WIP
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@@ -18,7 +18,6 @@
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var/obj/item/stack/sheet/glass_type = /obj/item/stack/sheet/glass
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var/cleanable_type = /obj/effect/decal/cleanable/glass
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var/glass_amount = 1
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var/mutable_appearance/crack_overlay
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can_be_unanchored = TRUE
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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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@@ -337,22 +336,19 @@
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queue_smooth_neighbors(src)
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//merges adjacent full-tile windows into one
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/obj/structure/window/update_icon()
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if(!QDELETED(src))
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if(!fulltile)
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return
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/obj/structure/window/update_overlays()
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. = ..()
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if(QDELETED(src) || !fulltile)
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return
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var/ratio = obj_integrity / max_integrity
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ratio = CEILING(ratio*4, 1) * 25
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var/ratio = obj_integrity / max_integrity
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ratio = CEILING(ratio*4, 1) * 25
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if(smooth)
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queue_smooth(src)
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if(smooth)
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queue_smooth(src)
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cut_overlay(crack_overlay)
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if(ratio > 75)
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return
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crack_overlay = mutable_appearance('icons/obj/structures.dmi', "damage[ratio]", -(layer+0.1))
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add_overlay(crack_overlay)
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if(ratio > 75)
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return
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. += mutable_appearance('icons/obj/structures.dmi', "damage[ratio]", -(layer+0.1))
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/obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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