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Attack chain migration: structures. (#30365)
* Attack chain migration: structures. * whoops * wth
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@@ -115,20 +115,21 @@
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if(pass_info.is_movable)
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. = . || pass_info.pass_flags & PASSGRILLE
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/obj/structure/grille/attackby__legacy__attackchain(obj/item/I, mob/user, params)
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/obj/structure/grille/item_interaction(mob/living/user, obj/item/I, list/modifiers)
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user.changeNext_move(CLICK_CD_MELEE)
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add_fingerprint(user)
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if(istype(I, /obj/item/stack/rods) && broken)
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repair(user, I)
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return ITEM_INTERACT_COMPLETE
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//window placing begin
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else if(is_glass_sheet(I))
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build_window(I, user)
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return
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return ITEM_INTERACT_COMPLETE
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//window placing end
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else if(istype(I, /obj/item/shard) || !shock(user, 70))
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return ..()
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else if((!istype(I, /obj/item/shard)) && shock(user, 70))
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return ITEM_INTERACT_COMPLETE
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/obj/structure/grille/proc/repair(mob/user, obj/item/stack/rods/R)
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if(R.get_amount() >= 1)
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