(Smaller) Construction PR - (IC Construction) (#2575)
* Disable Pulling When Buckling an entity * Projectile Improvements If you shoot at a person that is critted now it will only hit if you aim at that person otherwise go "above" him and hit other targets. - Dead people are still unhitable * Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> * Firelock In Progress * Revert "Projectile Improvements" This reverts commit 5821afc798e49e530d4086d7a9ddbe097805fdc4. * Firelock Graph * Revert "Merge branch 'master' into test2" This reverts commit c69661cc7d9dcdc6d8c0dd45770f9eb94b231463, reversing changes made to 5f1de8b8d24cd52190addb3df5617cb1012fd52c. * Bunch of stuff - Metal Rods - Reinforced Glass - SetStackCount Condition - Tables - Lattice * Output2 to FloorTileItemComponent * Plating, Underplating and Tiles (+FloorTile Improvements) * Turf Fixes + APC Electronics * Reinforced Glass In-hand textures * All the fixes * Final Changes * (Hopefully) Last commit * Update Resources/Prototypes/Entities/Constructible/Doors/firelock_frame.yml Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Atmos/FirelockComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * A Few more things * Edit FirelockComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
13
Resources/Prototypes/Recipes/Construction/Graphs/APC.yml
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13
Resources/Prototypes/Recipes/Construction/Graphs/APC.yml
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@@ -0,0 +1,13 @@
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- type: constructionGraph
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id: apc
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start: start
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graph:
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- node: start
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edges:
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- to: apc
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steps:
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- material: Metal
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amount: 3
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- node: apc
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entity: BaseAPC
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24
Resources/Prototypes/Recipes/Construction/Graphs/catwalk.yml
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24
Resources/Prototypes/Recipes/Construction/Graphs/catwalk.yml
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@@ -0,0 +1,24 @@
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- type: constructionGraph
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id: Catwalk
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start: start
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graph:
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- node: start
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edges:
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- to: Catwalk
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completed:
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- !type:SnapToGrid { }
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steps:
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- material: MetalRod
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amount: 2
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- node: Catwalk
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entity: Catwalk
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edges:
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- to: start
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completed:
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- !type:SpawnPrototype
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prototype: MetalRodStack1
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amount: 2
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- !type:DeleteEntity {}
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steps:
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- tool: Cutting
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166
Resources/Prototypes/Recipes/Construction/Graphs/firelock.yml
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166
Resources/Prototypes/Recipes/Construction/Graphs/firelock.yml
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@@ -0,0 +1,166 @@
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- type: constructionGraph
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id: Firelock
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start: start
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graph:
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- node: start
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edges:
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- to: frame1
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completed:
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- !type:SnapToGrid { }
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steps:
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- material: Metal
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amount: 3
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doAfter: 1
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- node: frame1
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entity: FirelockFrame
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actions:
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- !type:SpriteStateChange
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state: frame1
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edges:
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- to: frame2
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conditions:
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- !type:EntityAnchored
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anchored: true
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steps:
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- material: Cable
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amount: 2
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doAfter: 1
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- to: start
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completed:
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- !type:SpawnPrototype
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prototype: SteelSheet1
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amount: 3
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- !type:DeleteEntity {}
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conditions:
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- !type:EntityAnchored
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anchored: true
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steps:
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- tool: Welding
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doAfter: 1
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- node: frame2
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actions:
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- !type:SpriteStateChange
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state: frame2
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edges:
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- to: frame3
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conditions:
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- !type:EntityAnchored
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anchored: true
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steps:
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- component: FirelockElectronics
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store: Firelock Electornics
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name: Firelock Electornics
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icon:
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sprite: "Constructible/Misc/module.rsi"
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state: "mainboard"
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- to: frame1
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completed:
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- !type:SpawnPrototype
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prototype: ApcExtensionCableStack1
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amount: 2
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conditions:
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- !type:EntityAnchored
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anchored: true
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steps:
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- tool: Cutting
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doAfter: 1.5
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- node: frame3
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actions:
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- !type:SpriteStateChange
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state: frame3
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edges:
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- to: frame4
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conditions:
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- !type:EntityAnchored
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anchored: true
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steps:
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- tool: Screwing
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doAfter: 0.25
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- to: frame2
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completed:
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- !type:SpawnPrototype
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prototype: FirelockElectronics
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amount: 1
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conditions:
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- !type:EntityAnchored
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anchored: true
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steps:
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- tool: Prying
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doAfter: 0.25
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- node: frame4
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entity: FirelockFrame
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actions:
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- !type:SpriteStateChange
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state: frame4
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edges:
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- to: Firelock
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conditions:
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- !type:EntityAnchored
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anchored: true
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steps:
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- tool: Anchoring
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doAfter: 1
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- to: FirelockGlassFrame
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conditions:
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- !type:EntityAnchored
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anchored: true
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steps:
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- material: Glass
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amount: 2
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doAfter: 2
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- to: frame3
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conditions:
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- !type:EntityAnchored
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anchored: true
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steps:
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- tool: Screwing
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doAfter: 0.75
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- node: Firelock
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entity: Firelock
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edges:
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- to: frame4
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conditions:
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- !type:DoorWelded
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welded: true
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steps:
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- tool: Anchoring
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doAfter: 0.25
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- node: FirelockGlassFrame
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edges:
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- to: FirelockGlass
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conditions:
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- !type:EntityAnchored
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anchored: true
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steps:
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- tool: Anchoring
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doAfter: 1
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- to: frame4
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completed:
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- !type:SpawnPrototype
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prototype: GlassSheet1
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amount: 2
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steps:
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- tool: Screwing
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doAfter: 1
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- node: FirelockGlass
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entity: FirelockGlass
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edges:
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- to: FirelockGlassFrame
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conditions:
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- !type:EntityAnchored
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anchored: true
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steps:
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- tool: Anchoring
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doAfter: 1
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@@ -0,0 +1,16 @@
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- type: constructionGraph
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id: metalRod
