mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 19:44:09 +01:00
Merge pull request #7066 from tigercat2000/BumpRefactor
/tg/ Move refactor
This commit is contained in:
@@ -104,9 +104,9 @@
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/obj/structure/alien/resin/hitby(atom/movable/AM)
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..()
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var/tforce = 0
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if(!isobj(AM))
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if(ismob(AM))
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tforce = 10
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else
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else if(isobj(AM))
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var/obj/O = AM
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tforce = O.throwforce
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playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
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@@ -67,7 +67,7 @@
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/obj/item/clothing/gloves/color/black = 20,
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/obj/item/clothing/head/hardhat = 10,
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/obj/item/clothing/head/hardhat/red = 10,
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/obj/item/clothing/head/that{throwforce = 1; throwing = 1} = 10,
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/obj/item/clothing/head/that = 10,
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/obj/item/clothing/head/ushanka = 10,
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/obj/item/clothing/head/welding = 10,
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/obj/item/clothing/mask/gas = 10,
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+21
-34
@@ -61,6 +61,8 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
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var/block_chance = 0
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var/hit_reaction_chance = 0 //If you want to have something unrelated to blocking/armour piercing etc. Maybe not needed, but trying to think ahead/allow more freedom
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var/mob/thrownby = null
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var/toolspeed = 1 // If this item is a tool, the speed multiplier
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/* Species-specific sprites, concept stolen from Paradise//vg/.
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@@ -217,7 +219,8 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
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var/obj/item/weapon/storage/S = src.loc
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S.remove_from_storage(src)
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src.throwing = 0
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if(throwing)
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throwing.finalize(FALSE)
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if(loc == user)
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if(!user.unEquip(src))
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return 0
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@@ -231,36 +234,6 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
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user.put_in_active_hand(src)
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return 1
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/obj/item/attack_alien(mob/user as mob)
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if(isalien(user)) // -- TLE
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var/mob/living/carbon/alien/A = user
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if(!A.has_fine_manipulation)
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if(src in A.contents) // To stop Aliens having items stuck in their pockets
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A.unEquip(src)
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to_chat(user, "Your claws aren't capable of such fine manipulation.")
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return
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if(istype(src.loc, /obj/item/weapon/storage))
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for(var/mob/M in range(1, src.loc))
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if(M.s_active == src.loc)
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if(M.client)
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M.client.screen -= src
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src.throwing = 0
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if(src.loc == user)
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if(!user.unEquip(src))
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return
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else
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if(istype(src.loc, /mob/living))
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return
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src.pickup(user)
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user.put_in_active_hand(src)
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return
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/obj/item/attack_alien(mob/user as mob)
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var/mob/living/carbon/alien/A = user
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@@ -323,9 +296,6 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
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/obj/item/proc/talk_into(mob/M, var/text, var/channel=null)
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return
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/obj/item/proc/moved(mob/user, old_loc)
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return
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/obj/item/proc/dropped(mob/user)
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for(var/X in actions)
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var/datum/action/A = X
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@@ -546,6 +516,23 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
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throw_at(S,14,3)
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else ..()
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/obj/item/throw_impact(atom/A)
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if(A && !qdeleted(A))
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var/itempush = 1
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if(w_class < 4)
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itempush = 0 // too light to push anything
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return A.hitby(src, 0, itempush)
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/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
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thrownby = thrower
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callback = CALLBACK(src, .proc/after_throw, callback) //replace their callback with our own
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. = ..(target, range, speed, thrower, spin, diagonals_first, callback)
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/obj/item/proc/after_throw(datum/callback/callback)
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if(callback) //call the original callback
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. = callback.Invoke()
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throw_speed = initial(throw_speed) //explosions change this.
