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https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-19 20:15:47 +01:00
Fixed a few bugs with clockwork proselytizers (#21221)
* Fixed a few bugs with clockwork proselytizers * condensed * formatting * proselytizer. * i need more sanity checks I think this crashed something * proper! * better desc * sanity! SANITY!
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@@ -133,6 +133,14 @@
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framestack = /obj/item/stack/sheet/brass
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framestackamount = 1
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/obj/structure/table_frame/brass/New()
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change_construction_value(1)
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..()
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/obj/structure/table_frame/brass/Destroy()
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change_construction_value(-1)
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return ..()
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/obj/structure/table_frame/brass/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/stack/sheet/brass))
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var/obj/item/stack/sheet/brass/W = I
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@@ -330,6 +330,15 @@
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buildstackamount = 1
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canSmoothWith = list(/obj/structure/table/reinforced/brass)
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/obj/structure/table/reinforced/brass/New()
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change_construction_value(2)
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..()
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/obj/structure/table/reinforced/brass/Destroy()
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change_construction_value(-2)
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return ..()
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/obj/structure/table/reinforced/brass/narsie_act()
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take_damage(rand(15, 45), BRUTE)
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if(src) //do we still exist?
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@@ -14,8 +14,8 @@
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var/reinf = 0
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var/wtype = "glass"
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var/fulltile = 0
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// var/silicate = 0 // number of units of silicate
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// var/icon/silicateIcon = null // the silicated icon
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var/glass_type = /obj/item/stack/sheet/glass
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var/glass_amount = 1
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var/image/crack_overlay
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var/list/debris = list()
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can_be_unanchored = 1
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@@ -182,19 +182,8 @@
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if(qdeleted(src))
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return
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if(reinf)
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var/obj/item/stack/sheet/rglass/RG = new (user.loc)
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RG.add_fingerprint(user)
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if(fulltile) //fulltiles drop two panes
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RG = new (user.loc)
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RG.add_fingerprint(user)
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else
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var/obj/item/stack/sheet/glass/G = new (user.loc)
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G.add_fingerprint(user)
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if(fulltile)
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G = new (user.loc)
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G.add_fingerprint(user)
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var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
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G.add_fingerprint(user)
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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user << "<span class='notice'>You successfully disassemble [src].</span>"
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@@ -297,21 +286,6 @@
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else
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revrotate()
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/*
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/obj/structure/window/proc/updateSilicate() what do you call a syndicate silicon?
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if(silicateIcon && silicate)
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icon = initial(icon)
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var/icon/I = icon(icon,icon_state,dir)
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var/r = (silicate / 100) + 1
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var/g = (silicate / 70) + 1
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var/b = (silicate / 50) + 1
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I.SetIntensity(r,g,b)
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icon = I
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silicateIcon = I
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*/
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/obj/structure/window/Destroy()
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density = 0
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air_update_turf(1)
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@@ -379,6 +353,7 @@
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armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 25, bio = 100, rad = 100, fire = 80, acid = 100)
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max_integrity = 50
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explosion_block = 1
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glass_type = /obj/item/stack/sheet/rglass
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/obj/structure/window/reinforced/tinted
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name = "tinted window"
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@@ -400,6 +375,7 @@
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fulltile = 1
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smooth = SMOOTH_TRUE
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canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile)
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glass_amount = 2
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/obj/structure/window/reinforced/fulltile
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icon = 'icons/obj/smooth_structures/reinforced_window.dmi'
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@@ -410,6 +386,7 @@
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smooth = SMOOTH_TRUE
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canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile)
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level = 3
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glass_amount = 2
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/obj/structure/window/reinforced/tinted/fulltile
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icon = 'icons/obj/smooth_structures/tinted_window.dmi'
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@@ -419,6 +396,7 @@
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smooth = SMOOTH_TRUE
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canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile/)
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level = 3
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glass_amount = 2
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/obj/structure/window/reinforced/fulltile/ice
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icon = 'icons/obj/smooth_structures/rice_window.dmi'
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@@ -426,6 +404,7 @@
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max_integrity = 150
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canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/reinforced/fulltile/ice)
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level = 3
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glass_amount = 2
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/obj/structure/window/shuttle
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name = "shuttle window"
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@@ -442,6 +421,8 @@
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canSmoothWith = null
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explosion_block = 1
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level = 3
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glass_type = /obj/item/stack/sheet/rglass
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glass_amount = 2
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/obj/structure/window/shuttle/narsie_act()
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color = "#3C3434"
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@@ -457,6 +438,8 @@
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resistance_flags = FIRE_PROOF | ACID_PROOF
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max_integrity = 100
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explosion_block = 2 //fancy AND hard to destroy. the most useful combination.
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glass_type = /obj/item/stack/sheet/brass
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glass_amount = 1
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var/made_glow = FALSE
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/obj/structure/window/reinforced/clockwork/New(loc, direct)
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@@ -475,7 +458,7 @@
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PoolOrNew(/obj/effect/overlay/temp/ratvar/window, get_turf(src))
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made_glow = TRUE
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debris += new/obj/item/stack/sheet/brass(src, 2)
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change_construction_value(fulltile ? 3 : 2)
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change_construction_value(fulltile ? 2 : 1)
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/obj/structure/window/reinforced/clockwork/setDir(direct)
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if(!made_glow)
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@@ -485,7 +468,7 @@
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..()
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/obj/structure/window/reinforced/clockwork/Destroy()
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change_construction_value(fulltile ? -3 : -2)
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change_construction_value(fulltile ? -2 : -1)
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return ..()
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/obj/structure/window/reinforced/clockwork/ratvar_act()
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@@ -507,3 +490,4 @@
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fulltile = 1
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dir = NORTHEAST
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max_integrity = 150
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glass_amount = 2
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