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Cyborgs are a job available at round start. They have randomized cyborg names and half capacity batteries so that they aren't as good as made cyborgs right off the bat. Two slots. They are intended to start in AI Foyer: for whatever reason, THIS IS NOT WORKING. The cyborgs start on the title screen. I don't know how to fix it and I've given up on trying so that I don't make it worse. Someone more brilliant handle it please! Green labcoat and green glasses are on the map in the theater. Medbay front desk flip-turned upside down. Anyone who approaches should see and be seen by whomever's manning it sooner. With that, the new sign, and the downplayed doctor entrance, I'm hoping the exam room will be emphasized more and it will actually see some use. Exam room has shutters. The button is all access so you can't be trapped in there save the usual ways of power failure and the like. The door facing the hall is all access as well, which, again, should encourage people to use the room. The door to medbay requires doctor access and has no shutter under it so that doctors can watch doctors watching patients. Watching the watchmen sort of thing. Added a special kind of dropper for the service borg to use so he's not mixing the tiniest drinks ever. It holds and pumps with the size of a normal pour that a human hand could do into a bottle. Added a special kind of roburger with plenty of bites for use as a traitor unlock for an emagged service cyborg. The e-sword was too robust. Roburger should work out better because of its delay, its chance for failure, and it's now higher possibility of cure. It's also a nice novelty ability and thematically linked to the service cyborg itself. Changelog updated with most recent player-important changes. If I missed something that should have been included, then I am a buttface and please tell me so. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1203 316c924e-a436-60f5-8080-3fe189b3f50e
970 lines
21 KiB
Plaintext
970 lines
21 KiB
Plaintext
/obj
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//var/datum/module/mod //not used
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var/m_amt = 0 // metal
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var/g_amt = 0 // glass
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var/w_amt = 0 // waster amounts
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var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
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var/reliability = 100 //Used by SOME devices to determine how reliable they are.
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var/crit_fail = 0
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var/unacidable = 0 //universal "unacidabliness" var, here so you can use it in any obj.
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animate_movement = 2
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var/throwforce = 0
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proc
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handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
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//Return: (NONSTANDARD)
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// null if object handles breathing logic for lifeform
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// datum/air_group to tell lifeform to process using that breath return
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//DEFAULT: Take air from turf to give to have mob process
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if(breath_request>0)
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return remove_air(breath_request)
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else
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return null
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initialize()
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/obj/blob
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name = "magma"
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icon = 'blob.dmi'
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icon_state = "bloba0"
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var/health = 40
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density = 1
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opacity = 0
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anchored = 1
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/obj/blob/idle
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name = "magma"
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desc = "it looks... tasty"
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icon_state = "blobidle0"
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/obj/mark
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var/mark = ""
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icon = 'mark.dmi'
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icon_state = "blank"
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anchored = 1
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layer = 99
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mouse_opacity = 0
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unacidable = 1//Just to be sure.
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/obj/admins
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name = "admins"
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var/rank = null
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var/owner = null
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var/state = 1
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//state = 1 for playing : default
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//state = 2 for observing
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/obj/bhole
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name = "black hole"
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icon = 'objects.dmi'
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desc = "FUCK FUCK FUCK AAAHHH"
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icon_state = "bhole2"
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opacity = 0
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unacidable = 1
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density = 0
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anchored = 1
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var/datum/effects/system/harmless_smoke_spread/smoke
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/obj/beam
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name = "beam"
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unacidable = 1//Just to be sure.
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/obj/beam/a_laser
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name = "a laser"
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icon = 'projectiles.dmi'
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icon_state = "laser"
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density = 1
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var/yo = null
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var/xo = null
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var/current = null
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var/life = 50.0
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anchored = 1.0
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flags = TABLEPASS
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/obj/beam/i_beam
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name = "i beam"
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icon = 'projectiles.dmi'
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icon_state = "ibeam"
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var/obj/beam/i_beam/next = null
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var/obj/item/device/infra/master = null
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var/limit = null
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var/visible = 0.0
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var/left = null
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anchored = 1.0
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flags = TABLEPASS
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/obj/bedsheetbin
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name = "linen bin"
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desc = "A bin for containing bedsheets."
