sprites and similar fixes
@@ -22,7 +22,7 @@
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var/full_w_class = WEIGHT_CLASS_NORMAL //The weight class the stack should have at amount > 2/3rds max_amount
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var/novariants = TRUE //Determines whether the item should update it's sprites based on amount.
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//NOTE: When adding grind_results, the amounts should be for an INDIVIDUAL ITEM - these amounts will be multiplied by the stack size in on_grind()
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var/obj/structure/table/tableVariant // we tables now (stores table variant to be built from this stack)
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var/obj/structure/table/tableVariant // we tables now (stores table variant to be built from this stack)
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/obj/item/stack/on_grind()
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for(var/i in 1 to grind_results.len) //This should only call if it's ground, so no need to check if grind_results exists
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@@ -99,8 +99,7 @@
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icon_state = "tile-carpet"
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turf_type = /turf/open/floor/carpet
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resistance_flags = FLAMMABLE
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tableVariant = /obj/structure/table/wood/fancy
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tableVariant = /obj/structure/table/wood/fancy
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/obj/item/stack/tile/carpet/black
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name = "black carpet"
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@@ -21,7 +21,6 @@
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anchored = TRUE
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layer = TABLE_LAYER
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climbable = TRUE
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obj_flags = CAN_BE_HIT|SHOVABLE_ONTO
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pass_flags = LETPASSTHROW //You can throw objects over this, despite it's density.")
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var/frame = /obj/structure/table_frame
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var/framestack = /obj/item/stack/rods
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@@ -137,6 +136,7 @@
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var/mob/living/carbon/human/H = pushed_mob
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SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "table", /datum/mood_event/table)
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/*
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/obj/structure/table/shove_act(mob/living/target, mob/living/user)
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if(!target.resting)
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target.Knockdown(SHOVE_KNOCKDOWN_TABLE)
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@@ -145,6 +145,7 @@
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target.forceMove(src.loc)
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log_combat(user, target, "shoved", "onto [src] (table)")
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return TRUE
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*/
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/obj/structure/table/attackby(obj/item/I, mob/user, params)
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if(!(flags_1 & NODECONSTRUCT_1))
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@@ -290,7 +291,6 @@
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/obj/structure/table/plasmaglass/New()
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. = ..()
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debris += new frame
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debris += new /obj/item/shard/plasma
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/obj/structure/table/plasmaglass/Destroy()
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QDEL_LIST(debris)
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