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/obj/item/proc/pwr_drain()
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return 0 // Process Kill
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@@ -151,7 +151,7 @@ var/list/tape_roll_applications = list()
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if(!density) return 1
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if(height==0) return 1
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if((mover.pass_flags & PASSTABLE || istype(mover, /obj/effect/meteor) || mover.throwing == 1) )
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if((mover.pass_flags & PASSTABLE || istype(mover, /obj/effect/meteor) || mover.throwing))
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return 1
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else if(ismob(mover) && allowed(mover))
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return 1
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@@ -115,7 +115,7 @@
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last = C
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break
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/obj/item/weapon/twohanded/rcl/moved(mob/user, turf/old_loc, direct)
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/obj/item/weapon/twohanded/rcl/on_mob_move(direct, mob/user)
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if(active)
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trigger(user)
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@@ -111,10 +111,10 @@
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/obj/item/weapon/dice/attack_self(mob/user as mob)
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diceroll(user)
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/obj/item/weapon/dice/throw_at(atom/target, range, speed, mob/user as mob)
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/obj/item/weapon/dice/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
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if(!..())
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return
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diceroll(user)
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diceroll(thrower)
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/obj/item/weapon/dice/proc/diceroll(mob/user)
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result = rand(1, sides)
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@@ -133,7 +133,7 @@
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user.visible_message("<span class='notice'>[user] has thrown [src]. It lands on [result]. [comment]</span>", \
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"<span class='notice'>You throw [src]. It lands on [result]. [comment]</span>", \
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"<span class='italics'>You hear [src] rolling, it sounds like a [fake_result].</span>")
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else if(src.throwing == 0) //Dice was thrown and is coming to rest
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else if(!throwing) //Dice was thrown and is coming to rest
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visible_message("<span class='notice'>[src] rolls to a stop, landing on [result]. [comment]</span>")
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/obj/item/weapon/dice/d20/e20/diceroll(mob/user as mob, thrown)
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@@ -316,4 +316,7 @@ a {
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for(var/obj/item/Item in contents) //Empty out the contents
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Item.forceMove(new_loc)
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if(burn)
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Item.fire_act() //Set them on fire, too
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Item.fire_act() //Set them on fire, too
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/obj/proc/on_mob_move(dir, mob/user)
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return
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@@ -56,7 +56,7 @@
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if(throwing) // you keep some momentum when getting out of a thrown closet
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step(AM, dir)
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if(throwing)
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throwing = 0
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throwing.finalize(FALSE)
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/obj/structure/closet/proc/open()
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if(opened)
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@@ -327,7 +327,7 @@
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/obj/structure/closet/attack_hand(mob/user)
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add_fingerprint(user)
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toggle(user)
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/obj/structure/closet/attack_ghost(mob/user)
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if(user.can_advanced_admin_interact())
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toggle(user)
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@@ -297,8 +297,8 @@
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tforce = 5
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else if(isobj(AM))
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if(prob(50))
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var/obj/item/I = AM
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tforce = max(0, I.throwforce * 0.5)
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var/obj/O = AM
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tforce = max(0, O.throwforce * 0.5)
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else if(anchored && !broken)
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var/turf/T = get_turf(src)
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var/obj/structure/cable/C = T.get_cable_node()
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@@ -190,7 +190,7 @@
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layer = 2.0
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var/obj/structure/morgue/connected = null
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anchored = 1.0
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throwpass = 1
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pass_flags = LETPASSTHROW
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/obj/structure/m_tray/attack_hand(mob/user as mob)
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@@ -432,7 +432,7 @@
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layer = 2.0
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var/obj/structure/crematorium/connected = null
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anchored = 1.0
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throwpass = 1
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pass_flags = LETPASSTHROW
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/obj/structure/c_tray/attack_hand(mob/user as mob)
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if(connected)
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@@ -18,7 +18,7 @@
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density = 1
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anchored = 1.0
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layer = 2.8
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throwpass = 1 //You can throw objects over this, despite it's density.")
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pass_flags = LETPASSTHROW
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climbable = 1
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var/parts = /obj/item/weapon/table_parts
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@@ -127,7 +127,8 @@
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return
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/obj/structure/table/CanPass(atom/movable/mover, turf/target, height=0)
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if(height==0) return 1
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if(height == 0)
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return 1
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if(istype(mover,/obj/item/projectile))
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return (check_cover(mover,target))
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if(ismob(mover))
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@@ -136,6 +137,8 @@
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return 1
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if(istype(mover) && mover.checkpass(PASSTABLE))
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return 1
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if(mover.throwing)
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return 1
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if(locate(/obj/structure/table) in get_turf(mover))
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return 1
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if(flipped)
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@@ -526,7 +529,7 @@
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icon_state = "rack"
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density = 1
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anchored = 1.0
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throwpass = 1 //You can throw objects over this, despite it's density.
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pass_flags = LETPASSTHROW
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var/parts = /obj/item/weapon/rack_parts
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var/health = 5
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@@ -563,6 +566,8 @@
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return 1
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if(istype(mover) && mover.checkpass(PASSTABLE))
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return 1
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if(mover.throwing)
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return 1
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else
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return 0
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@@ -108,22 +108,24 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
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return 1
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/obj/structure/window/hitby(atom/movable/AM)
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if(!CanPass(AM, get_step(src, AM.dir))) //So thrown objects that cross a tile with non-full windows will no longer hit the window even if it isn't visually obstructing the path.
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..()
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var/tforce = 0
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if(isobj(AM))
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var/obj/item/I = AM
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tforce = I.throwforce
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if(reinf) tforce *= 0.25
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playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
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health = max(0, health - tforce)
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if(health <= 7 && !reinf)
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anchored = 0
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update_nearby_icons()
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step(src, get_dir(AM, src))
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if(health <= 0)
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destroy()
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/obj/structure/window/hitby(atom/movable/AM)
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..()
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var/tforce = 0
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if(ismob(AM))
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tforce = 10
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else if(isobj(AM))
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var/obj/O = AM
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tforce = O.throwforce
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if(reinf)
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tforce *= 0.25
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playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
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health = max(0, health - tforce)
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if(health <= 7 && !reinf)
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anchored = 0
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update_nearby_icons()
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step(src, get_dir(AM, src))
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if(health <= 0)
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destroy()
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/obj/structure/window/attack_hand(mob/user as mob)
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@@ -2,8 +2,3 @@
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name = "weapon"
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icon = 'icons/obj/weapons.dmi'
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hitsound = "swing_hit"
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/obj/item/weapon/Bump(mob/M as mob)
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spawn(0)
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..()
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return
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