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replaces atom.initialized with ATOM_INITIALIZED
refactors atom/var/flags to atom_flags and area_flags moves NOBLOODY, NOBLUDGEON, and PHORONGUARD to item_flags instead of atom_flags corrects various misapplied flags
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@@ -415,7 +415,7 @@
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return 1
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for(var/obj/O in B)
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if(O.density && !istype(O, /obj/machinery/door) && !(O.flags & ON_BORDER))
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if(O.density && !istype(O, /obj/machinery/door) && !(O.atom_flags & ON_BORDER))
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return 1
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return 0
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@@ -308,7 +308,7 @@ emp_act
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if(!((I.damtype == BRUTE) || (I.damtype == HALLOSS)))
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return
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if(!(I.flags & NOBLOODY))
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if(!(I.item_flags & NOBLOODY))
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I.add_blood(src)
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var/bloody = 0
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@@ -145,7 +145,7 @@ Whatever you did that made the last camera window disappear-- don't do that agai
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name = ""
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icon = 'icons/misc/pic_in_pic.dmi'
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icon_state = "room_background"
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flags = NOJAUNT
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atom_flags = NOJAUNT
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plane = SPACE_PLANE
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layer = AREA_LAYER + 0.1
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@@ -10,7 +10,7 @@
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drop_sound = 'sound/items/drop/device.ogg'
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icon_state = "gripper"
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flags = NOBLUDGEON
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item_flags = NOBLUDGEON
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//Has a list of items that it can hold.
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var/list/can_hold = list(
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@@ -19,7 +19,7 @@
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name = "grab"
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icon = 'icons/mob/screen1.dmi'
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icon_state = "reinforce"
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flags = 0
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atom_flags = 0
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var/obj/screen/grab/hud = null
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var/mob/living/affecting = null
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var/mob/living/carbon/human/assailant = null
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