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Merge pull request #16579 from FlattestGuitar/armor-defines
Adds defines for damage flags
This commit is contained in:
@@ -16,7 +16,7 @@
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max_integrity = 100
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/obj/structure/alien/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
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if(damage_flag == "melee")
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if(damage_flag == MELEE)
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switch(damage_type)
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if(BRUTE)
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damage_amount *= 0.25
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@@ -6,7 +6,7 @@
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req_access = list(ACCESS_BAR)
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max_integrity = 500
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integrity_failure = 250
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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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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/state = 0
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@@ -6,7 +6,7 @@
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density = 1
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max_integrity = 200
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integrity_failure = 50
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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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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" = 20, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50)
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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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@@ -9,7 +9,7 @@
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broken = 0
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can_be_emaged = TRUE
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max_integrity = 250
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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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armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
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damage_deflection = 20
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icon_closed = "secure"
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var/icon_locked = "secure1"
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@@ -51,10 +51,6 @@
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if("delete")
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qdel(src)
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//If you want to re-add fire, just add "fire" = 15 to the pick list.
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/*if("fire")
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new /obj/structure/closet/firecloset(src.loc)
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qdel(src)*/
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/obj/structure/closet/emcloset/legacy/populate_contents()
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new /obj/item/tank/internals/oxygen(src)
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@@ -169,7 +169,7 @@
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var/sparks = "securecratesparks"
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var/emag = "securecrateemag"
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max_integrity = 500
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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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armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
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damage_deflection = 25
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var/tamperproof = FALSE
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broken = FALSE
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@@ -6,7 +6,7 @@
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density = TRUE
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anchored = TRUE
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resistance_flags = ACID_PROOF
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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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armor = list(MELEE = 30, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
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max_integrity = 200
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integrity_failure = 50
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var/obj/item/showpiece = null
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@@ -10,7 +10,7 @@
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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, "fire" = 0, "acid" = 0)
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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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@@ -69,7 +69,7 @@
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/obj/structure/grille/attack_animal(mob/user)
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. = ..()
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if(. && !QDELETED(src) && !shock(user, 70))
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take_damage(rand(5,10), BRUTE, "melee", 1)
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take_damage(rand(5,10), BRUTE, MELEE, 1)
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/obj/structure/grille/hulk_damage()
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return 60
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@@ -88,14 +88,14 @@
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user.do_attack_animation(src, ATTACK_EFFECT_KICK)
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user.visible_message("<span class='warning'>[user] hits [src].</span>")
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if(!shock(user, 70))
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take_damage(rand(5,10), BRUTE, "melee", 1)
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take_damage(rand(5,10), BRUTE, MELEE, 1)
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/obj/structure/grille/attack_alien(mob/living/user)
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user.do_attack_animation(src)
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message("<span class='warning'>[user] mangles [src].</span>")
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if(!shock(user, 70))
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take_damage(20, BRUTE, "melee", 1)
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take_damage(20, BRUTE, MELEE, 1)
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/obj/structure/grille/CanPass(atom/movable/mover, turf/target, height=0)
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if(height==0)
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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, "fire" = 20, "acid" = 20)
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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/Initialize(mapload, source_projector)
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@@ -27,7 +27,7 @@
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return
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user.do_attack_animation(src)
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user.changeNext_move(CLICK_CD_MELEE)
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take_damage(5 , BRUTE, "melee", 1)
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take_damage(5 , BRUTE, MELEE, 1)
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/obj/structure/holosign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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@@ -97,11 +97,11 @@
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allow_walk = FALSE
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/obj/structure/holosign/barrier/cyborg/bullet_act(obj/item/projectile/P)
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take_damage((P.damage / 5) , BRUTE, "melee", 1) //Doesn't really matter what damage flag it is.
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take_damage((P.damage / 5) , BRUTE, MELEE, 1) //Doesn't really matter what damage flag it is.
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if(istype(P, /obj/item/projectile/energy/electrode))
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take_damage(10, BRUTE, "melee", 1) //Tasers aren't harmful.
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take_damage(10, BRUTE, MELEE, 1) //Tasers aren't harmful.
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if(istype(P, /obj/item/projectile/beam/disabler))
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take_damage(5, BRUTE, "melee", 1) //Disablers aren't harmful.
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take_damage(5, BRUTE, MELEE, 1) //Disablers aren't harmful.
