mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
enabled fire to destroy floors and objects also tweaked the behaviour of glass to enable glasslocks against fire also made fire extingiushers stop being useless
281 lines
7.9 KiB
Plaintext
281 lines
7.9 KiB
Plaintext
/obj/structure/signpost
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "signpost"
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anchored = 1
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density = 1
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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return attack_hand(user)
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attack_hand(mob/user as mob)
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switch(alert("Travel back to ss13?",,"Yes","No"))
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if("Yes")
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if(user.z != src.z) return
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user.loc.loc.Exited(user)
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user.loc = pick(latejoin)
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if("No")
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return
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/obj/effect/mark
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var/mark = ""
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icon = 'icons/misc/mark.dmi'
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icon_state = "blank"
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anchored = 1
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layer = 99
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mouse_opacity = 0
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unacidable = 1//Just to be sure.
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/obj/effect/beam
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name = "beam"
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unacidable = 1//Just to be sure.
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var/def_zone
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pass_flags = PASSTABLE
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/obj/effect/begin
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name = "begin"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "begin"
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anchored = 1.0
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unacidable = 1
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/*
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* This item is completely unused, but removing it will break something in R&D and Radio code causing PDA and Ninja code to fail on compile
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*/
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/obj/effect/datacore
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name = "datacore"
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var/medical[] = list()
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var/general[] = list()
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var/security[] = list()
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//This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
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var/locked[] = list()
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proc/get_manifest(monochrome)
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var/list/heads = new()
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var/list/sec = new()
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var/list/eng = new()
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var/list/med = new()
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var/list/sci = new()
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var/list/civ = new()
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var/list/bot = new()
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var/list/misc = new()
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var/list/isactive = new()
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var/dat = {"
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<head><style>
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.manifest {border-collapse:collapse;}
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.manifest td, th {border:1px solid [monochrome?"black":"#DEF; background-color:white; color:black"]; padding:.25em}
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.manifest th {height: 2em; [monochrome?"border-top-width: 3px":"background-color: #48C; color:white"]}
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.manifest tr.head th { [monochrome?"border-top-width: 1px":"background-color: #488;"] }
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.manifest td:first-child {text-align:right}
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.manifest tr.alt td {[monochrome?"border-top-width: 2px":"background-color: #DEF"]}
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</style></head>
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<table class="manifest" width='350px'>
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<tr class='head'><th>Name</th><th>Rank</th><th>Activity</th></tr>
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"}
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var/even = 0
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// sort mobs
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for(var/datum/data/record/t in data_core.general)
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var/name = t.fields["name"]
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var/rank = t.fields["rank"]
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var/real_rank = t.fields["real_rank"]
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var/active = 0
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for(var/mob/M in player_list) if(M.name == name)
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// For dead ones, have a chance to get their status wrong
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if(M.stat == 2)
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active = M.x % 2 // Should be good enough, avoids their status flipping constantly
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break
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else if(M.client && M.client.inactivity <= 10 * 60 * 10)
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active = 1
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break
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isactive[name] = active ? "Active" : "SSD"
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//world << "[name]: [rank]"
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//cael - to prevent multiple appearances of a player/job combination, add a continue after each line
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var/department = 0
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if(real_rank in command_positions)
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heads[name] = rank
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department = 1
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if(real_rank in security_positions)
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sec[name] = rank
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department = 1
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if(real_rank in engineering_positions)
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eng[name] = rank
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department = 1
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if(real_rank in medical_positions)
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med[name] = rank
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department = 1
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if(real_rank in science_positions)
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sci[name] = rank
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department = 1
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if(real_rank in civilian_positions)
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civ[name] = rank
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department = 1
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if(real_rank in nonhuman_positions)
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bot[name] = rank
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department = 1
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if(!department && !(name in heads))
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misc[name] = rank
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if(heads.len > 0)
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dat += "<tr><th colspan=3>Heads</th></tr>"
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for(name in heads)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[heads[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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if(sec.len > 0)
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dat += "<tr><th colspan=3>Security</th></tr>"
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for(name in sec)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sec[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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if(eng.len > 0)
