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Gives a bunch of table sized and/or shaped things (#63964)
You can't reach over/around/through a whole bunch of objects that look small enough/low enough to imply that you can. This grants people the ability to do so. Hydroponics trays look roughly table sized and shaped and you can't reach past them, which is irritating. Now you can, which is not. Ditto for crates, the cooking grill, and the chaplain's altar. Plumbing input/output/dev/null machines and chemical heaters take up maybe 1/4 of the turf and block attempts to reach past them. Being able to is less irritating.
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@@ -16,6 +16,7 @@
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close_sound_volume = 50
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drag_slowdown = 0
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door_anim_time = 0 // no animation
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pass_flags_self = PASSSTRUCTURE | LETPASSTHROW
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var/crate_climb_time = 20
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var/obj/item/paper/fluff/jobs/cargo/manifest/manifest
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@@ -1,6 +1,7 @@
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/obj/structure/closet/crate/cardboard
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name = "cardboard box"
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desc = "A box, in which you can place things. Revolutionary, I know."
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pass_flags_self = PASSSTRUCTURE
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material_drop = /obj/item/stack/sheet/cardboard
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material_drop_amount = 4
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icon_state = "cardboard"
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@@ -3,6 +3,7 @@
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desc = "A hefty wooden crate. You'll need a crowbar to get it open."
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icon_state = "largecrate"
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density = TRUE
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pass_flags_self = PASSSTRUCTURE
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material_drop = /obj/item/stack/sheet/mineral/wood
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material_drop_amount = 4
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delivery_icon = "deliverybox"
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@@ -16,6 +16,7 @@ GLOBAL_LIST_INIT(oilfry_blacklisted_items, typecacheof(list(
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "fryer_off"
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density = TRUE
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pass_flags_self = PASSMACHINE | LETPASSTHROW
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use_power = IDLE_POWER_USE
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idle_power_usage = 5
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layer = BELOW_OBJ_LAYER
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@@ -4,6 +4,7 @@
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icon = 'icons/obj/machines/kitchenmachines.dmi'
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icon_state = "griddle1_off"
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density = TRUE
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pass_flags_self = PASSMACHINE | PASSTABLE| LETPASSTHROW // It's roughly the height of a table.
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use_power = IDLE_POWER_USE
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idle_power_usage = 5
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layer = BELOW_OBJ_LAYER
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@@ -9,6 +9,7 @@
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "grill_open"
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density = TRUE
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pass_flags_self = PASSMACHINE | LETPASSTHROW
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layer = BELOW_OBJ_LAYER
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use_power = NO_POWER_USE
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var/grill_fuel = 0
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@@ -14,6 +14,7 @@
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icon = 'icons/obj/machines/kitchenmachines.dmi'
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icon_state = "oven_off"
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density = TRUE
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pass_flags_self = PASSMACHINE | LETPASSTHROW
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use_power = IDLE_POWER_USE
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idle_power_usage = 5
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layer = BELOW_OBJ_LAYER
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@@ -4,6 +4,7 @@
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icon = 'icons/obj/hydroponics/equipment.dmi'
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icon_state = "hydrotray"
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density = TRUE
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pass_flags_self = PASSMACHINE | LETPASSTHROW
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pixel_z = 8
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obj_flags = CAN_BE_HIT | UNIQUE_RENAME
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circuit = /obj/item/circuitboard/machine/hydroponics
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@@ -58,6 +58,7 @@
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name = "input gate"
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desc = "Can be manually filled with reagents from containers."
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icon_state = "pipe_input"
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pass_flags_self = PASSMACHINE | LETPASSTHROW // Small
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reagent_flags = TRANSPARENT | REFILLABLE
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/obj/machinery/plumbing/input/Initialize(mapload, bolt, layer)
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@@ -69,6 +70,7 @@
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name = "output gate"
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desc = "A manual output for plumbing systems, for taking reagents directly into containers."
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icon_state = "pipe_output"
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pass_flags_self = PASSMACHINE | LETPASSTHROW // Small
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reagent_flags = TRANSPARENT | DRAINABLE
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/obj/machinery/plumbing/output/Initialize(mapload, bolt, layer)
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@@ -2,6 +2,7 @@
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name = "chemical disposer"
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desc = "Breaks down chemicals and annihilates them."
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icon_state = "disposal"
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pass_flags_self = PASSMACHINE | LETPASSTHROW // Small
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///we remove 5 reagents per second
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var/disposal_rate = 5
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@@ -6,6 +6,7 @@
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name = "automatic buffer"
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desc = "A chemical holding tank that waits for neighbouring automatic buffers to complete before allowing a withdrawal. Connect/reset by screwdrivering"
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icon_state = "buffer"
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pass_flags_self = PASSMACHINE | LETPASSTHROW // It looks short enough.
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buffer = 200
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var/datum/buffer_net/buffer_net
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@@ -11,6 +11,7 @@
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/obj/machinery/chem_heater
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name = "reaction chamber" //Maybe this name is more accurate?
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density = TRUE
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pass_flags_self = PASSMACHINE | LETPASSTHROW
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icon = 'icons/obj/chemical.dmi'
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icon_state = "mixer0b"
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base_icon_state = "mixer"
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@@ -6,7 +6,7 @@
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density = TRUE
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anchored = TRUE
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layer = TABLE_LAYER
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pass_flags_self = LETPASSTHROW
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pass_flags_self = PASSSTRUCTURE | PASSTABLE | LETPASSTHROW
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can_buckle = TRUE
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buckle_lying = 90 //we turn to you!
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///Avoids having to check global everytime by referencing it locally.
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