Files
2008-08-21 05:38:21 +00:00

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#define CELLSTANDARD 3600000.0 // gas capacity of cell at STP
#define O2STANDARD 756000.0 // O2 standard value (21%)
#define N2STANDARD 2844000.0 // N2 standard value (79%)
#define T0C 273.15 // 0degC
#define T20C 293.15 // 20degC
#define FIREOFFSET 505 //bias for starting firelevel
#define FIREQUOT 15000 //divisor to get target temp from firelevel
#define FIRERATE 5 //divisor of temp difference rate of change
#define NORMPIPERATE 40 //pipe-insulation rate divisor
#define HEATPIPERATE 8 //heat-exch pipe insulation
#define FLOWFRAC 0.99 // fraction of gas transfered per process
#define PRESSURELIMIT 4E9 // maximum pressure (temp*content) excess before a pipe segment takes pressure damage
//FLAGS BITMASK
#define ONBACK 1 // can be put in back slot
#define TABLEPASS 2 // can pass by a table or rack
#define HALFMASK 4 // mask only gets 1/2 of air supply from internals
#define HEADSPACE 4 // head wear protects against space
#define MASKINTERNALS 8 // mask allows internals
#define SUITSPACE 8 // suit protects against space
#define USEDELAY 16 // 1 second extra delay on use
#define NOSHIELD 32 // weapon not affected by shield
#define DRIVABLE 64 // fireable by mass driver
#define ONBELT 128 // can be put in belt slot
#define FPRINT 256 // takes a fingerprint
#define WINDOW 512 // window or window/door (or injector)
// channel numbers for power
#define EQUIP 1
#define LIGHT 2
#define ENVIRON 3
#define TOTAL 4 //for total power used only
// bitflags for machine stat variable
#define BROKEN 1
#define NOPOWER 2
#define POWEROFF 4 // tbd
#define MAINT 8 // under maintaince
/atom
layer = 2.0
var/level = 2.0
var/flags = FPRINT
var/fingerprints = null
/atom/movable
layer = 3.0
var/last_move = null
var/anchored = 0.0
var/weight = 25000.0
var/elevation = 2.0
var/move_speed = 10.0
var/l_move_time = 1.0
var/m_flag = 1.0
/atom/movable/overlay
var/atom/master = null
anchored = 1.0
/client
var/obj/admins/holder = null
var/listen_ooc = 1.0
var/move_delay = 1.0
var/moving = null
var/vote = null
var/showvote = null
var/adminobs = null
/datum/air_tunnel
//name = "air tunnel"
var/operating = 0.0
var/siphon_status = 0.0
var/air_stat = 0.0
var/list/connectors = list( )
/datum/air_tunnel/air_tunnel1
//name = "air tunnel1"
/datum/chemical
//var/name = "chemical"
var/moles = 0.0
var/molarmass = 18.0
var/density = 1.0
var/chem_formula = "H2O"
var/name = "water-l"
/datum/chemical/ch_cou
//name = "ch cou"
molarmass = 270.0
name = "CCSremedy-l"
/datum/chemical/epil
//name = "epil"
molarmass = 230.0
name = "EPILremedy-l"
/datum/chemical/l_plas
//name = "l plas"
name = "plasma-l"
molarmass = 154.0
/datum/chemical/pathogen
name = "pathogen"
var/amount = 0.0
var/structure_id = null
/datum/chemical/pathogen/antibody
name = "antibody"
var/tar_struct = null
var/a_style = null
/datum/chemical/pathogen/blood
name = "blood"
var/antibodies = null
var/antigens = null
var/has_oxygen = null
var/has_co = null
/datum/chemical/pathogen/virus
name = "virus"
/datum/chemical/pl_coag
name = "pl coag"
name = "antipla-l"
molarmass = 176.0
/datum/chemical/rejuv
name = "rejuv"
molarmass = 97.0
name = "rejuv-l"
/datum/chemical/s_tox
name = "s tox"
name = "sleeptox-l"
molarmass = 45.0
/datum/chemical/waste
name = "waste"
name = "waste-l"
molarmass = 200.0
/datum/chemical/water
name = "water"
/datum/control
//name = "control"
var/processing = 1.0
/datum/control/cellular
//name = "cellular"
var/checkfire = 0.0
var/var_swap = 1.0
var/time = 0
/datum/control/gameticker
//name = "gameticker"
var/timeleft = null
var/timing = 0.0
var/mob/human/killer = null
var/mob/human/target = null
var/theft_obj = null
var/objective = null
var/shuttle_location = null
var/mode = "random"
var/event_time = null
var/event = 0
var/burningo2 = 0
/datum/control/poll
//name = "poll"
var/question = null
var/list/answers = list( )
/datum/data
var/name = "data"
var/size = 1.0
//name = null
/datum/data/function
name = "function"
size = 2.0
/datum/data/function/data_control
name = "data control"
/datum/data/function/id_changer
name = "id changer"
/datum/data/record
name = "record"
size = 5.0
var/list/fields = list( )
/datum/data/text
name = "text"
var/data = null
/datum/engine_eject
//name = "engine eject"
var/status = 0.0
var/resetting = null
var/timeleft = 60.0
/datum/station_state
var/floor = 0
var/wall = 0
var/r_wall = 0
var/window = 0
var/door = 0
var/grille = 0
var/mach = 0
/datum/config
var/logooc = 0 // log OOC channek
var/logaccess = 0 // log login/logout
var/logsay = 0 // log client say
var/logadmin = 0 // log admin actions
var/loggame = 0 // log game events
var/logvote = 0
var/allowvoterestart = 0 // allow votes to restart
var/allowvotemode = 0 // allow votes to change mode
var/votedelay = 600 // minimum time between voting sessions (seconds, 10 minute default)
var/voteperiod = 60 // length of voting period (seconds, default 1 minute)
var/votenodefault = 0 // vote does not default to nochange/norestart (tbi)
var/votenodead = 0 // dead people can't vote (tbi)
var/list/modes = list("extended", "traitor", "meteor", "monkey", "blob", "nuclear") // modes to choose between
var/list/pickprob = list() // relative probability of each mode
var/allowai = 1 // allow ai job
var/bombtemp_determines_range = 0
var/crowbars_close_depowered_doors = 0
var/ai_can_call_shuttle = 0
var/ai_can_uncall_shuttle = 0
var/alternate_ai_laws = 0
var/air_pressure_flow = 0
var/min_gas_for_fire = 900000 // This sets the amount of gas needed for a fire in a tile to keep going, or for it to spread to another tile. The default is 900,000 units.
var/meteorchance = 0.1
var/enable_drones = 0
var/humans_can_use_drones = 0
var/walkable_not_pullable_drones = 0
var/plasma_danger = 0
/datum/vote
var/voting = 0 // true if currently voting
var/nextvotetime = 0 // time at which next vote can be started
var/votetime = 60 // time at which voting will end
var/mode = 0 // 0 = restart vote, 1 = mode vote
// modes which can be voted for
var/list/vmodes = list("default", "extended", "secret", "random", "traitor", "meteor", "monkey", "nuclear", "blob", "sandbox" )
var/winner = null // the vote winner
/datum/powernet
var/list/cables = list() // all cables & junctions
var/list/nodes = list() // all APCs & sources
var/newload = 0
var/load = 0
var/newavail = 0
var/avail = 0
var/viewload = 0
var/number = 0
var/perapc = 0 // per-apc avilability
var/netexcess = 0
/datum/debug
var/list/debuglist
/datum/sun
var/angle
var/dx
var/dy
var/counter = 50 // to make the vars update during 1st call
var/rate
/mob
density = 1
layer = 4.0
var/already_placed = 0.0
var/obj/machinery/machine = null
var/other_mobs = null
var/memory = ""
var/poll_answer = 0.0
var/sdisabilities = 0.0
var/disabilities = 0.0
var/atom/movable/pulling = null
var/stat = 0.0
var/next_move = null
var/prev_move = null
var/monkeyizing = null
var/other = 0.0
var/hand = null
var/eye_blind = null
var/eye_blurry = null
var/ear_deaf = null
var/ear_damage = null
var/stuttering = null
var/rname = null
var/blinded = null
var/rejuv = null
var/r_epil = null
var/r_ch_cou = null
var/r_Tourette = null
var/antitoxs = null
var/plasma = null
var/virus = 0.0
var/sleeping = 0.0
var/resting = 0.0
var/lying = 0.0
var/canmove = 1.0
var/eye_stat = null
var/oxyloss = 0.0
var/toxloss = 0.0
var/fireloss = 0.0
var/timeofdeath = 0.0
var/bruteloss = 0.0
var/cpr_time = 1.0
var/health = 100.0
var/drowsyness = 0.0
var/paralysis = 0.0
var/stunned = 0.0
var/weakened = 0.0
var/losebreath = 0.0
var/muted = null
var/intent = null
var/a_intent = "disarm"
var/m_int = null
var/m_intent = "run"
var/lastDblClick = 0
var/lastKnownIP = null
var/lastKnownCKey = null
var/obj/stool/chair/buckled = null
var/obj/dna/primary = null
var/obj/item/weapon/handcuffs/handcuffed = null
var/obj/item/weapon/l_hand = null
var/obj/item/weapon/r_hand = null
var/obj/item/weapon/back = null
var/obj/item/weapon/tank/internal = null
var/obj/item/weapon/storage/s_active = null
var/obj/item/weapon/clothing/mask/wear_mask = null
var/obj/screen/flash = null
var/obj/screen/blind = null
var/obj/screen/hands = null
var/obj/screen/mach = null
var/obj/screen/sleep = null
var/obj/screen/rest = null
var/obj/screen/pullin = null
var/obj/screen/internals = null
var/obj/screen/oxygen = null
var/obj/screen/i_select = null
var/obj/screen/m_select = null
var/obj/screen/toxin = null
var/obj/screen/fire = null
var/obj/screen/healths = null
var/obj/screen/zone_sel/zone_sel = null
var/obj/hud/hud_used = null
var/start = null
var/disable_one_click = 0
var/favorite_hud = 0
var/currentDrone = null
var/droneTransitioning = 0
var/cameraFollow = null
var/now_pushing = null
var/list/organs = list( )
var/list/grabbed_by = list( )
var/list/requests = list( )
var/list/mapobjs = list()
/mob/ghost
name = "ghost"
icon_state = "ghost"
/mob/human
name = "human"
icon = 'mob.dmi'
icon_state = "m-none"
gender = MALE
var/occupation1 = "No Preference"
var/occupation2 = "No Preference"
var/occupation3 = "No Preference"
var/need_gl = 0.0
var/be_epil = 0.0
var/be_cough = 0.0
var/be_tur = 0.0
var/be_stut = 0.0
var/r_hair = 0.0
var/g_hair = 0.0
var/b_hair = 0.0
var/h_style = "Short Hair (M)"
var/nr_hair = 0.0
var/ng_hair = 0.0
var/nb_hair = 0.0
var/ns_tone = 0.0
var/r_eyes = 0.0
var/g_eyes = 0.0
var/b_eyes = 0.0
var/s_tone = 0.0
var/age = 30.0
var/b_type = "A+"
var/obj/item/weapon/clothing/suit/wear_suit = null
var/obj/item/weapon/clothing/under/w_uniform = null
var/obj/item/weapon/radio/w_radio = null
var/obj/item/weapon/clothing/shoes/shoes = null
var/obj/item/weapon/belt = null
var/obj/item/weapon/clothing/gloves/gloves = null
var/obj/item/weapon/clothing/glasses/glasses = null
var/obj/item/weapon/clothing/head/head = null
var/obj/item/weapon/clothing/ears/ears = null
var/obj/item/weapon/card/id/wear_id = null
var/obj/item/weapon/r_store = null
var/obj/item/weapon/l_store = null
var/icon/stand_icon = null
var/icon/lying_icon = null
var/t_plasma = 0.0
var/t_oxygen = 0.0
var/last_b_state = 1.0
var/image/face = null
var/image/face2 = null
var/h_style_r = "hair_a"
weight = 2500000.0
var/list/body_standing = list( )
var/list/body_lying = list( )
/mob/monkey
name = "monkey"
icon = 'monkey.dmi'
icon_state = "monkey1"
gender = MALE
var/t_plasma = null
var/t_oxygen = null
var/t_sl_gas = null
var/t_n2 = null
flags = 258.0
/mob/megamonkey
name = "mutant monkey"
icon = 'monkey.dmi'
icon_state = "megamonkey1"
gender = MALE
var/lastattacktime // world.time that last p-attack happened - for tuning firing rate
var/activecount // count-down before mob goes into idle mode
/obj
var/throwspeed = 0.0
var/throwing = null
// var/datum/module/mod
/obj/mark
var/mark = ""
icon = 'mark.dmi'
icon_state = "blank"
anchored = 1
layer = 99
mouse_opacity = 0
/obj/blob
icon = 'blob.dmi'
icon_state = "bloba0"
var/health = 30
var/attempt = 0
var/idle = 0
density = 1
opacity = 0
anchored = 1
/obj/admins
name = "admins"
var/rank = null
var/a_level = 0.0
var/screen = 1.0
var/owner = null
/obj/barrier
name = "barrier"
icon = 'stationobjs.dmi'
icon_state = "barrier"
opacity = 1
density = 1
anchored = 1.0
/obj/beam
name = "beam"
/obj/beam/a_laser
name = "a laser"
icon = 'weap_sat.dmi'
icon_state = "laser"
density = 1
var/yo = null
var/xo = null
var/current = null
var/life = 50.0
anchored = 1.0
flags = 2.0
/obj/beam/a_laser/s_laser
name = "s laser"
icon_state = "spark"
/obj/beam/i_beam
name = "i beam"
icon = 'weap_sat.dmi'
icon_state = "laser"
var/obj/beam/i_beam/next = null
var/obj/item/weapon/infra/master = null
var/limit = null
var/visible = 0.0
var/left = null
anchored = 1.0
flags = 2.0
/obj/bedsheetbin
name = "Linen Bin"
desc = "A bin for containing bedsheets."