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icon = 'items.dmi'
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icon_state = "bedbin"
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var/amount = 23.0
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anchored = 1.0
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/obj/begin
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name = "begin"
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icon = 'stationobjs.dmi'
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icon_state = "begin"
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anchored = 1.0
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unacidable = 1
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/obj/bullet
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name = "bullet"
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icon = 'projectiles.dmi'
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icon_state = "bullet"
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density = 1
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unacidable = 1//Just to be sure.
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var/yo = null
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var/xo = null
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var/current = null
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anchored = 1.0
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flags = TABLEPASS
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/obj/bullet/weakbullet
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/obj/bullet/electrode
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name = "electrode"
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icon_state = "spark"
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/obj/bullet/teleshot
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name = "teleshot"
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icon_state = "spark"
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var/failchance = 5
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var/obj/item/target = null
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/obj/bullet/cbbolt
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name = "crossbow bolt"
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icon_state = "cbbolt"
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/obj/bullet/neurodart
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name = "acid"
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icon_state = "toxin"
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/obj/datacore
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name = "datacore"
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var/list/medical = list( )
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var/list/general = list( )
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var/list/security = list( )
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/obj/equip_e
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name = "equip e"
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var/mob/source = null
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var/s_loc = null
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var/t_loc = null
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var/obj/item/item = null
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var/place = null
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/obj/equip_e/human
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name = "human"
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var/mob/living/carbon/human/target = null
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/obj/equip_e/monkey
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name = "monkey"
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var/mob/living/carbon/monkey/target = null
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/obj/grille
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desc = "A piece of metal with evenly spaced gridlike holes in it. Blocks large object but lets small items, gas, or energy beams through."
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name = "grille"
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icon = 'structures.dmi'
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icon_state = "grille"
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density = 1
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var/health = 10.0
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var/destroyed = 0.0
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anchored = 1.0
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flags = FPRINT | CONDUCT
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pressure_resistance = 5*ONE_ATMOSPHERE
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layer = 2.9
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/obj/securearea
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desc = "A warning sign which reads 'SECURE AREA'"
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name = "SECURE AREA"
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icon = 'decals.dmi'
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icon_state = "securearea"
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anchored = 1.0
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opacity = 0
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density = 0
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/obj/sign/biohazard
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desc = "A warning sign which reads 'BIOHAZARD'"
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name = "BIOHAZARD"
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icon = 'decals.dmi'
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icon_state = "bio"
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anchored = 1.0
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opacity = 0
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density = 0
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/obj/sign/electricshock
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desc = "A warning sign which reads 'HIGH VOLTAGE'"
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name = "HIGH VOLTAGE"
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icon = 'decals.dmi'
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icon_state = "shock"
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anchored = 1.0
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opacity = 0
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density = 0
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/obj/sign/examroom
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desc = "A guidance sign which reads 'EXAM ROOM'"
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name = "EXAM"
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icon = 'decals.dmi'
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icon_state = "examroom"
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anchored = 1.0
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opacity = 0
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density = 0
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/obj/sign/vacuum
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desc = "A warning sign which reads 'HARD VACUUM AHEAD'"
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name = "HARD VACUUM AHEAD"
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icon = 'decals.dmi'
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icon_state = "space"
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anchored = 1.0
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opacity = 0
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density = 0
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pixel_x = -1
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pixel_y = -1
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/obj/sign/fire
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desc = "A warning sign which reads 'HOT! HOT! AAAH! I'M BURNING!'"
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name = "HOT! HOT! AAAH! I'M BURNING!"
