mirror of
https://github.com/ParadiseSS13/Paradise.git
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Merge pull request #3767 from Tastyfish/silence
Tranquillité, Prospérité & Mimeré
This commit is contained in:
@@ -8,6 +8,7 @@ Mineral Sheets
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- Gold
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- Silver
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- Bananium
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- Tranqillite
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- Enriched Uranium
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- Platinum
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- Metallic Hydrogen
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@@ -62,6 +63,11 @@ var/global/list/datum/stack_recipe/bananium_recipes = list ( \
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new/datum/stack_recipe("bananium grenade casing", /obj/item/weapon/grenade/bananade/casing, 4, on_floor = 1), \
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)
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var/global/list/datum/stack_recipe/mime_recipes = list ( \
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new/datum/stack_recipe("silent tile", /obj/item/stack/tile/silent, 1, 4, 20), \
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new/datum/stack_recipe("invisible wall", /obj/structure/barricade/mime, 5, one_per_turf = 1, on_floor = 1, time = 50), \
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)
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/obj/item/stack/sheet/mineral
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force = 5.0
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throwforce = 5
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@@ -169,6 +175,18 @@ var/global/list/datum/stack_recipe/bananium_recipes = list ( \
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..()
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recipes = bananium_recipes
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/obj/item/stack/sheet/mineral/tranquillite
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name = "tranquillite"
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singular_name = "beret"
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icon_state = "sheet-mime"
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origin_tech = "materials=4"
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sheettype = "mime"
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materials = list(MAT_TRANQUILLITE=MINERAL_MATERIAL_AMOUNT)
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/obj/item/stack/sheet/mineral/tranquillite/New(var/loc, var/amount=null)
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..()
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recipes = mime_recipes
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/obj/item/stack/sheet/mineral/enruranium
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name = "enriched uranium"
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icon_state = "sheet-enruranium"
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@@ -116,3 +116,12 @@
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/obj/item/stack/tile/noslip/loaded
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amount = 20
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/obj/item/stack/tile/silent
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name = "silent tile"
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singular_name = "silent floor tile"
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desc = "A tile made out of tranquillite, SHHHHHHHHH!"
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icon_state = "tile-silent"
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origin_tech = "materials=1"
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turf_type = /turf/simulated/floor/silent
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mineralType = "tranquillite"
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materials = list(MAT_TRANQUILLITE=500)
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@@ -17,127 +17,127 @@ obj/structure/door_assembly
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New()
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update_state()
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door_assembly_com
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base_icon_state = "com"
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base_name = "Command Airlock"
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glass_type = "/glass_command"
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airlock_type = "/command"
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obj/structure/door_assembly/door_assembly_com
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base_icon_state = "com"
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base_name = "Command Airlock"
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glass_type = "/glass_command"
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airlock_type = "/command"
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door_assembly_sec
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base_icon_state = "sec"
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base_name = "Security Airlock"
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glass_type = "/glass_security"
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airlock_type = "/security"
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obj/structure/door_assembly/door_assembly_sec
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base_icon_state = "sec"
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base_name = "Security Airlock"
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glass_type = "/glass_security"
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airlock_type = "/security"
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door_assembly_eng
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base_icon_state = "eng"
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base_name = "Engineering Airlock"
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glass_type = "/glass_engineering"
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airlock_type = "/engineering"
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obj/structure/door_assembly/door_assembly_eng
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base_icon_state = "eng"
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base_name = "Engineering Airlock"
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glass_type = "/glass_engineering"
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airlock_type = "/engineering"
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door_assembly_min
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base_icon_state = "min"
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base_name = "Mining Airlock"
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glass_type = "/glass_mining"
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airlock_type = "/mining"
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obj/structure/door_assembly/door_assembly_min
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base_icon_state = "min"
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base_name = "Mining Airlock"
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glass_type = "/glass_mining"
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airlock_type = "/mining"
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door_assembly_atmo
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base_icon_state = "atmo"
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base_name = "Atmospherics Airlock"
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glass_type = "/glass_atmos"
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airlock_type = "/atmos"
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obj/structure/door_assembly/door_assembly_atmo
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base_icon_state = "atmo"
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base_name = "Atmospherics Airlock"
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glass_type = "/glass_atmos"
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airlock_type = "/atmos"
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door_assembly_research
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base_icon_state = "res"
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base_name = "Research Airlock"
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glass_type = "/glass_research"
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airlock_type = "/research"
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obj/structure/door_assembly/door_assembly_research
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base_icon_state = "res"
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base_name = "Research Airlock"
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glass_type = "/glass_research"
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airlock_type = "/research"
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door_assembly_science
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base_icon_state = "sci"
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base_name = "Science Airlock"
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glass_type = "/glass_science"
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airlock_type = "/science"
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obj/structure/door_assembly/door_assembly_science
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base_icon_state = "sci"
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base_name = "Science Airlock"
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glass_type = "/glass_science"
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airlock_type = "/science"
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door_assembly_med
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base_icon_state = "med"
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base_name = "Medical Airlock"
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glass_type = "/glass_medical"
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airlock_type = "/medical"
