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## About The Pull Request Removes the Justice mech from the game, including its sprites and some of the associated code. Leaves some sprites, effects and sounds in case anyone wants to reuse them for something else. If the maintainers prefer that the mech should remain in the game, but as an admin-only spawn, I will do so. ## Why It's Good For The Game This mech has been under fire recently because of it being way too overtuned, which I think has mainly to do with trying to cram a lot of unusual things for a mech, such as stealth and melee focus, into the same package. Aditionally, I don't really like the flavor at all, being a blatant reference to another unrelated game. If both the ralsei plush and jevil mask have been removed, I feel like a similar standard should be applied here. Finally, this opens up the posibility for someone else to try a new idea on some of the concepts present on Justice's current iteration, such as making a melee-focused mech. ## Changelog 🆑 del: The Justice mech has been removed. /🆑
248 lines
9.6 KiB
Plaintext
248 lines
9.6 KiB
Plaintext
///////////////////////////////////
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//////// Mecha wreckage ////////
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///////////////////////////////////
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/obj/structure/mecha_wreckage
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name = "exosuit wreckage"
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desc = "Remains of some unfortunate mecha. Completely irreparable, but perhaps something can be salvaged."
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icon = 'icons/mob/rideables/mecha.dmi'
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density = TRUE
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anchored = FALSE
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opacity = FALSE
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var/list/welder_salvage = list(/obj/item/stack/sheet/plasteel, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
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var/salvage_num = 5
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var/list/crowbar_salvage = list()
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var/wires_removed = FALSE
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var/mob/living/silicon/ai/AI //AIs to be salvaged
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var/list/parts
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/obj/structure/mecha_wreckage/Initialize(mapload, mob/living/silicon/ai/AI_pilot)
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. = ..()
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if(parts)
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for(var/i in 1 to 2)
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if(!parts.len)
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break
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if(prob(60))
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continue
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var/part = pick(parts)
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welder_salvage += part
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parts = null
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if(!AI_pilot) //Type-checking for this is already done in mecha/Destroy()
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return
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AI = AI_pilot
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AI.apply_damage(150, BURN) //Give the AI a bit of damage from the "shock" of being suddenly shut down
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INVOKE_ASYNC(AI, TYPE_PROC_REF(/mob/living/silicon, death)) //The damage is not enough to kill the AI, but to be 'corrupted files' in need of repair.
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AI.forceMove(src) //Put the dead AI inside the wreckage for recovery
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add_overlay(mutable_appearance('icons/obj/weapons/guns/projectiles.dmi', "green_laser")) //Overlay for the recovery beacon
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AI.controlled_equipment = null
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AI.remote_control = null
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/obj/structure/mecha_wreckage/Destroy()
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if(AI)
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QDEL_NULL(AI)
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QDEL_LIST(crowbar_salvage)
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return ..()
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/obj/structure/mecha_wreckage/examine(mob/user)
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. = ..()
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if(!AI)
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return
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. += span_notice("The AI recovery beacon is active.")
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/obj/structure/mecha_wreckage/welder_act(mob/living/user, obj/item/I)
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..()
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. = TRUE
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if(salvage_num <= 0 || !length(welder_salvage))
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to_chat(user, span_notice("You don't see anything that can be cut with [I]!"))
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return
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if(!I.use_tool(src, user, 0, volume=50))
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return
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if(prob(30))
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to_chat(user, span_notice("You fail to salvage anything valuable from [src]!"))
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return
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var/type = pick(welder_salvage)
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var/N = new type(get_turf(user))
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user.visible_message(span_notice("[user] cuts [N] from [src]."), span_notice("You cut [N] from [src]."))
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if(!isstack(N))
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welder_salvage -= type
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salvage_num--
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/obj/structure/mecha_wreckage/wirecutter_act(mob/living/user, obj/item/I)
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..()
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. = TRUE
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if(wires_removed)
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to_chat(user, span_notice("You don't see anything that can be cut with [I]!"))
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return
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var/N = new /obj/item/stack/cable_coil(get_turf(user), rand(1,3))
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user.visible_message(span_notice("[user] cuts [N] from [src]."), span_notice("You cut [N] from [src]."))
