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https://github.com/VOREStation/VOREStation.git
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Polaris sync
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@@ -125,6 +125,9 @@
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shatter(0)
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return
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/obj/structure/window/blob_act()
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take_damage(50)
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//TODO: Make full windows a separate type of window.
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//Once a full window, it will always be a full window, so there's no point
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//having the same type for both.
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@@ -172,7 +175,7 @@
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playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
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/obj/structure/window/attack_hand(mob/user as mob)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed())
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if(HULK in user.mutations)
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user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
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user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
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@@ -200,7 +203,7 @@
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return
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/obj/structure/window/attack_generic(var/mob/user, var/damage)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed())
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if(!damage)
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return
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if(damage >= 10)
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@@ -295,7 +298,7 @@
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var/obj/item/frame/F = W
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F.try_build(src)
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else
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed(W))
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if(W.damtype == BRUTE || W.damtype == BURN)
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user.do_attack_animation(src)
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hit(W.force)
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@@ -428,7 +431,7 @@
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var/list/dirs = list()
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if(anchored)
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for(var/obj/structure/window/W in orange(src,1))
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if(W.anchored && W.density && W.type == src.type && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
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if(W.anchored && W.density && W.glasstype == src.glasstype && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
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dirs += get_dir(src, W)
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var/list/connections = dirs_to_corner_states(dirs)
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