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Slipping Refactor and Floors
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@@ -70,4 +70,26 @@
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throw_range = 7
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flags = CONDUCT
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turf_type = /turf/simulated/floor/plasteel
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mineralType = "metal"
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mineralType = "metal"
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/obj/item/stack/tile/fakespace
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name = "astral carpet"
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singular_name = "astral carpet"
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desc = "A piece of carpet with a convincing star pattern."
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icon_state = "tile_space"
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turf_type = /turf/simulated/floor/fakespace
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/obj/item/stack/tile/fakespace/loaded
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amount = 30
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//High-traction
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/obj/item/stack/tile/noslip
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name = "high-traction floor tile"
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singular_name = "high-traction floor tile"
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desc = "A high-traction floor tile. It feels rubbery in your hand."
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icon_state = "tile_noslip"
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turf_type = /turf/simulated/floor/noslip
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origin_tech = "materials=3"
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/obj/item/stack/tile/noslip/loaded
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amount = 20
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@@ -116,6 +116,7 @@
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/obj/item/clothing/under/syndicate/tacticool,
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/obj/item/weapon/storage/box/fakesyndiesuit,
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/obj/item/toy/crossbow/tommygun,
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/obj/item/stack/tile/fakespace/loaded,
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)
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if(!ispath(gift_type,/obj/item)) return
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@@ -80,7 +80,7 @@
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handle_rotation()
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if(istype(src.loc, /turf/simulated))
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var/turf/simulated/T = src.loc
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if(T.wet == 2) //Lube! Fall off!
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if(T.wet == TURF_WET_LUBE) //Lube! Fall off!
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playsound(src, 'sound/misc/slip.ogg', 50, 1, -3)
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buckled_mob.Stun(7)
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buckled_mob.Weaken(7)
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