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New tables, code section. Changelog entry soon.
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@@ -1,5 +1,8 @@
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// Holographic Items!
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// Holographic tables are in code/modules/tables/presets.dm
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// Holographic racks are in code/modules/tables/rack.dm
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/turf/simulated/floor/holofloor/
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thermal_conductivity = 0
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@@ -40,36 +43,6 @@
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return
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// HOLOFLOOR DOES NOT GIVE A FUCK
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/obj/structure/table/holotable
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name = "table"
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desc = "A square piece of metal standing on four metal legs. It can not move."
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icon = 'icons/obj/structures.dmi'
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icon_state = "table"
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density = 1
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anchored = 1.0
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layer = 2.8
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throwpass = 1 //You can throw objects over this, despite it's density.
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/obj/structure/table/holotable/attack_hand(mob/user as mob)
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return // HOLOTABLE DOES NOT GIVE A FUCK
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/obj/structure/table/holotable/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/wrench))
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user << "It's a holotable! There are no bolts!"
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return
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if(isrobot(user))
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return
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..()
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/obj/structure/table/woodentable/holotable
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name = "table"
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desc = "A square piece of wood standing on four wooden legs. It can not move."
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icon = 'icons/obj/structures.dmi'
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icon_state = "wood_table"
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/obj/structure/holostool
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name = "stool"
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desc = "Apply butt."
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@@ -371,22 +344,6 @@
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for(var/mob/M in currentarea)
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M << "FIGHT!"
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//Holorack
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/obj/structure/table/rack/holorack
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name = "rack"
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desc = "Different from the Middle Ages version."
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icon = 'icons/obj/objects.dmi'
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icon_state = "rack"
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/obj/structure/table/rack/holorack/attack_hand(mob/user as mob)
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return
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/obj/structure/table/rack/holorack/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/wrench))
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user << "It's a holorack! You can't unwrench it!"
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return
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//Holocarp
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/mob/living/simple_animal/hostile/carp/holodeck
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