icon = 'Icons.dmi'
icon_state = "bedbin"
var/amount = 23.0
anchored = 1.0
/obj/begin
name = "begin"
icon = 'stationobjs.dmi'
icon_state = "begin"
anchored = 1.0
/obj/bomb
name = "bomb"
icon = 'screen1.dmi'
icon_state = "x"
var/btype = 0 //0 = radio, 1= prox, 2=time
var/explosive = 1 // 0= firebomb
var/btemp = 500 // bomb temperature (degC)
var/active = 0
/obj/bullet
name = "bullet"
icon = 'weap_sat.dmi'
icon_state = "bullet"
density = 1
var/yo = null
var/xo = null
var/current = null
anchored = 1.0
flags = 2.0
/obj/closet
desc = "It's a closet!"
name = "Closet"
icon = 'stationobjs.dmi'
icon_state = "closet"
density = 1
var/original = "closet"
var/orig_closed = "emcloset1"
var/opened = 0.0
var/welded = 0.0
flags = 320.0
weight = 1.0E8
/obj/closet/emcloset
desc = "A bulky (yet mobile) closet. Comes prestocked with a gasmask and o2 tank for emergencies."
name = "Emergency Closets"
icon_state = "emcloset0"
original = "emcloset0"
/obj/closet/l3closet
desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
name = "Level 3 Biohazard Suit"
icon_state = "l3closet0"
original = "l3closet0"
orig_closed = "l3closet1"
/obj/closet/syndicate
desc = "Why is this here?"
name = "Syndicate Weapons Closet"
icon_state = "syndicate0"
original = "syndicate0"
/obj/closet/syndicate/personal
desc = "Gear preparation closet."
/obj/closet/syndicate/nuclear
desc = "Nuclear preparation closet."
/obj/closet/wardrobe
desc = "A bulky (yet mobile) wardrobe closet. Comes prestocked with 6 changes of clothes."
name = "Wardrobe"
icon_state = "wardrobe-b"
original = "wardrobe-b"
/obj/closet/wardrobe/black
name = "Black Wardrobe"
icon_state = "wardrobe-bl"
original = "wardrobe-bl"
/obj/closet/wardrobe/green
name = "Green Wardrobe"
icon_state = "wardrobe-g"
original = "wardrobe-g"
/obj/closet/wardrobe/mixed
name = "Mixed Wardrobe"
icon_state = "wardrobe-bp"
original = "wardrobe-bp"
/obj/closet/wardrobe/orange
name = "Prisoners Wardrobe"
icon_state = "wardrobe-o"
original = "wardrobe-o"
/obj/closet/wardrobe/pink
name = "Pink Wardrobe"
icon_state = "wardrobe-p"
original = "wardrobe-p"
/obj/closet/wardrobe/red
name = "Red Wardrobe"
icon_state = "wardrobe-r"
original = "wardrobe-r"
/obj/closet/wardrobe/white
name = "Medical Wardrobe"
icon_state = "wardrobe-w"
original = "wardrobe-w"
/obj/closet/wardrobe/yellow
name = "Technician Wardrobe"
icon_state = "wardrobe-y"
original = "wardrobe-y"
/obj/ctf_assist
name = "ctf assist"
var/play_team = 4.0
var/picker = null
var/picking = null
var/paint_cans = 0.0
var/immobile = 0.0
var/neutral_replace = 0.0
var/ejectengine = 1.0
var/autodress = 1.0
var/barriertime = 3.0
var/wintype = "None"
var/starting = 0.0
var/list/avail_colors = list( "red", "blue", "green", "yellow", "black", "white" )
var/list/avail_bases = list( "Engine", "CR", "Lounge", "Atmo", "Medical" )
var/list/pickers_left = list( )
var/list/players_left = list( )
/obj/d_girders
name = "Displaced girders"
icon = 'stationobjs.dmi'
icon_state = "d_girders"
density = 1
anchored = 0.0
weight = 1.0E8
/obj/datacore
name = "datacore"
var/list/medical = list( )
var/list/general = list( )
var/list/security = list( )
/obj/dna
name = "dna"
var/spec_identity = null
var/r_spec_identity = null
var/use_enzyme = null
var/struc_enzyme = null
var/uni_identity = null
var/n_chromo = null
/obj/effects
name = "effects"
mouse_opacity = 0
flags = 2
/obj/effects/smoke
name = "smoke"
icon = 'water.dmi'
icon_state = "smoke"
opacity = 0
var/amount = 6
anchored = 0.0
weight = 100
/obj/effects/sparks
name = "sparks"
icon = 'water.dmi'
icon_state = "sparks"
var/amount = 6.0
anchored = 0.0
mouse_opacity = 0
/obj/effects/sparks/ion_trails
name = "ion trails"
icon_state = "ion_trails"
anchored = 1.0
/obj/equip_e
name = "equip e"
var/mob/source = null
var/s_loc = null
var/t_loc = null
var/obj/item/item = null
var/place = null
/obj/equip_e/human
name = "human"
var/mob/human/target = null
/obj/equip_e/monkey
name = "monkey"
var/mob/monkey/target = null
/obj/grille
desc = "A piece of metal with evenly spaced gridlike holes in it. Blocks large object but lets small items, gas, or energy beams through."
name = "grille"
icon = 'turfs2.dmi'
icon_state = "grille"
density = 1
var/health = 10.0
var/destroyed = 0.0
anchored = 1.0
flags = 64.0
weight = 500000 // added
/obj/securearea
desc = "A warning sign which reads 'SECURE AREA'"
name = "SECURE AREA"
icon = 'Icons.dmi'
icon_state = "securearea"
anchored = 1.0
opacity = 0
density = 1
/obj/hud
name = "hud"
var/adding = null
var/other = null
var/intents = null
var/mov_int = null
var/mon_blo = null
var/m_ints = null
var/vimpaired = null
var/obj/screen/g_dither = null
var/obj/screen/blurry = null
var/h_type = /obj/screen
var/list/darkMask = null
/obj/hud/hud2
name = "hud2"
h_type = /obj/screen/screen2
/obj/item
name = "item"
var/w_class = 3.0
/obj/item/weapon
name = "weapon"
icon = 'items.dmi'
var/abstract = 0.0
var/force = null
var/s_istate = null
var/damtype = "brute"
var/throwforce = null
var/r_speed = 1.0
var/health = null
var/burn_point = null
var/burning = null
var/obj/item/weapon/master = null
flags = 258.0
throwspeed = 7.0
weight = 500000.0
/obj/item/weapon/a_gift
name = "Gift"
icon_state = "gift"
s_istate = "gift"
weight = 1.0E7
/obj/item/weapon/ammo
name = "ammo"
icon = 'ammo.dmi'
var/amount_left = 0.0
flags = 322.0
s_istate = "syringe_kit"
/obj/item/weapon/ammo/a357
desc = "There are 7 bullets left!"
name = "ammo-357"
icon_state = "357-7"
amount_left = 7.0
/obj/item/weapon/analyzer
desc = "A hand-held environmental scanner which reports current gas levels."
name = "analyzer"
icon_state = "analyzer"
w_class = 2.0
flags = 322.0
/obj/item/weapon/assembly
name = "assembly"
icon = 'assemblies.dmi'
s_istate = "assembly"
w_class = 3.0
var/status = 0.0
/obj/item/weapon/assembly/m_i_ptank
desc = "A very intricate igniter and proximity sensor electrical assembly mounted onto top of a plasma tank."
name = "Proximity/Igniter/Plasma Tank Assembly"
icon_state = "m_i_ptank0"
var/obj/item/weapon/prox_sensor/part1 = null
var/obj/item/weapon/igniter/part2 = null
var/obj/item/weapon/tank/plasmatank/part3 = null
status = 0.0
flags = 322.0
/obj/item/weapon/assembly/prox_ignite
name = "Proximity/Igniter Assembly"
desc = "A proximity-activated igniter assembly."
icon_state = "prox_igniter0"
var/obj/item/weapon/prox_sensor/part1 = null
var/obj/item/weapon/igniter/part2 = null
status = null
flags = 322.0
/obj/item/weapon/assembly/r_i_ptank
desc = "A very intricate igniter and signaller electrical assembly mounted onto top of a plasma tank."
name = "Radio/Igniter/Plasma Tank Assembly"
icon_state = "r_i_ptank"
var/obj/item/weapon/radio/signaler/part1 = null
var/obj/item/weapon/igniter/part2 = null
var/obj/item/weapon/tank/plasmatank/part3 = null
status = 0.0
flags = 322.0
/obj/item/weapon/assembly/time_ignite
name = "Timer/Igniter Assembly"
desc = "A timer-activated igniter assembly."
icon_state = "time_igniter0"
var/obj/item/weapon/timer/part1 = null
var/obj/item/weapon/igniter/part2 = null
status = null
flags = 322.0
s_istate = "electronic"
/obj/item/weapon/assembly/t_i_ptank
desc = "A very intricate igniter and timer assembly mounted onto top of a plasma tank."
name = "Timer/Igniter/Plasma Tank Assembly"
icon_state = "t_i_ptank0"
var/obj/item/weapon/timer/part1 = null
var/obj/item/weapon/igniter/part2 = null
var/obj/item/weapon/tank/plasmatank/part3 = null
status = 0.0
flags = 322.0
/obj/item/weapon/assembly/rad_ignite
name = "Radio/Igniter Assembly"
desc = "A radio-activated igniter assembly."
icon_state = "rad_igniter"
var/obj/item/weapon/radio/signaler/part1 = null
var/obj/item/weapon/igniter/part2 = null
status = null
flags = 322.0
/obj/item/weapon/assembly/rad_infra
name = "Signaller/Infrared Assembly"
desc = "An infrared-activated radio signaller"
icon_state = "infrared0"
var/obj/item/weapon/radio/signaler/part1 = null
var/obj/item/weapon/infra/part2 = null
status = null
flags = 322.0
/obj/item/weapon/assembly/rad_prox
name = "Signaller/Prox Sensor Assembly"
desc = "A proximity-activated radio signaller."
icon_state = "motion0"
var/obj/item/weapon/radio/signaler/part1 = null
var/obj/item/weapon/prox_sensor/part2 = null
status = null
flags = 322.0
/obj/item/weapon/assembly/rad_time
name = "Signaller/Timer Assembly"
desc = "A radio signaller activated by a count-down timer."
icon_state = "time_sig"
var/obj/item/weapon/radio/signaler/part1 = null
var/obj/item/weapon/timer/part2 = null
status = null
flags = 322.0
/obj/item/weapon/assembly/shock_kit
name = "Shock Kit"
icon_state = "shock_kit"
var/obj/item/weapon/clothing/head/helmet/part1 = null
var/obj/item/weapon/radio/electropack/part2 = null
status = 0.0
w_class = 5.0
flags = 322.0
/obj/item/weapon/baton
name = "baton"
icon_state = "baton"
flags = 450.0
force = 10.0
throwforce = 7.0
w_class = 3.0
/obj/item/weapon/bedsheet
name = "bedsheet"
icon = 'Icons.dmi'
icon_state = "sheet"
layer = 4.0
s_istate = "w_suit"
/obj/item/weapon/bottle
name = "bottle"
var/obj/substance/chemical/chem = null
throwspeed = 20.0
w_class = 1.0
/obj/item/weapon/bottle/antitoxins
name = "antitoxins"
icon_state = "atoxinbottle"
/obj/item/weapon/bottle/r_ch_cough
name = "Cough remedy"
icon_state = "medibottle"
/obj/item/weapon/bottle/r_epil
name = "Epileptic Remedy"
icon_state = "medibottle"
/obj/item/weapon/bottle/rejuvenators
name = "rejuvenators"
icon_state = "rejuvbottle"
/obj/item/weapon/bottle/s_tox
name = "sleep toxins"
icon_state = "toxinbottle"
/obj/item/weapon/bottle/toxins
name = "toxins"
icon_state = "toxinbottle"
/obj/item/weapon/brutepack
name = "Bruise Pack"
desc = "A pack designed to treat blunt-force trauma."
