mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-15 09:03:23 +01:00
Removes bio resist from the code (#21108)
* BIO armor is kill * some more stuff that uses bio resist * I did a scuffed merge conflict solve but it works
This commit is contained in:
@@ -109,7 +109,7 @@
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icon_state = "resin"
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base_icon_state = "resin"
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max_integrity = 100
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
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damage_deflection = 0
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
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rad_insulation = RAD_MEDIUM_INSULATION
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@@ -6,7 +6,7 @@
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req_access = list(ACCESS_BAR)
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max_integrity = 500
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integrity_failure = 250
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armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
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armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
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var/list/barsigns=list()
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var/list/hiddensigns
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var/datum/barsign/current_sign
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@@ -6,7 +6,7 @@
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density = TRUE
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max_integrity = 200
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integrity_failure = 50
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armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 60)
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armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, RAD = 0, FIRE = 70, ACID = 60)
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var/icon_closed
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var/icon_opened
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var/open_door_sprite = "generic_door"
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@@ -8,7 +8,7 @@
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icon_opened = "fireaxe_full_open"
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anchored = TRUE
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density = FALSE
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armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
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armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, RAD = 100, FIRE = 90, ACID = 50)
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var/localopened = FALSE //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
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opened = TRUE
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var/hitstaken = FALSE
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@@ -8,7 +8,7 @@
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locked = TRUE
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can_be_emaged = TRUE
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max_integrity = 250
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armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
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armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, RAD = 0, FIRE = 80, ACID = 80)
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damage_deflection = 20
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/obj/structure/closet/secure_closet/can_open()
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@@ -169,7 +169,7 @@
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icon_opened = "securecrate_open"
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icon_closed = "securecrate"
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max_integrity = 500
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armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
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armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, RAD = 0, FIRE = 80, ACID = 80)
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damage_deflection = 25
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broken = FALSE
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locked = TRUE
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@@ -6,7 +6,7 @@
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density = TRUE
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anchored = TRUE
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resistance_flags = ACID_PROOF
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armor = list(MELEE = 30, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
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armor = list(MELEE = 30, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, RAD = 0, FIRE = 70, ACID = 100)
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max_integrity = 200
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integrity_failure = 50
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var/obj/item/showpiece = null
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@@ -10,7 +10,7 @@
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pressure_resistance = 5*ONE_ATMOSPHERE
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layer = BELOW_OBJ_LAYER
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level = 3
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armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 0, ACID = 0)
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armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, RAD = 100, FIRE = 0, ACID = 0)
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max_integrity = 50
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integrity_failure = 20
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var/rods_type = /obj/item/stack/rods
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@@ -6,7 +6,7 @@
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icon = 'icons/effects/effects.dmi'
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anchored = TRUE
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max_integrity = 1
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armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
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armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, RAD = 0, FIRE = 20, ACID = 20)
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var/obj/item/holosign_creator/projector
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/obj/structure/holosign/Initialize(mapload, source_projector)
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@@ -6,7 +6,7 @@
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base_icon_state = "lattice"
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density = FALSE
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anchored = TRUE
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 50)
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max_integrity = 50
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layer = LATTICE_LAYER //under pipes
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plane = FLOOR_PLANE
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@@ -8,7 +8,7 @@
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icon = 'icons/obj/doors/mineral_doors.dmi'
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icon_state = "metal"
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max_integrity = 200
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armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 50, ACID = 50)
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armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, RAD = 100, FIRE = 50, ACID = 50)
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
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rad_insulation = RAD_MEDIUM_INSULATION
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var/initial_state
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@@ -6,7 +6,7 @@
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density = FALSE
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anchored = TRUE
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layer = 4
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armor = list(melee = 100, bullet = 80, laser = 80, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 50, acid = 50)
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armor = list(melee = 100, bullet = 80, laser = 80, energy = 100, bomb = 50, rad = 100, fire = 50, acid = 50)
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var/state = PLASTIC_FLAPS_NORMAL
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/obj/structure/plasticflaps/examine(mob/user)
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@@ -5,7 +5,7 @@
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density = FALSE
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layer = 3.5
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max_integrity = 100
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
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blocks_emissive = EMISSIVE_BLOCK_GENERIC
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var/does_emissive = FALSE
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@@ -407,7 +407,7 @@
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canSmoothWith = list(SMOOTH_GROUP_GLASS_TABLES)
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max_integrity = 70
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resistance_flags = ACID_PROOF
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 100)
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var/list/debris = list()
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var/shardtype = /obj/item/shard
