mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-29 07:59:01 +01:00
Remaps the Srom, adds a bunch of map assets that were used during the skrell arc (#8175)
This commit is contained in:
@@ -146,3 +146,9 @@
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new /obj/item/clothing/head/helmet/thunderdome(src)
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new /obj/item/clothing/head/helmet/thunderdome(src)
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new /obj/item/clothing/head/helmet/thunderdome(src)
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/obj/structure/closet/skrell
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icon_state = "skrell"
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icon_closed = "skrell"
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icon_opened = "skrellopen"
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layer = OBJ_LAYER - 0.01
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@@ -119,6 +119,17 @@
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airlock_type = "/lift"
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glass = -1
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/obj/structure/door_assembly/door_assembly_skrell
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base_icon_state = "skrell_purple"
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base_name = "Airlock"
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airlock_type = "/skrell"
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glass = -1
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/obj/structure/door_assembly/door_assembly_skrell/grey
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base_icon_state = "skrell_grey"
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base_name = "Airlock"
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airlock_type = "/skrell/grey"
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/obj/structure/door_assembly/multi_tile
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icon = 'icons/obj/doors/door_assembly2x1.dmi'
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dir = EAST
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@@ -32,6 +32,40 @@
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..()
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icon_state = "tree_[rand(1, 6)]"
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/obj/structure/flora/tree/jungle
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name = "tree"
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icon_state = "tree"
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desc = "A lush and healthy tree."
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icon = 'icons/obj/flora/jungletrees.dmi'
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pixel_x = -48
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pixel_y = -20
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/obj/structure/flora/tree/jungle/small
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pixel_y = 0
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pixel_x = -32
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icon = 'icons/obj/flora/jungletreesmall.dmi'
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//Jungle grass
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/obj/structure/flora/grass/jungle
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name = "jungle grass"
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desc = "Thick alien flora."
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icon = 'icons/obj/flora/jungleflora.dmi'
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icon_state = "grassa"
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/obj/structure/flora/grass/jungle/b
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icon_state = "grassb"
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//rocks
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/obj/structure/flora/rock
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icon_state = "basalt"
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desc = "A rock."
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icon = 'icons/obj/flora/rocks_grey.dmi'
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density = TRUE
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/obj/structure/flora/rock/pile
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name = "rocks"
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icon_state = "lavarocks"
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desc = "A pile of rocks."
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//grass
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/obj/structure/flora/grass
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@@ -61,7 +95,6 @@
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..()
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icon_state = "snowgrassall[rand(1, 3)]"
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//bushes
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/obj/structure/flora/bush
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name = "bush"
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@@ -236,6 +236,9 @@
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health = rand(-5, -1) //In the destroyed but not utterly threshold.
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healthcheck() //Send this to healthcheck just in case we want to do something else with it.
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/obj/structure/grille/diagonal
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icon_state = "grille_diagonal"
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/obj/structure/grille/cult
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name = "cult grille"
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desc = "A matrice built out of an unknown material, with some sort of force field blocking air around it"
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@@ -22,6 +22,7 @@
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var/can_dismantle = 1
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gfi_layer_rotation = GFI_ROTATION_DEFDIR
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var/apply_material_color = TRUE
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var/makes_rolling_sound = TRUE
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var/buckle_sound = 'sound/effects/buckle.ogg'
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/obj/structure/bed/Initialize(mapload, var/new_material, var/new_padding_material)
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@@ -182,15 +183,39 @@
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/obj/structure/bed/padded/New(var/newloc)
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..(newloc,"plastic","cotton")
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/obj/structure/bed/aqua
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name = "aquabed"
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icon_state = "aquabed"
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/obj/structure/bed/aqua/Initialize()
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.=..()
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set_light(1,1,LIGHT_COLOR_CYAN)
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/obj/structure/bed/aqua/update_icon()
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return
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/*
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* Roller beds
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*/
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/obj/structure/bed/roller
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name = "roller bed"
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icon = 'icons/obj/rollerbed.dmi'
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icon_state = "down"
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icon_state = "standard_down"
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var/base_state = "standard"
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var/item_bedpath = /obj/item/roller
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anchored = 0
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/obj/structure/bed/roller/hover
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name = "medical hoverbed"
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icon_state = "hover_down"
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base_state = "hover"
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makes_rolling_sound = FALSE
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item_bedpath = /obj/item/roller/hover
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/obj/structure/bed/roller/hover/Initialize()
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.=..()
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set_light(2,1,LIGHT_COLOR_CYAN)
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/obj/structure/bed/roller/update_icon()
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return // Doesn't care about material or anything else.
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@@ -212,13 +237,20 @@
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name = "roller bed"
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desc = "A collapsed roller bed that can be carried around."
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icon = 'icons/obj/rollerbed.dmi'
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icon_state = "folded"
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icon_state = "standard_folded"
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drop_sound = 'sound/items/drop/axe.ogg'
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center_of_mass = list("x" = 17,"y" = 7)
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var/bedpath = /obj/structure/bed/roller
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w_class = 4.0 // Can't be put in backpacks. Oh well.
