load of fixes
- increased age_min from 18 to 21 - gave RCDs an option of airlock direction - buffed bluespace trays - made more windows / walls directional and merging with airlocks/windows - gave the rusty walls perspective sprites - removed stoner language from beach bum - enabled prisoner (for now) - buffed HEVA not to be weak to goliaths - brought back smaller, more realistic bee sprites
This commit is contained in:
@@ -38,6 +38,7 @@ RLD
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var/ammo_sections = 10 //amount of divisions in the ammo indicator overlay/number of ammo indicator states
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var/custom_range = 7
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var/upgrade = FALSE
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var/airlock_dir = 1 //GS13 - airlock direction function
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/obj/item/construction/Initialize(mapload)
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. = ..()
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@@ -283,6 +284,23 @@ RLD
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//Not scaling these down to button size because they look horrible then, instead just bumping up radius.
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return MA
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/obj/item/construction/rcd/proc/change_airlock_direction(mob/user) //GS13 - change airlock direction
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if(!user)
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return
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var/list/airlock_dirs = list(
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"North/South" = image(icon = 'icons/mob/radial.dmi', icon_state = "airlocknorthsouth"),
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"East/West" = image(icon = 'icons/mob/radial.dmi', icon_state = "airlockeastwest")
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)
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var/airlockdirs = show_radial_menu(user, src, airlock_dirs, custom_check = CALLBACK(src,PROC_REF(check_menu), user), require_near = TRUE, tooltips = TRUE)
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if(!check_menu(user))
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return
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switch(airlockdirs)
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if("North/South")
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airlock_dir = 1
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if("East/West")
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airlock_dir = 4
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/obj/item/construction/rcd/proc/change_computer_dir(mob/user)
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if(!user)
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return
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@@ -488,6 +506,7 @@ RLD
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if(mode == RCD_AIRLOCK)
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choices += list(
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"Change Access" = image(icon = 'icons/mob/radial.dmi', icon_state = "access"),
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"Change Direction" = image(icon = 'GainStation13/icons/mob/radial.dmi', icon_state = "airlockrotation"), //GS13 - adding airlock rotation
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"Change Airlock Type" = image(icon = 'icons/mob/radial.dmi', icon_state = "airlocktype")
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)
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else if(mode == RCD_WINDOWGRILLE)
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@@ -515,6 +534,9 @@ RLD
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if("Change Access")
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change_airlock_access(user)
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return
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if("Change Direction") //GS13 - adding airlock direction in RCD
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change_airlock_direction(user)
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return
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if("Change Airlock Type")
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change_airlock_setting(user)
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return
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@@ -388,7 +388,7 @@
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name = "bluespace tray"
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icon_state = "bluespace_tray"
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desc = "A tray created using bluespace technology to fit more food on it."
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max_items = 30 // far more items
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max_items = 50 //GS13 - we loooove our mountains of food here
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custom_materials = list(/datum/material/iron = 2000, /datum/material/bluespace = 500)
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/*
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@@ -660,6 +660,53 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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wave_explosion_block = EXPLOSION_BLOCK_EXTREME
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wave_explosion_multiply = EXPLOSION_BLOCK_EXTREME
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glass_type = /obj/item/stack/sheet/plasmarglass
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canSmoothWith = list(
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/turf/closed/wall,
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/turf/closed/wall/r_wall,
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/obj/structure/falsewall,
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/obj/structure/falsewall/brass,
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/obj/structure/falsewall/reinforced,
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/turf/closed/wall/rust,
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/turf/closed/wall/r_wall/rust,
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/turf/closed/wall/clockwork,
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/turf/closed/indestructible/riveted/,
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/turf/closed/indestructible/riveted/uranium,
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/obj/structure/window/fulltile,
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/obj/structure/window/reinforced/fulltile,
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/obj/structure/window/reinforced/tinted/fulltile,
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/obj/machinery/door,
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/obj/machinery/door/airlock/,
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/obj/machinery/door/airlock/mining,
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/obj/machinery/door/airlock/mining/glass,
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/obj/machinery/door/airlock/medical,
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/obj/machinery/door/airlock/medical/glass,
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/obj/machinery/door/airlock/public,
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/obj/machinery/door/airlock/public/glass,
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/obj/machinery/door/airlock/research,
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/obj/machinery/door/airlock/research/glass,
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/obj/machinery/door/airlock/maintenance,
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/obj/machinery/door/airlock/maintenance/glass,
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/obj/machinery/door/airlock/command/,
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/obj/machinery/door/airlock/command/glass,
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/obj/machinery/door/airlock/engineering,
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/obj/machinery/door/airlock/engineering/glass,
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/obj/machinery/door/airlock/engineering/abandoned,
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/obj/machinery/door/airlock/security,
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/obj/machinery/door/airlock/security/glass,
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/obj/machinery/door/airlock/maintenance/abandoned,
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/obj/machinery/door/poddoor/shutters/preopen,
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/obj/machinery/door/poddoor/shutters,
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/obj/machinery/door/window/eastright,
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/obj/machinery/door/window/eastleft,
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/obj/machinery/door/window/northleft,
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/obj/machinery/door/window/northright,
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/obj/machinery/door/airlock/external,
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/obj/machinery/door/airlock,
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/obj/machinery/door/airlock/hatch,
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/obj/machinery/door/airlock/engineering/glass/critical,
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/obj/machinery/door/airlock/atmos,
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/obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks
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/obj/structure/window/plasma/reinforced/spawner/east
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dir = EAST
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@@ -740,7 +787,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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/obj/machinery/door/airlock/hatch,
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/obj/machinery/door/airlock/engineering/glass/critical,
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/obj/machinery/door/airlock/atmos,
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/obj/machinery/door/airlock/highsecurity,)
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/obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks
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glass_amount = 2