icon_state = "brutepack"
var/amount = 5.0
w_class = 1.0
throwspeed = 20.0
/obj/item/weapon/c_tube
name = "Cardboard tube"
icon_state = "c_tube"
/obj/item/weapon/camera
name = "camera"
icon_state = "camera"
var/last_pic = 1.0
s_istate = "wrench"
w_class = 2.0
/obj/item/weapon/card
name = "card"
w_class = 1.0
var/list/files = list( )
/obj/item/weapon/card/data
name = "Data Disk"
icon_state = "card-data"
var/function = "storage"
var/data = "null"
var/special = null
s_istate = "card-id"
/obj/item/weapon/card/emag
desc = "It's a card with a magnetic strip attached to some circuitry."
name = "emag"
icon_state = "emag-card"
s_istate = "card-id"
/obj/item/weapon/card/id
name = "Identification Card"
icon_state = "card-id"
var/access_level = null
var/lab_access = null
var/engine_access = null
var/air_access = null
var/registered = null
var/assignment = null
/obj/item/weapon/card/id/syndicate
name = "Syndicate Card"
/obj/item/weapon/card/id/captains_spare
name = "Captain's spare ID"
icon_state = "card-id"
access_level = 5
lab_access = 5
engine_access = 5
air_access = 5
registered = "Captain"
assignment = "Captain"
/obj/item/weapon/clipboard
name = "clipboard"
icon_state = "clipboard00"
var/obj/item/weapon/pen/pen = null
s_istate = "clipboard"
/obj/item/weapon/cloaking_device
name = "cloaking device"
icon_state = "shield0"
var/active = 0.0
flags = 322.0
s_istate = "electronic"
throwforce = 5.0
throwspeed = 5.0
w_class = 2.0
/obj/item/weapon/clothing
name = "clothing"
var/a_filter = 0.0
var/fb_filter = 0.0
var/h_filter = 0.0
var/s_fire = 0.0
var/see_face = 1.0
var/color = null
var/brute_protect = 0.0
var/fire_protect = 0.0
/obj/item/weapon/clothing/ears
name = "ears"
w_class = 2.0
/obj/item/weapon/clothing/ears/earmuffs
name = "earmuffs"
icon_state = "earmuffs"
s_fire = 1.875E7
s_istate = "earmuffs"
/obj/item/weapon/clothing/glasses
name = "glasses"
w_class = 2.0
s_fire = 7.5E7
/obj/item/weapon/clothing/glasses/blindfold
name = "blindfold"
icon_state = "blindfold"
s_istate = "blindfold"
/obj/item/weapon/clothing/glasses/meson
name = "Optical Meson Scanner"
icon_state = "m_glasses"
s_istate = "glasses"
/obj/item/weapon/clothing/glasses/regular
name = "Prescription Glasses"
icon_state = "p_glasses"
s_istate = "glasses"
/obj/item/weapon/clothing/glasses/sunglasses
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks many flashes."
name = "Sunglasses"
icon_state = "s_glasses"
s_istate = "s_glasses"
/obj/item/weapon/clothing/glasses/thermal
name = "Optical Thermal/Meson Scanner"
icon_state = "t_glasses"
s_istate = "glasses"
/obj/item/weapon/clothing/gloves
name = "gloves"
w_class = 2.0
s_fire = 1.875E7
var/elec_protect = 1
/obj/item/weapon/clothing/gloves/black
desc = "These gloves are somewhat fire-resistant."
name = "Black Gloves"
icon_state = "bgloves"
s_istate = "bgloves"
h_filter = 4.0
s_fire = 7.5E7
fire_protect = 16.0
/obj/item/weapon/clothing/gloves/latex
name = "Latex Gloves"
icon_state = "lgloves"
s_istate = "lgloves"
h_filter = 5.0
elec_protect = 2
/obj/item/weapon/clothing/gloves/robot
desc = "These gloves are somewhat fire-resistant."
name = "Robot Gloves"
icon_state = "r_hands"
s_istate = "r_hands"
h_filter = 4.0
fire_protect = 16.0
elec_protect = 0
/obj/item/weapon/clothing/gloves/swat
desc = "These gloves are somewhat fire-resistant."
name = "SWAT Gloves"
icon_state = "swat_gl"
s_istate = "swat_gl"
h_filter = 4.0
fire_protect = 16.0
brute_protect = 16.0
elec_protect = 2
/obj/item/weapon/clothing/gloves/yellow
desc = "These gloves are electrically insulated."
name = "insulated gloves"
icon_state = "ygloves"
s_istate = "ygloves"
h_filter = 4.0
s_fire = 7.5E7
fire_protect = 16.0
elec_protect = 10
/obj/item/weapon/clothing/head
name = "head"
/obj/item/weapon/clothing/head/bio_hood
name = "bio hood"
icon_state = "bio_hood"
fb_filter = 9.0
flags = 262.0
see_face = 0.0
s_fire = 1.875E7
fire_protect = 1.0
/obj/item/weapon/clothing/head/helmet
name = "helmet"
icon_state = "helmet"
flags = 266.0
s_istate = "helmet"
s_fire = 6.75E7
fire_protect = 1.0
brute_protect = 1.0
/obj/item/weapon/clothing/head/s_helmet
name = "s helmet"
icon_state = "s_helmet"
flags = 262.0
see_face = 0.0
s_istate = "s_helmet"
s_fire = 5.625E7
fire_protect = 1.0
/obj/item/weapon/clothing/head/swat_hel
name = "swat hel"
icon_state = "swat_hel"
flags = 270.0
see_face = 0.0
s_istate = "swat_hel"
s_fire = 6.75E7
brute_protect = 1.0
fire_protect = 1.0
/obj/item/weapon/clothing/head/wig
name = "wig"
/obj/item/weapon/clothing/mask
name = "mask"
/obj/item/weapon/clothing/mask/gasmask
name = "gasmask"
desc = "A close-fitting mask that can filter some environmental toxins or be connected to an air supply."
icon_state = "mask"
flags = 266.0
w_class = 3.0
fb_filter = 5.0
a_filter = 6.0
see_face = 0.0
s_istate = "gas_mask"
s_fire = 7.5E7
brute_protect = 1.0
fire_protect = 1.0
/obj/item/weapon/clothing/mask/m_mask
desc = "This mask does not work very well in low pressure environments."
name = "Medical Mask"
icon_state = "m_mask"
flags = 270.0
w_class = 3.0
fb_filter = 4.0
a_filter = 6.0
s_istate = "m_mask"
s_fire = 1.875E7
/obj/item/weapon/clothing/mask/muzzle
name = "muzzle"
icon_state = "muzzle"
w_class = 2.0
a_filter = 3.0
s_istate = "muzzle"
s_fire = 1.875E7
/obj/item/weapon/clothing/mask/robot
name = "Robot Mask"
icon_state = "r_head"
flags = 266.0
w_class = 3.0
fb_filter = 5.0
a_filter = 6.0
see_face = 0.0
s_istate = "r_head"
s_fire = 7.5E7
brute_protect = 1.0
fire_protect = 1.0
/obj/item/weapon/clothing/mask/robot/swat
name = "SWAT Mask"
/obj/item/weapon/clothing/mask/surgical
name = "Sterile Mask"
icon_state = "s_mask"
w_class = 1.0
flags = 262.0
fb_filter = 5.0
a_filter = 6.0
s_istate = "s_mask"
s_fire = 1.875E7
/obj/item/weapon/clothing/shoes
name = "shoes"
var/chained = 0.0
fb_filter = 1.0
s_fire = 3.75E7
brute_protect = 64.0
fire_protect = 64.0
/obj/item/weapon/clothing/shoes/black
name = "Black Shoes"
icon_state = "bl_shoes"
/obj/item/weapon/clothing/shoes/brown
name = "Brown Shoes"
icon_state = "b_shoes"
/obj/item/weapon/clothing/shoes/orange
name = "Orange Shoes"
icon_state = "o_shoes"
/obj/item/weapon/clothing/shoes/robot
name = "Robot Shoes"
icon_state = "r_feet"
/obj/item/weapon/clothing/shoes/swat
name = "SWAT shoes"
icon_state = "swat_sh"
/obj/item/weapon/clothing/shoes/white
name = "White Shoes"
icon_state = "w_shoes"
fb_filter = 5.0
/obj/item/weapon/clothing/suit
name = "suit"
/obj/item/weapon/clothing/suit/armor
name = "armor"
icon_state = "armor"
s_istate = "armor"
s_fire = 1.875E7
brute_protect = 6.0
/obj/item/weapon/clothing/suit/bio_suit
name = "bio suit"
desc = "A suit that protects against biological contamination."
icon_state = "bio_suit"
fb_filter = 9.0
a_filter = 9.0
h_filter = 9.0
s_istate = "bio_suit"
flags = 266.0
s_fire = 1350000.0
fire_protect = 126.0
/obj/item/weapon/clothing/suit/firesuit
name = "firesuit"
desc = "A suit that protects against fire and heat."
icon_state = "firesuit"
fb_filter = 6.0
h_filter = 6.0
a_filter = 4.0
s_istate = "fire_suit"
flags = 266.0
s_fire = 7.5E7
fire_protect = 126.0
obj/item/weapon/clothing/suit/labcoat
name = "labcoat"
desc = "A suit that protects against minor chemical spills."
icon_state = "labcoat"
s_istate = "labcoat"
flags = 266.0
s_fire = 1000000.0
fire_protect = 126.0
/obj/item/weapon/clothing/suit/robot_suit
name = "robot suit"
icon_state = "ro_suit"
fb_filter = 9.0
a_filter = 9.0
h_filter = 9.0
s_istate = "ro_suit"
flags = 266.0
s_fire = 1.875E7
fire_protect = 126.0
/obj/item/weapon/clothing/suit/sp_suit
name = "sp suit"
desc = "A suit that protects against low pressure environments."
icon_state = "s_suit"
fb_filter = 6.0
h_filter = 6.0
a_filter = 4.0
s_istate = "s_suit"
flags = 266.0
s_fire = 6.75E7
fire_protect = 126.0
/obj/item/weapon/clothing/suit/straight_jacket
name = "straight jacket"
icon_state = "straight_jacket"
s_istate = "straight_jacket"
s_fire = 1.875E7
fire_protect = 126.0
/obj/item/weapon/clothing/suit/swat_suit
name = "swat suit"
icon_state = "swat_suit"
fb_filter = 6.0
h_filter = 6.0
a_filter = 4.0
s_istate = "swat_suit"
flags = 266.0
s_fire = 6.75E7
brute_protect = 126.0
fire_protect = 126.0
/obj/item/weapon/clothing/under
name = "under"
s_fire = 1.875E7
fb_filter = 1.0
fire_protect = 46.0
/obj/item/weapon/clothing/under/black
name = "Black Jumpsuit"
icon_state = "bl_suit"
color = "black"
/obj/item/weapon/clothing/under/blue
name = "Blue Jumpsuit"
icon_state = "b_suit"
color = "blue"
/obj/item/weapon/clothing/under/green
name = "Green Jumpsuit"
icon_state = "g_suit"
color = "green"
/obj/item/weapon/clothing/under/orange
name = "Orange Jumpsuit"
icon_state = "o_suit"
color = "orange"
/obj/item/weapon/clothing/under/pink
name = "Pink Jumpsuit (F)"
icon_state = "p_suit"
color = "pink"
/obj/item/weapon/clothing/under/red
name = "Red Jumpsuit"
icon_state = "r_suit"
color = "red"
/obj/item/weapon/clothing/under/white
desc = "Made of a special fiber that gives special protection against biohazards"
name = "White Jumpsuit"
icon_state = "w_suit"
color = "white"
fb_filter = 5.0
/obj/item/weapon/clothing/under/yellow
name = "Yellow Jumpsuit"
icon_state = "y_suit"
color = "yellow"
/obj/item/weapon/clothing/under/darkgreen
name = "Dark Green Jumpsuit"
icon_state = "dg_suit"
color = "darkgreen"
/obj/item/weapon/clothing/under/grey
name = "Grey Jumpsuit"
icon_state = "gy_suit"
color = "grey"
#define MAXCOIL 30
/obj/item/weapon/cable_coil
name = "cable coil"
var/amount = MAXCOIL
icon = 'power.dmi'
icon_state = "coil"
desc = "A coil of power cable."
