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Tableing 2022: bartender's delight edition (#19202)
* tableing 2022 * del u * code * oh i should commit this haha * idb2 are you okay? * namae wa * DIO
This commit is contained in:
@@ -15,7 +15,7 @@
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/obj/structure/table
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name = "table"
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desc = "A square piece of metal standing on four metal legs. It can not move."
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icon = 'icons/obj/smooth_structures/table.dmi'
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icon = 'icons/obj/smooth_structures/tables/table.dmi'
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icon_state = "table-0"
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base_icon_state = "table"
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density = TRUE
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@@ -399,7 +399,7 @@
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/obj/structure/table/glass
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name = "glass table"
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desc = "Looks fragile. You should totally flip it. It is begging for it."
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icon = 'icons/obj/smooth_structures/glass_table.dmi'
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icon = 'icons/obj/smooth_structures/tables/glass_table.dmi'
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icon_state = "glass_table-0"
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base_icon_state = "glass_table"
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buildstack = /obj/item/stack/sheet/glass
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@@ -409,11 +409,12 @@
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resistance_flags = ACID_PROOF
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
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var/list/debris = list()
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var/shardtype = /obj/item/shard
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/obj/structure/table/glass/Initialize(mapload)
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. = ..()
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debris += new frame
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debris += new /obj/item/shard
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debris += new shardtype
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/obj/structure/table/glass/Destroy()
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for(var/i in debris)
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@@ -490,13 +491,90 @@
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for(var/obj/item/shard/S in debris)
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S.color = NARSIE_WINDOW_COLOUR
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/obj/structure/table/glass/plasma
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name = "plasma glass table"
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desc = "A table made from the blood, sweat, and tears of miners."
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icon = 'icons/obj/smooth_structures/tables/plasmaglass_table.dmi'
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icon_state = "plasmaglass_table-0"
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base_icon_state = "plasmaglass_table"
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buildstack = /obj/item/stack/sheet/plasmaglass
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max_integrity = 140
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shardtype = /obj/item/shard/plasma
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/obj/structure/table/glass/reinforced
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name = "reinforced glass table"
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desc = "Looks robust. You should totally flip it. It is begging for it."
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icon = 'icons/obj/smooth_structures/tables/rglass_table.dmi'
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icon_state = "rglass_table-0"
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base_icon_state = "rglass_table"
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buildstack = /obj/item/stack/sheet/rglass
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max_integrity = 100
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integrity_failure = 50
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deconstruction_ready = FALSE
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armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
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smoothing_groups = list(SMOOTH_GROUP_REINFORCED_TABLES)
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canSmoothWith = list(SMOOTH_GROUP_REINFORCED_TABLES)
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/obj/structure/table/reinforced/deconstruction_hints(mob/user) //look, it was either copy paste these 3 procs, or copy paste all of the glass stuff
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if(deconstruction_ready)
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to_chat(user, "<span class='notice'>The top cover has been <i>welded</i> loose and the main frame's <b>bolts</b> are exposed.</span>")
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else
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to_chat(user, "<span class='notice'>The top cover is firmly <b>welded</b> on.</span>")
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/obj/structure/table/reinforced/flip(direction)
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if(!deconstruction_ready)
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return FALSE
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else
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return ..()
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/obj/structure/table/reinforced/welder_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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to_chat(user, "<span class='notice'>You start [deconstruction_ready ? "strengthening" : "weakening"] the reinforced table...</span>")
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if(I.use_tool(src, user, 50, volume = I.tool_volume))
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to_chat(user, "<span class='notice'>You [deconstruction_ready ? "strengthen" : "weaken"] the table.</span>")
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deconstruction_ready = !deconstruction_ready
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/obj/structure/table/glass/reinforced/check_break(mob/living/M)
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if(has_gravity(M) && M.mob_size > MOB_SIZE_SMALL && (obj_integrity < (max_integrity / 2))) //big tables for big boys, only breaks under 50% hp
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table_shatter(M)
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/obj/structure/table/glass/reinforced/plasma
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name = "reinforced plasma glass table"
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desc = "Seems a bit overkill for a table."