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icon = 'decals.dmi'
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icon_state = "fire"
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anchored = 1.0
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opacity = 0
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density = 0
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/obj/sign/nosmoking_1
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desc = "A warning sign which reads 'NO SMOKING'"
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name = "NO SMOKING"
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icon = 'decals.dmi'
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icon_state = "nosmoking"
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anchored = 1.0
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opacity = 0
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density = 0
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/obj/sign/nosmoking_2
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desc = "A warning sign which reads 'NO SMOKING'"
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name = "NO SMOKING"
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icon = 'decals.dmi'
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icon_state = "nosmoking2"
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anchored = 1.0
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opacity = 0
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density = 0
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/obj/sign/redcross
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desc = "The Intergalactic symbol of Medical institutions. You'll probably get help here.'"
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name = "Med-Bay"
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icon = 'decals.dmi'
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icon_state = "redcross"
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anchored = 1.0
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opacity = 0
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density = 0
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/obj/sign/goldenplaque
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desc = "To be Robust is not an action or a way of life, but a mental state. Only those with the force of Will strong enough to act during a crisis, saving friend from foe, are truly Robust. Stay Robust my friends."
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name = "The Most Robust Men Award for Robustness"
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icon = 'decals.dmi'
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icon_state = "goldenplaque"
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anchored = 1.0
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opacity = 0
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density = 0
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/obj/sign/maltesefalcon1 //The sign is 64x32, so it needs two tiles. ;3
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desc = "The Maltese Falcon, Space Bar and Grill"
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name = "The Maltese Falcon"
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icon = 'decals.dmi'
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icon_state = "maltesefalcon1"
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anchored = 1.0
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opacity = 0
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density = 0
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/obj/sign/maltesefalcon2
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desc = "The Maltese Falcon, Space Bar and Grill"
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name = "The Maltese Falcon"
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icon = 'decals.dmi'
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icon_state = "maltesefalcon2"
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anchored = 1.0
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opacity = 0
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density = 0
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/obj/hud
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name = "hud"
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unacidable = 1
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var/mob/mymob = null
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var/list/adding = null
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var/list/other = null
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var/list/intents = null
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var/list/mov_int = null
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var/list/mon_blo = null
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var/list/m_ints = null
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var/obj/screen/druggy = null
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var/vimpaired = null
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var/obj/screen/alien_view = null
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var/obj/screen/g_dither = null
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var/obj/screen/blurry = null
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var/list/darkMask = null
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var/obj/screen/station_explosion = null
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var/h_type = /obj/screen
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/obj/item
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name = "item"
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icon = 'items.dmi'
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var/icon_old = null
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var/abstract = 0.0
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var/force = null
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var/item_state = null
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var/damtype = "brute"
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var/r_speed = 1.0
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var/health = null
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var/burn_point = null
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var/burning = null
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var/hitsound = null
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var/w_class = 3.0
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flags = FPRINT | TABLEPASS
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pressure_resistance = 50
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var/obj/item/master = null
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/obj/item/device
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icon = 'device.dmi'
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/obj/item/device/detective_scanner
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name = "Scanner"
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desc = "Used to scan objects for DNA and fingerprints"
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icon_state = "forensic0"
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var/amount = 20.0
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var/printing = 0.0
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w_class = 3.0
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item_state = "electronic"
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flags = FPRINT | TABLEPASS | ONBELT | CONDUCT | USEDELAY
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/obj/item/device/flash
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name = "flash"
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icon_state = "flash"
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var/l_time = 1.0
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var/shots = 5.0
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throwforce = 5
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w_class = 1.0
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throw_speed = 4
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throw_range = 10
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flags = FPRINT | TABLEPASS| CONDUCT
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item_state = "electronic"
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var/status = 1
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/obj/item/device/flashlight
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name = "flashlight"
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desc = "A hand-held emergency light."