w_class = 2
flags = TABLEPASS|USEDELAY|DRIVABLE|FPRINT
s_istate = "coil"
/obj/item/weapon/crowbar
name = "crowbar"
icon_state = "crowbar"
flags = 322.0
force = 5.0
throwforce = 7.0
s_istate = "wrench"
w_class = 2.0
/obj/item/weapon/disk
name = "disk"
/obj/item/weapon/disk/nuclear
name = "Nuclear Authentication Disk"
icon_state = "nucleardisk"
s_istate = "card-id"
w_class = 1.0
/obj/item/weapon/dropper
name = "dropper"
desc = "A dropper that can hold a small amount of liquid."
icon_state = "dropper_0"
var/obj/substance/chemical/chem = null
var/mode = "inject"
throwspeed = 5.0
w_class = 1.0
/obj/item/weapon/dummy
name = "dummy"
invisibility = 101.0
anchored = 1.0
flags = 2.0
/obj/item/weapon/extinguisher
desc = "The safety is on."
name = "Fire Extinguisher"
icon_state = "fire_extinguisher0"
var/waterleft = 20.0
var/last_use = 1.0
flags = 274.0
w_class = 2.0
force = 17.0
s_istate = "fire_extinguisher"
/obj/item/weapon/f_card
name = "Finger Print Card"
icon_state = "f_print_card0"
var/amount = 10.0
s_istate = "paper"
w_class = 1.0
/obj/item/weapon/f_print_scanner
name = "Finger Print Scanner"
icon_state = "f_print_scanner0"
var/amount = 20.0
var/printing = 0.0
w_class = 3.0
s_istate = "electronic"
flags = 450.0
/obj/item/weapon/fcardholder
name = "Finger Print Case"
icon_state = "fcardholder0"
s_istate = "clipboard"
w_class = 3.0
/obj/item/weapon/filter //New vent air filters
icon_state = "regulatorfilter1"
var/oftype //Original filter type. Used when repairing Malf. Filters
var/ftype //Filter Type
var/cover = 1 //Starts covered.
var/oname //Original name. Used when repairing Malf. Filters
var/odesc //Original desc. Used when repairing Malf. Filters
w_class = 3.0
filtertype1
name = "Filter Type 1"
desc = "A type 1 Air Filter. Filters all gasses except Nitrogen and Oxygen."
oname = "Filter Type 1"
odesc = "A type 1 Air Filter. Filters all gasses except Nitrogen and Oxygen."
icon_state = "regulatorfilter1"
oftype = 1
ftype = 1
filtertype2
name = "Filter Type 2"
desc = "A type 2 Air Filter. Filters all gasses except co2."
oname = "Filter Type 2"
odesc = "A type 2 Air Filter. Filters all gasses except co2."
icon_state = "regulatorfilter2"
oftype = 2
ftype = 2
filtertype3
name = "Filter Type 3"
desc = "A type 3 Air Filter. Filters co2."
oname = "Filter Type 3"
odesc = "A type 3 Air Filter. Filters co2."
icon_state = "regulatorfilter3"
oftype = 3
ftype = 3
filtertype4
name = "Filter Type 4"
desc = "A type 4 Air Filter. Filters Nitrogen and Oxygen."
oname = "Filter Type 4"
odesc = "A type 4 Air Filter. Filters Nitrogen and Oxygen."
icon_state = "regulatorfilter4"
oftype = 4
ftype = 4
filtertype5
name = "Malfunctioning Filter"
desc = "A malfunctioning Air Filter. Filters nothing."
icon_state = "regulatorfilter5"
ftype = 5
/obj/item/weapon/flash
name = "flash"
icon_state = "flash"
var/l_time = 1.0
var/shots = 5.0
w_class = 1.0
flags = 322.0
s_istate = "electronic"
throwspeed = 20.0
/obj/item/weapon/flashbang
desc = "It is set to detonate in 3 seconds."
name = "flashbang"
icon_state = "flashbang"
var/state = null
var/det_time = 30.0
w_class = 2.0
s_istate = "flashbang"
throwspeed = 20.0
flags = 402.0
/obj/item/weapon/flasks
name = "flask"
icon = 'Cryogenic2.dmi'
var/oxygen = 0.0
var/plasma = 0.0
var/coolant = 0.0
/obj/item/weapon/flasks/coolant
name = "light blue flask"
icon_state = "coolant-c"
coolant = 1000.0
/obj/item/weapon/flasks/oxygen
name = "blue flask"
icon_state = "oxygen-c"
oxygen = 500.0
/obj/item/weapon/flasks/plasma
name = "orange flask"
icon_state = "plasma-c"
plasma = 500.0
/obj/item/weapon/flashlight
name = "flashlight"
desc = "A hand-held emergency light."
icon_state = "flight0"
var/on = 0
w_class = 2
s_istate = "flight"
var/image/img
var/lastHolder = null
/obj/item/weapon/game_kit
name = "Gaming Kit"
icon_state = "game_kit"
var/selected = null
var/board_stat = null
var/data = ""
var/internet = 1.0
s_istate = "sheet-metal"
w_class = 5.0
/obj/item/weapon/gift
name = "gift"
icon_state = "gift3"
var/size = 3.0
var/obj/item/gift = null
s_istate = "gift"
w_class = 4.0
/obj/item/weapon/grab
name = "grab"
icon = 'screen1.dmi'
icon_state = "grabbed"
var/obj/screen/grab/hud1 = null
var/mob/affecting = null
var/mob/assailant = null
var/state = 1.0
var/killing = 0.0
var/allow_upgrade = 1.0
var/last_suffocate = 1.0
abstract = 1.0
s_istate = "nothing"
w_class = 5.0
/obj/item/weapon/gun
name = "gun"
flags = 466.0
s_istate = "gun"
/obj/item/weapon/gun/energy
name = "energy"
var/charges = 10.0
var/maximum_charges = 10.0
/obj/item/weapon/gun/energy/laser_gun
name = "laser gun"
icon_state = "gun"
w_class = 3.0
throwspeed = 10.0
force = 7.0
/obj/item/weapon/gun/energy/taser_gun
name = "taser gun"
icon_state = "t_gun"
w_class = 3.0
s_istate = "gun"
force = 10.0
throwspeed = 10.0
/obj/item/weapon/gun/revolver
desc = "There are 0 bullets left. Uses 357"
name = "revolver"
icon_state = "revolver"
var/bullets = 0.0
w_class = 3.0
throwspeed = 10.0
force = 60.0
/obj/item/weapon/hand_tele
name = "hand tele"
icon_state = "hand_tele"
s_istate = "electronic"
w_class = 2.0
/obj/item/weapon/handcuffs
name = "handcuffs"
icon_state = "handcuff"
flags = 450.0
w_class = 2.0
/obj/item/weapon/healthanalyzer
name = "Health Analyzer"
icon_state = "healthanalyzer"
desc = "A hand-held body scanner able to distinguish vital signs of the subject."
flags = 450.0
w_class = 1.0
/obj/item/weapon/igniter
name = "igniter"
desc = "A small electronic device able to ignite combustable substances."
icon_state = "igniter"
var/status = 1.0
flags = 322.0
s_istate = "electronic"
/obj/item/weapon/implant
name = "implant"
var/implanted = null
var/color = "b"
/obj/item/weapon/implant/freedom
name = "freedom"
var/uses = 1.0
color = "r"
/obj/item/weapon/implant/tracking
name = "tracking"
var/freq = 145.1
var/id = 1.0
/obj/item/weapon/implantcase
name = "Glass Case"
icon_state = "implantcase-0"
var/obj/item/weapon/implant/imp = null
s_istate = "implantcase"
throwspeed = 5.0
w_class = 1.0
/obj/item/weapon/implantcase/tracking
name = "Glass Case- 'Tracking'"
icon_state = "implantcase-b"
/obj/item/weapon/implanter
name = "implanter"
icon_state = "implanter0"
var/obj/item/weapon/implant/imp = null
s_istate = "syringe_0"
throwspeed = 5.0
w_class = 2.0
/obj/item/weapon/implantpad
name = "implantpad"
icon_state = "implantpad-0"
var/obj/item/weapon/implantcase/case = null
var/broadcasting = null
var/listening = 1.0
s_istate = "electronic"
throwspeed = 5.0
w_class = 2.0
/obj/item/weapon/infra
name = "Infrared Beam (Security)"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared0"
var/obj/beam/i_beam/first = null
var/state = 0.0
var/visible = 0.0
flags = 322.0
w_class = 2.0
s_istate = "electronic"
/obj/item/weapon/infra_sensor
name = "Infrared Sensor"
desc = "Scans for infrared beams in the vicinity."
icon_state = "infra_sensor"
var/passive = 1.0
flags = 322.0
s_istate = "electronic"
/obj/item/weapon/t_scanner
name = "T-ray scanner"
desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
icon_state = "t-scanner0"
var/on = 0
flags = FPRINT|ONBELT|DRIVABLE|TABLEPASS
w_class = 2
s_istate = "electronic"
/obj/item/weapon/locator
name = "locator"
icon_state = "locator"
var/temp = null
var/freq = 145.1
var/broadcasting = null
var/listening = 1.0
flags = 322.0
w_class = 2.0
s_istate = "electronic"
throwspeed = 20.0
/obj/item/weapon/m_pill
name = "pill"
icon_state = "pill"
var/amount = 1.0
var/s_time = 1.0
w_class = 1.0
s_istate = "pill"
throwspeed = 20.0
/obj/item/weapon/m_pill/Tourette
name = "green pill"
icon_state = "pill2"
/obj/item/weapon/m_pill/antitoxin
name = "red/blue pill"
/obj/item/weapon/m_pill/cough
name = "red pill"
icon_state = "pill4"
/obj/item/weapon/m_pill/cyanide
name = "orange pill"
icon_state = "pill5"
/obj/item/weapon/m_pill/epilepsy
name = "blue pill"
icon_state = "pill3"
/obj/item/weapon/m_pill/sleep
name = "red/blue pill"
/obj/item/weapon/m_pill/superpill
name = "red/blue pill"
/obj/item/weapon/ointment
name = "ointment"
icon_state = "ointment"
var/amount = 5.0
throwspeed = 20.0
w_class = 1.0
/obj/item/weapon/organ
name = "organ"
var/owner = null
s_istate = "bio_orange"
/obj/item/weapon/organ/external
name = "external"
icon = 'human.dmi'
var/d_i_state = ""
var/brute_dam = 0.0
var/burn_dam = 0.0
var/bandaged = 0.0
var/max_damage = 0.0
var/r_name = "chest"
var/wound_size = 0.0
var/max_size = 0.0
/obj/item/weapon/organ/external/chest
name = "chest"
icon_state = "chest"
max_damage = 100.0
d_i_state = "00"
/obj/item/weapon/organ/external/diaper
name = "diaper"
icon_state = "diaper"
r_name = "diaper"
max_damage = 90.0
d_i_state = "00"
/obj/item/weapon/organ/external/head
name = "head"
icon_state = "head"
r_name = "head"
max_damage = 100.0
d_i_state = "00"
/obj/item/weapon/organ/external/l_arm
name = "l arm"
icon_state = "l_arm"
r_name = "l_arm"
max_damage = 40.0
d_i_state = "00"
/obj/item/weapon/organ/external/l_foot
name = "l foot"
icon_state = "l_foot"
r_name = "l_foot"
max_damage = 20.0
d_i_state = "00"
/obj/item/weapon/organ/external/l_hand
name = "l hand"
icon_state = "l_hand"
r_name = "l_hand"
max_damage = 20.0
d_i_state = "00"
/obj/item/weapon/organ/external/l_leg
name = "l leg"
icon_state = "l_leg"
r_name = "l_leg"
max_damage = 40.0
d_i_state = "00"
/obj/item/weapon/organ/external/r_arm
name = "r arm"
icon_state = "r_arm"
r_name = "r_arm"
max_damage = 40.0
d_i_state = "00"
/obj/item/weapon/organ/external/r_foot
name = "r foot"
icon_state = "r_foot"
r_name = "r_foot"
max_damage = 20.0
d_i_state = "00"
/obj/item/weapon/organ/external/r_hand
name = "r hand"
icon_state = "r_hand"
r_name = "r_hand"
max_damage = 20.0
d_i_state = "00"
/obj/item/weapon/organ/external/r_leg
name = "r leg"
icon_state = "r_leg"
r_name = "r_leg"
max_damage = 40.0
d_i_state = "00"
/obj/item/weapon/organ/internal
name = "internal"
/obj/item/weapon/organ/internal/blood_vessels
name = "blood vessels"
var/heart = null
var/lungs = null
var/kidneys = null
/obj/item/weapon/organ/internal/brain
name = "brain"
var/head = null
/obj/item/weapon/organ/internal/excretory
name = "excretory"
var/excretory = 7.0
var/blood_vessels = null
/obj/item/weapon/organ/internal/heart
name = "heart"
/obj/item/weapon/organ/internal/immune_system
name = "immune system"
var/blood_vessels = null
var/isys = null
/obj/item/weapon/organ/internal/intestines
name = "intestines"
var/intestines = 3.0
var/blood_vessels = null
/obj/item/weapon/organ/internal/liver
name = "liver"
var/intestines = null
var/blood_vessels = null
/obj/item/weapon/organ/internal/lungs
name = "lungs"
var/lungs = 3.0
var/throat = null
var/blood_vessels = null
/obj/item/weapon/organ/internal/stomach
name = "stomach"
var/intestines = null
/obj/item/weapon/organ/internal/throat
name = "throat"
var/lungs = null
var/stomach = null
/obj/item/weapon/paint
name = "Paint Can"
icon_state = "paint_neutral"
var/color = "neutral"
s_istate = "paintcan"
w_class = 3.0
/obj/item/weapon/paper
name = "Paper"
icon_state = "paper"
var/info = null
w_class = 1.0
throwspeed = 15.0
/obj/item/weapon/paper/Internal
name = "paper- 'Internal Atmosphere Operating Instructions'"
info = "Equipment:<BR>\n\t1+ Tank(s) with appropriate atmosphere<BR>\n\t1 Gas Mask w regulator (standard issue)<BR>\n<BR>\nProcedure:<BR>\n\t1. Wear mask<BR>\n\t2. Attach oxygen tank pipe to regulater (automatic))<BR>\n\t3. Set internal!<BR>\n<BR>\nNotes:<BR>\n\tDon't forget to stop internal when tank is low by<BR>\n\tremoving internal!<BR>\n<BR>\n\tDo not use a tank that has a high concentration of toxins.<BR>\n\tThe filters shut down on internal mode!<BR>\n<BR>\n\tWhen exiting a high danger environment it is advised<BR>\n\tthat you exit through a decontamination zone!<BR>\n<BR>\n\tRefill a tank at a oxygen canister by equiping the tank (Double Click)<BR>\n\tthen 'attacking' the canister (Double Click the canister)."
