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https://github.com/ParadiseSS13/Paradise.git
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removes table parts, adds table frames
table/woodentable -> table/wood tables are built by applying stacks to table frames altered table construction cleaned the code and increased obj_integrity of some tables and racks lowercased 'carpet'
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@@ -1,133 +0,0 @@
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/* Table parts and rack parts
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* Contains:
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* Table Parts
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* Reinforced Table Parts
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* Wooden Table Parts
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* Rack Parts
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*/
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/obj/item/weapon/table_parts
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name = "table parts"
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desc = "Parts of a table. Poor table."
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gender = PLURAL
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icon = 'icons/obj/items.dmi'
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icon_state = "table_parts"
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materials = list(MAT_METAL=4000)
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flags = CONDUCT
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attack_verb = list("slammed", "bashed", "battered", "bludgeoned", "thrashed", "whacked")
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var/upgradable = 1
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var/result = /obj/structure/table
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var/parts = list(
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/obj/item/stack/sheet/metal,
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/obj/item/stack/sheet/metal)
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/obj/item/weapon/table_parts/reinforced
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name = "reinforced table parts"
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desc = "Hard table parts. Well...harder..."
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icon = 'icons/obj/items.dmi'
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icon_state = "reinf_tableparts"
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materials = list(MAT_METAL=8000)
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flags = CONDUCT
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upgradable = 0
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result = /obj/structure/table/reinforced
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parts = list(
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/obj/item/stack/sheet/metal,
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/obj/item/stack/rods)
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/obj/item/weapon/table_parts/wood
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name = "wooden table parts"
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desc = "Keep away from fire."
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icon_state = "wood_tableparts"
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flags = null
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upgradable = 0
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burn_state = FLAMMABLE
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result = /obj/structure/table/woodentable
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parts = list(
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/obj/item/stack/sheet/wood,
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/obj/item/stack/sheet/wood)
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/obj/item/weapon/table_parts/wood/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/stack/tile/carpet))
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var/target = /obj/item/weapon/table_parts/fancy
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if(istype(W, /obj/item/stack/tile/carpet/black))
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target = /obj/item/weapon/table_parts/fancy/black
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var/obj/item/stack/S = W
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if(S.use(1))
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new target(get_turf(src))
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qdel(src)
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else
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. = ..()
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/obj/item/weapon/table_parts/glass
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name = "glass table parts"
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desc = "fragile!"
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icon_state = "glass_tableparts"
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flags = null
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upgradable = 0
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result = /obj/structure/glasstable_frame
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parts = list(
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/obj/item/stack/sheet/metal,
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/obj/item/stack/sheet/metal)
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/obj/item/weapon/table_parts/fancy
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name = "fancy table parts"
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desc = "Pretty!"
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icon_state = "fancy_tableparts"
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result = /obj/structure/table/wood/fancy
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/obj/item/weapon/table_parts/fancy/black
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name = "black fancy table parts"
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icon_state = "black_fancy_tableparts"
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result = /obj/structure/table/wood/fancy/black
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/obj/item/weapon/rack_parts
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name = "rack parts"
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desc = "Parts of a rack."
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icon = 'icons/obj/items.dmi'
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icon_state = "rack_parts"
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flags = CONDUCT
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materials = list(MAT_METAL=2000)
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/*
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* Table Parts
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*/
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/obj/item/weapon/table_parts/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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..()
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if(istype(W, /obj/item/weapon/wrench))
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for(var/p in parts)
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new p(user.loc)
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qdel(src)
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else if(upgradable && istype(W, /obj/item/stack/rods))
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var/obj/item/stack/rods/R = W
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if(R.amount >= 4)
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new /obj/item/weapon/table_parts/reinforced(user.loc)
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to_chat(user, "<span class=notice>You reinforce the [name].</span>")
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R.use(4)
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qdel(src)
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else
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to_chat(user, "<span class=warning>You need at least four rods to do this.</span>")
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/obj/item/weapon/table_parts/attack_self(mob/user as mob)
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for(var/obj/structure/table/T in user.loc)
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to_chat(user, "<span class=warning>You can't build tables on top of tables!</span>")
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return
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if(do_after(user, 20, target = loc))
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new result(user.loc)
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user.drop_item()
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qdel(src)
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/*
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* Rack Parts
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*/
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/obj/item/weapon/rack_parts/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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..()
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if(istype(W, /obj/item/weapon/wrench))
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new /obj/item/stack/sheet/metal(user.loc)
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qdel(src)
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/obj/item/weapon/rack_parts/attack_self(mob/user as mob)
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if(do_after(user, 20, target = loc))
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var/obj/structure/rack/R = new /obj/structure/rack(user.loc)
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R.add_fingerprint(user)
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user.drop_item()
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qdel(src)
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