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icon_state = "flight0"
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var/on = 0
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var/brightness_on = 4 //luminosity when on
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var/icon_on = "flight1"
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var/icon_off = "flight0"
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w_class = 2
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item_state = "flight"
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flags = FPRINT | ONBELT | TABLEPASS | CONDUCT
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m_amt = 50
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g_amt = 20
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/obj/item/device/flashlight/pen
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name = "penlight"
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desc = "A pen-sized light."
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icon_state = "plight0"
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flags = FPRINT | TABLEPASS | CONDUCT
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item_state = ""
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icon_on = "plight1"
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icon_off = "plight0"
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brightness_on = 3
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/obj/item/device/healthanalyzer
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name = "Health Analyzer"
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icon_state = "health"
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item_state = "analyzer"
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desc = "A hand-held body scanner able to distinguish vital signs of the subject."
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flags = FPRINT | ONBELT | TABLEPASS | CONDUCT
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throwforce = 3
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w_class = 1.0
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throw_speed = 5
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throw_range = 10
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m_amt = 200
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/obj/item/device/igniter
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name = "igniter"
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desc = "A small electronic device able to ignite combustable substances."
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icon_state = "igniter"
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var/status = 1.0
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flags = FPRINT | TABLEPASS| CONDUCT
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item_state = "electronic"
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m_amt = 100
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throwforce = 5
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w_class = 1.0
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throw_speed = 3
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throw_range = 10
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/obj/item/device/infra
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name = "Infrared Beam (Security)"
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desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
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icon_state = "infrared0"
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var/obj/beam/i_beam/first = null
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var/state = 0.0
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var/visible = 0.0
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flags = FPRINT | TABLEPASS| CONDUCT
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w_class = 2.0
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item_state = "electronic"
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m_amt = 150
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/obj/item/device/infra_sensor
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name = "Infrared Sensor"
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desc = "Scans for infrared beams in the vicinity."
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icon_state = "infra_sensor"
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var/passive = 1.0
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flags = FPRINT | TABLEPASS| CONDUCT
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item_state = "electronic"
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m_amt = 150
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/obj/item/device/t_scanner
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name = "T-ray scanner"
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desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
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icon_state = "t-ray0"
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var/on = 0
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flags = FPRINT|ONBELT|TABLEPASS
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w_class = 2
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item_state = "electronic"
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m_amt = 150
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/obj/item/device/multitool
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name = "multitool"
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icon_state = "multitool"
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flags = FPRINT | TABLEPASS| CONDUCT
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force = 5.0
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w_class = 2.0
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throwforce = 5.0
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throw_range = 15
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throw_speed = 3
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desc = "You can use this on airlocks or APCs to try to hack them without cutting wires."
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m_amt = 50
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g_amt = 20
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/obj/item/device/prox_sensor
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name = "Proximity Sensor"
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icon_state = "motion0"
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var/state = 0.0
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var/timing = 0.0
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var/time = null
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flags = FPRINT | TABLEPASS| CONDUCT
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w_class = 2.0
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item_state = "electronic"
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m_amt = 300
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/obj/item/device/shield
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name = "shield"
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icon_state = "shield0"
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var/active = 0.0
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flags = FPRINT | TABLEPASS| CONDUCT
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item_state = "electronic"
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throwforce = 5.0
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throw_speed = 1
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throw_range = 5
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w_class = 2.0
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/obj/item/device/timer
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name = "timer"
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icon_state = "timer0"
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item_state = "electronic"
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var/timing = 0.0
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var/time = null
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flags = FPRINT | TABLEPASS| CONDUCT
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w_class = 2.0
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m_amt = 100
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/obj/item/blueprints
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name = "station blueprints"
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desc = "Blueprints of the station. There's stamp \"Classified\" and several coffee stains on it."
