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Addition Ratvar conversion effects and related changes
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@@ -73,6 +73,13 @@
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for(var/obj/item/weapon/shard/shard in debris)
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shard.color = NARSIE_WINDOW_COLOUR
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/obj/structure/window/ratvar_act()
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if(!fulltile)
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new/obj/structure/window/reinforced/clockwork(get_turf(src), dir)
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else
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new/obj/structure/window/reinforced/clockwork/fulltile(get_turf(src))
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qdel(src)
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/obj/structure/window/singularity_pull(S, current_size)
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if(current_size >= STAGE_FIVE)
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shatter()
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@@ -492,10 +499,11 @@
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opacity = TRUE
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/obj/structure/window/reinforced/clockwork
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name = "ratvarian window"
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name = "brass window"
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desc = "A paper-thin pane of translucent yet reinforced brass."
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icon = 'icons/obj/clockwork_objects.dmi'
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icon = 'icons/obj/smooth_structures/clockwork_window.dmi'
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icon_state = "clockwork_window_single"
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maxhealth = 100
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/obj/structure/window/reinforced/clockwork/New(loc, direct)
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..()
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@@ -511,9 +519,22 @@
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qdel(I)
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debris += new/obj/item/clockwork/component/vanguard_cogwheel(src)
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/obj/structure/window/reinforced/clockwork/ratvar_act()
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health = maxhealth
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update_icon()
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return 0
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/obj/structure/window/reinforced/clockwork/narsie_act()
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take_damage(rand(15, 45), BURN)
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if(src)
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var/previouscolor = color
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color = "#960000"
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animate(src, color = previouscolor, time = 8)
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/obj/structure/window/reinforced/clockwork/fulltile
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icon_state = "clockwork_window"
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smooth = SMOOTH_TRUE
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canSmoothWith = null
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fulltile = 1
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dir = 5
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maxhealth = 150
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