/obj/item/weapon/paper/Map
name = "paper- 'Station Blueprint'"
var/map_graphic = 'ss13mapd.png'
info = {"<IMG SRC="ss13mapd.png">
<BR>
CQ: Crew Quarters<BR>
L: Lounge<BR>
CH: Chapel<BR>
ENG: Engine Area<BR>
EC: Engine Control<BR>
ES: Engine Storage<BR>
GR: Generator Room<BR>
MB: Medical Bay<BR>
MR: Medical Research<BR>
TR: Toxin Research<BR>
TS: Toxin Storage<BR>
AC: Atmospheric Control<BR>
SEC: Security<BR>
SB: Shuttle Bay
SA: Shuttle Airlock<BR>
S: Storage<BR>
CR: Control Room<BR>
EV: EVA Storage<BR>
AE: Aux. Engine<BR>
P: Podbay<BR>
NA: North Airlock<BR>
SC: Solar Control<BR>
ASC: Aux. Solar Control<BR>
"}
/obj/item/weapon/paper/Toxin
name = "paper- 'Chemical Information'"
info = "Known Onboard Toxins:<BR>\n\tGrade A Semi-Liquid Plasma:<BR>\n\t\tHighly poisonous. You cannot sustain concentrations above 15 units.<BR>\n\t\tA gas mask fails to filter plasma after 50 units.<BR>\n\t\tWill attempt to diffuse like a gas.<BR>\n\t\tFiltered by scrubbers.<BR>\n\t\tThere is a bottled version which is very different<BR>\n\t\t\tfrom the version found in canisters!<BR>\n<BR>\n\t\tWARNING: Highly Flammable. Keep away from heat sources<BR>\n\t\texcept in a enclosed fire area!<BR>\n\t\tWARNING: It is a crime to use this without authorization.<BR>\nKnown Onboard Anti-Toxin:<BR>\n\tAnti-Toxin Type 01P: Works against Grade A Plasma.<BR>\n\t\tBest if injected directly into bloodstream.<BR>\n\t\tA full injection is in every regular Med-Kit.<BR>\n\t\tSpecial toxin Kits hold around 7.<BR>\n<BR>\nKnown Onboard Chemicals (other):<BR>\n\tRejuvenation T#001:<BR>\n\t\tEven 1 unit injected directly into the bloodstream<BR>\n\t\t\twill cure paralysis and sleep toxins.<BR>\n\t\tIf administered to a dying patient it will prevent<BR>\n\t\t\tfurther damage for about units*3 seconds.<BR>\n\t\t\tit will not cure them or allow them to be cured.<BR>\n\t\tIt can be administeredd to a non-dying patient<BR>\n\t\t\tbut the chemicals disappear just as fast.<BR>\n\tSleep Toxin T#054:<BR>\n\t\t5 units wilkl induce precisely 1 minute of sleep.<BR>\n\t\t\tThe effects are cumulative.<BR>\n\t\tWARNING: It is a crime to use this without authorization"
/obj/item/weapon/paper/courtroom
name = "paper- 'A Crash Course in Legal SOP on SS13'"
info = "<B>Roles:</B><BR>\nThe Forensic Technician is basically the investigator and prosecutor.<BR>\nThe Staff Assistant can perform these functions with written authority from the Forensic Technician.<BR>\nThe Captain/HoP/Warden is ct as the judicial authority.<BR>\nThe Security Officers are responsible for executing warrants, security during trial, and prisoner transport.<BR>\n<BR>\n<B>Investigative Phase:</B><BR>\nAfter the crime has been committed the Forensic Technician's job is to gather evidence and try to ascertain not only who did it but what happened. He must take special care to catalogue everything and don't leave anything out. Write out all the evidence on paper. Make sure you take an appropriate number of fingerprints. IF he must ask someone questions he has permission to confront them. If the person refuses he can ask a judicial authority to write a subpoena for questioning. If again he fails to respond then that person is to be jailed as insubordinate and obstructing justice. Said person will be released after he cooperates.<BR>\n<BR>\nONCE the FT has a clear idea as to who the criminal is he is to write an arrest warrant on the piece of paper. IT MUST LIST THE CHARGES. The FT is to then go to the judicial authority and explain a small version of his case. If the case is moderately acceptable the authority should sign it. Security must then execute said warrant.<BR>\n<BR>\n<B>Pre-Pre-Trial Phase:</B><BR>\nNow a legal representative must be presented to the defendant if said defendant requests one. That person and the defendant are then to be given time to meet (in the jail IS ACCEPTABLE). The defendant and his lawyer are then to be given a copy of all the evidence that will be presented at trial (rewriting it all on paper is fine). THIS IS CALLED THE DISCOVERY PACK. With a few exceptions, THIS IS THE ONLY EVIDENCE BOTH SIDES MAY USE AT TRIAL. IF the prosecution will be seeking the death penalty it MUST be stated at this time. ALSO if the defense will be seeking not guilty by mental defect it must state this at this time to allow ample time for examination.<BR>\nNow at this time each side is to compile a list of witnesses. By default, the defendant is on both lists regardless of anything else. Also the defense and prosecution can compile more evidence beforehand BUT in order for it to be used the evidence MUST also be given to the other side.\nThe defense has time to compile motions against some evidence here.<BR>\n<B>Possible Motions:</B><BR>\n1. <U>Invalidate Evidence-</U> Something with the evidence is wrong and the evidence is to be thrown out. This includes irrelevance or corrupt security.<BR>\n2. <U>Free Movement-</U> Basically the defendant is to be kept uncuffed before and during the trial.<BR>\n3. <U>Subpoena Witness-</U> If the defense presents god reasons for needing a witness but said person fails to cooperate then a subpoena is issued.<BR>\n4. <U>Drop the Charges-</U> Not enough evidence is there for a trial so the charges are to be dropped. The FT CAN RETRY but the judicial authority must carefully reexamine the new evidence.<BR>\n5. <U>Declare Incompetent-</U> Basically the defendant is insane. Once this is granted a medical official is to examine the patient. If he is indeed insane he is to be placed under care of the medical staff until he is deemed competent to stand trial.<BR>\n<BR>\nALL SIDES MOVE TO A COURTROOM<BR>\n<B>Pre-Trial Hearings:</B><BR>\nA judicial authority and the 2 sides are to meet in the trial room. NO ONE ELSE BESIDES A SECURITY DETAIL IS TO BE PRESENT. The defense submits a plea. If the plea is guilty then proceed directly to sentencing phase. Now the sides each present their motions to the judicial authority. He rules on them. Each side can debate each motion. Then the judicial authority gets a list of crew members. He first gets a chance to look at them all and pick out acceptable and available jurors. Those jurors are then called over. Each side can ask a few questions and dismiss jurors they find too biased. HOWEVER before dismissal the judicial authority MUST agree to the reasoning.<BR>\n<BR>\n<B>The Trial:</B><BR>\nThe trial has three phases.<BR>\n1. <B>Opening Arguments</B>- Each side can give a short speech. They may not present ANY evidence.<BR>\n2. <B>Witness Calling/Evidence Presentation</B>- The prosecution goes first and is able to call the witnesses on his approved list in any order. He can recall them if necessary. During the questioning the lawyer may use the evidence in the questions to help prove a point. After every witness the other side has a chance to cross-examine. After both sides are done questioning a witness the prosecution can present another or recall one (even the EXACT same one again!). After prosecution is done the defense can call witnesses. After the initial cases are presented both sides are free to call witnesses on either list.<BR>\nFINALLY once both sides are done calling witnesses we move onto the next phase.<BR>\n3. <B>Closing Arguments</B>- Same as opening.<BR>\nThe jury then deliberates IN PRIVATE. THEY MUST ALL AGREE on a verdict. REMEMBER: They mix between some charges being guilty and others not guilty (IE if you supposedly killed someone with a gun and you unfortunately picked up a gun without authorization then you CAN be found not guilty of murder BUT guilty of possession of illegal weaponry.). Once they have agreed they present their verdict. If unable to reach a verdict and feel they will never they call a deadlocked jury and we restart at Pre-Trial phase with an entirely new set of jurors.<BR>\n<BR>\n<B>Sentencing Phase:</B><BR>\nIf the death penalty was sought (you MUST have gone through a trial for death penalty) then skip to the second part. <BR>\nI. Each side can present more evidence/witnesses in any order. There is NO ban on emotional aspects or anything. The prosecution is to submit a suggested penalty. After all the sides are done then the judicial authority is to give a sentence.<BR>\nII. The jury stays and does the same thing as I. Their sole job is to determine if the death penalty is applicable. If NOT then the judge selects a sentence.<BR>\n<BR>\nTADA you're done. Security then executes the sentence and adds the applicable convictions to the person's record.<BR>\n"
/obj/item/weapon/paper/flag
icon_state = "flag_neutral"
s_istate = "paper"
anchored = 1.0
/obj/item/weapon/paper/jobs
name = "paper- 'Job Information'"
info = "Information on all formal jobs that can be assigned on Space Station 13 can be found on this document.<BR>\nThe data will be in the following form.<BR>\nGenerally lower ranking positions come first in this list.<BR>\n<BR>\n<B>Job Name</B> general access>lab access-engine access-systems access (atmosphere control)<BR>\n\tJob Description<BR>\nJob Duties (in no particular order)<BR>\nTips (where applicable)<BR>\n<BR>\n<B>Research Assistant</B> 1>1-0-0<BR>\n\tThis is probably the lowest level position. Anyone who enters the space station after the initial job\nassignment will automatically receive this position. Access with this is restricted. Head of Personnel should\nappropriate the correct level of assistance.<BR>\n1. Assist the researchers.<BR>\n2. Clean up the labs.<BR>\n3. Prepare materials.<BR>\n<BR>\n<B>Staff Assistant</B> 2>0-0-0<BR>\n\tThis position assists the security officer in his duties. The staff assisstants should primarily br\npatrolling the ship waiting until they are needed to maintain ship safety.\n(Addendum: Updated/Elevated Security Protocols admit issuing of low level weapons to security personnel)<BR>\n1. Patrol ship/Guard key areas<BR>\n2. Assist security officer<BR>\n3. Perform other security duties.<BR>\n<BR>\n<B>Technical Assistant</B> 1>0-0-1<BR>\n\tThis is yet another low level position. The technical assistant helps the engineer and the statian\ntechnician with the upkeep and maintenance of the station. This job is very important because it usually\ngets to be a heavy workload on station technician and these helpers will alleviate that.<BR>\n1. Assist Station technician and Engineers.<BR>\n2. Perform general maintenance of station.<BR>\n3. Prepare materials.<BR>\n<BR>\n<B>Medical Assistant</B> 1>1-0-0<BR>\n\tThis is the fourth position yet it is slightly less common. This position doesn't have much power\noutside of the med bay. Consider this position like a nurse who helps to upkeep medical records and the\nmaterials (filling syringes and checking vitals)<BR>\n1. Assist the medical personnel.<BR>\n2. Update medical files.<BR>\n3. Prepare materials for medical operations.