Blast doors & shutters (#4822)
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@@ -0,0 +1,35 @@
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- type: entity
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id: BlastDoor
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parent: BaseShutter
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name: blast door
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description: This one says 'BLAST DONGER'.
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components:
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- type: Sprite
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netsync: false
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drawdepth: Mobs # They're on the same layer as mobs, perspective.
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sprite: Structures/Doors/Shutters/blastdoor.rsi
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layers:
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- state: closed
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map: ["enum.DoorVisualLayers.Base"]
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- type: Door
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closeTimeOne: 0.4
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closeTimeTwo: 0.4
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openTimeOne: 0.4
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openTimeTwo: 0.4
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crushDamage:
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types:
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Blunt: 25 # yowch
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- type: Occluder
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- type: Appearance
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visuals:
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- type: AirlockVisualizer
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simpleVisuals: true
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animationTime: 1.0
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- type: entity
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id: BlastDoorOpen
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parent: BlastDoor
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suffix: Open
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components:
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- type: Door
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startOpen: true
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@@ -0,0 +1,136 @@
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- type: entity
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id: BaseShutter
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parent: BaseStructure
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name: shutter
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abstract: true
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description: One shudders to think about what might be behind this shutter.
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components:
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- type: Sprite
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netsync: false
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drawdepth: Mobs # They're on the same layer as mobs, perspective.
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sprite: Structures/Doors/Shutters/shutters.rsi
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layers:
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- state: closed
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map: ["enum.DoorVisualLayers.Base"]
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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: "-0.49,-0.49,0.49,0.49" # don't want this colliding with walls or they won't close
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mass: 100
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mask:
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- MobImpassable
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layer:
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- Opaque
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- Impassable
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- MobImpassable
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- VaultImpassable
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- SmallImpassable
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- type: Door
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board: DoorElectronics
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bumpOpen: false
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clickOpen: false
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autoClose: false
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closeTimeOne: 0.2
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closeTimeTwo: 1.2
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openTimeOne: 1.2
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openTimeTwo: 0.2
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inhibitCrush: false
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crushDamage:
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types:
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Blunt: 5 # getting shutters closed on you probably doesn't hurt that much
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openSound:
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path: /Audio/Machines/blastdoor.ogg
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closeSound:
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path: /Audio/Machines/blastdoor.ogg
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- type: Appearance
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visuals:
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- type: AirlockVisualizer
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simpleVisuals: true
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animationTime: 1.4
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- type: UserInterface
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interfaces:
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- key: enum.WiresUiKey.Key
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type: WiresBoundUserInterface
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- type: Airtight
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fixVacuum: true
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- type: Damageable
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damageContainer: Inorganic
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damageModifierSet: Metallic
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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: 500
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behaviors:
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- !type:DoActsBehavior
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acts: ["Destruction"]
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- type: IconSmooth
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key: walls
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mode: NoSprite
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- type: SignalReceiver
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inputs:
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- name: pressed
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- type: ToggleDoorOnTrigger
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- type: TriggerOnSignalReceived
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placement:
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mode: SnapgridCenter
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- type: entity
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id: ShuttersNormal
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parent: BaseShutter
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components:
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- type: Occluder
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- type: entity
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id: ShuttersNormalOpen
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parent: ShuttersNormal
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suffix: Open
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components:
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- type: Door
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startOpen: true
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- type: entity
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id: ShuttersRadiation
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parent: BaseShutter
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name: radiation shutters
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description: Why did they make these shutters radioactive?
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components:
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- type: Sprite
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netsync: false
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drawdepth: Mobs # They're on the same layer as mobs, perspective.
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sprite: Structures/Doors/Shutters/shutters_radiation.rsi
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layers:
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- state: closed
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map: ["enum.DoorVisualLayers.Base"]
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- type: Occluder
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- type: entity
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id: ShuttersRadiationOpen
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parent: ShuttersRadiation
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suffix: Open
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components:
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- type: Door
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startOpen: true
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- type: entity
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id: ShuttersWindow
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parent: BaseShutter
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name: window shutters
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description: The Best (TM) place to see your friends explode!
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components:
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- type: Sprite
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netsync: false
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drawdepth: Mobs # They're on the same layer as mobs, perspective.
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sprite: Structures/Doors/Shutters/shutters_window.rsi
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layers:
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- state: closed
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map: ["enum.DoorVisualLayers.Base"]
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- type: entity
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id: ShuttersWindowOpen
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parent: ShuttersWindow
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suffix: Open
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components:
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- type: Door
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startOpen: true
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