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https://github.com/PolarisSS13/Polaris.git
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work
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@@ -67,6 +67,11 @@
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new /obj/item/clothing/suit/bio_suit/scientist(src)
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new /obj/item/clothing/head/bio_hood/scientist(src)
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/obj/structure/closet/l3closet/scientist/double/New()
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..()
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new /obj/item/clothing/suit/bio_suit/scientist(src)
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new /obj/item/clothing/head/bio_hood/scientist(src)
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/obj/structure/closet/l3closet/medical
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icon_state = "bio_scientist"
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@@ -88,6 +88,15 @@
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new /obj/item/weapon/extinguisher(src)
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new /obj/item/clothing/head/hardhat/red(src)
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/obj/structure/closet/firecloset/full/double/New()
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..()
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new /obj/item/clothing/suit/fire/firefighter(src)
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new /obj/item/clothing/mask/gas(src)
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new /obj/item/device/flashlight(src)
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new /obj/item/weapon/tank/oxygen/red(src)
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new /obj/item/weapon/extinguisher(src)
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new /obj/item/clothing/head/hardhat/red(src)
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/obj/structure/closet/firecloset/update_icon()
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if(!opened)
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icon_state = icon_closed
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@@ -175,6 +184,12 @@
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new /obj/item/clothing/shoes/black( src )
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new /obj/item/clothing/head/bomb_hood( src )
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/obj/structure/closet/bombcloset/double/New() // Makes two suits.
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..()
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new /obj/item/clothing/suit/bomb_suit( src )
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new /obj/item/clothing/under/color/black( src )
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new /obj/item/clothing/shoes/black( src )
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new /obj/item/clothing/head/bomb_hood( src )
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/obj/structure/closet/bombclosetsecurity
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name = "\improper EOD closet"
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@@ -59,10 +59,13 @@
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playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
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if(health < maxhealth / 4 && initialhealth >= maxhealth / 4)
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visible_message("[src] looks like it's about to shatter!" )
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update_icon()
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else if(health < maxhealth / 2 && initialhealth >= maxhealth / 2)
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visible_message("[src] looks seriously damaged!" )
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update_icon()
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else if(health < maxhealth * 3/4 && initialhealth >= maxhealth * 3/4)
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visible_message("Cracks begin to appear in [src]!" )
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update_icon()
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return
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/obj/structure/window/proc/apply_silicate(var/amount)
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@@ -204,6 +207,8 @@
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return
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if(damage >= 10)
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visible_message("<span class='danger'>[user] smashes into [src]!</span>")
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if(reinf)
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damage = damage / 2
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take_damage(damage)
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else
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visible_message("<span class='notice'>\The [user] bonks \the [src] harmlessly.</span>")
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@@ -212,6 +217,24 @@
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/obj/structure/window/attackby(obj/item/W as obj, mob/user as mob)
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if(!istype(W)) return//I really wish I did not need this
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// Fixing.
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if(istype(W, /obj/item/weapon/weldingtool) && user.a_intent == I_HELP)
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var/obj/item/weapon/weldingtool/WT = W
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if(health < maxhealth)
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if(WT.remove_fuel(1 ,user))
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to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
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playsound(src, WT.usesound, 50, 1)
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if(do_after(user, 40 * WT.toolspeed, target = src))
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health = maxhealth
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// playsound(src, 'sound/items/Welder.ogg', 50, 1)
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update_icon()
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to_chat(user, "<span class='notice'>You repair [src].</span>")
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else
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to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
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return
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// Slamming.
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if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
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var/obj/item/weapon/grab/G = W
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if(istype(G.affecting,/mob/living))
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@@ -408,6 +431,15 @@
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var/image/I = image(icon, "[basestate][connections[i]]", dir = 1<<(i-1))
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overlays += I
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// Damage overlays.
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var/ratio = health / maxhealth
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ratio = Ceiling(ratio * 4) * 25
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if(ratio > 75)
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return
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var/image/I = image(icon, "damage[ratio]", layer + 0.1)
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overlays += I
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return
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/obj/structure/window/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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@@ -437,6 +469,10 @@
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damage_per_fire_tick = 1.0
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maxhealth = 40.0
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/obj/structure/window/phoronbasic/full
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dir = SOUTHWEST
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maxhealth = 80
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/obj/structure/window/phoronreinforced
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name = "reinforced borosilicate window"
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desc = "A borosilicate alloy window, with rods supporting it. It seems to be very strong."
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@@ -449,6 +485,9 @@
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damage_per_fire_tick = 1.0 // This should last for 80 fire ticks if the window is not damaged at all. The idea is that borosilicate windows have something like ablative layer that protects them for a while.
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maxhealth = 80.0
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/obj/structure/window/phoronreinforced/full
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dir = SOUTHWEST
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maxhealth = 160
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/obj/structure/window/reinforced
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name = "reinforced window"
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@@ -470,9 +509,9 @@
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state = 0
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/obj/structure/window/reinforced/full
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dir = 5
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dir = SOUTHWEST
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icon_state = "fwindow"
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maxhealth = 60
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maxhealth = 80
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/obj/structure/window/reinforced/tinted
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name = "tinted window"
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