Apc & Substation resprite (#28998)
* substation * apcs * top pixels * new screens
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@@ -35,21 +35,26 @@
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- state: display-charging
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shader: unshaded
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map: ["enum.ApcVisualLayers.ChargeState"]
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- state: lock0-unlocked
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- state: lock0-locked
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shader: unshaded
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map: ["enum.ApcVisualLayers.InterfaceLock"]
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- state: lock1-unlocked
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visible: false
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- state: lock1-locked
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shader: unshaded
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map: ["enum.ApcVisualLayers.PanelLock"]
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- state: channel0-auto_on
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visible: false
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- state: lock1-locked #when these are implemented get actual sprites.
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shader: unshaded
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map: ["enum.ApcVisualLayers.Equipment"]
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- state: channel1-auto_on
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visible: false
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- state: lock1-locked
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shader: unshaded
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map: ["enum.ApcVisualLayers.Lighting"]
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- state: channel2-auto_on
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visible: false
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- state: lock1-locked
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shader: unshaded
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map: ["enum.ApcVisualLayers.Environment"]
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visible: false
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- type: Appearance
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- type: ApcVisuals
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- type: Battery
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@@ -23,8 +23,8 @@
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- type: ExaminableBattery
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- type: PointLight
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radius: 1.5
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energy: 1.6
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color: "#3db83b"
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energy: 1
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color: "#ff6900"
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castShadows: false
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- type: NodeContainer
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examinable: true
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@@ -126,10 +126,11 @@
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path: /Audio/Ambience/Objects/buzzing.ogg
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- type: PointLight
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radius: 1.5
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energy: 1.6
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color: "#3db83b"
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energy: 1
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color: "#ff6900"
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netsync: false
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castShadows: false
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offset: 0, -0.2
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- type: Clickable
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- type: AccessReader
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access: [["Engineering"]]
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@@ -151,7 +152,7 @@
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sprite: Structures/Power/substation.rsi
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layers:
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- state: substation_wall
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- state: screen
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- state: screen_wall
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shader: unshaded
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- type: Battery
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maxCharge: 2000000
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