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gatehouse tweaks + glass buffs (#5012)
* Checkpoint stuff Reworks the checkpoint a bit. Mostly, it's been made a bit bigger and a bit more secure. While the perimeter on the whole remains made of tissue paper, the main port of entry is now slightly harder to smash through in a slugout(The main doors are unchanged so if no one is there you can still get through in like....seconds.). Also makes it a bit bigger, adds some more storage space(including secure lockers with security access requirements for throwing contraband, weapons from outsiders, etc), a couple of wall lockers for troopers to leave their guns/helmets when not actively in use, a coffee/smoke vendiing machine and an exosuit charger). Adds some granularity to more areas. 'Main Gate is now split into main, east and west. Finally, buffs windows/Glass shutters, they've received a 'bit' more health and toughness such that sneezing on them won't instant cause them to explode. These buffs apply more resistance/health to various windows. Maybe this will result in the guild having to do less glasswork(lol) * Update _Nadezhda_Colony_New.dmm * Merge remote-tracking branch 'upstream/master' into gatehouse * Update _Nadezhda_Colony_New.dmm * Update _Nadezhda_Colony_New.dmm * also * Update closet.dmi * Update _Nadezhda_Colony_New.dmm * Update closet.dmi * Update closet.dmi * Delete icons/obj/closet.dmi * Create closet.dmi * Update closet.dmi * lol oops, fixes a mispalced APC * fixes underplating under low walls. * fixes a wrong tile * fixes access on the high security(lol) airlocks * makes the ttracker consoel not upside down. * changes the chargers in the gatehouse to wall chargers to free up shelf space, adds a few more. FIXES THAT DAMN APC. * fixeds some more minor stuff w/ perimeter geate. 2 less wall chargers 2 more normal chargers. fixes underplating. coffee replaced with snack vendor. * few more chair.s * Update _Nadezhda_Colony_New.dmm * Update _Nadezhda_Colony_New.dmm * Update _Nadezhda_Colony_New.dmm
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