<BR>\n<BR>\n<B>Research Technician</B> 2>3-0-0<BR>\n\tThis job is primarily a step up from research assistant. These people generally do not get their own lab\nbut are more hands on in the experimentation process. At this level they are permitted to work as consultants to\nthe others formally.<BR>\n1. Inform superiors of research.<BR>\n2. Perform research alongside of official researchers.<BR>\n<BR>\n<B>Forensic Technician</B> 3>2-0-0<BR>\n\tThis job is in most cases slightly boring at best. Their sole duty is to\nperform investigations of crine scenes and analysis of the crime scene. This\nalleviates SOME of the burden from the security officer. This person's duty\nis to draw conclusions as to what happened and testify in court. Said person\nalso should stroe the evidence safely.<BR>\n1. Perform crime-scene investigations/draw conclusions.<BR>\n2. Store and catalogue evidence properly.<BR>\n3. Testify to superiors/inquieries on findings.<BR>\n<BR>\n<B>Station Technician</B> 2>0-2-3<BR>\n\tPeople assigned to this position must work to make sure all the systems aboard Space Station 13 are operable.\nThey should primarily work in the computer lab and repairing faulty equipment. They should work with the\natmospheric technician.<BR>\n1. Maintain SS13 systems.<BR>\n2. Repair equipment.<BR>\n<BR>\n<B>Atmospheric Technician</B> 3>0-0-4<BR>\n\tThese people should primarily work in the atmospheric control center and lab. They have the very important\njob of maintaining the delicate atmosphere on SS13.<BR>\n1. Maintain atmosphere on SS13<BR>\n2. Research atmospheres on the space station. (safely please!)<BR>\n<BR>\n<B>Engineer</B> 2>1-3-0<BR>\n\tPeople working as this should generally have detailed knowledge as to how the propulsion systems on SS13\nwork. They are one of the few classes that have unrestricted access to the engine area.<BR>\n1. Upkeep the engine.<BR>\n2. Prevent fires in the engine.<BR>\n3. Maintain a safe orbit.<BR>\n<BR>\n<B>Medical Researcher</B> 2>5-0-0<BR>\n\tThis position may need a little clarification. Their duty is to make sure that all experiments are safe and\nto conduct experiments that may help to improve the station. They will be generally idle until a new laboratory\nis constructed.<BR>\n1. Make sure the station is kept safe.<BR>\n2. Research medical properties of materials studied of Space Station 13.<BR>\n<BR>\n<B>Toxin Researcher</B> 2>5-0-0<BR>\n\tThese people study the properties, particularly the toxic properties, of materials handled on SS13.\nTechnically they can also be called Plasma Technicians as plasma is the material they routinly handle.<BR>\n1. Research plasma<BR>\n2. Make sure all plasma is properly handled.<BR>\n<BR>\n<B>Medical Doctor (Officer)</B> 2>0-0-0<BR>\n\tPeople working this job should primarily stay in the medical area. They should make sure everyone goes to\nthe medical bay for treatment and examination. Also they should make sure that medical supplies are kept in\norder.<BR>\n1. Heal wounded people.<BR>\n2. Perform examinations of all personnel.<BR>\n3. Moniter usage of medical equipment.<BR>\n<BR>\n<B>Security Officer</B> 3>0-0-0<BR>\n\tThese people should attempt to keep the peace inside the station and make sure the station is kept safe. One\nside duty is to assist in repairing the station. They also work like general maintenance personnel. They are not\ngiven a weapon and must use their own resources.<BR>\n(Addendum: Updated/Elevated Security Protocols admit issuing of weapons to security personnel)<BR>\n1. Maintain order.<BR>\n2. Assist others.<BR>\n3. Repair structural problems.<BR>\n<BR>\n<B>Head of Research</B> 4>5-2-2<BR>\n\tPeople assigned as head of research should make sure all experiments are conducted efficiently. They should\nalso carefully moderate the usage of all equipment. All experiment results should be reported to this person.<BR>\n1. Moderate equipment.<BR>\n2. Process research results.<BR>\n3. Coordinate all research.<BR>\n<BR>\n<B>Head of Personnel</B> 4>4-2-2<BR>\n\tPeople assigned as head of personnel will find themselves moderating all actions done by personnel. Security\nshould report to them. Also they have the ability to assign jobs and access levels.<BR>\n1. Assign duties.<BR>\n2. Moderate personnel.<BR>\n3. Command Security.<BR>\n<BR>\n<B>Captain</B> 5>5-5-5 (unrestricted station wide access)<BR>\n\tThis is the highest position youi can aquire on Space Station 13. They are allowed anywhere inside the\nspace station and therefore should protect their ID card. They also have the ability to assign positions\nand access levels. They should not abuse their power.<BR>\n1. Assign all positions on SS13<BR>\n2. Inspect the station for any problems.<BR>\n3. Perform administrative duties.<BR>\n"
/obj/item/weapon/paper/photograph
name = "photo"
icon_state = "photo"
var/photo_id = 0.0
s_istate = "paper"
/obj/item/weapon/paper/sop
name = "paper- 'Standard Operating Procedure'"
info = "Alert Levels:<BR>\nBlue- Emergency<BR>\n\t1. Caused by fire<BR>\n\t2. Caused by manual interaction<BR>\n\tAction:<BR>\n\t\tClose all fire doors. These can only be opened by reseting the alarm<BR>\nRed- Ejection/Self Destruct<BR>\n\t1. Caused by module operating computer.<BR>\n\tAction:<BR>\n\t\tAfter the specified time the module will eject completely.<BR>\n<BR>\nEngine Maintenance Instructions:<BR>\n\tShut off ignition systems:<BR>\n\tActivate internal power<BR>\n\tActivate orbital balance matrix<BR>\n\tRemove volatile liquids from area<BR>\n\tWear a fire suit<BR>\n<BR>\n\tAfter<BR>\n\t\tDecontaminate<BR>\n\t\tVisit medical examiner<BR>\n<BR>\nToxin Laboratory Procedure:<BR>\n\tWear a gas mask regardless<BR>\n\tGet an oxygen tank.<BR>\n\tActivate internal atmosphere<BR>\n<BR>\n\tAfter<BR>\n\t\tDecontaminate<BR>\n\t\tVisit medical examiner<BR>\n<BR>\nDisaster Procedure:<BR>\n\tFire:<BR>\n\t\tActivate sector fire alarm.<BR>\n\t\tMove to a safe area.<BR>\n\t\tGet a fire suit<BR>\n\t\tAfter:<BR>\n\t\t\tAssess Damage<BR>\n\t\t\tRepair damages<BR>\n\t\t\tIf needed, Evacuate<BR>\n\tMeteor Shower:<BR>\n\t\tActivate fire alarm<BR>\n\t\tMove to the back of ship<BR>\n\t\tAfter<BR>\n\t\t\tRepair damage<BR>\n\t\t\tIf needed, Evacuate<BR>\n\tAccidental Reentry:<BR>\n\t\tActivate fire alrms in front of ship.<BR>\n\t\tMove volatile matter to a fire proof area!<BR>\n\t\tGet a fire suit.<BR>\n\t\tStay secure until an emergency ship arrives.<BR>\n<BR>\n\t\tIf ship does not arrive-<BR>\n\t\t\tEvacuate to a nearby safe area!"
/obj/item/weapon/paper/engine
name = "paper- 'Generator Startup Procedure'"
info = {"<B>Thermo-Electric Generator Startup Procedure for Mark I Plasma-Fired Engines</B>
<HR>
<i>Warning!</i> Improper engine and generator operation may cause exposure to hazardous gasses, extremes of heat and cold, and dangerous electrical voltages.<BR>
Only trained personnel should operate station systems. Follow all procedures carefully. Wear correct personal protective equipment at all times.<BR>
Refer to your supervisor or Head of Personnel for procedure updates and additional information.
<HR>
Standard checklist for engine and generator cold-start.<BR>
<ol>
<li>Perform visual inspection of external (cooling) and internal (heating) heat-exchange pipe loops.
Refer any breaks or cracks in the pipe to Station Maintenance for repair before continuing.
<li>Connect a CO<sub>2</sub> canister to the external (cooling) loop connector, and release the contents. Check loop pressurization is stable.<BR>
<i>Note:</i> Observe standard canister safety procedures.<BR>
<i>Note:</i> Other gasses may be substituted as a medium in the external (cooling) loop in the event that CO<sub>2</sub> is not available.
<li>Connect a CO<sub>2</sub> canister to the internal (heating) loop connector, and release the contents. Check loop pressurization is stable.<BR>
<i>Note:</i> Observe standard canister safety procedures.<BR>
<i>Note:</i> Nitrogen may be substituted as a medium in the internal (heating) loop in the event that CO<sub>2</sub> is not available.
<i>Do not use plasma in the internal (heating) pipe loop as an unsafe condition may result.</i>
<li>Using the thermo-electric generator (TEG) master control panel, engage the internal and external loop circulator pumps at 1% maximum rate.<BR>
<li>Ignite the engine. Refer to document NTRSN-113-H9-12939 for proper engine preparation, ignition, and plasma-oxygen loading procedures.<BR>
<i>Note:</i> Exceeding recommended plasma-oxygen concentrations can cause engine damage and potential hazards.
<li>Monitor engine temperatures until stable operation is achieved.
<li>Increase internal and external circulator pumps to 10% of maximum rate. Monitor the generated power output on the TEG control panel.<BR>
<i>Note:</i> Consult appendix A for expected electrical generation rates.
<li>Adjust circulator rates until required electrical demand is met.<BR>
<i>Note:</i> Generation rate varies with internal and external loop temperatures, exchange media pressure, and engine geometry. Refer to Appendix B or your supervisor for locally determined optimal settings.<BR>
<i>Note:</i> Do not exceed safety ratings for station power cabling and electrical equipment.
<li>With the power generation rate stable, engage charging of the superconducting magnetic energy storage (SMES) devices.
Total SMES charging rate should not exceed total power generation rate, or an overload condition may occur.
"}
/obj/item/weapon/paper_bin
name = "Paper Bin"
icon = 'stationobjs.dmi'
icon_state = "paper_bin1"
var/amount = 30.0
s_istate = "sheet-metal"
w_class = 5.0
/obj/item/weapon/pen
desc = "It's a normal black ink pen."
name = "pen"
icon_state = "pen"
flags = 386.0
w_class = 1.0
throwspeed = 15.0
/obj/item/weapon/pen/sleepypen
desc = "It's a normal black ink pen with a sharp point."
var/obj/substance/chemical/chem = null
/obj/item/weapon/pill_canister
name = "Pill Canister"
icon_state = "pill_canister"
w_class = 1.0
s_istate = "brutepack"
/obj/item/weapon/pill_canister/Tourette
desc = "<B>Tourette's Syndrome Remedy</B>\nAdminister as required to surpress Tourette syndrome induced twitching.\nAdminister only once every 15 minutes. Active for 20 at most.\n<B>WARNING</B>: Neurodepressant! Rebalances chemical alignment!\n<B>Warning</B>: May cause drowsyness.\nIf drowsyness persists for over 5 minutes contact medical professional."
name = "Pill Canister- 'Tourette's Syndrome Remedy'"
/obj/item/weapon/pill_canister/antitoxin
desc = "<B>Anti-toxins</B>\nAdminister as required to relieve of plasma burns.\nAdminister only once every 5 minutes.\n<B>Warning</B>: May cause drowsyness.\nIf drowsyness persists for over 5 minutes contact medical professional."
name = "Pill Canister- 'Antitoxin Supplements'"
/obj/item/weapon/pill_canister/cough
desc = "<B>Chronic Cough Syndrome Remedy</B>\nAdminister as required to surpress excessive coughs.\nAdminister only once every 15 minutes. Active for 20 at most.\n<B>Warning</B>: May cause drowsyness.\nIf drowsyness persists for over 5 minutes contact medical professional."
