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@@ -210,6 +210,16 @@
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icon_state = "reactiveoff"
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..()
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/obj/item/clothing/suit/armor/alien
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name = "alien armor"
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desc = "It's really resilient yet lightweight, so it's probably meant to be armor. Strangely enough it seems to have been designed for a humanoid shape."
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icon_state = "alien"
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blood_overlay_type = "armor"
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item_state_slots = list(slot_r_hand_str = "armor", slot_l_hand_str = "armor")
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slowdown = 0
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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armor = list(melee = 65, bullet = 65, laser = 65, energy = 50, bomb = 50, bio = 0, rad = 40)
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//Non-hardsuit ERT armor.
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/obj/item/clothing/suit/armor/vest/ert
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name = "emergency response team armor"
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@@ -642,6 +642,19 @@ var/list/name_to_material
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display_name = "elevator panelling"
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icon_colour = "#666666"
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// Ditto.
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/material/alienalloy/dungeonium
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name = "dungeonium"
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display_name = "ultra-durable"
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icon_base = "dungeon"
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icon_colour = "#FFFFFF"
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/material/alienalloy/alium
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name = "alium"
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display_name = "alien"
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icon_base = "alien"
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icon_colour = "#FFFFFF"
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/material/resin
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name = "resin"
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icon_colour = "#35343a"
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@@ -35,6 +35,24 @@
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var/const/signfont = "Times New Roman"
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var/const/crayonfont = "Comic Sans MS"
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/obj/item/weapon/paper/alien
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name = "alien tablet"
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desc = "It looks highly advanced"
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icon = 'icons/obj/abductor.dmi'
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icon_state = "alienpaper"
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/obj/item/weapon/paper/alien/update_icon()
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if(info)
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icon_state = "alienpaper_words"
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else
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icon_state = "alienpaper"
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/obj/item/weapon/paper/alien/burnpaper()
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return
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/obj/item/weapon/paper/alien/AltClick() // No airplanes for me.
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return
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//lipstick wiping is in code/game/objects/items/weapons/cosmetics.dm!
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/obj/item/weapon/paper/New()
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@@ -20,6 +20,11 @@
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maxcharge = 2400
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charge_amount = 20
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/obj/item/weapon/cell/device/weapon/empty/initialize()
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..()
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charge = 0
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update_icon()
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/obj/item/weapon/cell/device/weapon/recharge
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name = "self-charging weapon power cell"
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desc = "A small power cell designed to power handheld weaponry. This one recharges itself."
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@@ -30,4 +35,13 @@
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/obj/item/weapon/cell/device/weapon/recharge/captain
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charge_amount = 160 //Recharges a lot more quickly...
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charge_delay = 100 //... but it takes a while to get started
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charge_delay = 100 //... but it takes a while to get started
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/obj/item/weapon/cell/device/weapon/recharge/alien
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name = "void cell"
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desc = "An alien technology that produces energy seemingly out of nowhere. Its small, cylinderal shape means it might be able to be used with human technology, perhaps?"
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icon = 'icons/obj/abductor.dmi'
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icon_state = "cell"
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charge_amount = 120 // 5%.
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charge_delay = 50 // Every five seconds, bit faster than the default.
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origin_tech = list(TECH_POWER = 8, TECH_ENGINEERING = 6)
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@@ -7,7 +7,7 @@
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var/obj/item/weapon/cell/power_supply //What type of power cell this uses
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var/charge_cost = 240 //How much energy is needed to fire.
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var/cell_type = null
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var/cell_type = /obj/item/weapon/cell/device/weapon
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var/projectile_type = /obj/item/projectile/beam/practice
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var/modifystate
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var/charge_meter = 1 //if set, the icon state will be chosen based on the current charge
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@@ -41,7 +41,7 @@
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if(cell_type)
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power_supply = new cell_type(src)
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else
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power_supply = new /obj/item/weapon/cell/device/weapon(src)
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power_supply = null
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update_icon()
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@@ -52,6 +52,10 @@
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self_recharge = 1
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use_external_power = 1
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/obj/item/weapon/gun/energy/retro/empty
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icon_state = "retro"
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cell_type = null
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/obj/item/weapon/gun/energy/captain
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name = "antique laser gun"
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icon_state = "caplaser"
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@@ -90,6 +90,23 @@
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material = get_material_by_name("holowood")
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..()
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/obj/structure/table/alien
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name = "alien table"
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desc = "Advanced flat surface technology at work!"
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icon_state = "alien_preview"
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can_reinforce = FALSE
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can_plate = FALSE
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/obj/structure/table/alien/New()
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material = get_material_by_name("alium")
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verbs -= /obj/structure/table/verb/do_flip
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verbs -= /obj/structure/table/proc/do_put
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..()
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/obj/structure/table/alien/dismantle(obj/item/weapon/wrench/W, mob/user)
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to_chat(user, "<span class='warning'>You cannot dismantle \the [src].</span>")
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return
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//BENCH PRESETS
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/obj/structure/table/bench/standard
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icon_state = "plain_preview"
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