Ports /vg/station barricade sprites & slightly buffs them (#19840)
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- type: entity
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id: Barricade
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parent: BaseStructure
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name: barricade
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components:
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- type: InteractionOutline
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- type: Construction
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graph: Barricade
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node: barricadewooden
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- type: Sprite
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sprite: Structures/Walls/barricades.rsi
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state: barricadewooden
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- type: Physics
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- type: Fixtures
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fixtures:
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fix1:
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shape:
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!type:PhysShapeAabb {}
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mask:
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- FullTileMask
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layer:
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- WallLayer
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- type: Tag
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tags:
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- Wooden
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- type: Damageable
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damageModifierSet: Wood
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damageContainer: Inorganic
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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: 50
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behaviors:
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- !type:SpawnEntitiesBehavior
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spawn:
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MaterialWoodPlank1:
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min: 3
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max: 3
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- !type:DoActsBehavior
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acts: [ "Destruction" ]
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- type: AtmosExposed
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- type: Flammable
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fireSpread: true
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damage:
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types:
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Heat: 1 #per second, scales with number of fire 'stacks'
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- type: Appearance
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- type: FireVisuals
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sprite: Effects/fire.rsi
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normalState: 1
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#None of these besides the full barricade are constructible yet since I can't understand code, and they need to do stuff like go over airlocks / windows.
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#Consider porting the barricade kit from /vg/ if you do make them constructible, along with their HP values. Or don't.
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#Base barricade
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#A lot of components here are intentionally ommitted in case someone wants to make barricades that are made out of things other than wood.
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- type: entity
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id: BaseBarricade
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description: A barricade made out of wood planks. It looks like it can take a few solid hits.
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parent: BaseStructure
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name: wooden barricade
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abstract: true
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components:
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- type: InteractionOutline
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- type: Sprite
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sprite: Structures/barricades.rsi
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state: barricade_full
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drawdepth: BlastDoors
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noRot: true
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- type: Physics
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- type: Fixtures
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fixtures:
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fix1:
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shape:
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!type:PhysShapeAabb {}
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mask:
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- FullTileMask
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layer:
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- WallLayer
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- type: Damageable
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damageModifierSet: Wood
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damageContainer: Inorganic
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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: 60
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behaviors:
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- !type:SpawnEntitiesBehavior
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spawn:
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MaterialWoodPlank1:
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min: 3
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max: 3
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- !type:DoActsBehavior
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acts: [ "Destruction" ]
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- type: AtmosExposed
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#Regular Barricade
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- type: entity
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id: Barricade
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parent: BaseBarricade
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components:
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- type: Construction
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graph: Barricade
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node: barricadefull
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- type: Tag
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tags:
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- Wooden
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- type: Flammable
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fireSpread: true
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damage:
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types:
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Heat: 1 #per second, scales with number of fire 'stacks'
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- type: Appearance
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- type: FireVisuals
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sprite: Effects/fire.rsi
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normalState: 1
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#Structure-Mounted Barricade
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- type: entity
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id: BarricadeBlock
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parent: Barricade
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components:
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- type: Sprite
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sprite: Structures/barricades.rsi
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state: barricade
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#Directional Barricade
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- type: entity
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id: BarricadeDirectional
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parent: BaseBarricade
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placement:
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mode: SnapgridCenter
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#A bunch of this is taken straight from dirwindows and there is a chance that I may have fucked something up. Probably not though
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components:
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- type: Sprite
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sprite: Structures/barricades.rsi
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state: barricade_directional
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noRot: false #Results in smoother rotation when turning the camera, the sprite's dirs are just it rotated anyways so there's no reason to not set this.
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- type: Physics
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- type: Fixtures
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fixtures:
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fix1:
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shape:
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!type:PhysShapeAabb
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bounds: "-0.49,-0.39,0.49,-0.36"
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mask:
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- FullTileMask
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layer:
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- WallLayer
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- type: Tag
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tags:
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- Wooden
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- type: Flammable
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fireSpread: true
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damage:
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types:
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Heat: 1 #per second, scales with number of fire 'stacks'
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- type: Appearance
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- type: FireVisuals
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sprite: Effects/fire.rsi
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normalState: 1
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@ -1,27 +1,30 @@
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- type: constructionGraph
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#Due to limitations with placement conditions in the construction system, the other kinds of non-fulltile barricades are currently not constructible.
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#This may make it sound like it needs some big refactor to be possible, but make no mistake, it is 100% due to my own technical incompetence.
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- type: constructionGraph
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id: Barricade
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start: start
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graph:
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- node: start
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edges:
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- to: barricadewooden
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- to: barricadefull
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steps:
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- material: WoodPlank
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amount: 5
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amount: 4
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doAfter: 3
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- node: barricadewooden
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- node: barricadefull
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entity: Barricade
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edges:
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- to: start
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completed:
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- !type:SpawnPrototype
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prototype: MaterialWoodPlank1
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amount: 4 #returns 1 less as one breaks
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amount: 3 #returns 1 less as one breaks
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- !type:DeleteEntity {}
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conditions:
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- !type:EntityAnchored
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anchored: true
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steps:
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- tool: Prying
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doAfter: 5
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doAfter: 5
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@ -564,12 +564,12 @@
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id: Barricade
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graph: Barricade
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startNode: start
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targetNode: barricadewooden
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targetNode: barricadefull
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category: construction-category-structures
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description: An improvised barricade made out of wooden planks.
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icon:
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sprite: Structures/Walls/barricades.rsi
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state: barricadewooden
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sprite: Structures/barricades.rsi
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state: barricade_full
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objectType: Structure
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placementMode: SnapgridCenter
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canBuildInImpassable: false
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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 commit https://github.com/tgstation/tgstation/commit/e09101cb4be860ff02e035b18bef93a08b9c204c",
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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": "barricadewooden"
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}
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]
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}
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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 /vg/station at commit https://github.com/vgstation-coders/vgstation13/commit/fa615ead9d02b879b2ed0461f36622affb32088f",
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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": "barricade",
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"directions": 1
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},
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{
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"name": "barricade_full",
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"directions": 1
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},
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{
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"name": "barricade_directional",
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"directions": 4
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}
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]
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}
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