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start: start
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graph:
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- node: start
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edges:
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- to: MetalRod
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completed:
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- !type:SetStackCount
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amount: 2
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steps:
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- material: Metal
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amount: 1
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- node: MetalRod
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entity: MetalRod
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82
Resources/Prototypes/Recipes/Construction/Graphs/tables.yml
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82
Resources/Prototypes/Recipes/Construction/Graphs/tables.yml
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- type: constructionGraph
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id: Tables
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start: start
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graph:
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- node: start
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edges:
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- to: TableFrame
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completed:
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- !type:SnapToGrid { }
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steps:
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- material: MetalRod
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amount: 2
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doAfter: 1
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- node: PokerTable
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entity: TableCarpet
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- node: TableFrame
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entity: TableFrame
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edges:
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- to: start
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completed:
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- !type:SpawnPrototype
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prototype: MetalRod
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amount: 2
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- !type:DeleteEntity {}
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steps:
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- tool: Anchoring
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doAfter: 1
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- to: MetalTable
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steps:
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- material: Metal
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amount: 1
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doAfter: 1
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- to: ReinforcedTable
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steps:
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- material: Plasteel
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amount: 1
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doAfter: 1
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- to: GlassTable
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steps:
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- material: Glass
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amount: 1
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doAfter: 1
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- to: WoodTable
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steps:
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- material: Wood
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amount: 1
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doAfter: 1
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- to: RGlassTable
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steps:
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- material: ReinforcedGlass
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amount: 1
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doAfter: 1
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- node: MetalTable
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entity: TableMetal
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- node: ReinforcedTable
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entity: TableR
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- node: GlassTable
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entity: TableGlass
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- node: WoodTable
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entity: TableWood
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edges:
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- to: PokerTable
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steps:
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- material: Wood
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amount: 1
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doAfter: 1
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- node: RGlassTable
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entity: TableGlassR
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@@ -1,4 +1,4 @@
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- type: constructionGraph
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- type: constructionGraph
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id: window
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start: start
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graph:
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@@ -17,10 +17,7 @@
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- to: reinforcedWindow
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steps:
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- material: Metal
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amount: 2
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doAfter: 2
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- material: Glass
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- material: ReinforcedGlass
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amount: 2
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doAfter: 2
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@@ -51,10 +48,7 @@
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- to: start
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completed:
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- !type:SpawnPrototype
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prototype: GlassSheet1
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amount: 2
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- !type:SpawnPrototype
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prototype: MetalSheet1
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prototype: RGlassSheet1
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amount: 2
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- !type:DeleteEntity {}
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steps:
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10
Resources/Prototypes/Recipes/Construction/materials.yml
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10
Resources/Prototypes/Recipes/Construction/materials.yml
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@@ -0,0 +1,10 @@
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- type: construction
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name: Metal Rod
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id: metalRod
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graph: metalRod
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startNode: start
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targetNode: MetalRod
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category: Materials
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description: A sturdy metal rod that can be used for various purposes.
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icon: Objects/Materials/materials.rsi/rods.png
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objectType: Item
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@@ -110,3 +110,79 @@
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objectType: Structure
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placementMode: SnapgridCenter
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canRotate: false
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- type: construction
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name: Firelock
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id: Firelock
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graph: Firelock
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startNode: start
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targetNode: Firelock
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category: Structures
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description: This is a firelock - it locks an area when a fire alarm in the area is triggered. Don't get squished!
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icon:
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sprite: Constructible/Structures/Doors/firelock.rsi
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state: closed
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objectType: Structure
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placementMode: SnapgridCenter
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- type: construction
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name: Table Frame
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id: TableFrame
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graph: Tables
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startNode: start
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targetNode: TableFrame
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category: Structures
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description: A sturdy frame used in the construction of tables
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icon:
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sprite: Constructible/Structures/Tables/frame.rsi
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state: full
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objectType: Structure
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placementMode: SnapgridCenter
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- type: construction
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name: Poker Table
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id: PokerTable
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graph: Tables
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startNode: start
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targetNode: PokerTable
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category: Structures
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description: A square piece of wood standing on four legs. (What did you expect?)
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icon:
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sprite: Constructible/Structures/Tables/carpet.rsi
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state: full
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objectType: Structure
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placementMode: SnapgridCenter
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- type: construction
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name: Catwalk
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id: Catwalk
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graph: Catwalk
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startNode: start
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targetNode: Catwalk
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category: Structures
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description: Just like a lattice. Except it looks better.
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conditions:
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- !type:TileType
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targets:
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- lattice
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- plating
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- underplating
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icon:
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sprite: Constructible/Tiles/catwalk.rsi
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state: catwalk_preview
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objectType: Structure
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placementMode: SnapgridCenter
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- type: construction
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name: APC
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id: apc
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graph: apc
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startNode: start
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targetNode: apc
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category: Structures
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description: Area Power Controller (APC). Controls power. In an area.
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icon:
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sprite: Constructible/Power/apc.rsi
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state: apc0
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objectType: Structure
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placementMode: AlignWallProper
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@@ -4,7 +4,7 @@
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graph: spear
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startNode: start
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targetNode: spear
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category: Items/Weapons
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category: Weapons
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description: A crude spear for when you need to put holes in somebody.
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icon: Objects/Weapons/Melee/spear.rsi/spear.png
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objectType: Item
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Block a user