oh boy
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@@ -454,7 +454,7 @@
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desc = "A bronze bar stool with red silk for a pillow."
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icon_state = "barbrass"
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item_chair = /obj/item/chair/stool/bar/bronze
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buildstacktype = /obj/item/stack/tile/bronze
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buildstacktype = /obj/item/stack/sheet/bronze
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buildstackamount = 1
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/obj/structure/chair/stool/brass
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@@ -470,7 +470,7 @@
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desc = "A bronze stool with a silk top for comfort."
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icon_state = "stoolbrass"
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item_chair = /obj/item/chair/stool/bronze
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buildstacktype = /obj/item/stack/tile/bronze
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buildstacktype = /obj/item/stack/sheet/bronze
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buildstackamount = 1
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/obj/item/chair/stool/brass
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@@ -575,7 +575,7 @@
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desc = "A spinny chair made of bronze. It has little cogs for wheels!"
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anchored = FALSE
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icon_state = "brass_chair"
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buildstacktype = /obj/item/stack/tile/bronze
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buildstacktype = /obj/item/stack/sheet/bronze
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buildstackamount = 1
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item_chair = null
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@@ -240,3 +240,14 @@
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airlock_type = /obj/machinery/door/airlock/wood
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mineral = "wood"
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glass_type = /obj/machinery/door/airlock/wood/glass
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/obj/structure/door_assembly/door_assembly_bronze
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name = "bronze airlock assembly"
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icon = 'icons/obj/doors/airlocks/clockwork/pinion_airlock.dmi'
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base_name = "bronze airlock"
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airlock_type = /obj/machinery/door/airlock/bronze
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noglass = TRUE
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material_type = /obj/item/stack/tile/bronze
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/obj/structure/door_assembly/door_assembly_bronze/seethru
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airlock_type = /obj/machinery/door/airlock/bronze/seethru
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@@ -442,19 +442,19 @@
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to_chat(user, "<span class='notice'>You start slicing apart [src]...</span>")
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if(W.use_tool(src, user, 40, volume=50))
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to_chat(user, "<span class='notice'>You slice apart [src].</span>")
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var/obj/item/stack/tile/bronze/B = new(drop_location(), 2)
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var/obj/item/stack/sheet/bronze/B = new(drop_location(), 2)
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transfer_fingerprints_to(B)
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qdel(src)
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else if(istype(W, /obj/item/pickaxe/drill/jackhammer))
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to_chat(user, "<span class='notice'>Your jackhammer smashes through the girder!</span>")
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var/obj/item/stack/tile/bronze/B = new(drop_location(), 2)
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var/obj/item/stack/sheet/bronze/B = new(drop_location(), 2)
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transfer_fingerprints_to(B)
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W.play_tool_sound(src)
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qdel(src)
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else if(istype(W, /obj/item/stack/tile/bronze))
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var/obj/item/stack/tile/bronze/B = W
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else if(istype(W, /obj/item/stack/sheet/bronze))
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var/obj/item/stack/sheet/bronze/B = W
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if(B.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need at least two bronze sheets to build a bronze wall!</span>")
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return 0
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@@ -597,7 +597,7 @@
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icon = 'icons/obj/smooth_structures/brass_table.dmi'
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icon_state = "brass_table"
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resistance_flags = FIRE_PROOF | ACID_PROOF
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buildstack = /obj/item/stack/tile/bronze
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buildstack = /obj/item/stack/sheet/bronze
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canSmoothWith = list(/obj/structure/table/reinforced/brass, /obj/structure/table/bronze)
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/obj/structure/table/bronze/tablelimbsmash(mob/living/user, mob/living/pushed_mob)
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@@ -875,3 +875,26 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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return
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..()
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update_icon()
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/obj/structure/window/bronze
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name = "brass window"
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desc = "A paper-thin pane of translucent yet reinforced brass. Nevermind, this is just weak bronze!"
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icon = 'icons/obj/smooth_structures/clockwork_window.dmi'
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icon_state = "clockwork_window_single"
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glass_type = /obj/item/stack/tile/bronze
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/obj/structure/window/bronze/unanchored
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anchored = FALSE
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/obj/structure/window/bronze/fulltile
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icon_state = "clockwork_window"
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smoothing_flags = SMOOTH_TRUE
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canSmoothWith = null
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fulltile = TRUE
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flags_1 = PREVENT_CLICK_UNDER_1
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dir = FULLTILE_WINDOW_DIR
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max_integrity = 50
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glass_amount = 2
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/obj/structure/window/bronze/fulltile/unanchored
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anchored = FALSE
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