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wires_removed = TRUE
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/obj/structure/mecha_wreckage/crowbar_act(mob/living/user, obj/item/I)
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..()
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. = TRUE
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if(crowbar_salvage.len)
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var/obj/S = pick(crowbar_salvage)
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S.forceMove(user.drop_location())
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user.visible_message(span_notice("[user] pries [S] from [src]."), span_notice("You pry [S] from [src]."))
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crowbar_salvage -= S
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return
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to_chat(user, span_notice("You don't see anything that can be pried with [I]!"))
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/obj/structure/mecha_wreckage/transfer_ai(interaction, mob/user, mob/living/silicon/ai/ai_mob, obj/item/aicard/card)
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if(!..())
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return
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//Proc called on the wreck by the AI card.
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if(interaction != AI_TRANS_TO_CARD) //AIs can only be transferred in one direction, from the wreck to the card.
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return
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if(!AI) //No AI in the wreck
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to_chat(user, span_warning("No AI backups found."))
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return
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cut_overlays() //Remove the recovery beacon overlay
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AI.forceMove(card) //Move the dead AI to the card.
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card.AI = AI
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if(AI.client) //AI player is still in the dead AI and is connected
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to_chat(AI, span_notice("The remains of your file system have been recovered on a mobile storage device."))
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else //Give the AI a heads-up that it is probably going to get fixed.
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AI.notify_revival("You have been recovered from the wreckage!", source = card)
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to_chat(user, "[span_boldnotice("Backup files recovered")]: [AI.name] ([rand(1000,9999)].exe) salvaged from [name] and stored within local memory.")
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AI = null
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/obj/structure/mecha_wreckage/gygax
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name = "\improper Gygax wreckage"
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icon_state = "gygax-broken"
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welder_salvage = list(/obj/item/stack/sheet/mineral/gold, /obj/item/stack/sheet/mineral/silver, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
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parts = list(
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/obj/item/mecha_parts/part/gygax_torso,
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/obj/item/mecha_parts/part/gygax_head,
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/obj/item/mecha_parts/part/gygax_left_arm,
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/obj/item/mecha_parts/part/gygax_right_arm,
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/obj/item/mecha_parts/part/gygax_left_leg,
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/obj/item/mecha_parts/part/gygax_right_leg
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)
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/obj/structure/mecha_wreckage/gygax/dark
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name = "\improper Dark Gygax wreckage"
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icon_state = "darkgygax-broken"
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welder_salvage = list(/obj/item/stack/sheet/mineral/plastitanium, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
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/obj/structure/mecha_wreckage/marauder
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name = "\improper Marauder wreckage"
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icon_state = "marauder-broken"
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welder_salvage = list(/obj/item/stack/sheet/mineral/titanium, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
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/obj/structure/mecha_wreckage/mauler
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name = "\improper Mauler wreckage"
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icon_state = "mauler-broken"
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desc = "The syndicate won't be very happy about this..."
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welder_salvage = list(/obj/item/stack/sheet/mineral/plastitanium, /obj/item/stack/sheet/mineral/diamond, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
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/obj/structure/mecha_wreckage/seraph
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name = "\improper Seraph wreckage"
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icon_state = "seraph-broken"
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welder_salvage = list(/obj/item/stack/sheet/mineral/titanium, /obj/item/stack/sheet/mineral/diamond, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
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/obj/structure/mecha_wreckage/reticence
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name = "\improper Reticence wreckage"
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icon_state = "reticence-broken"
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color = "#87878715"
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desc = "..."