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icon = 'items.dmi'
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icon_state = "blueprints"
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/obj/item/apc_frame
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name = "APC frame"
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desc = "Used for repairing or building APCs"
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icon = 'apc_repair.dmi'
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icon_state = "apc_frame"
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flags = FPRINT | TABLEPASS| CONDUCT
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/obj/landmark
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name = "landmark"
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icon = 'screen1.dmi'
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icon_state = "x2"
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anchored = 1.0
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unacidable = 1
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/obj/landmark/alterations
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name = "alterations"
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/obj/laser
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name = "laser"
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icon = 'projectiles.dmi'
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var/damage = 0.0
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var/range = 10.0
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/obj/lattice
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desc = "A lightweight support lattice."
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name = "lattice"
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icon = 'structures.dmi'
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|
icon_state = "lattice"
|
|
density = 0
|
|
anchored = 1.0
|
|
layer = 2.3 //under pipes
|
|
// flags = 64.0
|
|
|
|
/obj/list_container
|
|
name = "list container"
|
|
|
|
/obj/list_container/mobl
|
|
name = "mobl"
|
|
var/master = null
|
|
|
|
var/list/container = list( )
|
|
|
|
/obj/m_tray
|
|
name = "morgue tray"
|
|
icon = 'stationobjs.dmi'
|
|
icon_state = "morguet"
|
|
density = 1
|
|
layer = 2.0
|
|
var/obj/morgue/connected = null
|
|
anchored = 1.0
|
|
|
|
/obj/c_tray
|
|
name = "crematorium tray"
|
|
icon = 'stationobjs.dmi'
|
|
icon_state = "cremat"
|
|
density = 1
|
|
layer = 2.0
|
|
var/obj/crematorium/connected = null
|
|
anchored = 1.0
|
|
|
|
|
|
|
|
|
|
|
|
/obj/cable
|
|
level = 1
|
|
anchored =1
|
|
var/netnum = 0
|
|
name = "power cable"
|
|
desc = "A flexible superconducting cable for heavy-duty power transfer."
|
|
icon = 'power_cond.dmi'
|
|
icon_state = "0-1"
|
|
var/d1 = 0
|
|
var/d2 = 1
|
|
layer = 2.5
|
|
|
|
/obj/manifest
|
|
name = "manifest"
|
|
icon = 'screen1.dmi'
|
|
icon_state = "x"
|
|
unacidable = 1//Just to be sure.
|
|
|
|
/obj/morgue
|
|
name = "morgue"
|
|
icon = 'stationobjs.dmi'
|
|
icon_state = "morgue1"
|
|
density = 1
|
|
var/obj/m_tray/connected = null
|
|
anchored = 1.0
|
|
|
|
/obj/crematorium
|
|
name = "crematorium"
|
|
desc = "A human incinerator."
|
|
icon = 'stationobjs.dmi'
|
|
icon_state = "crema1"
|
|
density = 1
|
|
var/obj/c_tray/connected = null
|
|
anchored = 1.0
|
|
var/cremating = 0
|
|
var/id = 1
|
|
var/locked = 0
|
|
|
|
/obj/mine
|
|
name = "Mine"
|
|
desc = "I Better stay away from that thing."
|
|
density = 1
|
|
anchored = 1
|
|
layer = 3
|
|
icon = 'weapons.dmi'
|
|
icon_state = "uglymine"
|
|
var/triggerproc = "explode" //name of the proc thats called when the mine is triggered
|
|
var/triggered = 0
|
|
|
|
/obj/mine/dnascramble
|
|
name = "Radiation Mine"
|
|
icon_state = "uglymine"
|
|
triggerproc = "triggerrad"
|
|
|
|
/obj/mine/plasma
|
|
name = "Plasma Mine"
|
|
icon_state = "uglymine"
|
|
triggerproc = "triggerplasma"
|
|
|
|
/obj/mine/kick
|
|
name = "Kick Mine"
|
|
icon_state = "uglymine"
|
|
triggerproc = "triggerkick"
|
|
|
|
/obj/mine/n2o
|
|
name = "N2O Mine"
|
|
icon_state = "uglymine"
|
|
triggerproc = "triggern2o"
|
|
|
|
/obj/mine/stun
|
|
name = "Stun Mine"
|
|
icon_state = "uglymine"
|
|
triggerproc = "triggerstun"
|
|
|
|
/obj/overlay
|
|
name = "overlay"
|
|
unacidable = 1
|
|
|
|
/obj/portal
|
|
name = "portal"
|
|
icon = 'stationobjs.dmi'
|
|
icon_state = "portal"
|
|
density = 1
|
|
unacidable = 1//Can't destroy energy portals.