name = "Pill Canister- 'CCS Remedy'"
/obj/item/weapon/pill_canister/epilepsy
desc = "<B>Epilepsy Remedy</B>\nAdminister as required to surpress excessive coughs.\nAdminister only once every 15 minutes. Active for 20 at most.\n<B>WARNING</B>: Neurodepressant! Rebalances chemcial alignment!\n<B>Warning</B>: May cause drowsyness.\nIf drowsyness persists for over 5 minutes contact medical professional."
name = "Pill Canister- 'Epilepsy Remedy'"
/obj/item/weapon/pill_canister/placebo
desc = "<B>Placebos</B>\nThese pills do nothing phsyiologically."
name = "Pill Canister- 'Placebos'"
/obj/item/weapon/pill_canister/sleep
desc = "<B>Sleeping Pills</B>\nAdminister as required to calm person.\nCauses 10 minutes of drowsyness. MAY induce immediate sleep.\n<B>WARNING</B>: Neurodepressant! Do not overdose!\n<B>Warning</B>: Causes drowsiness!If drowsyness persists for over 15 minutes contact medical professional."
name = "Pill Canister- 'Sleeping Pills'"
/obj/item/weapon/prox_sensor
name = "Proximity Sensor"
icon_state = "motion0"
var/state = 0.0
flags = 322.0
w_class = 2.0
s_istate = "electronic"
/obj/item/weapon/rack_parts
name = "rack parts"
icon_state = "rack_parts"
flags = 322.0
/obj/item/weapon/radio
name = "Station Bounced Radio"
suffix = "\[3\]"
icon_state = "radio"
var/freq = 145.9
var/wires = 7.0
var/b_stat = 0.0
var/broadcasting = null
var/listening = 1.0
flags = 450.0
throwspeed = 9.0
w_class = 2.0
s_istate = "electronic"
/obj/item/weapon/radio/beacon
name = "Tracking Beacon"
icon_state = "beacon"
var/code = "beacon"
/obj/item/weapon/radio/electropack
name = "Electropack"
icon_state = "electropack0"
var/code = 2.0
var/on = 0.0
var/e_pads = 0.0
freq = 144.9
w_class = 5.0
flags = 323.0
s_istate = "electropack"
/obj/item/weapon/radio/headset
name = "Radio Headset"
icon_state = "headset"
/obj/item/weapon/radio/intercom
name = "Station Intercom (Radio)"
icon_state = "intercom"
anchored = 1.0
layer = 3.1
var/number = 0
/obj/item/weapon/radio/signaler
name = "Remote Signaling Device"
icon_state = "signaler"
var/code = 30.0
w_class = 1.0
freq = 145.7
var/delay = 0
/obj/item/weapon/rods
name = "rods"
icon_state = "rods"
var/amount = 1.0
flags = 322.0
w_class = 4.0
force = 9.0
throwforce = 20.0
throwspeed = 10.0
/obj/item/weapon/screwdriver
name = "screwdriver"
icon_state = "screwdriver"
flags = 322.0
force = 5.0
w_class = 2.0
throwforce = 5.0
throwspeed = 15.0
/obj/item/weapon/shard
name = "shard"
icon = 'shards.dmi'
icon_state = "large"
w_class = 4.0
force = 7.0
throwforce = 10.0
s_istate = "shard-glass"
/obj/item/weapon/sheet
name = "sheet"
var/amount = 1.0
var/length = 2.5
var/width = 1.5
var/height = 0.01
flags = 322.0
throwforce = 7.0
throwspeed = 10.0
w_class = 4.0
/obj/item/weapon/sheet/glass
name = "glass"
icon_state = "sheet-glass"
force = 5.0
/obj/item/weapon/sheet/rglass
name = "reinforced glass"
icon_state = "sheet-rglass"
s_istate = "sheet-rglass"
force = 6.0
/obj/item/weapon/sheet/metal
name = "metal"
icon_state = "sheet-metal"
throwforce = 14.0
/obj/item/weapon/sheet/r_metal
name = "reinforced metal"
icon_state = "sheet-r_metal"
force = 5.0
throwforce = 14.0
s_istate = "sheet-metal"
/obj/item/weapon/shield
name = "shield"
icon_state = "shield0"
var/active = 0.0
flags = 322.0
s_istate = "electronic"
throwforce = 5.0
throwspeed = 5.0
w_class = 2.0
/obj/item/weapon/storage
name = "storage"
var/obj/screen/storage/boxes = null
var/obj/screen/close/closer = null
w_class = 3.0
/obj/item/weapon/storage/backpack
name = "backpack"
icon_state = "backpack"
w_class = 4.0
flags = 259.0
/obj/item/weapon/storage/box
name = "Box"
icon_state = "box"
s_istate = "syringe_kit"
/obj/item/weapon/storage/disk_kit
name = "Data Disks"
icon_state = "id_kit"
s_istate = "syringe_kit"
/obj/item/weapon/storage/disk_kit/disks
/obj/item/weapon/storage/disk_kit/disks2
/obj/item/weapon/storage/fcard_kit
name = "Fingerprint Cards"
icon_state = "id_kit"
s_istate = "syringe_kit"
/obj/item/weapon/storage/firstaid
name = "First-Aid"
throwspeed = 8.0
/obj/item/weapon/storage/firstaid/fire
name = "Fire First Aid"
icon_state = "firstaid-ointment"
/obj/item/weapon/storage/firstaid/regular
icon_state = "firstaid"
/obj/item/weapon/storage/firstaid/syringes
name = "Syringes (Biohazard Alert)"
icon_state = "syringe_kit"
/obj/item/weapon/storage/firstaid/toxin
name = "Toxin First Aid"
icon_state = "firstaid-toxin"
/obj/item/weapon/storage/flashbang_kit
desc = "<FONT color=red><B>WARNING: Do not use without reading these preautions!</B></FONT>\n<B>These devices are extremely dangerous and can cause blindness or deafness if used incorrectly.</B>\nThe chemicals contained in these devices have been tuned for maximal effectiveness and due to\nextreme safety precuaiotn shave been incased in a tamper-proof pack. DO NOT ATTEMPT TO OPEN\nFLASH WARNING: Do not use continually. Excercise extreme care when detonating in closed spaces.\n\tMake attemtps not to detonate withing range of 2 meters of the intended target. It is imperative\n\tthat the targets visit a medical professional after usage. Damage to eyes increases extremely per\n\tuse and according to range. Glasses with flash resistant filters DO NOT always work on high powered\n\tflash devices such as this. <B>EXERCISE CAUTION REGARDLESS OF CIRCUMSTANCES</B>\nSOUND WARNING: Do not use continually. Visit a medical professional if hearing is lost.\n\tThere is a slight chance per use of complete deafness. Exercise caution and restraint.\nSTUN WARNING: If the intended or unintended target is too close to detonation the resulting sound\n\tand flash have been known to cause extreme sensory overload resulting in temporary\n\tincapacitation.\n<B>DO NOT USE CONTINUALLY</B>\nOperating Directions:\n\t1. Pull detonnation pin. <B>ONCE THE PIN IS PULLED THE GRENADE CAN NOT BE DISARMED!</B>\n\t2. Throw grenade. <B>NEVER HOLD A LIVE FLASHBANG</B>\n\t3. The grenade will detonste 10 seconds hafter being primed. <B>EXCERCISE CAUTION</B>\n\t-<B>Never prime another grenade until after the first is detonated</B>\nNote: Usage of this pyrotechnic device without authorization is an extreme offense and can\nresult in severe punishment upwards of <B>10 years in prison per use</B>.\n\nDefault 3 second wait till from prime to detonation. This can be switched with a screwdriver\nto 10 seconds.\n\nCopyright of Nanotrasen Industries- Military Armnaments Division\nThis device was created by Nanotrasen Labs a member of the Expert Advisor Corporation"
name = "Flashbangs (WARNING)"
icon_state = "flashbang_kit"
s_istate = "syringe_kit"
/obj/item/weapon/storage/gl_kit
name = "Prescription Glasses"
icon_state = "id_kit"
s_istate = "syringe_kit"
/obj/item/weapon/storage/handcuff_kit
name = "Spare Handcuffs"
icon_state = "handcuff_kit"
s_istate = "syringe_kit"
/obj/item/weapon/storage/id_kit
name = "Spare IDs"
icon_state = "id_kit"
s_istate = "syringe_kit"
/obj/item/weapon/storage/lglo_kit
name = "Latex Gloves"
icon_state = "lglo_kit"
s_istate = "syringe_kit"
/obj/item/weapon/storage/stma_kit
name = "Sterile Masks"
icon_state = "lglo_kit"
s_istate = "syringe_kit"
/obj/item/weapon/storage/toolbox
name = "toolbox"
icon_state = "toolbox"
flags = 322.0
force = 8.0
throwspeed = 4.0
w_class = 4.0
/obj/item/weapon/storage/toolbox/electrical
name = "electical toolbox"
icon_state = "toolbox-y"
flags = 322.0
force = 8.0
throwspeed = 4.0
w_class = 4.0
/obj/item/weapon/storage/trackimp_kit
name = "Tracking Implant Kit"
icon_state = "imp_kit"
s_istate = "syringe_kit"
/obj/item/weapon/sword
name = "sword"
icon_state = "sword0"
var/active = 0.0
force = 3.0
throwforce = 5.0
throwspeed = 5.0
w_class = 2.0
flags = 290.0
/obj/item/weapon/syndicate_uplink
name = "Station Bounced Radio"
icon_state = "radio"
var/temp = null
var/uses = 1.0
var/selfdestruct = 0.0
flags = 322.0
w_class = 2.0
s_istate = "electronic"
throwspeed = 20.0
/obj/item/weapon/syringe
name = "syringe"
icon_state = "syringe_0"
var/obj/substance/chemical/chem = null
var/mode = "inject"
var/s_time = 1.0
throwspeed = 5.0
w_class = 1.0
/obj/item/weapon/table_parts
name = "table parts"
icon_state = "table_parts"
flags = 322.0
/obj/item/weapon/tank
name = "tank"
var/maximum = null
var/obj/substance/gas/gas = null
var/i_used = 350.0
flags = 323.0
weight = 1000000.0
force = 5.0
throwforce = 10.0
throwspeed = 4.0
/obj/item/weapon/tank/anesthetic
name = "anesthetic"
icon_state = "an_tank"
maximum = 1750000.0
i_used = 1.0
/obj/item/weapon/tank/jetpack
name = "jetpack"
icon_state = "jetpack0"
var/on = 0.0
maximum = 3500000.0
w_class = 4.0
s_istate = "jetpack"
/obj/item/weapon/tank/oxygentank
name = "oxygentank"
icon_state = "oxygen"
maximum = 1750000.0
/obj/item/weapon/tank/plasmatank
name = "plasmatank"
icon_state = "plasma"
maximum = 1600000.0
/obj/item/weapon/tile
name = "steel floor tile"
icon_state = "tile"
var/amount = 1.0
w_class = 3.0
throwspeed = 5.0
force = 6.0
throwforce = 7.0
/obj/item/weapon/timer
name = "timer"
icon_state = "timer0"
var/timing = 0.0
var/time = null
flags = 322.0
w_class = 2.0
s_istate = "electronic"
/obj/item/weapon/wire
desc = "This is just a simple piece of regular insulated wire."
name = "wire"
icon_state = "item_wire"
var/amount = 1.0
var/laying = 0.0
var/old_lay = null
/obj/item/weapon/wirecutters
name = "wirecutters"
icon_state = "cutters"
flags = 322.0
force = 6.0
throwspeed = 9.0
w_class = 2.0
/obj/item/weapon/wrapping_paper
name = "wrapping paper"
icon_state = "wrap_paper"
var/amount = 20.0
/obj/item/weapon/wrench
name = "wrench"
icon_state = "wrench"
flags = 322.0
force = 5.0
throwforce = 7.0
w_class = 2.0
#define CELLRATE 0.002
/obj/item/weapon/cell
name = "power cell"
desc = "A rechargable electrochemical power cell."
icon = 'power.dmi'
icon_state = "cell"
s_istate = "cell"
flags = FPRINT|DRIVABLE|TABLEPASS
force = 10.0
throwforce = 2.0
throwspeed = 1
w_class = 3.0
weight = 100000
var/charge = 0 // note %age conveted to actual charge in New
var/maxcharge = 1000
/obj/landmark
name = "landmark"
icon = 'screen1.dmi'
icon_state = "x2"
anchored = 1.0
/obj/landmark/alterations
name = "alterations"
/obj/laser
name = "laser"
icon = 'weap_sat.dmi'
var/damage = 0.0
var/range = 10.0
/obj/lattice
desc = "A lightweight support lattice."