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icon = 'icons/obj/smooth_structures/tables/rplasmaglass_table.dmi'
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icon_state = "rplasmaglass_table-0"
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base_icon_state = "rplasmaglass_table"
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buildstack = /obj/item/stack/sheet/plasmarglass
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max_integrity = 180
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shardtype = /obj/item/shard/plasma
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/obj/structure/table/glass/reinforced/titanium
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name = "reinforced titanium glass table"
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desc = "A very sleek looking glass table, neat!"
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icon = 'icons/obj/smooth_structures/tables/titaniumglass_table.dmi'
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icon_state = "titaniumglass_table-0"
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base_icon_state = "titaniumglass_table"
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buildstack = /obj/item/stack/sheet/titaniumglass
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max_integrity = 180
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/obj/structure/table/glass/reinforced/plastitanium
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name = "reinforced plastitanium glass table"
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desc = "The mother of all glass tables."
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icon = 'icons/obj/smooth_structures/tables/plastitaniumglass_table.dmi'
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icon_state = "plastitaniumglass_table-0"
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base_icon_state = "plastitaniumglass_table"
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buildstack = /obj/item/stack/sheet/plastitaniumglass
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max_integrity = 200
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/*
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* Wooden tables
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*/
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/obj/structure/table/wood
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name = "wooden table"
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desc = "Do not apply fire to this. Rumour says it burns easily."
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icon = 'icons/obj/smooth_structures/wood_table.dmi'
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icon = 'icons/obj/smooth_structures/tables/wood_table.dmi'
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icon_state = "wood_table-0"
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base_icon_state = "wood_table"
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frame = /obj/structure/table_frame/wood
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@@ -514,7 +592,7 @@
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/obj/structure/table/wood/poker //No specialties, Just a mapping object.
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name = "gambling table"
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desc = "A seedy table for seedy dealings in seedy places."
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icon = 'icons/obj/smooth_structures/poker_table.dmi'
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icon = 'icons/obj/smooth_structures/tables/poker_table.dmi'
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icon_state = "poker_table-0"
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base_icon_state = "poker_table"
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buildstack = /obj/item/stack/tile/carpet
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@@ -529,7 +607,7 @@
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/obj/structure/table/wood/fancy
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name = "fancy table"
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desc = "A standard metal table frame covered with an amazingly fancy, patterned cloth."
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icon = 'icons/obj/smooth_structures/fancy_table.dmi'
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icon = 'icons/obj/smooth_structures/tables/fancy/fancy_table.dmi'
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icon_state = "fancy_table-0"
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base_icon_state = "fancy_table"
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frame = /obj/structure/table_frame
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@@ -549,57 +627,57 @@
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icon_state = "fancy_table_black-0"
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base_icon_state = "fancy_table_black"
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buildstack = /obj/item/stack/tile/carpet/black
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icon = 'icons/obj/smooth_structures/fancy_table_black.dmi'
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icon = 'icons/obj/smooth_structures/tables/fancy/fancy_table_black.dmi'
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/obj/structure/table/wood/fancy/blue
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icon_state = "fancy_table_blue-0"
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base_icon_state = "fancy_table_blue"
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buildstack = /obj/item/stack/tile/carpet/blue
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icon = 'icons/obj/smooth_structures/fancy_table_blue.dmi'
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icon = 'icons/obj/smooth_structures/tables/fancy/fancy_table_blue.dmi'
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/obj/structure/table/wood/fancy/cyan
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icon_state = "fancy_table_cyan-0"
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base_icon_state = "fancy_table_cyan"
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buildstack = /obj/item/stack/tile/carpet/cyan
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icon = 'icons/obj/smooth_structures/fancy_table_cyan.dmi'
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icon = 'icons/obj/smooth_structures/tables/fancy/fancy_table_cyan.dmi'
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/obj/structure/table/wood/fancy/green
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icon_state = "fancy_table_green-0"
