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[CLOSED PR] Removes the majority of Thindows from Cogmap 1 and Cogmap2
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[MAPPING] [BUG] [INPUT WANTED]
About the PR

Reworks and edits current Cogmap 1 & 2to completely remove as many remaining Thindows as possible.
Cogmap 1 AI satellite & Medbay is _excluded_ from this PR, and will be modified in a follow-up PR due to the large amount of changes that will need to be made in order to accommodate these sections.

**Cogmap 1:**
- [x] Rework Interrogation Room
- [x] Remove Thindows from Brig Visitation
- [ ] ~~Rework AI Upload & Computer Core Entrance + SMES room~~
- [x] Rework Chemistry Lab Shower
- [x] Rework Escape Animal Windows
- [x] Rework & remove Thindows, Where possible, from Belt Hell
- [x] Rework the Gym
- [x] Rework Chapel Office & Mass Driver
- [x] Rework Mechanics Computer & MailChute
- [x] Rework the Engine
_(Advise creation of improved Railing Sprites, Current ones are rather.... ugly)_
- [x] Rework Engineering Storage
- [x] Rework QM Desk & warehouse ABCU
- [x] Rework Northern Medical Booth, Tool Storage & Botany desks
_(Medical Booth requires the creation of a dedicated North-facing sprite for the Perspective Windoor)_
- [ ] ~~Rework Medbay~~

**Cogmap 2:**
- [x] Remove thindows from AI Core, Armoury IR detectors & PTL Path; replace with full windows
- [x] Rework Brig Visitation

Why's this needed?

Numerous known bugs with Thindows, alongside it being expressly against the Mapping Guidelines and, generally, ugly.

Changelog


Code:
changelog
(u)Comradef191
(*)Cogmap 1: Expanded the Warehouse; Interrogation Room; Arrivals; Gym; QM; Brig Visitation, and Engineering Storage in order to minimise the usage of 'Thindows', replaced the Thindows in the Engine with Railings and swapped Thindows at many desks with Perspective ThinDoors.
(+)Cogmap1: Added a Forensics Locker to the Interrogation Room

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[CLOSED PR] Removes the majority of Thindows from Cogmap 1 and Cogmap2 - by github_bot - 01-30-2021, 09:16 AM

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