mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-22 12:29:46 +01:00
Horizon mapping cleanup and bugfixes (#21450)
Fixes https://github.com/Aurorastation/Aurora.3/issues/21289 Fixes https://github.com/Aurorastation/Aurora.3/issues/15779 Handles a lot of mapping cleanup, container definitions for the Horizon, and several bugfixes found along the way. changes: - code_imp: "Added set definitions for several Horizon-specific containers." - code_imp: "Updated 'full' material stacks on the Horizon from sneaky var-edited singles to properly defined full stacks" - code_imp: "Cleaned up all Air Alarms, Fire Alarms, and APCs on the Horizon that were directional children with their dir var edited." - code_imp: "Cleaned up all Power Cables on the Horizon that had d1 or d2 var edited instead of just icon_state." - code_imp: "Adjusted pixel shifts for 'south' (north-facing) Air Alarms, Fire Alarms, APCs, and Extinguisher Cabinets to address layering issues when standing vs. leaning." - code_imp: "Minor refactor of shuttle/* Air Alarms and APCs to reduce excess children; req_one_access perms now assigned based on /area/horizon/shuttle/*." - qol: "Adds feedback hint for uses remaining to Emag cards." - qol: "Added Tip about the shift-click behavior of the 'up-hint'/'Look Up' button." - bugfix: "See-through turfs (like lattices/catwalks over open space) can now be Looked Up through from below." - bugfix: "Fixed the shift-click behavior of 'up-hint'/'Look Up' button, allowing you to see nearby turfs that can be Looked Up through." - bugfix: "Maintenance Panels located on the floor have had their layering issues fixed." - bugfix: "Borg eye emissive effects MAYBE no longer visible through higher z-levels." - bugfix: "Added missing leanable component to window/shuttle obj type."
This commit is contained in:
@@ -54,3 +54,29 @@
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new /obj/item/gun/projectile/peac/unloaded(src)
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for(var/i = 1 to 4)
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new /obj/item/ammo_casing/peac(src)
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/obj/structure/closet/secure_closet/guncabinet/station/lessthanlethals
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name = "Less than Lethal Ammunitions"
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/obj/structure/closet/secure_closet/guncabinet/station/lessthanlethals/fill()
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for(var/i = 1 to 15)
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new /obj/item/ammo_magazine/c45m/rubber(src)
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for(var/i = 1 to 8)
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new /obj/item/ammo_magazine/mc9mmt/rubber(src)
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for(var/i = 1 to 4)
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new /obj/item/storage/box/shells/beanbags(src)
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new /obj/item/storage/box/shells/flashshells(src)
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new /obj/item/storage/box/shells/stunshells(src)
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new /obj/item/storage/box/shells/trackingslugs(src)
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/obj/structure/closet/secure_closet/guncabinet/station/lethals
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name = "Lethal Ammunitions"
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/obj/structure/closet/secure_closet/guncabinet/station/lethals/fill()
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for(var/i = 1 to 8)
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new /obj/item/ammo_magazine/c45m(src)
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for(var/i = 1 to 6)
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new /obj/item/ammo_magazine/mc9mmt(src)
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new /obj/item/ammo_magazine/a556/carbine/polymer(src)
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for(var/i = 1 to 2)
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new /obj/item/storage/box/shells/buckshot(src)
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@@ -13,39 +13,62 @@
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// Standard Refrigerator
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/obj/structure/closet/secure_closet/refrigerator/standard/fill()
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// 5 Cartons of Milk
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for(var/i = 0, i < 5, i++)
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for(var/i = 0 to 5)
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new /obj/item/reagent_containers/food/drinks/carton/milk(src)
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// 2 Cartons of Soy Milk
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for(var/i = 0, i < 2, i++)
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for(var/i = 0 to 2)
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new /obj/item/reagent_containers/food/drinks/carton/soymilk(src)
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// 1 Egg Box
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for(var/i = 0, i < 2, i++)
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for(var/i = 0 to 1)
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new /obj/item/storage/box/fancy/egg_box(src)
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// 1 Stick of Butter
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for(var/i = 0, i < 1, i++)
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for(var/i = 0 to 1)
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new /obj/item/reagent_containers/food/snacks/spreads/butter(src)
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// 4 Random Condiments
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for(var/i = 0, i < 4, i++)
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for(var/i = 0 to 4)
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new /obj/random/condiment(src)
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// 2 Random Kitchen Staples
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for(var/i = 0, i < 2, i++)
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for(var/i = 0 to 2)
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new /obj/random/kitchen_staples(src)
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// Cafe Refrigerator
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/obj/structure/closet/secure_closet/refrigerator/cafe/fill()
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// 6 Cartons of Milk
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for(var/i = 0, i < 6, i++)
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for(var/i = 0 to 6)
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new /obj/item/reagent_containers/food/drinks/carton/milk(src)
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// 3 Egg Boxes
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// 3 Bags of Flour
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for(var/i = 0, i < 3, i++)
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for(var/i = 0 to 3)
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new /obj/item/storage/box/fancy/egg_box(src)
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new /obj/item/reagent_containers/food/condiment/flour(src)
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// 2 Cartons of Soymilk and 2 Bags of Sugar
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for(var/i = 0, i < 2, i++)
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for(var/i = 0 to 2)
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new /obj/item/reagent_containers/food/drinks/carton/soymilk(src)
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new /obj/item/reagent_containers/food/condiment/sugar(src)
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// Horizon Kitchen fridge variants
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/obj/structure/closet/secure_closet/refrigerator/station/main
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name = "refrigerator"
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/obj/structure/closet/secure_closet/refrigerator/station/main/fill()
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for(var/i = 0 to 2)
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new /obj/item/storage/box/fancy/egg_box(src)
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new /obj/item/reagent_containers/food/drinks/carton/milk(src)
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new /obj/item/reagent_containers/food/drinks/carton/soymilk(src)
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new /obj/item/reagent_containers/food/drinks/carton/cream(src)
