diff --git a/code/__DEFINES/misc.dm b/code/__DEFINES/misc.dm index bbd068ce96c..deb19083e0c 100644 --- a/code/__DEFINES/misc.dm +++ b/code/__DEFINES/misc.dm @@ -151,7 +151,6 @@ #define DEFAULT_TABLE_MATERIAL "plastic" #define DEFAULT_TABLE_REINF_MATERIAL "plasteel" #define DEFAULT_TABLE_FLIP_WEIGHT 22 -#define DEFAULT_WALL_MATERIAL "steel" #define SHARD_SHARD "shard" #define SHARD_SHRAPNEL "shrapnel" diff --git a/code/__DEFINES/research.dm b/code/__DEFINES/research.dm index eb09a947089..09fa607650c 100644 --- a/code/__DEFINES/research.dm +++ b/code/__DEFINES/research.dm @@ -12,9 +12,11 @@ #define TECH_ILLEGAL "syndicate" #define TECH_ARCANE "arcane" -#define IMPRINTER 0x1 //For circuits. Uses glass/chemicals. -#define PROTOLATHE 0x2 //New stuff. Uses glass/metal/chemicals -#define MECHFAB 0x4 //Mechfab -#define CHASSIS 0x8 //For protolathe, but differently +/// For circuits. Uses glass/chemicals. +#define IMPRINTER 0x1 +/// New stuff. Uses glass/metal/chemicals +#define PROTOLATHE 0x2 +/// Mechfab +#define MECHFAB 0x4 #define MAX_TECH_LEVEL 15 diff --git a/code/controllers/subsystems/materials.dm b/code/controllers/subsystems/materials.dm index 75b9b4ba344..cb38d6e0051 100644 --- a/code/controllers/subsystems/materials.dm +++ b/code/controllers/subsystems/materials.dm @@ -38,7 +38,7 @@ SUBSYSTEM_DEF(materials) material_name = lowertext(material_name) if(material_name == "metal") - material_name = DEFAULT_WALL_MATERIAL + material_name = "steel" // old DEFAULT_WALL_MATERIAL_NAME . = materials_by_name[material_name] if(!. && log_missing) diff --git a/code/datums/helper_datums/teleport.dm b/code/datums/helper_datums/teleport.dm index bd1d7edef08..2178f38c2e4 100644 --- a/code/datums/helper_datums/teleport.dm +++ b/code/datums/helper_datums/teleport.dm @@ -48,13 +48,24 @@ var/list/turf/good_turfs = list() var/list/turf/bad_turfs = list() var/turf/T = get_turf(adestination) + if(!T) + return adestination + var/list/invalid_inhibitors for(var/found_inhibitor in GLOB.bluespace_inhibitors) + if(!istype(found_inhibitor, /obj/structure/machinery/anti_bluespace)) + LAZYADD(invalid_inhibitors, found_inhibitor) + continue var/obj/structure/machinery/anti_bluespace/AB = found_inhibitor + if(QDELETED(AB)) + LAZYADD(invalid_inhibitors, found_inhibitor) + continue if(T.z != AB.z || get_dist(adestination, AB) > 8 || (AB.stat & (NOPOWER | BROKEN))) continue AB.use_power_oneoff(AB.active_power_usage) bad_turfs += circle_range_turfs(get_turf(AB),8) good_turfs += circle_range_turfs(get_turf(AB),9) + if(invalid_inhibitors) + GLOB.bluespace_inhibitors -= invalid_inhibitors if(length(good_turfs) && length(bad_turfs)) good_turfs -= bad_turfs if(length(good_turfs)) diff --git a/code/defines/obj/weapon.dm b/code/defines/obj/weapon.dm index 6a64545f853..ba6ae4b4f93 100644 --- a/code/defines/obj/weapon.dm +++ b/code/defines/obj/weapon.dm @@ -54,7 +54,7 @@ force = 15 throwforce = 7.0 w_class = WEIGHT_CLASS_BULKY - matter = list(DEFAULT_WALL_MATERIAL = 50) + matter = list(MATERIAL_STEEL = 50) attack_verb = list("bludgeoned", "whacked", "disciplined", "thrashed") var/can_support = TRUE @@ -447,7 +447,7 @@ name = "power control module" icon_state = "power_mod" desc = "Heavy-duty switching circuits for power control." - matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) + matter = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 50) /obj/item/module/power_control/attackby(obj/item/attacking_item, mob/user) if(attacking_item.tool_behaviour == TOOL_MULTITOOL) diff --git a/code/game/area/areas.dm b/code/game/area/areas.dm index 80ab726e83f..a224e9b7498 100644 --- a/code/game/area/areas.dm +++ b/code/game/area/areas.dm @@ -206,14 +206,24 @@ /area/proc/get_cameras() . = list() + var/list/invalid_cameras