Merge remote-tracking branch 'Citadel-Station-13/master' into syntheticbloods
This commit is contained in:
@@ -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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@@ -133,9 +133,11 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
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/obj/structure/bodycontainer/proc/close()
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playsound(src, 'sound/effects/roll.ogg', 5, 1)
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playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
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playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
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for(var/atom/movable/AM in connected.loc)
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if(!AM.anchored || AM == connected)
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if(ismob(AM) && !isliving(AM))
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continue
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AM.forceMove(src)
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recursive_organ_check(src)
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update_icon()
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@@ -305,7 +307,7 @@ 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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