mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 03:27:05 +01:00
then-we-shall-reforge-the-armor-from-what-remains
This commit is contained in:
@@ -4,7 +4,7 @@
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icon = 'icons/obj/barsigns.dmi'
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icon_state = "empty"
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req_access = list(access_bar)
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armor = list(melee = 20, bullet = 20, laser = 20, energy = 100, bomb = 0, bio = 0, rad = 0)
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armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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var/list/barsigns=list()
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var/list/hiddensigns
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var/emagged = 0
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@@ -4,7 +4,7 @@
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icon = 'icons/obj/closet.dmi'
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icon_state = "closed"
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density = 1
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armor = list(melee = 20, bullet = 10, laser = 10, energy = 0, bomb = 10, bio = 0, rad = 0)
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armor = list("melee" = 20, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
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var/icon_closed = "closed"
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var/icon_opened = "open"
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var/opened = FALSE
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@@ -8,7 +8,7 @@
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icon_opened = "fireaxe1100"
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anchored = TRUE
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density = FALSE
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armor = list(melee = 50, bullet = 50, laser = 50, energy = 100, bomb = 10, bio = 100, rad = 100)
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armor = list("melee" = 50, "bullet" = 20, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50)
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var/localopened = FALSE //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
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opened = TRUE
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var/hitstaken = FALSE
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@@ -104,7 +104,7 @@
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user.put_in_hands(fireaxe)
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to_chat(user, "<span class='notice'>You take \the [fireaxe] from the [src].</span>")
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fireaxe = null
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add_fingerprint(user)
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update_icon()
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else
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@@ -179,13 +179,13 @@
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/obj/structure/closet/fireaxecabinet/proc/update_icon_opening()
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var/hasaxe = fireaxe != null
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icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]opening"
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spawn(10)
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spawn(10)
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update_icon()
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/obj/structure/closet/fireaxecabinet/proc/update_icon_closing()
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var/hasaxe = fireaxe != null
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icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]closing"
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spawn(10)
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spawn(10)
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update_icon()
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/obj/structure/closet/fireaxecabinet/update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers
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@@ -7,7 +7,7 @@
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opened = 0
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locked = 1
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broken = 0
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armor = list(melee = 30, bullet = 50, laser = 50, energy = 100, bomb = 0, bio = 0, rad = 0)
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armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
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var/large = 1
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icon_closed = "secure"
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var/icon_locked = "secure1"
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@@ -161,7 +161,7 @@
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if(C.use(15))
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to_chat(user, "<span class='notice'>You rig [src].</span>")
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rigged = TRUE
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else
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else
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to_chat(user, "<span class='warning'>You need atleast 15 wires to rig [src]!</span>")
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return
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else if(istype(W, /obj/item/radio/electropack))
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@@ -236,6 +236,7 @@
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var/greenlight = "securecrateg"
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var/sparks = "securecratesparks"
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var/emag = "securecrateemag"
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armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
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broken = 0
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locked = 1
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health = 1000
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@@ -16,7 +16,7 @@ GLOBAL_LIST_INIT(captain_display_cases, list())
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name = "display case frame"
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icon = 'icons/obj/stock_parts.dmi'
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icon_state = "box_glass"
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armor = list(melee = 30, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 0, rad = 0)
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armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
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var/obj/item/airlock_electronics/circuit = null
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var/obj/item/assembly/prox_sensor/sensor = null
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var/state = DISPLAYCASE_FRAME_CIRCUIT
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@@ -96,6 +96,7 @@ GLOBAL_LIST_INIT(captain_display_cases, list())
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density = TRUE
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anchored = TRUE
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unacidable = TRUE //Dissolving the case would also delete the contents.
