Would you like some defines in these trying times?
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@@ -3,7 +3,7 @@
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name = "\improper Tank"
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icon = 'icons/mecha/mecha_96x96.dmi'
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icon_state = "five_stars"
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armor = list("melee" = 100, "bullet" = 50, "laser" = 35, "energy" = 35, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
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armor = list(MELEE = 100, BULLET = 50, LASER = 35, ENERGY = 35, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
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step_in = 4
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dir_in = 1 //Facing North.
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max_integrity = 800
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@@ -4,7 +4,7 @@
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icon = 'icons/mecha/neovgre.dmi'
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icon_state = "neovgre"
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max_integrity = 500 //This is THE ratvarian superweaon, its deployment is an investment
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armor = list("melee" = 50, "bullet" = 40, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) //Its similar to the clockwork armour albeit with a few buffs becuase RATVARIAN SUPERWEAPON!!
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armor = list(MELEE = 50, BULLET = 40, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100) //Its similar to the clockwork armour albeit with a few buffs becuase RATVARIAN SUPERWEAPON!!
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force = 50 //SMASHY SMASHY!!
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movedelay = 3
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internal_damage_threshold = 0
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@@ -39,7 +39,7 @@
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else
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return 0
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mecha_attacker.visible_message("<span class='danger'>[mecha_attacker.name] hits [src]!</span>", "<span class='danger'>You hit [src]!</span>", null, COMBAT_MESSAGE_RANGE)
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return take_damage(mecha_attacker.force * 3, mech_damtype, "melee", play_soundeffect, get_dir(src, mecha_attacker)) // multiplied by 3 so we can hit objs hard but not be overpowered against mobs.
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return take_damage(mecha_attacker.force * 3, mech_damtype, MELEE, play_soundeffect, get_dir(src, mecha_attacker)) // multiplied by 3 so we can hit objs hard but not be overpowered against mobs.
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/obj/structure/window/mech_melee_attack(obj/vehicle/sealed/mecha/mecha_attacker)
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if(!can_be_reached())
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