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/obj/item/roller/hover
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name = "medical hoverbed"
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desc = "A collapsed hoverbed that can be carried around."
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icon_state = "hover_folded"
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bedpath = /obj/structure/bed/roller/hover
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/obj/item/roller/attack_self(mob/user)
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var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(user.loc)
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var/obj/structure/bed/roller/R = new bedpath(user.loc)
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R.add_fingerprint(user)
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qdel(src)
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@@ -260,7 +292,8 @@
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/obj/structure/bed/roller/Move()
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..()
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playsound(src, 'sound/effects/roll.ogg', 100, 1)
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if(makes_rolling_sound)
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playsound(src, 'sound/effects/roll.ogg', 100, 1)
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if(buckled_mob)
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if(buckled_mob.buckled == src)
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buckled_mob.forceMove(src.loc)
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@@ -272,12 +305,12 @@
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M.pixel_y = 6
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M.old_y = 6
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density = 1
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icon_state = "up"
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icon_state = "[base_state]_up"
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else
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M.pixel_y = 0
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M.old_y = 0
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density = 0
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icon_state = "down"
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icon_state = "[base_state]_down"
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return ..()
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@@ -287,7 +320,7 @@
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if(!ishuman(usr)) return
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if(buckled_mob) return 0
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visible_message("[usr] collapses \the [src.name].")
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new/obj/item/roller(get_turf(src))
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new item_bedpath(get_turf(src))
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spawn(0)
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qdel(src)
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return
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@@ -135,7 +135,8 @@
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/obj/structure/bed/chair/office/Move()
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. = ..()
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playsound(src, 'sound/effects/roll.ogg', 100, 1)
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if(makes_rolling_sound)
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playsound(src, 'sound/effects/roll.ogg', 100, 1)
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if(buckled_mob)
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var/mob/living/occupant = buckled_mob
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occupant.buckled = null
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@@ -200,6 +201,20 @@
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desc = "A comfortable seat for a pilot."
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icon_state = "pilot"
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/obj/structure/bed/chair/office/hover
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name = "hoverchair"
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desc = "Adjusts itself to the sitter's weight resulting in a most comfortable sitting experience. Like floating on a cloud."
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icon_state = "hover_chair"
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makes_rolling_sound = FALSE
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can_dismantle = FALSE
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/obj/structure/bed/chair/office/hover/Initialize()
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.=..()
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set_light(1,1,LIGHT_COLOR_CYAN)
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/obj/structure/bed/chair/office/hover/command
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icon_state = "hover_command"
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/obj/structure/bed/chair/office/Initialize()
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. = ..()
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var/image/I = image(icon, "[icon_state]_over")
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@@ -37,6 +37,25 @@
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/obj/item/stool/padded/New(var/newloc, var/new_material)
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..(newloc, "steel", "carpet")
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/obj/item/stool/wood/New(var/newloc, var/new_material)
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..(newloc, "wood")
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/obj/item/stool/hover
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name = "hoverstool"
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desc = "Apply butt. Now as comfortable as a cloud."
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icon_state = "hover_stool"
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item_state_slots = null
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/obj/item/stool/hover/New(var/newloc, var/new_material)
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..(newloc, "skrell")
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/obj/item/stool/hover/Initialize()
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.=..()
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set_light(1,1,LIGHT_COLOR_CYAN)
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/obj/item/stool/hover/update_icon()
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return
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/obj/item/stool/update_icon()
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// Prep icon.
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icon_state = ""
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@@ -413,7 +413,6 @@
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..()
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/obj/structure/window/basic
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desc = "It looks thin and flimsy. A few knocks with... anything, really should shatter it."
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icon_state = "window"
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@@ -446,6 +445,12 @@
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damage_per_fire_tick = 1.0 // This should last for 80 fire ticks if the window is not damaged at all. The idea is that borosilicate windows have something like ablative layer that protects them for a while.
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maxhealth = 80.0
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/obj/structure/window/phoronreinforced/skrell
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name = "advanced borosilicate-alloy window"
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desc = "A window made out of a higly advanced borosilicate alloy. It seems to be extremely strong."
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basestate = "skrell_phoronwindow"
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icon_state = "skrell_phoronwindow"
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maxhealth = 250
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/obj/structure/window/reinforced
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name = "reinforced window"
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@@ -503,6 +508,21 @@
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health = 160
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maxhealth = 160
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/obj/structure/window/shuttle/palepurple
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icon = 'icons/obj/smooth/shuttle_window_palepurple.dmi'
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/obj/structure/window/shuttle/skrell
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name = "advanced borosilicate alloy window"
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desc = "It looks extremely strong. Might take many good hits to crack it."
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icon = 'icons/obj/smooth/skrell_window_purple.dmi'
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health = 500
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maxhealth = 500
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smooth = SMOOTH_MORE|SMOOTH_DIAGONAL
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canSmoothWith = list(
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/turf/simulated/wall/shuttle/skrell,
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/obj/structure/window/shuttle/skrell
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)
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/obj/structure/window/shuttle/crescent
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desc = "It looks rather strong."
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