mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-18 03:26:31 +01:00
Layers are now defines (#17949)
* Layers are now defines * this looks better * GAS_phil_LAYER * no message * remove the three unneeded defines * no message
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@@ -162,7 +162,7 @@
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desc = "A thick resin surface covers the floor."
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anchored = 1
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density = 0
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layer = TURF_LAYER + 0.09
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layer = TURF_LAYER
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icon_state = "weeds"
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health = 15
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var/obj/structure/alien/weeds/node/linked_node = null
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@@ -14,7 +14,7 @@
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var/image/nest_overlay
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/obj/structure/bed/nest/New()
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nest_overlay = image('icons/mob/alien.dmi', "nestoverlay", layer=MOB_LAYER - 0.2)
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nest_overlay = image('icons/mob/alien.dmi', "nestoverlay", layer=LYING_MOB_LAYER)
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return ..()
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/obj/structure/bed/nest/user_unbuckle_mob(mob/living/buckled_mob, mob/living/user)
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@@ -73,7 +73,7 @@
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if(M in buckled_mobs)
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M.pixel_y = 0
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M.pixel_x = initial(M.pixel_x) + 2
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M.layer = MOB_LAYER - 0.3
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M.layer = BELOW_MOB_LAYER
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overlays += nest_overlay
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else
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M.pixel_x = M.get_standard_pixel_x_offset(M.lying)
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@@ -162,7 +162,7 @@
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/obj/structure/chair/comfy/New()
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armrest = image("icons/obj/chairs.dmi", "comfychair_armrest")
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armrest.layer = MOB_LAYER + 0.1
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armrest.layer = ABOVE_MOB_LAYER
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return ..()
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@@ -11,7 +11,7 @@ LINEN BINS
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icon_state = "sheetwhite"
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item_state = "bedsheet"
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slot_flags = SLOT_BACK
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layer = 4
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layer = MOB_LAYER
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throwforce = 0
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throw_speed = 1
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throw_range = 2
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@@ -28,9 +28,11 @@ LINEN BINS
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/obj/item/weapon/bedsheet/attack_self(mob/user)
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user.drop_item()
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if(layer == initial(layer))
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layer = 5
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layer = ABOVE_MOB_LAYER
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user << "<span class='notice'>You cover yourself with [src].</span>"
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else
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layer = initial(layer)
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user << "<span class='notice'>You smooth [src] out beneath you.</span>"
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add_fingerprint(user)
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return
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@@ -8,7 +8,7 @@
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anchored = 1
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density = 1
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pixel_x = -16
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layer = 9
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layer = FLY_LAYER
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var/cut = FALSE
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var/log_amount = 10
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@@ -9,7 +9,7 @@
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icon_state = "girder"
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anchored = 1
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density = 1
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layer = 2.9
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layer = BELOW_OBJ_LAYER
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var/state = GIRDER_NORMAL
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var/girderpasschance = 20 // percentage chance that a projectile passes through the girder.
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var/can_displace = TRUE //If the girder can be moved around by wrenching it
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@@ -291,7 +291,6 @@
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anchored = 0
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state = GIRDER_DISPLACED
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girderpasschance = 25
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layer = 2.45
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/obj/structure/girder/reinforced
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name = "reinforced girder"
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@@ -7,7 +7,7 @@
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anchored = 1
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flags = CONDUCT
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pressure_resistance = 5*ONE_ATMOSPHERE
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layer = 2.9
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layer = BELOW_OBJ_LAYER
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var/health = 10
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var/destroyed = 0
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var/obj/item/stack/rods/stored
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@@ -5,7 +5,7 @@
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icon_state = "lattice"
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density = 0
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anchored = 1
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layer = 2.3 //under pipes
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layer = LATTICE_LAYER //under pipes
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var/obj/item/stack/rods/stored
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canSmoothWith = list(/obj/structure/lattice,
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/turf/open/floor,
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@@ -211,7 +211,7 @@ var/global/list/crematoriums = new/list()
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/obj/structure/tray
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icon = 'icons/obj/stationobjs.dmi'
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density = 1
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layer = 2.9
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layer = BELOW_OBJ_LAYER
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var/obj/structure/bodycontainer/connected = null
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anchored = 1
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pass_flags = LETPASSTHROW
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@@ -5,7 +5,7 @@
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icon_state = "plasticflaps"
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density = 0
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anchored = 1
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layer = 4
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layer = ABOVE_MOB_LAYER
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/obj/structure/plasticflaps/CanAStarPass(ID, to_dir, caller)
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if(istype(caller, /mob/living))
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@@ -5,7 +5,7 @@
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desc = "An angled mirror for reflecting lasers. This one does so at a 90 degree angle."
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anchored = 0
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density = 1
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layer = 2.9
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layer = BELOW_OBJ_LAYER
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var/finished = 0
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var/admin = 0 //Can't be rotated or deconstructed
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var/framebuildstacktype = /obj/item/stack/sheet/metal
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@@ -177,7 +177,7 @@ obj/structure/safe/ex_act(severity, target)
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icon_state = "floorsafe"
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density = 0
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level = 1 //underfloor
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layer = 2.5
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layer = LOW_OBJ_LAYER
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/obj/structure/safe/floor/initialize()
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@@ -3,7 +3,7 @@
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anchored = 1
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opacity = 0
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density = 0
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layer = 3.5
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layer = SIGN_LAYER
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/obj/structure/sign/basic
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name = "blank sign"
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@@ -16,7 +16,7 @@
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icon_state = "table_frame"
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density = 0
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anchored = 0
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layer = 2.8
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layer = PROJECTILE_HIT_THRESHHOLD_LAYER
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var/framestack = /obj/item/stack/rods
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var/framestackamount = 2
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@@ -19,7 +19,7 @@
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icon_state = "table"
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density = 1
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anchored = 1
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layer = 2.8
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layer = TABLE_LAYER
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climbable = TRUE
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pass_flags = LETPASSTHROW //You can throw objects over this, despite it's density.")
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var/frame = /obj/structure/table_frame
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@@ -27,7 +27,7 @@
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pinned_target = T
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T.pinnedLoc = src
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T.density = 1
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T.layer = OBJ_LAYER + 0.1
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T.layer = OBJ_LAYER + 0.01
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T.loc = loc
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user << "<span class='notice'>You slide the target into the stake.</span>"
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@@ -6,7 +6,7 @@
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icon = 'icons/obj/atmospherics/pipes/transit_tube.dmi'
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icon_state = "E-W"
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density = 1
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layer = 3.1
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layer = ABOVE_OBJ_LAYER
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anchored = 1
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var/tube_construction = /obj/structure/c_transit_tube
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var/list/tube_dirs = null
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@@ -6,7 +6,7 @@
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icon = 'icons/obj/atmospherics/pipes/transit_tube.dmi'
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icon_state = "E-W" //icon_state decides which tube will be built
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density = 0
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layer = 3.1 //same as the built tube
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layer = ABOVE_OBJ_LAYER //same as the built tube
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anchored = 0
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/obj/structure/c_transit_tube/examine(mob/user)
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@@ -147,7 +147,7 @@
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name = "mist"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mist"
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layer = MOB_LAYER + 1
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layer = FLY_LAYER
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anchored = 1
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mouse_opacity = 0
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@@ -3,7 +3,7 @@
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desc = "A window."
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icon_state = "window"
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density = 1
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layer = 3.2//Just above doors
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layer = ABOVE_OBJ_LAYER //Just above doors
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pressure_resistance = 4*ONE_ATMOSPHERE
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anchored = 1 //initially is 0 for tile smoothing
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flags = ON_BORDER
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