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/obj/structure/holosign/barrier/cyborg/hacked
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name = "Charged Energy Field"
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@@ -110,7 +110,7 @@
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var/shockcd = 0
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/obj/structure/holosign/barrier/cyborg/hacked/bullet_act(obj/item/projectile/P)
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take_damage(P.damage, BRUTE, "melee", 1) //Yeah no this doesn't get projectile resistance.
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take_damage(P.damage, BRUTE, MELEE, 1) //Yeah no this doesn't get projectile resistance.
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/obj/structure/holosign/barrier/cyborg/hacked/proc/cooldown()
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shockcd = FALSE
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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, "fire" = 80, "acid" = 50)
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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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max_integrity = 50
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layer = LATTICE_LAYER //under pipes
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plane = FLOOR_PLANE
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@@ -8,7 +8,7 @@
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icon = 'icons/obj/doors/mineral_doors.dmi'
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icon_state = "metal"
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max_integrity = 200
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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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armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 50, ACID = 50)
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
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rad_insulation = RAD_MEDIUM_INSULATION
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var/initial_state
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@@ -5,7 +5,7 @@
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density = 0
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layer = 3.5
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max_integrity = 100
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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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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
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/obj/structure/sign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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@@ -389,7 +389,7 @@
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canSmoothWith = null
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max_integrity = 70
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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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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/Initialize(mapload)
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@@ -530,7 +530,7 @@
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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, "fire" = 80, "acid" = 70)
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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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@@ -708,7 +708,7 @@
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user.do_attack_animation(src, ATTACK_EFFECT_KICK)
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user.visible_message("<span class='warning'>[user] kicks [src].</span>", \
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"<span class='danger'>You kick [src].</span>")
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take_damage(rand(4,8), BRUTE, "melee", 1)
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take_damage(rand(4,8), BRUTE, MELEE, 1)
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/obj/structure/rack/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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@@ -11,7 +11,7 @@
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can_be_unanchored = TRUE
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max_integrity = 25
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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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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
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rad_insulation = RAD_VERY_LIGHT_INSULATION
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var/ini_dir = null
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var/state = WINDOW_OUT_OF_FRAME
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@@ -487,7 +487,7 @@
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icon_state = "rwindow"
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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, "fire" = 80, "acid" = 100)
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
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rad_insulation = RAD_HEAVY_INSULATION
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max_integrity = 50
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explosion_block = 1
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@@ -580,7 +580,7 @@
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heat_resistance = 32000
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max_integrity = 150
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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, "fire" = 99, "acid" = 100)
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armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
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rad_insulation = RAD_NO_INSULATION
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/obj/structure/window/plasmabasic/BlockSuperconductivity()
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@@ -596,7 +596,7 @@
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reinf = TRUE
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max_integrity = 500
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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, "fire" = 99, "acid" = 100)
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armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
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rad_insulation = RAD_NO_INSULATION
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damage_deflection = 21
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@@ -634,7 +634,7 @@
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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/polarized, /obj/structure/window/full/reinforced/tinted, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced, /turf/simulated/wall/indestructible/fakeglass)
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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, "fire" = 99, "acid" = 100)
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armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
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rad_insulation = RAD_NO_INSULATION
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/obj/structure/window/full/plasmareinforced
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@@ -650,7 +650,7 @@
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reinf = TRUE
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max_integrity = 1000
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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, "fire" = 99, "acid" = 100)
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armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
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rad_insulation = RAD_NO_INSULATION
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/obj/structure/window/full/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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@@ -666,7 +666,7 @@
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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, "fire" = 80, "acid" = 100)
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
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rad_insulation = RAD_HEAVY_INSULATION
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explosion_block = 1
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glass_type = /obj/item/stack/sheet/rglass
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@@ -697,7 +697,7 @@
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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, "fire" = 80, "acid" = 100)
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armor = list(MELEE = 50, 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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@@ -716,7 +716,7 @@
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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" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
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rad_insulation = RAD_HEAVY_INSULATION
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smooth = SMOOTH_TRUE
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canSmoothWith = null
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@@ -731,7 +731,7 @@
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icon_state = "clockwork_window_single"
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resistance_flags = FIRE_PROOF | ACID_PROOF
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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, "fire" = 80, "acid" = 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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