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Generalized w_class to obj level, defaulting to null.
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@@ -1,6 +1,8 @@
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/obj/item
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name = "item"
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icon = 'icons/obj/items.dmi'
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w_class = 3.0
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var/image/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
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var/abstract = 0
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var/r_speed = 1.0
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@@ -8,7 +10,6 @@
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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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var/slot_flags = 0 //This is used to determine on which slots an item can fit.
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var/no_attack_log = 0 //If it's an item we don't want to log attack_logs with, set this to 1
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pass_flags = PASSTABLE
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@@ -1,7 +1,7 @@
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/obj
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//Used to store information about the contents of the object.
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var/list/matter
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var/w_class // Size of the object.
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var/list/origin_tech = null //Used by R&D to determine what research bonuses it grants.
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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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@@ -10,7 +10,6 @@
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var/sharp = 0 // whether this object cuts
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var/edge = 0 // whether this object is more likely to dismember
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var/in_use = 0 // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
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var/damtype = "brute"
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var/force = 0
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var/armor_penetration = 0
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@@ -1,5 +1,6 @@
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/obj/structure
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icon = 'icons/obj/structures.dmi'
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w_class = 10
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var/climbable
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var/breakable
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