Merge branch 'master' into Projectile_Rework
This commit is contained in:
@@ -32,7 +32,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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var/glass_amount = 1
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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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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
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CanAtmosPass = ATMOS_PASS_PROC
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var/real_explosion_block //ignore this, just use explosion_block
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var/breaksound = "shatter"
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@@ -449,11 +449,6 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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/obj/structure/window/proc/check_state_and_anchored(checked_state, checked_anchored)
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return check_state(checked_state) && check_anchored(checked_anchored)
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/obj/structure/window/mech_melee_attack(obj/mecha/M)
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if(!can_be_reached())
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return
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..()
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/obj/structure/window/proc/can_be_reached(mob/user)
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if(!fulltile)
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if(get_dir(user,src) & dir)
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@@ -604,7 +599,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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icon_state = "rwindow"
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reinf = TRUE
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heat_resistance = 1600
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
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max_integrity = 50
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explosion_block = 1
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wave_explosion_block = EXPLOSION_BLOCK_REINFORCED_WINDOW
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@@ -631,7 +626,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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icon_state = "plasmawindow"
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reinf = FALSE
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heat_resistance = 25000
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armor = list("melee" = 75, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
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armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
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max_integrity = 150
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explosion_block = 1
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wave_explosion_block = EXPLOSION_BLOCK_BOROSILICATE_WINDOW
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@@ -659,7 +654,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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reinf = TRUE
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extra_reinforced = TRUE
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heat_resistance = 50000
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armor = list("melee" = 85, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
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armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
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max_integrity = 500
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explosion_block = 2
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wave_explosion_block = EXPLOSION_BLOCK_EXTREME
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@@ -778,7 +773,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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flags_1 = PREVENT_CLICK_UNDER_1
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reinf = TRUE
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heat_resistance = 1600
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
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smooth = SMOOTH_TRUE
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canSmoothWith = null
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explosion_block = 3
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@@ -809,7 +804,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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reinf = TRUE
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extra_reinforced = TRUE
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heat_resistance = 1600
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
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smooth = SMOOTH_TRUE
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canSmoothWith = null
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explosion_block = 3
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@@ -835,7 +830,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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icon_state = "clockwork_window_single"
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resistance_flags = FIRE_PROOF | ACID_PROOF
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max_integrity = 80
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armor = list("melee" = 60, "bullet" = 25, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
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armor = list(MELEE = 60, BULLET = 25, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
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explosion_block = 2 //fancy AND hard to destroy. the most useful combination.
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wave_explosion_block = EXPLOSION_BLOCK_BOROSILICATE_WINDOW
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wave_explosion_multiply = EXPLOSION_DAMPEN_BOROSILICATE_WINDOW
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@@ -921,7 +916,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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decon_speed = 10
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CanAtmosPass = ATMOS_PASS_YES
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resistance_flags = FLAMMABLE
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
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breaksound = 'sound/items/poster_ripped.ogg'
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hitsound = 'sound/weapons/slashmiss.ogg'
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var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "torn", layer = ABOVE_OBJ_LAYER - 0.1)
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@@ -942,7 +937,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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user.visible_message("[user] knocks on [src].")
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playsound(src, "pageturn", 50, 1)
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else
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take_damage(4,BRUTE,"melee", 0)
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take_damage(4,BRUTE,MELEE, 0)
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playsound(src, hitsound, 50, 1)
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if(!QDELETED(src))
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user.visible_message("<span class='danger'>[user] tears a hole in [src].</span>")
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