|
|
var/failchance = 5
|
|
var/obj/item/target = null
|
|
var/creator = null
|
|
anchored = 1.0
|
|
|
|
/obj/projection
|
|
name = "Projection"
|
|
anchored = 1.0
|
|
|
|
/obj/rack
|
|
name = "rack"
|
|
icon = 'objects.dmi'
|
|
icon_state = "rack"
|
|
density = 1
|
|
flags = FPRINT
|
|
anchored = 1.0
|
|
|
|
/obj/screen
|
|
name = "screen"
|
|
icon = 'screen1.dmi'
|
|
layer = 20.0
|
|
unacidable = 1
|
|
var/id = 0.0
|
|
var/obj/master
|
|
|
|
/obj/screen/close
|
|
name = "close"
|
|
master = null
|
|
|
|
/obj/screen/grab
|
|
name = "grab"
|
|
master = null
|
|
|
|
/obj/screen/storage
|
|
name = "storage"
|
|
master = null
|
|
|
|
/obj/screen/zone_sel
|
|
name = "Damage Zone"
|
|
icon = 'zone_sel.dmi'
|
|
icon_state = "blank"
|
|
var/selecting = "chest"
|
|
screen_loc = "EAST+1,NORTH"
|
|
|
|
/obj/shut_controller
|
|
name = "shut controller"
|
|
var/moving = null
|
|
var/list/parts = list( )
|
|
|
|
/obj/landmark/start
|
|
name = "start"
|
|
icon = 'screen1.dmi'
|
|
icon_state = "x"
|
|
anchored = 1.0
|
|
|
|
/obj/stool
|
|
name = "stool"
|
|
icon = 'objects.dmi'
|
|
icon_state = "stool"
|
|
flags = FPRINT
|
|
pressure_resistance = 3*ONE_ATMOSPHERE
|
|
|
|
/obj/stool/bed
|
|
name = "bed"
|
|
icon_state = "bed"
|
|
anchored = 1.0
|
|
var/list/buckled_mobs = list( )
|
|
|
|
/obj/stool/chair
|
|
name = "chair"
|
|
icon_state = "chair"
|
|
var/status = 0.0
|
|
anchored = 1.0
|
|
var/list/buckled_mobs = list( )
|
|
|
|
/obj/stool/chair/e_chair
|
|
name = "electrified chair"
|
|
icon_state = "e_chair0"
|
|
var/atom/movable/overlay/overl = null
|
|
var/on = 0.0
|
|
var/obj/item/assembly/shock_kit/part1 = null
|
|
var/last_time = 1.0
|
|
|
|
/obj/table
|
|
name = "table"
|
|
icon = 'structures.dmi'
|
|
icon_state = "table"
|
|
density = 1
|
|
anchored = 1.0
|
|
|
|
/obj/table/reinforced
|
|
name = "reinforced table"
|
|
icon_state = "reinf_table"
|
|
var/status = 2
|
|
|
|
/obj/table/woodentable
|
|
name = "wooden table"
|
|
icon_state = "woodentable"
|
|
|
|
/obj/mopbucket
|
|
desc = "Fill it with water, but don't forget a mop!"