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welder_salvage = list(/obj/item/shard) //get it, it's a glass cannon
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/obj/structure/mecha_wreckage/ripley
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name = "\improper Ripley wreckage"
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icon_state = "ripley-broken"
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welder_salvage = list(/obj/item/stack/sheet/iron, /obj/item/stack/rods)
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parts = list(
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/obj/item/mecha_parts/part/ripley_torso,
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/obj/item/mecha_parts/part/ripley_left_arm,
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/obj/item/mecha_parts/part/ripley_right_arm,
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/obj/item/mecha_parts/part/ripley_left_leg,
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/obj/item/mecha_parts/part/ripley_right_leg)
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/obj/structure/mecha_wreckage/ripley/mk2
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name = "\improper Ripley MK-II wreckage"
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icon_state = "ripleymkii-broken"
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/obj/structure/mecha_wreckage/ripley/paddy
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name = "\improper Paddy wreckage"
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icon_state = "paddy-broken"
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/obj/structure/mecha_wreckage/clarke
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name = "\improper Clarke wreckage"
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icon_state = "clarke-broken"
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welder_salvage = list(/obj/item/stack/sheet/mineral/gold, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
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parts = list(
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/obj/item/mecha_parts/part/clarke_torso,
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/obj/item/mecha_parts/part/clarke_head,
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/obj/item/mecha_parts/part/clarke_left_arm,
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/obj/item/mecha_parts/part/clarke_right_arm,
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/obj/item/stack/conveyor)
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/obj/structure/mecha_wreckage/ripley/deathripley
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name = "\improper Death-Ripley wreckage"
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icon_state = "deathripley-broken"
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welder_salvage = list(/obj/item/stack/sheet/mineral/plastitanium, /obj/item/stack/sheet/mineral/diamond, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
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parts = null
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/obj/structure/mecha_wreckage/honker
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name = "\improper H.O.N.K wreckage"
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icon_state = "honker-broken"
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desc = "All is right in the universe."
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welder_salvage = list(/obj/item/stack/sheet/mineral/bananium, /obj/item/grown/bananapeel, /obj/item/stack/sheet/iron)
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parts = list(
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/obj/item/mecha_parts/part/honker_torso,
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/obj/item/mecha_parts/part/honker_head,
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/obj/item/mecha_parts/part/honker_left_arm,
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/obj/item/mecha_parts/part/honker_right_arm,
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/obj/item/mecha_parts/part/honker_left_leg,
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/obj/item/mecha_parts/part/honker_right_leg)
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/obj/structure/mecha_wreckage/durand
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name = "\improper Durand wreckage"
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icon_state = "durand-broken"
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welder_salvage = list(/obj/item/stack/sheet/mineral/silver, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
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parts = list(
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/obj/item/mecha_parts/part/durand_torso,
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/obj/item/mecha_parts/part/durand_head,
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/obj/item/mecha_parts/part/durand_left_arm,
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/obj/item/mecha_parts/part/durand_right_arm,
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/obj/item/mecha_parts/part/durand_left_leg,
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/obj/item/mecha_parts/part/durand_right_leg)
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/obj/structure/mecha_wreckage/phazon
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name = "\improper Phazon wreckage"
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icon_state = "phazon-broken"
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parts = list(
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/obj/item/mecha_parts/part/phazon_torso,
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/obj/item/mecha_parts/part/phazon_head,
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/obj/item/mecha_parts/part/phazon_left_arm,
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/obj/item/mecha_parts/part/phazon_right_arm,
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/obj/item/mecha_parts/part/phazon_left_leg,
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/obj/item/mecha_parts/part/phazon_right_leg)
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/obj/structure/mecha_wreckage/savannah_ivanov
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name = "\improper Savannah-Ivanov wreckage"
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icon = 'icons/mob/rideables/coop_mech.dmi'
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icon_state = "savannah_ivanov-broken"
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welder_salvage = list(/obj/item/stack/sheet/mineral/silver, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
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parts = list(
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/obj/item/mecha_parts/part/savannah_ivanov_torso,
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/obj/item/mecha_parts/part/savannah_ivanov_head,
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/obj/item/mecha_parts/part/savannah_ivanov_left_arm,
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/obj/item/mecha_parts/part/savannah_ivanov_right_arm,
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/obj/item/mecha_parts/part/savannah_ivanov_left_leg,
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/obj/item/mecha_parts/part/savannah_ivanov_right_leg)
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/obj/structure/mecha_wreckage/odysseus
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name = "\improper Odysseus wreckage"
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icon_state = "odysseus-broken"
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parts = list(
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/obj/item/mecha_parts/part/odysseus_torso,
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/obj/item/mecha_parts/part/odysseus_head,
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/obj/item/mecha_parts/part/odysseus_left_arm,
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/obj/item/mecha_parts/part/odysseus_right_arm,
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/obj/item/mecha_parts/part/odysseus_left_leg,
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/obj/item/mecha_parts/part/odysseus_right_leg)
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