Porting "Moves machine/computer frames and structures below object layer." and lowering trays layer.
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@@ -39,6 +39,7 @@
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#define DOOR_HELPER_LAYER 2.71 //keep this above OPEN_DOOR_LAYER
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#define PROJECTILE_HIT_THRESHHOLD_LAYER 2.75 //projectiles won't hit objects at or below this layer if possible
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#define TABLE_LAYER 2.8
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#define TRAY_LAYER 2.85
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#define BELOW_OBJ_LAYER 2.9
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#define LOW_ITEM_LAYER 2.95
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//#define OBJ_LAYER 3 //For easy recordkeeping; this is a byond define
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@@ -8,6 +8,7 @@
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var/climbable = FALSE
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var/mob/living/structureclimber
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var/broken = 0 //similar to machinery's stat BROKEN
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layer = BELOW_OBJ_LAYER
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/obj/structure/Initialize()
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if (!armor)
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@@ -4,7 +4,6 @@
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icon = 'icons/obj/closet.dmi'
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icon_state = "generic"
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density = TRUE
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layer = BELOW_OBJ_LAYER
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var/icon_door = null
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var/icon_door_override = FALSE //override to have open overlay use icon different to its base's
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var/secure = FALSE //secure locker or not, also used if overriding a non-secure locker with a secure door overlay to add fancy lights
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@@ -4,7 +4,6 @@
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desc = "A large structural assembly made out of metal; It requires a layer of metal before it can be considered a wall."
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anchored = TRUE
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density = TRUE
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layer = BELOW_OBJ_LAYER
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var/state = GIRDER_NORMAL
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var/girderpasschance = 20 // percentage chance that a projectile passes through the girder.
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var/can_displace = TRUE //If the girder can be moved around by wrenching it
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@@ -6,6 +6,7 @@
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density = TRUE
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anchored = TRUE
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opacity = TRUE
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layer = CLOSED_DOOR_LAYER
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icon = 'icons/obj/doors/mineral_doors.dmi'
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icon_state = "metal"
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@@ -90,6 +91,7 @@
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flick("[initial_state]opening",src)
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sleep(10)
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density = FALSE
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layer = OPEN_DOOR_LAYER
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state = 1
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air_update_turf(1)
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update_icon()
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@@ -111,6 +113,7 @@
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density = TRUE
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set_opacity(TRUE)
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state = 0
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layer = initial(layer)
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air_update_turf(1)
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update_icon()
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isSwitchingStates = 0
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@@ -305,7 +305,7 @@ GLOBAL_LIST_EMPTY(crematoriums)
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/obj/structure/tray
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icon = 'icons/obj/stationobjs.dmi'
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density = TRUE
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layer = BELOW_OBJ_LAYER
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layer = TRAY_LAYER
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var/obj/structure/bodycontainer/connected = null
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anchored = TRUE
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pass_flags = LETPASSTHROW
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@@ -5,7 +5,6 @@
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desc = "A base for reflector assemblies."
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anchored = FALSE
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density = FALSE
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layer = BELOW_OBJ_LAYER
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var/deflector_icon_state
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var/image/deflector_overlay
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var/finished = FALSE
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@@ -4,7 +4,6 @@
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animate_movement = FORWARD_STEPS
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anchored = TRUE
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density = TRUE
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layer = BELOW_OBJ_LAYER
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var/moving = 0
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var/datum/gas_mixture/air_contents = new()
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@@ -7,7 +7,6 @@
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break_message = "<span class='warning'>The vent snaps and collapses!</span>"
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max_integrity = 100
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density = FALSE
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layer = BELOW_OBJ_LAYER
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/obj/structure/destructible/clockwork/trap/steam_vent/activate()
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opacity = !opacity
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@@ -5,7 +5,6 @@
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unanchored_icon = "wall_gear"
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climbable = TRUE
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max_integrity = 100
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layer = BELOW_OBJ_LAYER
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construction_value = 3
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desc = "A massive brass gear. You could probably secure or unsecure it with a wrench, or just climb over it."
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break_message = "<span class='warning'>The gear breaks apart into shards of alloy!</span>"
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