|
|
name = "mop bucket"
|
|
icon = 'janitor.dmi'
|
|
icon_state = "mopbucket"
|
|
density = 1
|
|
flags = FPRINT
|
|
pressure_resistance = ONE_ATMOSPHERE
|
|
flags = FPRINT | TABLEPASS | OPENCONTAINER
|
|
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
|
|
|
|
/obj/kitchenspike
|
|
name = "a meat spike"
|
|
icon = 'kitchen.dmi'
|
|
icon_state = "spike"
|
|
desc = "A spike for collecting meat from animals"
|
|
density = 1
|
|
anchored = 1
|
|
var/meat = 0
|
|
var/occupied = 0
|
|
var/meattype = 0 // 0 - Nothing, 1 - Monkey, 2 - Xeno
|
|
|
|
/obj/displaycase
|
|
name = "Display Case"
|
|
icon = 'stationobjs.dmi'
|
|
icon_state = "glassbox1"
|
|
desc = "A display case for prized possessions."
|
|
density = 1
|
|
anchored = 1
|
|
unacidable = 1//Dissolving the case would also delete the gun.
|
|
var/health = 30
|
|
var/occupied = 1
|
|
var/destroyed = 0
|
|
|
|
/obj/showcase
|
|
name = "Showcase"
|
|
icon = 'stationobjs.dmi'
|
|
icon_state = "showcase_1"
|
|
desc = "A stand with the empty body of a cyborg bolted to it."
|
|
density = 1
|
|
anchored = 1
|
|
unacidable = 1//temporary until I decide whether the borg can be removed. -veyveyr
|
|
|
|
/obj/item/brain
|
|
name = "brain"
|
|
icon = 'surgery.dmi'
|
|
icon_state = "brain2"
|
|
flags = TABLEPASS
|
|
force = 1.0
|
|
w_class = 1.0
|
|
throwforce = 1.0
|
|
throw_speed = 3
|
|
throw_range = 5
|
|
origin_tech = "biotech=3"
|
|
|
|
var/mob/living/carbon/human/owner = null
|
|
|
|
|
|
/obj/item/brain/New()
|
|
..()
|
|
spawn(5)
|
|
if(src.owner)
|
|
src.name = "[src.owner]'s brain"
|
|
|
|
/obj/noticeboard
|
|
name = "Notice Board"
|
|
icon = 'stationobjs.dmi'
|
|
icon_state = "nboard00"
|
|
flags = FPRINT
|
|
desc = "A board for pinning important notices upon."
|
|
density = 0
|
|
anchored = 1
|
|
var/notices = 0
|
|
|
|
/obj/deskclutter
|
|
name = "desk clutter"
|
|
icon = 'items.dmi'
|
|
icon_state = "deskclutter"
|
|
desc = "Some clutter the detective has accumalated over the years..."
|
|
anchored = 1
|
|
|
|
|
|
|
|
/obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER
|
|
|
|
// TODO: robust mixology system! (and merge with beakers, maybe)
|
|
/obj/item/weapon/glass
|
|
name = "empty glass"
|
|
icon = 'kitchen.dmi'
|
|
icon_state = "glass_empty"
|
|
item_state = "beaker"
|
|
flags = FPRINT | TABLEPASS | OPENCONTAINER
|
|
var/datum/substance/inside = null
|
|
throwforce = 5
|
|
g_amt = 100
|
|
New()
|
|
..()
|
|
src.pixel_x = rand(-5, 5)
|
|
src.pixel_y = rand(-5, 5)
|
|
|
|
/obj/item/weapon/storage/glassbox
|
|
name = "Glassware Box"
|
|
icon_state = "beakerbox"
|
|
item_state = "syringe_kit"
|
|
New()
|
|
..()
|
|
new /obj/item/weapon/glass( src )
|
|
new /obj/item/weapon/glass( src )
|
|
new /obj/item/weapon/glass( src )
|
|
new /obj/item/weapon/glass( src )
|
|
new /obj/item/weapon/glass( src )
|
|
new /obj/item/weapon/glass( src )
|
|
new /obj/item/weapon/glass( src )
|
|
|
|
/obj/item/weapon/storage/cupbox
|
|
name = "Paper-cup Box"
|
|
icon_state = "box"
|
|
item_state = "syringe_kit"