for (var/thing in SSmachinery.all_cameras) + if(!istype(thing, /obj/structure/machinery/camera)) + LAZYADD(invalid_cameras, thing) + continue var/obj/structure/machinery/camera/C = thing + if(QDELETED(C)) + LAZYADD(invalid_cameras, thing) + continue if (!isturf(C.loc)) continue if (C.loc.loc == src) // What the fuck is this? . += C + if(invalid_cameras) + SSmachinery.all_cameras -= invalid_cameras + /area/proc/atmosalert(danger_level, var/alarm_source) if (danger_level == 0) GLOB.atmosphere_alarm.clearAlarm(src, alarm_source) diff --git a/code/game/gamemodes/nuclear/pinpointer.dm b/code/game/gamemodes/nuclear/pinpointer.dm index 3c68835a5ec..4a4ad5b2d06 100644 --- a/code/game/gamemodes/nuclear/pinpointer.dm +++ b/code/game/gamemodes/nuclear/pinpointer.dm @@ -9,7 +9,7 @@ w_class = WEIGHT_CLASS_SMALL throw_speed = 4 throw_range = 20 - matter = list(DEFAULT_WALL_MATERIAL = 500) + matter = list(MATERIAL_STEEL = 500) var/obj/item/disk/nuclear/the_disk = null var/active = 0 diff --git a/code/game/gamemodes/objective.dm b/code/game/gamemodes/objective.dm index 3927c27a492..e931955bd6b 100644 --- a/code/game/gamemodes/objective.dm +++ b/code/game/gamemodes/objective.dm @@ -726,31 +726,31 @@ GLOBAL_LIST_EMPTY(process_objectives) /datum/objective/heist/salvage/choose_target() switch(rand(1,8)) if(1) - target = DEFAULT_WALL_MATERIAL + target = MATERIAL_STEEL target_amount = 300 if(2) - target = "glass" + target = MATERIAL_GLASS target_amount = 200 if(3) - target = "plasteel" + target = MATERIAL_PLASTEEL target_amount = 100 if(4) target = MATERIAL_PHORON target_amount = 100 if(5) - target = "silver" + target = MATERIAL_SILVER target_amount = 50 if(6) - target = "gold" + target = MATERIAL_GOLD target_amount = 20 if(7) - target = "uranium" + target = MATERIAL_URANIUM target_amount = 20 if(8) - target = "diamond" + target = MATERIAL_DIAMOND target_amount = 20 - explanation_text = "Ransack the [SSatlas.current_map.station_name] and escape with [target_amount] [target]." + explanation_text = "Ransack the [SSatlas.current_map.station_name] and escape with [target_amount] [lowertext(SSmaterials.material_display_name(target))]." /datum/objective/heist/salvage/check_completion() var/total_amount = 0 @@ -759,21 +759,24 @@ GLOBAL_LIST_EMPTY(process_objectives) var/obj/item/stack/material/S if(istype(O,/obj/item/stack/material)) - if(O.name == target) - S = O + S = O + var/singleton/material/held_material = S.get_material() + if(held_material?.type == target) total_amount += S.get_amount() for(var/obj/I in O.contents) if(istype(I,/obj/item/stack/material)) - if(I.name == target) - S = I + S = I + var/singleton/material/contained_material = S.get_material() + if(contained_material?.type == target) total_amount += S.get_amount() for(var/datum/mind/raider in GLOB.raiders.current_antagonists) if(raider.current) for(var/obj/item/O in raider.current.get_contents()) if(istype(O,/obj/item/stack/material)) - if(O.name == target) - var/obj/item/stack/material/S = O + var/obj/item/stack/material/S = O + var/singleton/material/raider_material = S.get_material() + if(raider_material?.type == target) total_amount += S.get_amount() if(total_amount >= target_amount) return 1 diff --git a/code/game/objects/effects/burnt_wall.dm b/code/game/objects/effects/burnt_wall.dm index c73c5e9399b..c5eb8f5bc26 100644 --- a/code/game/objects/effects/burnt_wall.dm +++ b/code/game/objects/effects/burnt_wall.dm @@ -9,9 +9,9 @@ /obj/effect/overlay/burnt_wall/Initialize(mapload, new_name, new_mat, new_reinf_mat) . = ..