windoors work #Dab
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@@ -110,7 +110,7 @@
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fixtures:
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- shape:
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!type:PhysShapeRect
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bounds: "0.49,-0.49,-0.49,-0.2" # don't want this colliding with walls or they won't close
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bounds: "-0.2,-0.49,-0.49,0.49" # don't want this colliding with walls or they won't close
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mask:
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- MobImpassable
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layer:
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@@ -1,45 +1,11 @@
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- type: entity
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id: WindoorLeft
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id: Windoor
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parent: BaseWindoor
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name: windoor
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description: It's a window and a sliding door. Wow!
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suffix: Left
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components:
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- type: Sprite
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state: left
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- type: entity
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id: WindoorRight
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parent: BaseWindoor
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name: windoor
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description: It's a window and a sliding door. Wow! This one is flipped 180 degrees.
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suffix: Right
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components:
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- type: Sprite
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state: right
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- type: entity
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id: WindoorLeftSecure
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id: WindoorSecure
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parent: BaseSecureWindoor
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name: secure windoor
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description: It's a sturdy window and a sliding door. Wow!
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suffix: Left
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components:
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- type: Sprite
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netsync: false
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drawdepth: Mobs
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sprite: Structures/Doors/windoor.rsi
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state: left_secure
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- type: entity
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id: WindoorRightSecure
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parent: BaseSecureWindoor
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name: secure windoor
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description: It's a sturdy window and a sliding door. Wow! This one is flipped 180 degrees.
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suffix: Right
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components:
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- type: Sprite
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netsync: false
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drawdepth: Mobs
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sprite: Structures/Doors/windoor.rsi
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state: right_secure
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@@ -6,24 +6,45 @@
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mode: SnapgridCenter
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components:
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- type: InteractionOutline
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- type: Airlock
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- type: Door
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- type: Wires
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BoardName: "Windoor Control"
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LayoutId: Airlock
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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: 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"
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bounds: "-0.2,-0.49,-0.49,0.49"
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mass: 50
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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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mask:
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- VaultImpassable
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- type: Sprite
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netsync: false
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drawdepth: Mobs
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sprite: Structures/Doors/windoor.rsi
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drawdepth: FloorObjects
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sprite: Structures/Doors/Windoors/glass.rsi
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layers:
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- state: closed
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map: [ "enum.DoorVisualLayers.Base" ]
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- state: closed_unlit
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shader: unshaded
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map: [ "enum.DoorVisualLayers.BaseUnlit" ]
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- state: welded
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map: [ "enum.DoorVisualLayers.BaseWelded" ]
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- state: bolted_unlit
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shader: unshaded
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map: [ "enum.DoorVisualLayers.BaseBolted" ]
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- state: panel_open
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map: [ "enum.WiresVisualLayers.MaintenancePanel" ]
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- type: ApcPowerReceiver
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- type: Damageable
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resistances: glassResistances
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@@ -40,12 +61,28 @@
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max: 2
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- !type:DoActsBehavior
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acts: [ "Destruction" ]
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- type: Appearance
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visuals:
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- type: AirlockVisualizer
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open_sound: /Audio/Machines/airlock_open.ogg
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close_sound: /Audio/Machines/airlock_close.ogg
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deny_sound: /Audio/Machines/airlock_deny.ogg
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hasMaintenancePanel: false
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openCloseUnlit: false
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delay: 0.7
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- type: entity
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id: BaseSecureWindoor
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parent: BaseWindoor
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abstract: true
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components:
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- type: Airtight
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fixVacuum: true
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noAirWhenFullyAirBlocked: false
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airBlockedDirection:
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- South
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- type: Sprite
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sprite: Structures/Doors/Windoors/secure.rsi
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- type: Destructible
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thresholds:
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- trigger:
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@@ -64,3 +101,11 @@
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max: 3
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- !type:DoActsBehavior
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acts: [ "Destruction" ]
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# "0.49,-0.49,-0.49,-0.2"
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# to:
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# (-0.2, -0.49), (-0.2, 0.49), (-0.49, 0.49), (-0.49, -0.49)
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# what i want is:
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# (0.49, -0.49), (0.49, -0.2), (-0.49, -0.2), (-0.49, -0.49)
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# which is:
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# "-0.2,-0.49,-0.49,0.49"
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