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dat += "<tr><th colspan=3>Engineering</th></tr>"
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for(name in eng)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[eng[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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if(med.len > 0)
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dat += "<tr><th colspan=3>Medical</th></tr>"
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for(name in med)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[med[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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if(sci.len > 0)
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dat += "<tr><th colspan=3>Science</th></tr>"
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for(name in sci)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sci[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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if(civ.len > 0)
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dat += "<tr><th colspan=3>Civilian</th></tr>"
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for(name in civ)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[civ[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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// in case somebody is insane and added them to the manifest, why not
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if(bot.len > 0)
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dat += "<tr><th colspan=3>Silicon</th></tr>"
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for(name in bot)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[bot[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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// misc guys
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if(misc.len > 0)
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dat += "<tr><th colspan=3>Miscellaneous</th></tr>"
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for(name in misc)
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dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[misc[name]]</td><td>[isactive[name]]</td></tr>"
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even = !even
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dat += "</table>"
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dat = replacetext(dat, "\n", "") // so it can be placed on paper correctly
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dat = replacetext(dat, "\t", "")
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return dat
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/obj/effect/laser
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name = "laser"
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desc = "IT BURNS!!!"
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icon = 'icons/obj/projectiles.dmi'
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var/damage = 0.0
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var/range = 10.0
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/obj/effect/list_container
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name = "list container"
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/obj/effect/list_container/mobl
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name = "mobl"
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var/master = null
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var/list/container = list( )
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/obj/structure/cable
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level = 1
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anchored =1
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var/datum/powernet/powernet
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name = "power cable"
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desc = "A flexible superconducting cable for heavy-duty power transfer"
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icon = 'icons/obj/power_cond_red.dmi'
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icon_state = "0-1"
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var/d1 = 0
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var/d2 = 1
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layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4
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var/color = "red"
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var/obj/structure/powerswitch/power_switch
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/obj/structure/cable/yellow
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color = "yellow"
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icon = 'icons/obj/power_cond_yellow.dmi'
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/obj/structure/cable/green
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color = "green"
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icon = 'icons/obj/power_cond_green.dmi'
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/obj/structure/cable/blue
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color = "blue"
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icon = 'icons/obj/power_cond_blue.dmi'
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/obj/structure/cable/pink
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color = "pink"
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icon = 'icons/obj/power_cond_pink.dmi'
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/obj/structure/cable/orange
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color = "orange"
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icon = 'icons/obj/power_cond_orange.dmi'
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/obj/structure/cable/cyan
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color = "cyan"
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icon = 'icons/obj/power_cond_cyan.dmi'
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/obj/structure/cable/white
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color = "white"
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icon = 'icons/obj/power_cond_white.dmi'
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/obj/effect/projection
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name = "Projection"
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desc = "This looks like a projection of something."
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anchored = 1.0
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/obj/effect/shut_controller
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name = "shut controller"
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var/moving = null
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var/list/parts = list( )
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/obj/structure/showcase
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name = "Showcase"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "showcase_1"
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desc = "A stand with the empty body of a cyborg bolted to it."
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density = 1
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anchored = 1
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unacidable = 1//temporary until I decide whether the borg can be removed. -veyveyr
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/obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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/obj/item/weapon/beach_ball
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icon = 'icons/misc/beach.dmi'
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icon_state = "ball"
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name = "beach ball"
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item_state = "beachball"
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density = 0
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anchored = 0
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w_class = 1.0
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force = 0.0
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throwforce = 0.0
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throw_speed = 1
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throw_range = 20
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flags = FPRINT | USEDELAY | TABLEPASS | CONDUCT
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afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
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user.drop_item()
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src.throw_at(target, throw_range, throw_speed)
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/obj/effect/stop
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var/victim = null
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icon_state = "empty"
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name = "Geas"
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desc = "You can't resist."
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// name = ""
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/obj/effect/spawner
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name = "object spawner"
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