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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 10:33:30 +01:00
windows arent instant build anymore (#31540)
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@@ -19,7 +19,7 @@
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var/state = WINDOW_OUT_OF_FRAME
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var/reinf = FALSE
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var/heat_resistance = 800
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var/decon_speed = null
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var/decon_speed = 2 SECONDS
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var/fulltile = FALSE
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var/shardtype = /obj/item/shard
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var/glass_decal = /obj/effect/decal/cleanable/glass
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@@ -80,9 +80,6 @@
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if(fulltile)
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setDir()
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if(decon_speed == null && fulltile)
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decon_speed = 2 SECONDS
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//windows only block while reinforced and fulltile, so we'll use the proc
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real_explosion_block = explosion_block
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explosion_block = EXPLOSION_BLOCK_PROC
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@@ -534,7 +531,7 @@
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if(barricaded)
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to_chat(user, SPAN_WARNING("[src] is already barricaded!"))
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return
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if(used.get_amount() < 2)
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to_chat(user, SPAN_WARNING("You need at least two planks of wood to barricade [src]!"))
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return
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@@ -546,7 +543,7 @@
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to_chat(user, SPAN_NOTICE("You begin boarding up [src]..."))
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if(!do_after_once(user, 4 SECONDS, target = src))
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return
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/// Quick checks to make sure nothing has changed during the timer.
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if(!density || barricaded)
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return
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@@ -699,6 +696,7 @@
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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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decon_speed = 3 SECONDS
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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_beta = RAD_NO_INSULATION
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rad_insulation_gamma = RAD_GAMMA_WINDOW
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@@ -716,6 +714,7 @@
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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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decon_speed = 5 SECONDS
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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_beta = RAD_NO_INSULATION
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rad_insulation_gamma = RAD_GAMMA_WINDOW
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@@ -735,6 +734,7 @@
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heat_resistance = 32000
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max_integrity = 600
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explosion_block = 2
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decon_speed = 7 SECONDS
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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_beta = RAD_NO_INSULATION
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rad_insulation_gamma = RAD_GAMMA_WINDOW
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@@ -790,6 +790,7 @@
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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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decon_speed = 3 SECONDS
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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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edge_overlay_file = 'icons/obj/smooth_structures/windows/window_edges.dmi'
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env_smash_level = ENVIRONMENT_SMASH_WALLS // these windows are a fair bit tougher
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@@ -811,6 +812,7 @@
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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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decon_speed = 5 SECONDS
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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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edge_overlay_file = 'icons/obj/smooth_structures/windows/reinforced_window_edges.dmi'
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env_smash_level = ENVIRONMENT_SMASH_RWALLS // these ones are insanely tough
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@@ -861,6 +863,7 @@
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reinf = TRUE
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heat_resistance = 1600
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explosion_block = 3
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decon_speed = 6 SECONDS
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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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@@ -884,6 +887,7 @@
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max_integrity = 1200
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reinf = TRUE
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heat_resistance = 32000
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decon_speed = 7 SECONDS
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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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explosion_block = 3
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glass_type = /obj/item/stack/sheet/plastitaniumglass
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