() name = "burnt [new_name]" - material = GET_SINGLETON(new_mat) + material = SSmaterials.get_material_by_id(new_mat) if(new_reinf_mat) - reinf_material = GET_SINGLETON(new_reinf_mat) + reinf_material = SSmaterials.get_material_by_id(new_reinf_mat) color = material.icon_colour if(material.opacity < 0.5) alpha = 125 diff --git a/code/game/objects/explosion.dm b/code/game/objects/explosion.dm index 718a767d62b..4acad5a9b37 100644 --- a/code/game/objects/explosion.dm +++ b/code/game/objects/explosion.dm @@ -17,9 +17,18 @@ SSexplosives.queue(data) //Machines which report explosions. + var/list/invalid_doppler_arrays for(var/thing in GLOB.doppler_arrays) + if(!istype(thing, /obj/structure/machinery/doppler_array)) + LAZYADD(invalid_doppler_arrays, thing) + continue var/obj/structure/machinery/doppler_array/Array = thing + if(QDELETED(Array)) + LAZYADD(invalid_doppler_arrays, thing) + continue Array.sense_explosion(epicenter.x,epicenter.y,epicenter.z,devastation_range,heavy_impact_range,light_impact_range) + if(invalid_doppler_arrays) + GLOB.doppler_arrays -= invalid_doppler_arrays // == Recursive Explosions stuff == diff --git a/code/game/objects/items/devices/debugger.dm b/code/game/objects/items/devices/debugger.dm index 6cee693d1ad..f765a839c0c 100644 --- a/code/game/objects/items/devices/debugger.dm +++ b/code/game/objects/items/devices/debugger.dm @@ -12,7 +12,7 @@ throw_speed = 3 hitsound = SFX_SWITCH - matter = list(MATERIAL_PLASTIC = 50, DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20) + matter = list(MATERIAL_PLASTIC = 50, MATERIAL_STEEL = 50, MATERIAL_GLASS = 20) origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1) contained_sprite = TRUE diff --git a/code/game/objects/items/devices/geiger.dm b/code/game/objects/items/devices/geiger.dm index dbee043112f..2df5849a332 100644 --- a/code/game/objects/items/devices/geiger.dm +++ b/code/game/objects/items/devices/geiger.dm @@ -7,7 +7,7 @@ contained_sprite = TRUE w_class = WEIGHT_CLASS_SMALL action_button_name = "Toggle geiger counter" - matter = list(MATERIAL_PLASTIC = 100, DEFAULT_WALL_MATERIAL = 100, MATERIAL_GLASS = 50) + matter = list(MATERIAL_PLASTIC = 100, MATERIAL_STEEL = 100, MATERIAL_GLASS = 50) origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1) var/scanning = 0 var/radiation_count = 0 @@ -95,7 +95,7 @@ item_state = "dosimeter" slot_flags = SLOT_WRISTS action_button_name = "Toggle dosimeter counter" - matter = list(DEFAULT_WALL_MATERIAL = 100, MATERIAL_GLASS = 50) + matter = list(MATERIAL_STEEL = 100, MATERIAL_GLASS = 50) origin_tech = list(TECH_MAGNET = 4, TECH_ENGINEERING = 4) ///The amount of rads the dosimeter has detected after armor mitigation. diff --git a/code/game/objects/items/devices/lighting/lamp.dm b/code/game/objects/items/devices/lighting/lamp.dm index 04ac0b19271..7c4901451c5 100644 --- a/code/game/objects/items/devices/lighting/lamp.dm +++ b/code/game/objects/items/devices/lighting/lamp.dm @@ -50,7 +50,7 @@ icon_state = "lavalamp" light_range = 3 flashlight_power = 0.5 - matter = list(DEFAULT_WALL_MATERIAL = 250, MATERIAL_GLASS = 200) + matter = list(MATERIAL_STEEL = 250, MATERIAL_GLASS = 200) /obj/item/flashlight/lamp/lava/update_icon() if(on) diff --git a/code/game/objects/items/devices/lightreplacer.dm b/code/game/objects/items/devices/lightreplacer.dm index 7393cddec71..684133a1d30 100644 --- a/code/game/objects/items/devices/lightreplacer.dm +++ b/code/game/objects/items/devices/lightreplacer.dm @@ -80,8 +80,10 @@ ..