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base_icon_state = "fancy_table_green"
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buildstack = /obj/item/stack/tile/carpet/green
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icon = 'icons/obj/smooth_structures/fancy_table_green.dmi'
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icon = 'icons/obj/smooth_structures/tables/fancy/fancy_table_green.dmi'
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/obj/structure/table/wood/fancy/orange
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icon_state = "fancy_table_orange-0"
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base_icon_state = "fancy_table_orange"
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buildstack = /obj/item/stack/tile/carpet/orange
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icon = 'icons/obj/smooth_structures/fancy_table_orange.dmi'
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icon = 'icons/obj/smooth_structures/tables/fancy/fancy_table_orange.dmi'
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/obj/structure/table/wood/fancy/purple
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icon_state = "fancy_table_purple-0"
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base_icon_state = "fancy_table_purple"
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buildstack = /obj/item/stack/tile/carpet/purple
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icon = 'icons/obj/smooth_structures/fancy_table_purple.dmi'
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icon = 'icons/obj/smooth_structures/tables/fancy/fancy_table_purple.dmi'
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/obj/structure/table/wood/fancy/red
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icon_state = "fancy_table_red-0"
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base_icon_state = "fancy_table_red"
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buildstack = /obj/item/stack/tile/carpet/red
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icon = 'icons/obj/smooth_structures/fancy_table_red.dmi'
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icon = 'icons/obj/smooth_structures/tables/fancy/fancy_table_red.dmi'
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/obj/structure/table/wood/fancy/royalblack
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icon_state = "fancy_table_royalblack-0"
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base_icon_state = "fancy_table_royalblack"
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buildstack = /obj/item/stack/tile/carpet/royalblack
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icon = 'icons/obj/smooth_structures/fancy_table_royalblack.dmi'
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icon = 'icons/obj/smooth_structures/tables/fancy/fancy_table_royalblack.dmi'
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/obj/structure/table/wood/fancy/royalblue
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icon_state = "fancy_table_royalblue-0"
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base_icon_state = "fancy_table_royalblue"
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buildstack = /obj/item/stack/tile/carpet/royalblue
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icon = 'icons/obj/smooth_structures/fancy_table_royalblue.dmi'
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icon = 'icons/obj/smooth_structures/tables/fancy/fancy_table_royalblue.dmi'
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/*
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* Reinforced tables
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@@ -607,12 +685,13 @@
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/obj/structure/table/reinforced
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name = "reinforced table"
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desc = "A reinforced version of the four legged table."
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icon = 'icons/obj/smooth_structures/reinforced_table.dmi'
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icon = 'icons/obj/smooth_structures/tables/reinforced_table.dmi'
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icon_state = "reinforced_table-0"
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base_icon_state = "reinforced_table"
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deconstruction_ready = FALSE
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buildstack = /obj/item/stack/sheet/plasteel
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canSmoothWith = list(SMOOTH_GROUP_TABLES)
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smoothing_groups = list(SMOOTH_GROUP_REINFORCED_TABLES)
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canSmoothWith = list(SMOOTH_GROUP_REINFORCED_TABLES)
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max_integrity = 200
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integrity_failure = 50
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armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
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@@ -641,7 +720,7 @@
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/obj/structure/table/reinforced/brass
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name = "brass table"
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desc = "A solid, slightly beveled brass table."
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icon = 'icons/obj/smooth_structures/brass_table.dmi'
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icon = 'icons/obj/smooth_structures/tables/brass_table.dmi'
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icon_state = "brass_table-0"
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base_icon_state = "brass_table"
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resistance_flags = FIRE_PROOF | ACID_PROOF
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@@ -504,7 +504,7 @@
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/obj/structure/window/reinforced/tinted/frosted
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name = "frosted window"
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desc = "It looks rather strong and frosted over. Looks like it might take a few less hits then a normal reinforced window."
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icon_state = "fwindow"
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icon_state = "twindow"
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max_integrity = 30
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/obj/structure/window/reinforced/polarized
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