|
|
New()
|
|
..()
|
|
new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src )
|
|
new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src )
|
|
new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src )
|
|
new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src )
|
|
new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src )
|
|
new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src )
|
|
new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src )
|
|
|
|
/obj/falsewall
|
|
name = "wall"
|
|
icon = 'walls.dmi'
|
|
icon_state = ""
|
|
density = 1
|
|
opacity = 1
|
|
anchored = 1
|
|
|
|
/obj/falserwall
|
|
name = "r wall"
|
|
icon = 'walls.dmi'
|
|
icon_state = "r_wall"
|
|
density = 1
|
|
opacity = 1
|
|
anchored = 1
|
|
|
|
/obj/item/stack
|
|
var/singular_name
|
|
var/amount = 1.0
|
|
var/max_amount //also see stack recipes initialisation, param "max_res_amount" must be equal to this max_amount
|
|
|
|
/obj/item/stack/rods
|
|
name = "metal rods"
|
|
singular_name = "metal rod"
|
|
icon_state = "rods"
|
|
flags = FPRINT | TABLEPASS| CONDUCT
|
|
w_class = 3.0
|
|
force = 9.0
|
|
throwforce = 15.0
|
|
throw_speed = 5
|
|
throw_range = 20
|
|
m_amt = 1875
|
|
max_amount = 60
|
|
|
|
/obj/item/stack/sheet
|
|
name = "sheet"
|
|
// var/const/length = 2.5 //2.5*1.5*0.01*100000 == 3750 == m_amt
|
|
// var/const/width = 1.5
|
|
// var/const/height = 0.01
|
|
flags = FPRINT | TABLEPASS
|
|
w_class = 3.0
|
|
max_amount = 50
|
|
var/perunit = 3750
|
|
|
|
/obj/item/stack/sheet/glass
|
|
name = "glass"
|
|
singular_name = "glass sheet"
|
|
icon_state = "sheet-glass"
|
|
force = 5.0
|
|
g_amt = 3750
|
|
throwforce = 5
|
|
throw_speed = 3
|
|
throw_range = 3
|
|
|
|
/obj/item/stack/sheet/rglass
|
|
name = "reinforced glass"
|
|
singular_name = "reinforced glass sheet"
|
|
icon_state = "sheet-rglass"
|
|
force = 6.0
|
|
g_amt = 3750
|
|
m_amt = 1875
|
|
throwforce = 5
|
|
throw_speed = 3
|
|
throw_range = 3
|
|
|
|
/obj/item/stack/sheet/metal
|
|
name = "metal"
|
|
singular_name = "metal sheet"
|
|
desc = "A heavy sheet of metal."
|
|
icon_state = "sheet-metal"
|
|
force = 5.0
|
|
m_amt = 3750
|
|
throwforce = 14.0
|
|
throw_speed = 1
|
|
throw_range = 4
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
|
|
/obj/item/stack/sheet/r_metal
|
|
name = "reinforced metal"
|
|
singular_name = "reinforced metal sheet"
|
|
desc = "A very heavy sheet of metal."
|
|
icon_state = "sheet-r_metal"
|
|
item_state = "sheet-metal"
|
|
force = 5.0
|
|
m_amt = 7500
|
|
throwforce = 15.0
|
|
throw_speed = 1
|
|
throw_range = 4
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
|
|
/obj/item/stack/tile
|
|
name = "steel floor tile"
|
|
singular_name = "steel floor tile"
|
|
desc = "Those could work as a pretty decent throwing weapon"
|
|
icon_state = "tile"
|
|
w_class = 3.0
|
|
force = 6.0
|
|
m_amt = 937.5
|
|
throwforce = 15.0
|
|
throw_speed = 5
|
|
throw_range = 20
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
max_amount = 60 |