name = "lattice"
icon = 'turfs2.dmi'
icon_state = "lattice"
density = 0
anchored = 1.0
layer = 2.5
// flags = 64.0
/obj/list_container
name = "list container"
/obj/list_container/mobl
name = "mobl"
var/master = null
var/list/container = list( )
/obj/m_tray
name = "morgue tray"
icon = 'stationobjs.dmi'
icon_state = "morguet"
density = 1
layer = 2.0
var/obj/morgue/connected = null
anchored = 1.0
/obj/machinery/computer/dna
name = "DNA operations computer"
icon = 'Cryogenic2.dmi'
icon_state = "dna_computer"
var/obj/item/weapon/card/data/scan = null
var/obj/item/weapon/card/data/modify = null
var/obj/item/weapon/card/data/modify2 = null
var/mode = null
var/temp = null
/obj/machinery/computer/security
name = "security"
icon = 'stationobjs.dmi'
icon_state = "sec_computer"
var/obj/machinery/camera/current = null
var/last_pic = 1.0
var/network = "SS13"
var/maplevel = 1
/obj/machinery/computer/teleporter
name = "teleporter"
icon = 'stationobjs.dmi'
icon_state = "tele_computer"
var/locked = null
var/id = null
/obj/machinery/dna_scanner
name = "DNA Scanner/Implanter"
icon = 'Cryogenic2.dmi'
icon_state = "scanner_0"
density = 1
var/locked = 0.0
var/mob/occupant = null
anchored = 1.0
/obj/machinery/restruct
name = "DNA Physical Restructurization Accelerator"
icon = 'Cryogenic2.dmi'
icon_state = "restruct_0"
density = 1
var/locked = 0.0
var/mob/occupant = null
anchored = 1.0
/obj/machinery/scan_console
name = "DNA Scanner Access Console"
icon = 'Cryogenic2.dmi'
icon_state = "scannerconsole"
density = 1
var/obj/item/weapon/card/data/scan = null
var/func = ""
var/data = ""
var/special = ""
var/status = null
var/prog_p1 = null
var/prog_p2 = null
var/prog_p3 = null
var/prog_p4 = null
var/temp = null
var/obj/machinery/dna_scanner/connected = null
anchored = 1.0
//*****RM
//*****
/obj/machinery/teleport
name = "teleport"
icon = 'stationobjs.dmi'
density = 1
anchored = 1.0
/obj/machinery/teleport/hub
name = "hub"
icon_state = "tele0"
/obj/machinery/teleport/station
name = "station"
icon_state = "controller"
var/active = 0
/obj/machinery/wire
name = "wire"
icon = 'wire.dmi'
/obj/machinery/power/portable_gen
name = "portable generator"
desc = "A plasma-powered portable power generator."
var/obj/item/weapon/tank/holding
anchored = 0
netnum = -1
directwired = 0
/obj/cable
level = 1
anchored =1
var/netnum = 0
name = "power cable"
desc = "A flexible superconducting cable for heavy-duty power transfer."
icon = 'power_cond.dmi'
icon_state = "0-1"
var/d1 = 0
var/d2 = 1
layer = 2.5
/obj/manifest
name = "manifest"
icon = 'screen1.dmi'
icon_state = "x"
/obj/meteor
name = "meteor"
icon = 'meteor.dmi'
density = 1
var/steps = null
var/hits = 3.0
anchored = 1.0
/obj/meteor/small
name = "small"
icon_state = "small"
/obj/morgue
name = "morgue"
icon = 'stationobjs.dmi'
icon_state = "morgue1"
density = 1
var/obj/m_tray/connected = null
anchored = 1.0
/obj/move
name = "move"
icon = 'shuttle.dmi'
var/master = null
var/tx = null
var/ty = null
var/oxygen = O2STANDARD
var/oldoxy = null
var/tmpoxy = null
var/oldpoison = null
var/tmppoison = null
var/poison = 0.0
var/co2 = 0.0
var/oldco2 = null
var/tmpco2 = null
var/sl_gas = 0.0
var/osl_gas = null
var/tsl_gas = null
var/n2 = N2STANDARD
var/on2 = null
var/tn2 = null
var/temp = T20C
var/otemp
var/ttemp
var/firelevel = 0.0
var/airdir = null
var/airforce = null
var/checkfire = 1.0
var/updatecell = 1.0
anchored = 1.0
/obj/move/airtunnel
name = "airtunnel"
icon = 'airtunnel.dmi'
icon_state = "floor"
var/deployed = 0.0
var/obj/move/airtunnel/next = null
var/obj/move/airtunnel/previous = null
var/r_master = null
/obj/move/airtunnel/connector
name = "connector"
icon_state = "floor-c"
var/obj/move/airtunnel/current = null
deployed = 1.0
/obj/move/airtunnel/connector/wall
name = "wall"
icon_state = "wall-c"
opacity = 1
density = 1
updatecell = 0.0
/obj/move/airtunnel/wall
name = "wall"
icon_state = "wall"
opacity = 1
density = 1
updatecell = 0.0
/obj/move/floor
name = "floor"
icon_state = "floor"
/obj/move/wall
name = "wall"
icon_state = "wall"
opacity = 1
density = 1
updatecell = 0.0
/obj/overlay
name = "overlay"
/obj/point
name = "point"
icon = 'screen1.dmi'
icon_state = "arrow"
layer = 16.0
/obj/rack
name = "rack"
icon = 'Icons.dmi'
icon_state = "rack"
density = 1
flags = 320.0
anchored = 1.0
/obj/screen
name = "screen"
icon = 'screen1.dmi'
layer = 20.0
var/id = 0.0
var/obj/master
/obj/screen/close
name = "close"
master = null
/obj/screen/grab
name = "grab"
master = null
/obj/screen/screen2
name = "screen2"
icon = 'screen.dmi'
/obj/screen/storage
name = "storage"
master = null
/obj/screen/zone_sel
name = "Damage Zone"
icon = 'zone_sel.dmi'
icon_state = "blank"
var/selecting = "chest"
screen_loc = "15,15"
/obj/secloset
desc = "An immobile card-locked storage closet."
name = "Security Locker"
icon = 'stationobjs.dmi'
icon_state = "1secloset0"
density = 1
var/opened = 0.0
var/locked = 1.0
var/allowed = null
var/access = null
anchored = 1.0
/obj/secloset/animal
name = "Animal Control"
/obj/secloset/highsec
name = "Experimental Technology"
allowed = "Captain/Head of Personnel/Head of Research"
/obj/secloset/captains
name = "Captain's Closet"
allowed = "Captain"
/obj/secloset/medical1
name = "Medicine Closet"
allowed = "Medical Researcher/Prison Doctor/Medical Doctor/Captain/Head of Research"
/obj/secloset/medical2
name = "Anesthetic"
allowed = "Medical Researcher/Prison Doctor/Medical Doctor/Captain/Head of Research"
/obj/secloset/personal
desc = "The first card swiped gains control."
name = "Personal Closet"
icon_state = "0secloset0"
/obj/secloset/security1
name = "Security Equipment"
allowed = "Prison Security/Prison Warden/Security Officer/Captain/Head of Personnel/Head of Research"
/obj/secloset/security2
name = "Forensics Locker"
allowed = "Prison Security/Prison Warden/Forensic Technician/Security Officer/Captain/Head of Personnel/Head of Research"
/obj/shut_controller
name = "shut controller"
var/moving = null
var/list/parts = list( )
/obj/shuttle
name = "shuttle"
/obj/shuttle/door
name = "door"
icon = 'shuttle.dmi'
icon_state = "door1"
opacity = 1
density = 1
var/visible = 1.0
var/operating = null
anchored = 1.0
/obj/sp_start
name = "sp start"
icon = 'human.dmi'
icon_state = "male"
var/special = null
anchored = 1.0
/obj/start
name = "start"
icon = 'screen1.dmi'
icon_state = "x"
anchored = 1.0
/obj/stool
name = "stool"
icon = 'Icons.dmi'
icon_state = "stool"
flags = 320.0
weight = 100000
/obj/stool/bed
name = "bed"
icon_state = "bed"
anchored = 1.0
/obj/stool/chair
name = "chair"
icon_state = "chair"
var/status = 0.0
anchored = 1.0
/obj/stool/chair/e_chair
name = "electrified chair"
icon_state = "e_chair0"
var/atom/movable/overlay/overl = null
var/on = 0.0
var/obj/item/weapon/assembly/shock_kit/part1 = null
var/last_time = 1.0
/obj/substance
name = "substance"
var/maximum
var/temperature
var/co2
var/n2
var/oxygen
var/plasma
var/sl_gas
/obj/substance/chemical
name = "chemical"
maximum = null
var/list/chemicals = list( ) // contains /datum/chemical
/obj/substance/gas
name = "gas"
temperature = T20C
co2 = 0.0
n2 = 0.0
oxygen = 0.0
plasma = 0.0
sl_gas = 0.0
maximum = -1.0
/obj/table
name = "table"
icon = 'table.dmi'
icon_state = "alone"
density = 1
anchored = 1.0
/obj/team
name = "team"
var/captain = null
var/obj/ctf_assist/master = null
var/color = null
var/base = null
var/max_players = 20.0
var/list/members = list( )
/obj/test
name = "test"
var/success = 1.0
/obj/watertank
name = "watertank"
icon = 'stationobjs.dmi'
icon_state = "watertank"
density = 1
flags = 320.0
weight = 5000000.0
/obj/weldfueltank
name = "weldfueltank"
icon = 'items.dmi'
icon_state = "weldtank"
density = 1
flags = 320.0
weight = 5000000.0
/obj/window
name = "window"
icon = 'turfs2.dmi'
icon_state = "window"
desc = "A window."
density = 1
var/health = 14.0
var/ini_dir = null
var/state = 0
var/reinf = 0
weight = 2500000.0
anchored = 1.0
flags = 512.0
/turf
icon = 'turfs.dmi'
var/intact = 0.0
var/firelevel = null
var/oxygen = O2STANDARD
var/oldoxy = null
var/tmpoxy = null
var/oldpoison = null
var/tmppoison = null
var/poison = 0.0
var/co2 = 0.0
var/oldco2 = null
var/tmpco2 = null
var/sl_gas = 0.0
var/osl_gas = null
var/tsl_gas = null
var/n2 = N2STANDARD
var/on2 = null
var/tn2 = null
var/temp = T20C
var/otemp
var/ttemp
var/airdir = null
var/airforce = null
var/checkfire = 1.0
var/atmoalt = null
var/updatecell = null
level = 1.0
// the turfs to the N,S,E & W
var/turf/linkN
var/turf/linkS
var/turf/linkE
var/turf/linkW
// whether those turfs are air-connected
var/airN
var/airS
var/airE
var/airW
// whether to use special conduction heat transfer (through windows only)
var/condN
var/condS
var/condE
var/condW
/turf/space
name = "space"
icon_state = "space"
var/previousArea = null
updatecell = 1.0
oxygen = 0.0
n2 = 0.0
checkfire = 0
oldoxy = 0.0
oldpoison = 0.0
temp = 2.7 // CMB radiation temperature+
/turf/station
name = "station"
intact = 1.0
/turf/station/command
name = "command"
/turf/station/command/floor
name = "floor"
icon = 'Icons.dmi'
icon_state = "Floor3"
updatecell = 1.0
/turf/station/command/floor/other
icon_state = "Floor"
/turf/station/command/wall
name = "wall"
icon = 'wall.dmi'
icon_state = "CCWall"
opacity = 1
density = 1
updatecell = 0.0
/turf/station/command/wall/other
icon_state = "r_wall"
/turf/station/engine
name = "engine"
icon = 'engine.dmi'
/turf/station/engine/floor
name = "floor"
icon_state = "floor"
updatecell = 1.0
/turf/station/floor
name = "floor"
icon = 'Icons.dmi'
icon_state = "Floor"
var/health = 150.0
var/burnt = null
updatecell = 1.0
/turf/station/floor/grid
icon = 'weap_sat.dmi'
icon_state = "grid"
/turf/station/floor/plasma_test
/turf/station/r_wall
name = "r wall"
icon = 'wall.dmi'
icon_state = "r_wall"
var/previousArea = null
opacity = 1
density = 1
var/state = 2.0
var/d_state = 0.0
updatecell = 0.0
/turf/station/shuttle
name = "shuttle"
icon = 'shuttle.dmi'
/turf/station/shuttle/floor
name = "floor"
icon_state = "floor"
updatecell = 1.0
/turf/station/shuttle/wall
name = "wall"
icon_state = "wall"
opacity = 1
density = 1
updatecell = 0.0
/turf/station/wall
name = "wall"
icon = 'wall.dmi'
var/previousArea = null
opacity = 1
density = 1
var/state = 2.0
updatecell = 0.0