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Follow-up commit
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@@ -571,12 +571,12 @@
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var/new_obj_type //The path of the new type of object to replace the old
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var/alloy_cost = 0
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var/valid_target = FALSE //If the proselytizer will actually function on the object
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if(istype(target, /turf/closed/wall) && !istype(target, /turf/closed/wall/reinforced))
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if(istype(target, /turf/closed/wall) && !istype(target, /turf/closed/wall/r_wall))
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operation_time = 50
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new_obj_type = /turf/closed/wall/clockwork
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alloy_cost = 5
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valid_target = TRUE //Need to change valid_target to 1 or TRUE in each check so that it doesn't return an invalid value
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else if(istype(src, /turf/open/floor/plating))
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else if(istype(src, /turf/open/floor))
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operation_time = 30
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new_obj_type = /turf/open/floor/clockwork
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alloy_cost = 1
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@@ -258,8 +258,13 @@
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/turf/open/floor/clockwork/ratvar_act()
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return 0
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/obj/structure/window/ratvar_act() //Windows turn yellow
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color = rgb(75, 53, 0)
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/obj/structure/window/ratvar_act() //Windows turn into Ratvarian windows
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var/obj/structure/window/reinforced/clockwork/C = new(get_turf(src))
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C.dir = dir
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C.fulltile = fulltile
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qdel(src)
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/obj/structure/window/reinforced/clockwork/ratvar_act()
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return 0
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/obj/machinery/door/airlock/ratvar_act() //Airlocks become pinion airlocks that only allow servants
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new/obj/machinery/door/airlock/clockwork(get_turf(src))
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@@ -39,7 +39,7 @@
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qdel(src)
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return 1
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/obj/structure/clockwork/proc/damaged(user, amount, type)
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/obj/structure/clockwork/proc/damaged(mob/living/user, obj/item/I, amount, type)
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if(!amount || !type || !type in list(BRUTE, BURN))
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return 0
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if(user.a_intent == "harm" && user.canUseTopic(I) && I.force && takes_damage)
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@@ -74,7 +74,7 @@
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/obj/structure/clockwork/attacked_by/(obj/item/I, mob/living/user)
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if(user.a_intent == "harm" && user.Adjacent(I) && I.force && takes_damage)
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damaged(user, I.force, I.damtype)
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damaged(user, I, I.force, I.damtype)
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else
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return ..()
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@@ -200,6 +200,22 @@
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#undef GEAR_UNFASTENED
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#undef GEAR_LOOSE
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/obj/structure/window/reinforced/clockwork
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name = "ratvarian window"
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desc = "A reinforced yellow-glass window, gently luminous."
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icon = 'icons/obj/clockwork_objects.dmi'
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/obj/structure/window/reinforced/clockwork/New()
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..()
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spawn(1)
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if(!fulltile)
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var/obj/effect/E = PoolOrNew(/obj/effect/overlay/temp/ratvar/window/single, get_turf(src))
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E.dir = dir
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icon_state = "clockwork_window_single"
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else
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PoolOrNew(/obj/effect/overlay/temp/ratvar/window, get_turf(src))
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icon_state = "clockwork_window"
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/*
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The Ratvarian Language
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@@ -154,6 +154,12 @@
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/obj/effect/overlay/temp/ratvar/floor
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icon_state = "ratvarfloorglow"
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/obj/effect/overlay/temp/ratvar/window
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icon_state = "ratvarwindowglow"
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layer = ABOVE_OBJ_LAYER //To be above the window it creates
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/obj/effect/overlay/temp/ratvar/window/single
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icon_state = "ratvarwindowglow_s"
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/obj/effect/overlay/temp/revenant
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name = "spooky lights"
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