.CrematoriumVisualLayers.Base"]
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- state: crema_contents_light
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visible: false
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map: ["enum.CrematoriumVisualLayers.Light"]
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shader: unshaded
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- type: Clickable
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- type: InteractionOutline
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- type: Physics
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bodyType: Static
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fixtures:
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- shape:
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!type:PhysShapeAabb
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bounds: "-0.5, -0.5, 0.5, 0.5"
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mass: 25
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mask:
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- Impassable
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- MobImpassable
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- VaultImpassable
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- SmallImpassable
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layer:
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- Opaque
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- MobImpassable
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- VaultImpassable
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- SmallImpassable
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- type: CrematoriumEntityStorage
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CanWeldShut: false
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IsCollidableWhenOpen: true
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Capacity: 1
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closeSound: /Audio/Items/deconstruct.ogg
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openSound: /Audio/Items/deconstruct.ogg
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trayPrototype: CrematoriumTray
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doSoulBeep: false
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- type: LoopingSound
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- type: Appearance
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visuals:
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- type: CrematoriumVisualizer
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state_open: crema_open
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state_closed: crema_closed
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light_contents: crema_contents_light
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light_burning: crema_active_light
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- type: SnapGrid
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offset: Center
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- type: entity
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id: CrematoriumTray
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name: crematorium tray
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parent: MorgueTray
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components:
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- type: Sprite
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netsync: false
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sprite: Objects/Specific/Medical/Morgue/morgue.rsi
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state: crema_tray
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- type: entity
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id: Ash
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name: ash
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@@ -18,7 +18,6 @@
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!type:PhysShapeAabb
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bounds: "-0.1,-0.1,0.1,0.1"
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hard: false
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layer: [Clickable]
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mask:
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- Impassable
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- MobImpassable
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@@ -20,8 +20,6 @@
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!type:PhysShapeAabb
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bounds: "-0.25,-0.25,0.25,0.25"
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mass: 5
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layer:
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- Clickable
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mask:
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- Impassable
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- VaultImpassable
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Block a user