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obj/structure/door_assembly/door_assembly_med
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base_icon_state = "med"
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base_name = "Medical Airlock"
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glass_type = "/glass_medical"
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airlock_type = "/medical"
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door_assembly_mai
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base_icon_state = "mai"
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base_name = "Maintenance Airlock"
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airlock_type = "/maintenance"
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glass = -1
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obj/structure/door_assembly/door_assembly_mai
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base_icon_state = "mai"
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base_name = "Maintenance Airlock"
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airlock_type = "/maintenance"
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glass = -1
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door_assembly_ext
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base_icon_state = "ext"
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base_name = "External Airlock"
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airlock_type = "/external"
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glass = -1
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obj/structure/door_assembly/door_assembly_ext
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base_icon_state = "ext"
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base_name = "External Airlock"
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airlock_type = "/external"
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glass = -1
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door_assembly_fre
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base_icon_state = "fre"
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base_name = "Freezer Airlock"
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airlock_type = "/freezer"
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glass = -1
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obj/structure/door_assembly/door_assembly_fre
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base_icon_state = "fre"
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base_name = "Freezer Airlock"
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airlock_type = "/freezer"
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glass = -1
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door_assembly_hatch
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base_icon_state = "hatch"
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base_name = "Airtight Hatch"
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airlock_type = "/hatch"
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glass = -1
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obj/structure/door_assembly/door_assembly_hatch
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base_icon_state = "hatch"
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base_name = "Airtight Hatch"
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airlock_type = "/hatch"
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glass = -1
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door_assembly_mhatch
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base_icon_state = "mhatch"
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base_name = "Maintenance Hatch"
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airlock_type = "/maintenance_hatch"
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glass = -1
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obj/structure/door_assembly/door_assembly_mhatch
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base_icon_state = "mhatch"
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base_name = "Maintenance Hatch"
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airlock_type = "/maintenance_hatch"
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glass = -1
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door_assembly_highsecurity // Borrowing this until WJohnston makes sprites for the assembly
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base_icon_state = "highsec"
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base_name = "High Security Airlock"
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airlock_type = "/highsecurity"
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glass = -1
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obj/structure/door_assembly/door_assembly_highsecurity // Borrowing this until WJohnston makes sprites for the assembly
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base_icon_state = "highsec"
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base_name = "High Security Airlock"
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airlock_type = "/highsecurity"
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glass = -1
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door_assembly_shuttle
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base_icon_state = "shuttle"
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base_name = "shuttle airlock"
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airlock_type = "/shuttle"
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glass = -1
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obj/structure/door_assembly/door_assembly_shuttle
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base_icon_state = "shuttle"
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base_name = "shuttle airlock"
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airlock_type = "/shuttle"
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glass = -1
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multi_tile
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icon = 'icons/obj/doors/door_assembly2x1.dmi'
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dir = EAST
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var/width = 1
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obj/structure/door_assembly/multi_tile
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icon = 'icons/obj/doors/door_assembly2x1.dmi'
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dir = EAST
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var/width = 1
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/*Temporary until we get sprites.
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glass_type = "/multi_tile/glass"
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airlock_type = "/multi_tile/maint"
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glass = 1*/
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base_icon_state = "g" //Remember to delete this line when reverting "glass" var to 1.
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airlock_type = "/multi_tile/glass"
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glass = -1 //To prevent bugs in deconstruction process.
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glass_type = "/multi_tile/glass"
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airlock_type = "/multi_tile/maint"
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glass = 1*/
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base_icon_state = "g" //Remember to delete this line when reverting "glass" var to 1.
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airlock_type = "/multi_tile/glass"
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glass = -1 //To prevent bugs in deconstruction process.
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New()
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if(dir in list(EAST, WEST))
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bound_width = width * world.icon_size
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bound_height = world.icon_size
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else
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bound_width = world.icon_size
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bound_height = width * world.icon_size
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update_state()
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obj/structure/door_assembly/multi_tile/New()
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if(dir in list(EAST, WEST))
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bound_width = width * world.icon_size
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bound_height = world.icon_size
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else
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bound_width = world.icon_size
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bound_height = width * world.icon_size
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update_state()
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Move()
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. = ..()
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if(dir in list(EAST, WEST))
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bound_width = width * world.icon_size
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bound_height = world.icon_size
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else
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bound_width = world.icon_size
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bound_height = width * world.icon_size
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obj/structure/door_assembly/multi_tile/Move()
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. = ..()
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if(dir in list(EAST, WEST))
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bound_width = width * world.icon_size
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bound_height = world.icon_size
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else
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bound_width = world.icon_size
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bound_height = width * world.icon_size
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