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https://github.com/goonstation/goonstation-2016.git
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2018 Mapping Update #2
Carpets are now pathed. Areas have been updated, along with their icons. Wingrille spawners have been updated. Access spawner objects have been added, allowing for easy access setting on doors. Drain placeholders have been added, allowing for pre-placement of drains on maps. Updated the Map Submission Guidelines in the maps folder.
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@@ -0,0 +1,211 @@
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/obj/access_spawn
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name = "access spawn"
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desc = "Sets access of machines on the same turf as it to its access, then destroys itself."
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New()
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..()
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spawn(1)
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src.setup()
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spawn(10)
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qdel(src)
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/*
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* loop through valid objects in the same location and, if they have no access set, set it to this one
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*/
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proc/setup()
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for (var/obj/machinery/M in src.loc)
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if (!M.req_access)
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M.req_access = src.req_access
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else
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M.req_access += src.req_access
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//todo : autoname doors here too. var editing is illegal!
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/obj/access_spawn/security
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name = "security access spawn"
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req_access = list(access_security)
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/obj/access_spawn/brig
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name = "brig access spawn"
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req_access = list(access_brig)
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/obj/access_spawn/medical
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name = "medical access spawn"
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req_access = list(access_medical)
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/obj/access_spawn/morgue
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name = "morgue access spawn"
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req_access = list(access_morgue)
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/obj/access_spawn/tox
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name = "tox access spawn"
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req_access = list(access_tox)
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/obj/access_spawn/tox_storage
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name = "tox access spawn"
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req_access = list(access_tox_storage)
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/obj/access_spawn/medlab
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name = "medlab access spawn"
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req_access = list(access_medlab)
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/obj/access_spawn/research_director
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name = "RD access spawn"
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req_access = list(access_research_director)
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/obj/access_spawn/maint
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name = "maint access spawn"
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req_access = list(access_maint_tunnels)
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/obj/access_spawn/emergency_storage
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name = "emergency storage access spawn"
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req_access = list(access_emergency_storage)
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/obj/access_spawn/emergency_storage
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name = "emergency storage access spawn"
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req_access = list(access_emergency_storage)
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/obj/access_spawn/ai_upload
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name = "ai upload access spawn"
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req_access = list(access_ai_upload)
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/obj/access_spawn/teleporter
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name = "teleporter access spawn"
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req_access = list(access_teleporter)
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/obj/access_spawn/eva
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name = "eva access spawn"
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req_access = list(access_eva)
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/obj/access_spawn/heads
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name = "heads access spawn"
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req_access = list(access_heads)
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/obj/access_spawn/captain
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name = "captain access spawn"
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req_access = list(access_captain)
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/obj/access_spawn/medical_director
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name = "MD access spawn"
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req_access = list(access_medical_director)
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/obj/access_spawn/head_of_personnel
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name = "HOP access spawn"
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req_access = list(access_head_of_personnel)
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/obj/access_spawn/chapel_office
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name = "chapel office access spawn"
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req_access = list(access_chapel_office)
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/obj/access_spawn/tech_storage
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name = "tech storage access spawn"
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req_access = list(access_tech_storage)
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/obj/access_spawn/research
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name = "research access spawn"
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req_access = list(access_research)
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/obj/access_spawn/bar
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name = "bar access spawn"
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req_access = list(access_bar)
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/obj/access_spawn/janitor
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name = "janitor access spawn"
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req_access = list(access_janitor)
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/obj/access_spawn/crematorium
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name = "crematorium access spawn"
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req_access = list(access_crematorium)
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/obj/access_spawn/kitchen
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name = "kitchen access spawn"
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req_access = list(access_kitchen)
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/obj/access_spawn/robotics
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name = "robotics access spawn"
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req_access = list(access_robotics)
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/obj/access_spawn/hangar
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name = "hangar access spawn"
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req_access = list(access_hangar)
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/obj/access_spawn/cargo
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name = "cargo access spawn"
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req_access = list(access_cargo)
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/obj/access_spawn/chemistry
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name = "chem access spawn"
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req_access = list(access_chemistry)
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/obj/access_spawn/hydro
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name = "hydro access spawn"
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req_access = list(access_hydro)
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/obj/access_spawn/hos
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name = "HOS access spawn"
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req_access = list(access_maxsec)
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/obj/access_spawn/sec_lockers
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name = "security weapons access spawn"
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req_access = list(access_securitylockers)
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/obj/access_spawn/carry_permit
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name = "carry permit access spawn"
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req_access = list(access_carrypermit)
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/obj/access_spawn/engineering
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name = "engineering access spawn"
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req_access = list(access_engineering)
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/obj/access_spawn/engineering_storage
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name = "engineering storage access spawn"
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req_access = list(access_engineering_storage)
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/obj/access_spawn/engineering_eva
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name = "engineering EVA access spawn"
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req_access = list(access_engineering_eva)
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/obj/access_spawn/engineering_power
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name = "engineering power access spawn"
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req_access = list(access_engineering_power)
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/obj/access_spawn/engineering_engine
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name = "engineering engine access spawn"
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req_access = list(access_engineering_engine)
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/obj/access_spawn/engineering_power
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name = "engineering power access spawn"
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req_access = list(access_engineering_power)
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/obj/access_spawn/engineering_mechanic
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name = "engineering mechanics access spawn"
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req_access = list(access_engineering_mechanic)
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/obj/access_spawn/engineering_atmos
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name = "engineering atmos access spawn"
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req_access = list(access_engineering_atmos)
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/obj/access_spawn/engineering_control
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name = "engineering control access spawn"
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req_access = list(access_engineering_control)
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/obj/access_spawn/engineering_chief
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name = "CE access spawn"
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req_access = list(access_engineering_chief)
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/obj/access_spawn/mining_shuttle
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name = "mining_shuttle access spawn"
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req_access = list(access_mining_shuttle)
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/obj/access_spawn/mining
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name = "mining EVA access spawn"
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req_access = list(access_mining)
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/obj/access_spawn/mining_outpost
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name = "mining_outpost access spawn"
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req_access = list(access_mining_outpost)
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/obj/access_spawn/syndie_shuttle
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name = "syndie_shuttle access spawn"
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req_access = list(access_syndicate_shuttle)
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@@ -321,3 +321,7 @@
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var/list/signals = list()
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var/list/transmitters = list()
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/obj/machinery/drainage
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name = "drain"
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desc = "I do not do anything, I am just a placeholder."
