d (#1)
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@@ -234,6 +234,7 @@
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throw_range = 3
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hitsound = 'sound/items/trayhit1.ogg'
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hit_reaction_chance = 50
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materials = list(MAT_METAL = 2000)
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var/break_chance = 5 //Likely hood of smashing the chair.
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var/obj/structure/chair/origin_type = /obj/structure/chair
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@@ -317,6 +318,7 @@
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max_integrity = 70
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hitsound = 'sound/weapons/genhit1.ogg'
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origin_type = /obj/structure/chair/wood
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materials = null
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break_chance = 50
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/obj/item/chair/wood/narsie_act()
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@@ -23,7 +23,9 @@
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if(RCD_DECONSTRUCT)
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return list("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 5)
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if(RCD_WINDOWGRILLE)
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return list("mode" = RCD_WINDOWGRILLE, "delay" = 40, "cost" = 10)
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if(the_rcd.window_type == /obj/structure/window/reinforced/fulltile)
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return list("mode" = RCD_WINDOWGRILLE, "delay" = 40, "cost" = 12)
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else return list("mode" = RCD_WINDOWGRILLE, "delay" = 20, "cost" = 8)
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return FALSE
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/obj/structure/grille/rcd_act(mob/user, var/obj/item/weapon/construction/rcd/the_rcd, passed_mode)
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@@ -190,7 +190,7 @@ GLOBAL_LIST_EMPTY(crematoriums)
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// Make sure we don't delete the actual morgue and its tray
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var/list/conts = GetAllContents() - src - connected
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if(conts.len <= 1)
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if(!conts.len)
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audible_message("<span class='italics'>You hear a hollow crackle.</span>")
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return
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