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Fix window crushing
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@@ -210,36 +210,32 @@ var/global/wcColored
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/obj/structure/window/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(!istype(W)) return//I really wish I did not need this
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if(W.flags & NOBLUDGEON) return
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if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
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var/obj/item/weapon/grab/G = W
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if (istype(G.affecting, /mob/living))
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if(istype(G.affecting,/mob/living))
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var/mob/living/M = G.affecting
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var/state = G.state
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del(W) //gotta delete it here because if window breaks, it won't get deleted
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switch (state)
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if(1)
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M.visible_message("<span class='warning'>[user] slams [M] against \the [src]!</span>")
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M.apply_damage(7)
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hit(10)
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visible_message("\red [user] slams [M] against \the [src]!")
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if(2)
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M.visible_message("<span class='danger'>[user] bashes [M] against \the [src]!</span>")
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if (prob(50))
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M.Weaken(1)
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M.apply_damage(10)
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hit(25)
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visible_message("\red <b>[user] bashes [M] against \the [src]!</b>")
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if(3)
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M.visible_message("<span class='danger'><big>[user] crushes [M] against \the [src]!</big></span>")
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M.Weaken(5)
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M.apply_damage(20)
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hit(50)
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visible_message("\red <big><b>[user] crushes [M] against \the [src]!</b></big>")
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if(4)
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M.Weaken(5)
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M.apply_damage(30)
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hit(75)
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visible_message("\red <big><b>[user] smashes [M] against \the [src]!</b></big>")
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return
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if(W.flags & NOBLUDGEON) return
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if(istype(W, /obj/item/weapon/screwdriver))
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if(reinf && state >= 1)
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state = 3 - state
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