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icon_state = "gsensor0"
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@@ -20,7 +20,7 @@
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var/list/failed_purchase_dialogue = null
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var/pickupdialogue = null
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var/pickupdialoguefailure = null
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var/list/trader_areas = list(/area/station/maintenance/aftsolar,/area/station/solar/aft,/area/station/maintenance/starboard,/area/station/maintenance/asmaint,/area/station/maintenance/starboardsolar,/area/station/solar/starboard,/area/station/maintenance/aft,/area/station/maintenance/disposal,/area/station/maintenance/apmaint,/area/station/maintenance/portsolar,/area/station/solar/port,/area/station/hallway/secondary/construction,/area/station/maintenance/fpmaint,/area/station/crew_quarters/quartersA,/area/station/crew_quarters/quartersB,/area/station/crew_quarters/observatory,/area/station/wreckage,/area/station/maintenance/fore,/area/station/maintenance/maintcentral)
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var/list/trader_areas = list(/area/station/maintenance/southsolar,/area/station/solar/south,/area/station/maintenance/east,/area/station/maintenance/SEmaint,/area/station/maintenance/eastsolar,/area/station/solar/east,/area/station/maintenance/south,/area/station/maintenance/disposal,/area/station/maintenance/SWmaint,/area/station/maintenance/westsolar,/area/station/solar/west,/area/station/hallway/secondary/construction,/area/station/maintenance/NWmaint,/area/station/crew_quarters/quartersA,/area/station/crew_quarters/quartersB,/area/station/crew_quarters/observatory,/area/station/wreckage,/area/station/maintenance/north,/area/station/maintenance/maintcentral)
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var/doing_a_thing = 0
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// This list is in a specific order!!
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+29
-8
@@ -630,7 +630,9 @@
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//layer = 99
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pressure_resistance = 4*ONE_ATMOSPHERE
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var/win_path = "/obj/window"
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var/grille_path = "/obj/grille/steel"
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var/full_win = 0 // adds a full window as well
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var/no_dirs = 0 //ignore directional
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New()
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spawn(1)
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@@ -639,15 +641,20 @@
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qdel(src)
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proc/set_up()
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if (!locate(/obj/grille/steel) in get_turf(src))
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new /obj/grille/steel(src.loc)
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for (var/dir in cardinal)
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var/turf/T = get_step(src, dir)
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if (!locate(/obj/wingrille_spawn) in T)
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var/obj/window/new_win = text2path("[src.win_path]/[dir2text(dir)]")
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new new_win(src.loc)
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if (!locate(text2path(src.grille_path)) in get_turf(src))
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var/obj/grille/new_grille = text2path(src.grille_path)
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new new_grille(src.loc)
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if (!no_dirs)
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for (var/dir in cardinal)
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var/turf/T = get_step(src, dir)
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if (!locate(/obj/wingrille_spawn) in T)
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var/obj/window/new_win = text2path("[src.win_path]/[dir2text(dir)]")
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new new_win(src.loc)
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if (src.full_win)
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if (!locate(text2path(src.win_path)) in get_turf(src))
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if(!no_dirs || !locate(text2path(src.win_path)) in get_turf(src))
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// if we have directional windows, there's already a window (or windows) from directional windows
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// only check if there's no window if we're expecting there to be no window so spawn a full window
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var/obj/window/new_win = text2path(src.win_path)
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new new_win(src.loc)
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@@ -688,5 +695,19 @@
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win_path = "/obj/window/bulletproof"
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full
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name = "bulletproof window grille spawner"
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icon_state = "br-wingrille"
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icon_state = "b-wingrille_f"
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full_win = 1
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auto
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name = "reinforced autowindow grille spawner"
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win_path = "/obj/window/auto/reinforced"
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full_win = 1
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no_dirs = 1
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icon_state = "r-wingrille_f"
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crystal
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name = "crystal autowindow grille spawner"
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win_path = "/obj/window/auto/crystal/reinforced"
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icon_state = "p-wingrille_f"
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