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armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
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var/health = 30
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var/obj/item/occupant = null
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var/destroyed = FALSE
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@@ -9,7 +9,7 @@
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pressure_resistance = 5*ONE_ATMOSPHERE
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layer = BELOW_OBJ_LAYER
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level = 3
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armor = list(melee = 50, bullet = 70, laser = 70, energy = 100, bomb = 10, bio = 100, rad = 100)
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armor = list("melee" = 50, "bullet" = 70, "laser" = 70, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
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max_integrity = 50
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integrity_failure = 20
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var/rods_type = /obj/item/stack/rods
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@@ -6,7 +6,7 @@
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icon = 'icons/effects/effects.dmi'
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anchored = TRUE
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max_integrity = 1
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armor = list("melee" = 0, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0)
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armor = list("melee" = 0, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
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var/obj/item/holosign_creator/projector
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/obj/structure/holosign/New(loc, source_projector)
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@@ -5,7 +5,7 @@
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icon_state = "lattice"
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density = FALSE
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anchored = TRUE
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armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
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layer = LATTICE_LAYER //under pipes
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plane = FLOOR_PLANE
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var/number_of_rods = 1
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@@ -7,7 +7,7 @@
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icon = 'icons/obj/doors/mineral_doors.dmi'
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icon_state = "metal"
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armor = list(melee = 10, bullet = 0, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100)
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armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
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var/initial_state
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var/state = 0 //closed, 1 == open
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var/isSwitchingStates = 0
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@@ -6,7 +6,7 @@
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density = 0
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anchored = 1
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layer = 4
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armor = list(melee = 100, bullet = 80, laser = 80, energy = 100, bomb = 50, bio = 100, rad = 100)
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armor = list("melee" = 100, "bullet" = 80, "laser" = 80, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
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var/list/mobs_can_pass = list(
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/mob/living/carbon/slime,
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/mob/living/simple_animal/mouse,
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@@ -4,7 +4,7 @@
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opacity = 0
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density = 0
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layer = 3.5
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armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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/obj/structure/sign/ex_act(severity)
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switch(severity)
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@@ -371,6 +371,7 @@
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max_integrity = 70
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unacidable = 1
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canSmoothWith = null
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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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/obj/structure/table/glass/New()
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@@ -508,7 +509,7 @@
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canSmoothWith = list(/obj/structure/table/reinforced, /obj/structure/table)
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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)
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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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/obj/structure/table/reinforced/deconstruction_hints(mob/user)
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if(deconstruction_ready)
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@@ -32,6 +32,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
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flags = ON_BORDER
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can_be_unanchored = TRUE
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max_integrity = 25
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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/ini_dir = null
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var/state = WINDOW_OUT_OF_FRAME
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var/reinf = FALSE
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@@ -478,7 +479,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
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reinf = TRUE
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cancolor = TRUE
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heat_resistance = 1600
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100)
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armor = list("melee" = 90, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
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max_integrity = 50
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explosion_block = 1
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glass_type = /obj/item/stack/sheet/rglass
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@@ -552,7 +553,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
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heat_resistance = 32000
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max_integrity = 120
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explosion_block = 1
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armor = list("melee" = 75, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100)
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armor = list("melee" = 90, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
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/obj/structure/window/plasmabasic/BlockSuperconductivity()
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return 1
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@@ -566,7 +567,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
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reinf = TRUE
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max_integrity = 160
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explosion_block = 2
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armor = list("melee" = 85, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100)
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armor = list("melee" = 90, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
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/obj/structure/window/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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return
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@@ -602,7 +603,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
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smooth = SMOOTH_TRUE
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canSmoothWith = list(/obj/structure/window/full/basic, /obj/structure/window/full/reinforced, /obj/structure/window/full/reinforced/tinted, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced)
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explosion_block = 1
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armor = list("melee" = 75, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100)
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armor = list("melee" = 90, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
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/obj/structure/window/full/plasmareinforced
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name = "reinforced plasma window"
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@@ -615,7 +616,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
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reinf = TRUE
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max_integrity = 320
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explosion_block = 2
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armor = list("melee" = 85, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100)
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armor = list("melee" = 90, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
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/obj/structure/window/full/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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return
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@@ -630,7 +631,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
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max_integrity = 100
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reinf = TRUE
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heat_resistance = 1600
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100)
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armor = list("melee" = 90, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
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explosion_block = 1
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glass_type = /obj/item/stack/sheet/rglass
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cancolor = TRUE
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@@ -657,7 +658,7 @@ obj/structure/window/full/reinforced/ice
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reinf = TRUE
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heat_resistance = 1600
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explosion_block = 3
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100)
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armor = list("melee" = 90, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
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smooth = SMOOTH_TRUE
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canSmoothWith = null
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glass_type = /obj/item/stack/sheet/titaniumglass
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@@ -679,7 +680,7 @@ obj/structure/window/full/reinforced/ice
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flags = PREVENT_CLICK_UNDER
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reinf = TRUE
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heat_resistance = 1600
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100)
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armor = list("melee" = 95, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
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smooth = SMOOTH_TRUE
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canSmoothWith = null
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explosion_block = 3
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@@ -695,7 +696,7 @@ obj/structure/window/full/reinforced/ice
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burn_state = FIRE_PROOF
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unacidable = 1
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max_integrity = 80
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armor = list("melee" = 60, "bullet" = 25, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100)
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armor = list("melee" = 60, "bullet" = 25, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
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explosion_block = 2 //fancy AND hard to destroy. the most useful combination.
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glass_type = /obj/item/stack/tile/brass
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reinf = FALSE
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