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new /obj/item/reagent_containers/food/condiment/soysauce(src)
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/obj/structure/closet/secure_closet/refrigerator/station/alt
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name = "refrigerator"
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/obj/structure/closet/secure_closet/refrigerator/station/alt/fill()
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for(var/i = 0 to 2)
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new /obj/item/reagent_containers/food/condiment/flour(src)
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new /obj/item/reagent_containers/food/condiment/rice(src)
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new /obj/item/storage/box/large/produce/adhomai(src)
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new /obj/item/storage/box/large/produce/moghes(src)
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new /obj/item/storage/box/large/produce/nralakk(src)
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//
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// Freezers
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//
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@@ -133,10 +156,8 @@
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// Standard Kitchen Cabinet
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/obj/structure/closet/secure_closet/kitchen_cabinet/standard/fill()
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for(var/i = 0, i < 2, i++)
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for(var/i = 0 to 2)
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new /obj/item/reagent_containers/food/condiment/flour(src)
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new /obj/item/reagent_containers/food/condiment/sugar(src)
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new /obj/item/reagent_containers/food/condiment/shaker/spacespice(src)
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//
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// Miscellaneous
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@@ -104,3 +104,10 @@
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locked = TRUE
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secure = TRUE
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req_access = list(ACCESS_MEDICAL_EQUIP)
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/obj/structure/closet/walllocker/medical/secure/donor_blood
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name = "O- Blood Locker"
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/obj/structure/closet/walllocker/medical/secure/donor_blood/fill()
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for(var/i = 0 to 3)
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new /obj/item/reagent_containers/blood/OMinus(src)
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@@ -29,7 +29,7 @@
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/obj/structure/extinguisher_cabinet/south
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dir = SOUTH
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pixel_y = -23
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pixel_y = -26
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/obj/structure/extinguisher_cabinet/Initialize(mapload)
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. = ..()
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@@ -41,7 +41,7 @@
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/obj/structure/extinguisher_cabinet/set_pixel_offsets()
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pixel_x = dir & (NORTH|SOUTH) ? 0 : (dir == EAST ? 21 : 4)
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pixel_y = dir & (NORTH|SOUTH) ? (dir == NORTH ? 24 : -23) : 4
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pixel_y = dir & (NORTH|SOUTH) ? (dir == NORTH ? 24 : -26) : 4
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/obj/structure/extinguisher_cabinet/attackby(obj/item/attacking_item, mob/user)
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if(isrobot(user))
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@@ -50,16 +50,18 @@ ABSTRACT_TYPE(/obj/structure/engineer_maintenance)
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/obj/structure/engineer_maintenance/Initialize(mapload)
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. = ..()
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name = panel_location == PANEL_LOCATION_FLOOR ? "maintenance panel" : "large maintenance panel" // floor panels are smaller than the wall mounted ones
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// Floor panels are smaller and should be layered beneath dropped objects other structures.
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if(panel_location == PANEL_LOCATION_FLOOR)
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name = "maintenance_panel"
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layer = EXPOSED_WIRE_TERMINAL_LAYER
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else
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name = "large maintenance panel"
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icon_number = pick(icon_numbers_and_descriptions)
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detailed_desc = icon_numbers_and_descriptions[icon_number]
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for(var/tool_type in panel_tools)
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var/atom/tool = tool_type
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panel_tool_names += initial(tool.name)
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var/turf/target_turf = panel_location == PANEL_LOCATION_FLOOR ? get_turf(src) : get_step(src, NORTH)
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RegisterSignal(target_turf, COMSIG_ATOM_DECONSTRUCTED, PROC_REF(remove_self))
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/obj/structure/engineer_maintenance/proc/remove_self()
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SIGNAL_HANDLER
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qdel(src)
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@@ -5,6 +5,7 @@
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icon_state = "lattice"
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density = FALSE
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anchored = TRUE
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opacity = FALSE
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w_class = WEIGHT_CLASS_NORMAL
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layer = ABOVE_TILE_LAYER
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obj_flags = OBJ_FLAG_MOVES_UNSUPPORTED
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@@ -27,6 +28,11 @@
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. += "Add a <b>metal floor tile</b> to build a floor on top of the lattice."
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. += "Lattices can be made by applying <b>metal rods</b> to a space tile."
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/obj/structure/lattice/disassembly_hints(mob/user, distance, is_adjacent)
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. += ..()
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if(name == "lattice")
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. += "Lattices can be broken back down into metal rods with a <b>welder</b>."
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/obj/structure/lattice/Initialize()
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. = ..()
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for(var/obj/structure/lattice/LAT in loc)
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@@ -571,6 +571,10 @@
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layer = FULL_WINDOW_LAYER
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rad_resistance_modifier = 4
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/obj/structure/window/shuttle/mouse_drop_receive(atom/dropping, mob/user, params)
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//Adds the component only once. We do it here & not in Initialize() because there are tons of walls & we don't want to add to their init times
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LoadComponent(/datum/component/leanable, dropping)
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/obj/structure/window/shuttle/legion
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name = "reinforced cockpit window"
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icon = 'icons/obj/smooth/shuttle_window_legion.dmi'
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