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@@ -801,7 +848,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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/obj/machinery/door/airlock/hatch,
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/obj/machinery/door/airlock/engineering/glass/critical,
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/obj/machinery/door/airlock/atmos,
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/obj/machinery/door/airlock/highsecurity,)
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/obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks
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glass_amount = 2
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@@ -817,6 +864,53 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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flags_1 = PREVENT_CLICK_UNDER_1
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smooth = SMOOTH_TRUE
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glass_amount = 2
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canSmoothWith = list(
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/turf/closed/wall,
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/turf/closed/wall/r_wall,
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/obj/structure/falsewall,
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/obj/structure/falsewall/brass,
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/obj/structure/falsewall/reinforced,
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/turf/closed/wall/rust,
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/turf/closed/wall/r_wall/rust,
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/turf/closed/wall/clockwork,
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/turf/closed/indestructible/riveted/,
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/turf/closed/indestructible/riveted/uranium,
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/obj/structure/window/fulltile,
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/obj/structure/window/reinforced/fulltile,
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/obj/structure/window/reinforced/tinted/fulltile,
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/obj/machinery/door,
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/obj/machinery/door/airlock/,
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/obj/machinery/door/airlock/mining,
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/obj/machinery/door/airlock/mining/glass,
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/obj/machinery/door/airlock/medical,
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/obj/machinery/door/airlock/medical/glass,
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/obj/machinery/door/airlock/public,
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/obj/machinery/door/airlock/public/glass,
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/obj/machinery/door/airlock/research,
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/obj/machinery/door/airlock/research/glass,
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/obj/machinery/door/airlock/maintenance,
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/obj/machinery/door/airlock/maintenance/glass,
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/obj/machinery/door/airlock/command/,
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/obj/machinery/door/airlock/command/glass,
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/obj/machinery/door/airlock/engineering,
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/obj/machinery/door/airlock/engineering/glass,
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/obj/machinery/door/airlock/engineering/abandoned,
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/obj/machinery/door/airlock/security,
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/obj/machinery/door/airlock/security/glass,
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/obj/machinery/door/airlock/maintenance/abandoned,
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/obj/machinery/door/poddoor/shutters/preopen,
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/obj/machinery/door/poddoor/shutters,
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/obj/machinery/door/window/eastright,
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/obj/machinery/door/window/eastleft,
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/obj/machinery/door/window/northleft,
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/obj/machinery/door/window/northright,
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/obj/machinery/door/airlock/external,
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/obj/machinery/door/airlock,
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/obj/machinery/door/airlock/hatch,
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/obj/machinery/door/airlock/engineering/glass/critical,
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/obj/machinery/door/airlock/atmos,
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/obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks
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/obj/structure/window/plasma/reinforced/fulltile/unanchored
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anchored = FALSE
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@@ -875,7 +969,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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/obj/machinery/door/airlock/hatch,
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/obj/machinery/door/airlock/engineering/glass/critical,
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/obj/machinery/door/airlock/atmos,
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/obj/machinery/door/airlock/highsecurity,)
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/obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks
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level = 3
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glass_amount = 2
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@@ -1046,6 +1140,52 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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level = 3
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glass_type = /obj/item/stack/sheet/plastitaniumglass
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glass_amount = 2
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canSmoothWith = list(
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/turf/closed/wall,
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/turf/closed/wall/r_wall,
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/obj/structure/falsewall,
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/obj/structure/falsewall/brass,
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/obj/structure/falsewall/reinforced,
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/turf/closed/wall/rust,
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/turf/closed/wall/r_wall/rust,
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/turf/closed/wall/clockwork,
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/turf/closed/indestructible/riveted/,
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/turf/closed/indestructible/riveted/uranium,
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/obj/structure/window/fulltile,
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/obj/structure/window/reinforced/fulltile,
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/obj/structure/window/reinforced/tinted/fulltile,
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/obj/machinery/door,
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/obj/machinery/door/airlock/,
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/obj/machinery/door/airlock/mining,
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/obj/machinery/door/airlock/mining/glass,
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/obj/machinery/door/airlock/medical,
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/obj/machinery/door/airlock/medical/glass,
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/obj/machinery/door/airlock/public,
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/obj/machinery/door/airlock/public/glass,
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/obj/machinery/door/airlock/research,
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/obj/machinery/door/airlock/research/glass,
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/obj/machinery/door/airlock/maintenance,
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/obj/machinery/door/airlock/maintenance/glass,
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/obj/machinery/door/airlock/command/,
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/obj/machinery/door/airlock/command/glass,
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/obj/machinery/door/airlock/engineering,
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/obj/machinery/door/airlock/engineering/glass,
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/obj/machinery/door/airlock/engineering/abandoned,
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/obj/machinery/door/airlock/security,
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/obj/machinery/door/airlock/security/glass,
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/obj/machinery/door/airlock/maintenance/abandoned,
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/obj/machinery/door/poddoor/shutters/preopen,
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/obj/machinery/door/poddoor/shutters,
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/obj/machinery/door/window/eastright,
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/obj/machinery/door/window/eastleft,
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/obj/machinery/door/window/northleft,
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/obj/machinery/door/window/northright,
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/obj/machinery/door/airlock/external,
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/obj/machinery/door/airlock,
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/obj/machinery/door/airlock/hatch,
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/obj/machinery/door/airlock/engineering/glass/critical,
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/obj/machinery/door/airlock/atmos,
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/obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks
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/obj/structure/window/plastitanium/unanchored
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anchored = FALSE
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Block a user