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@@ -511,7 +511,7 @@
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max_integrity = 100
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integrity_failure = 50
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deconstruction_ready = FALSE
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armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
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armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, RAD = 0, FIRE = 80, ACID = 70)
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smoothing_groups = list(SMOOTH_GROUP_REINFORCED_TABLES)
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canSmoothWith = list(SMOOTH_GROUP_REINFORCED_TABLES)
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@@ -707,7 +707,7 @@
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canSmoothWith = list(SMOOTH_GROUP_REINFORCED_TABLES)
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max_integrity = 200
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integrity_failure = 50
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armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
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armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, RAD = 0, FIRE = 80, ACID = 70)
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/obj/structure/table/reinforced/deconstruction_hints(mob/user)
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if(deconstruction_ready)
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@@ -805,8 +805,8 @@
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var/mob/living/M = user
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if(M.UID() in held_items)
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return FALSE
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return ..()
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return ..()
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/obj/structure/table/tray/item_placed(atom/movable/item)
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. = ..()
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if(is_type_in_typecache(item, typecache_can_hold))
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@@ -815,7 +815,7 @@
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var/mob/living/M = item
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if(M.pulling == src)
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M.stop_pulling()
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/obj/structure/table/tray/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
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if(!(flags & NODECONSTRUCT))
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var/turf/T = get_turf(src)
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@@ -11,7 +11,7 @@
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can_be_unanchored = TRUE
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max_integrity = 25
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resistance_flags = ACID_PROOF
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 100)
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rad_insulation = RAD_VERY_LIGHT_INSULATION
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var/ini_dir = null
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var/state = WINDOW_OUT_OF_FRAME
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@@ -511,7 +511,7 @@
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icon_state = "rwindow"
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reinf = TRUE
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heat_resistance = 1600
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, RAD = 100, FIRE = 80, ACID = 100)
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rad_insulation = RAD_HEAVY_INSULATION
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max_integrity = 50
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explosion_block = 1
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@@ -617,7 +617,7 @@
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heat_resistance = 32000
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max_integrity = 150
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explosion_block = 1
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armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
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armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, RAD = 100, FIRE = 99, ACID = 100)
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rad_insulation = RAD_NO_INSULATION
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/obj/structure/window/plasmabasic/BlockSuperconductivity()
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@@ -634,7 +634,7 @@
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heat_resistance = 32000
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max_integrity = 500
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explosion_block = 2
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armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
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armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, RAD = 100, FIRE = 99, ACID = 100)
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rad_insulation = RAD_NO_INSULATION
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damage_deflection = 21
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@@ -674,7 +674,7 @@
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heat_resistance = 32000
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max_integrity = 300
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explosion_block = 1
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armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
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armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, RAD = 100, FIRE = 99, ACID = 100)
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rad_insulation = RAD_NO_INSULATION
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edge_overlay_file = 'icons/obj/smooth_structures/windows/window_edges.dmi'
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@@ -691,7 +691,7 @@
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heat_resistance = 32000
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max_integrity = 1000
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explosion_block = 2
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armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
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armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, RAD = 100, FIRE = 99, ACID = 100)
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rad_insulation = RAD_NO_INSULATION
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edge_overlay_file = 'icons/obj/smooth_structures/windows/reinforced_window_edges.dmi'
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@@ -707,7 +707,7 @@
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max_integrity = 100
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reinf = TRUE
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heat_resistance = 1600
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, RAD = 100, FIRE = 80, ACID = 100)
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rad_insulation = RAD_HEAVY_INSULATION
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explosion_block = 1
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glass_type = /obj/item/stack/sheet/rglass
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@@ -737,7 +737,7 @@
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reinf = TRUE
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heat_resistance = 1600
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explosion_block = 3
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, RAD = 100, FIRE = 80, ACID = 100)
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smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE, SMOOTH_GROUP_TITANIUM_WALLS)
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canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE, SMOOTH_GROUP_TITANIUM_WALLS)
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glass_type = /obj/item/stack/sheet/titaniumglass
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@@ -757,7 +757,7 @@
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max_integrity = 1200
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reinf = TRUE
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heat_resistance = 32000
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armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
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armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, RAD = 100, FIRE = 99, ACID = 100)
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rad_insulation = RAD_NO_INSULATION
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explosion_block = 3
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glass_type = /obj/item/stack/sheet/plastitaniumglass
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@@ -771,7 +771,7 @@
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icon_state = "clockwork_window_single"
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resistance_flags = FIRE_PROOF | ACID_PROOF
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max_integrity = 80
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armor = list(MELEE = 60, BULLET = 25, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
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armor = list(MELEE = 60, BULLET = 25, LASER = 0, ENERGY = 0, BOMB = 25, RAD = 100, FIRE = 80, ACID = 100)
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explosion_block = 2 //fancy AND hard to destroy. the most useful combination.
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glass_type = /obj/item/stack/tile/brass
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reinf = FALSE
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