Merge branch 'master' into QM-as-Head
This commit is contained in:
@@ -6,7 +6,7 @@
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req_access = list(ACCESS_BAR)
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max_integrity = 500
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integrity_failure = 250
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armor = list(melee = 20, bullet = 20, laser = 20, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
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armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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buildable_sign = 0
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var/list/barsigns=list()
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var/list/hiddensigns
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@@ -15,7 +15,7 @@
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var/wall_mounted = 0 //never solid (You can always pass over it)
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max_integrity = 200
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integrity_failure = 50
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armor = list(melee = 20, bullet = 10, laser = 10, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 70, acid = 60)
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armor = list("melee" = 20, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
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var/breakout_time = 1200
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var/message_cooldown
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var/can_weld_shut = TRUE
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@@ -4,7 +4,7 @@
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locked = TRUE
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icon_state = "secure"
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max_integrity = 250
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armor = list(melee = 30, bullet = 50, laser = 50, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
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armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
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secure = TRUE
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/obj/structure/closet/secure_closet/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
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@@ -5,7 +5,7 @@
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secure = TRUE
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locked = TRUE
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max_integrity = 500
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armor = list(melee = 30, bullet = 50, laser = 50, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
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armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
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var/tamperproof = 0
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/obj/structure/closet/crate/secure/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
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@@ -6,7 +6,7 @@
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density = TRUE
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anchored = TRUE
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resistance_flags = ACID_PROOF
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armor = list(melee = 30, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 70, acid = 100)
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armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
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max_integrity = 200
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integrity_failure = 50
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var/obj/item/showpiece = null
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@@ -6,7 +6,7 @@
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icon_state = "fireaxe"
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anchored = TRUE
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density = FALSE
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armor = list(melee = 50, bullet = 20, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 90, acid = 50)
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armor = list("melee" = 50, "bullet" = 20, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50)
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var/locked = TRUE
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var/open = FALSE
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max_integrity = 150
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@@ -8,7 +8,7 @@
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flags_1 = CONDUCT_1
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pressure_resistance = 5*ONE_ATMOSPHERE
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layer = BELOW_OBJ_LAYER
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armor = list(melee = 50, bullet = 70, laser = 70, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 0, acid = 0)
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armor = list("melee" = 50, "bullet" = 70, "laser" = 70, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
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max_integrity = 50
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integrity_failure = 20
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var/rods_type = /obj/item/stack/rods
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@@ -6,7 +6,7 @@
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icon = 'icons/effects/effects.dmi'
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anchored = TRUE
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max_integrity = 1
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armor = list(melee = 0, bullet = 50, laser = 50, energy = 50, bomb = 0, bio = 0, rad = 0, fire = 20, acid = 20)
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armor = list("melee" = 0, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
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var/obj/item/holosign_creator/projector
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/obj/structure/holosign/New(loc, source_projector)
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@@ -35,19 +35,20 @@
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/obj/structure/ladder/LateInitialize()
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// By default, discover ladders above and below us vertically
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var/turf/T = get_turf(src)
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var/obj/structure/ladder/L
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if (!down)
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for (var/obj/structure/ladder/L in locate(T.x, T.y, T.z - 1))
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L = locate() in SSmapping.get_turf_below(T)
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if (L)
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down = L
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L.up = src // Don't waste effort looping the other way
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L.update_icon()
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break
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if (!up)
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for (var/obj/structure/ladder/L in locate(T.x, T.y, T.z + 1))
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L = locate() in SSmapping.get_turf_above(T)
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if (L)
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up = L
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L.down = src // Don't waste effort looping the other way
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L.update_icon()
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break
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update_icon()
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@@ -5,7 +5,7 @@
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icon_state = "lattice"
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density = FALSE
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anchored = TRUE
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armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 50)
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
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max_integrity = 50
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layer = LATTICE_LAYER //under pipes
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var/number_of_rods = 1
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@@ -15,7 +15,7 @@
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var/isSwitchingStates = 0
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var/close_delay = -1 //-1 if does not auto close.
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max_integrity = 200
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armor = list(melee = 10, bullet = 0, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 50, acid = 50)
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armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
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var/sheetType = /obj/item/stack/sheet/metal
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var/sheetAmount = 7
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var/openSound = 'sound/effects/stonedoor_openclose.ogg'
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@@ -3,7 +3,7 @@
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desc = "Definitely can't get past those. No way."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "plasticflaps"
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armor = list(melee = 100, bullet = 80, laser = 80, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 50, acid = 50)
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armor = list("melee" = 100, "bullet" = 80, "laser" = 80, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
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density = FALSE
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anchored = TRUE
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layer = ABOVE_MOB_LAYER
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@@ -72,6 +72,8 @@
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/obj/structure/reflector/proc/auto_reflect(obj/item/projectile/P, pdir, turf/ploc, pangle)
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P.ignore_source_check = TRUE
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P.range = P.decayedRange
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P.decayedRange = max(P.decayedRange--, 0)
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return -1
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/obj/structure/reflector/attackby(obj/item/W, mob/user, params)
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@@ -5,7 +5,7 @@
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density = FALSE
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layer = SIGN_LAYER
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max_integrity = 100
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armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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var/buildable_sign = 1 //unwrenchable and modifiable
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/obj/structure/sign/ComponentInitialize()
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@@ -159,7 +159,7 @@
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canSmoothWith = null
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max_integrity = 70
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resistance_flags = ACID_PROOF
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 100)
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
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var/list/debris = list()
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/obj/structure/table/glass/New()
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@@ -292,7 +292,7 @@
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canSmoothWith = list(/obj/structure/table/reinforced, /obj/structure/table)
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max_integrity = 200
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integrity_failure = 50
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armor = list(melee = 10, bullet = 30, laser = 30, energy = 100, bomb = 20, bio = 0, rad = 0, fire = 80, acid = 70)
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armor = list("melee" = 10, "bullet" = 30, "laser" = 30, "energy" = 100, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
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/obj/structure/table/reinforced/deconstruction_hints(mob/user)
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if(deconstruction_ready)
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