() /obj/item/lightreplacer/attackby(obj/item/attacking_item, mob/user) - if(istype(attacking_item, /obj/item/stack/material) && attacking_item.get_material_name() == "glass") - var/obj/item/stack/G = attacking_item + var/obj/item/stack/material/glass_stack = attacking_item + var/singleton/material/glass_material = glass_stack?.get_material() + if(istype(glass_stack) && glass_material?.type == MATERIAL_GLASS) + var/obj/item/stack/G = glass_stack if(uses >= max_uses) to_chat(user, SPAN_WARNING("[src.name] is full.")) else if(G.use(5)) diff --git a/code/game/objects/items/devices/multitool.dm b/code/game/objects/items/devices/multitool.dm index a42afdbc302..d2639bd9046 100644 --- a/code/game/objects/items/devices/multitool.dm +++ b/code/game/objects/items/devices/multitool.dm @@ -19,12 +19,14 @@ drop_sound = 'sound/items/drop/multitool.ogg' pickup_sound = 'sound/items/pickup/multitool.ogg' - matter = list(MATERIAL_PLASTIC = 50, MATERIAL_GLASS = 20, DEFAULT_WALL_MATERIAL = 5) + matter = list(MATERIAL_PLASTIC = 50, MATERIAL_GLASS = 20, MATERIAL_STEEL = 5) origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1) - var/obj/structure/machinery/buffer // simple machine buffer for device linkage - var/obj/structure/machinery/clonepod/connecting //same for cryopod linkage + /// simple machine buffer for device linkage + var/obj/structure/machinery/buffer + /// same for cryopod linkage. legacy as fuck. + var/obj/structure/machinery/clonepod/connecting var/buffer_name var/atom/buffer_object diff --git a/code/game/objects/items/devices/powersink.dm b/code/game/objects/items/devices/powersink.dm index 9b9a150aa47..18c75fd5c94 100644 --- a/code/game/objects/items/devices/powersink.dm +++ b/code/game/objects/items/devices/powersink.dm @@ -12,30 +12,34 @@ throw_speed = 1 throw_range = 2 - matter = list(DEFAULT_WALL_MATERIAL = 750) + matter = list(MATERIAL_STEEL = 750) origin_tech = list(TECH_POWER = 3, TECH_ILLEGAL = 5) - ///Amount of power to drain per second, in watts + /// Amount of power to drain per second, in watts var/drain_rate = 1.5 MEGA WATTS - ///Maximum amount of power to drain from a single APW, in watts + /// Maximum amount of power to drain from a single APW, in watts var/apc_drain_rate = 50 KILO WATTS - ///Passive dissipation of drained power in Watts + /// Passive dissipation of drained power in Watts var/dissipation_rate = 20000 - ///Amount of power drained, in watts + /// Amount of power drained, in watts var/power_drained = 04 - ///Power at which the sink will explode (after having absorbed that), in watts + /// Power at which the sink will explode (after having absorbed that), in watts var/max_power = 800 MEGA WATTS - var/mode = 0 // 0 = off, 1=clamped (off), 2=operating - var/drained_this_tick = 0 // This is unfortunately necessary to ensure we process powersinks BEFORE other machinery such as APCs. + /// 0 = off, 1=clamped (off), 2=operating + var/mode = 0 + /// This is unfortunately necessary to ensure we process powersinks BEFORE other machinery such as APCs. + var/drained_this_tick = 0 - var/datum/powernet/PN // Our powernet - var/obj/structure/cable/attached // the attached cable + /// Our powernet + var/datum/powernet/PN + /// the attached cable + var/obj/structure/cable/attached /obj/item/powersink/antagonist_hints(mob/user, distance, is_adjacent) . += ..() diff --git a/code/game/objects/items/devices/radio/electropack.dm b/code/game/objects/items/devices/radio/electropack.dm index d68fbbc6cbd..3369d011cda 100644 --- a/code/game/objects/items/devices/radio/electropack.dm +++ b/code/game/objects/items/devices/radio/electropack.dm @@ -7,7 +7,7 @@ slot_flags = SLOT_BACK w_class = WEIGHT_CLASS_HUGE - matter = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 2500) + matter = list(MATERIAL_STEEL = 10000, MATERIAL_GLASS = 2500) var/code = 2 diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm index 3056f0cf18a..edf0dd05f5a 100644 --- a/code/game/objects/items/devices/scanners.dm +++ b/code/game/objects/items/devices/scanners.dm @@ -318,7 +318,7 @@ BREATH ANALYZER throwforce = 0 throw_speed = 3 throw_range = 3 - matter = list(DEFAULT_WALL_MATERIAL = 25, MATERIAL_GLASS = 25) + matter = list(MATERIAL_STEEL = 25, MATERIAL_GLASS = 25) /obj/item/price_scanner/afterattack(atom/movable/target, mob/user as mob, proximity) if(!proximity) diff --git a/code/game/objects/items/stacks/barricades.dm b/code/game/objects/items/stacks/barricades.dm index 66453b564b4..3be47ff58ff 100644 --- a/code/game/objects/items/stacks/barricades.dm +++ b/code/game/objects/items/stacks/barricades.dm @@ -6,7 +6,7 @@ icon = 'icons/obj/barricade_stacks.dmi' icon_state = "steel-kit" w_class = WEIGHT_CLASS_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 650, MATERIAL_PHORON = 100, MATERIAL_PLASTEEL = 150) + matter = list(MATERIAL_STEEL = 650, MATERIAL_PHORON = 100, MATERIAL_PLASTEEL = 150) var/barricade_name = "steel" var/barricade_type = /obj/structure/barricade/metal var/build_sound = 'sound/effects/clang.ogg' diff --git a/code/game/objects/items/stacks/nanopaste.dm b/code/game/objects/items/stacks/nanopaste.dm index a1d06949fb6..b0398e7b0c5 100644 --- a/code/game/objects/items/stacks/nanopaste.dm +++ b/code/game/objects/items/stacks/nanopaste.dm @@ -14,7 +14,7 @@ desc_extended = "It takes significantly longer to apply nanopaste to yourself than it does to apply it to others. Nanites are best enjoyed with a friend!" /// What materials does it take to fabricate nanopaste? - var/list/construction_cost = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 7000) + var/list/construction_cost = list(MATERIAL_STEEL = 7000, MATERIAL_GLASS = 7000) /// How long does it take to apply nanopaste? var/time_to_apply = 2 SECONDS /// Multiplier applied to time_to_apply, if we want it to take longer in some situations. diff --git a/code/game/objects/items/stacks/rods.dm b/code/game/objects/items/stacks/rods.dm index 174c6da2565..fe798793237 100644 --- a/code/game/objects/items/stacks/rods.dm +++ b/code/game/objects/items/stacks/rods.dm @@ -29,7 +29,7 @@ GLOBAL_LIST_INIT_TYPED(rod_recipes, /datum/stack_recipe, list( throw_range = 20 drop_sound = 'sound/items/drop/metal_rod.ogg' pickup_sound = 'sound/items/pickup/metal_rod.ogg' - matter = list(DEFAULT_WALL_MATERIAL = 937.5) + matter = list(MATERIAL_STEEL = 937.5) recyclable = TRUE max_amount = 60 attack_verb = list("hit", "bludgeoned", "whacked") @@ -112,7 +112,7 @@ GLOBAL_LIST_INIT_TYPED(rod_recipes, /datum/stack_recipe, list( singular_name = "length" max_amount = 50 w_class = WEIGHT_CLASS_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 937.5) + matter = list(MATERIAL_STEEL = 937.5) attack_verb = list("hit", "whacked", "sliced") /obj/item/stack/barbed_wire/assembly_hints(mob/user, distance, is_adjacent) @@ -133,7 +133,7 @@ GLOBAL_LIST_INIT_TYPED(rod_recipes, /datum/stack_recipe, list( icon = 'icons/obj/barricades.dmi' icon_state = "liquidbags" w_class = WEIGHT_CLASS_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 650, MATERIAL_PHORON = 100, MATERIAL_PLASTEEL = 150) + matter = list(MATERIAL_STEEL = 650, MATERIAL_PHORON = 100, MATERIAL_PLASTEEL = 150) /obj/item/stack/liquidbags/half_full amount = 25 diff --git a/code/game/objects/items/stacks/tiles/tile_types.dm b/code/game/objects/items/stacks/tiles/tile_types.dm index 971a416dbc2..9f508339bdd 100644 --- a/code/game/objects/items/stacks/tiles/tile_types.dm +++ b/code/game/objects/items/stacks/tiles/tile_types.dm @@ -188,7 +188,7 @@ desc = "An advanced tile covered in various circuitry and wiring." icon_state = "tile_bcircuit" force = 14 - matter = list(DEFAULT_WALL_MATERIAL = TILE_MATERIAL_AMOUNT, MATERIAL_GLASS = TILE_MATERIAL_AMOUNT) + matter = list(MATERIAL_STEEL = TILE_MATERIAL_AMOUNT, MATERIAL_GLASS = TILE_MATERIAL_AMOUNT) throwforce = 15.0 throw_speed = 5 throw_range = 20 @@ -200,7 +200,7 @@ desc = "An advanced tile covered in various circuitry and wiring." icon_state = "tile_gcircuit" force = 14 - matter = list(DEFAULT_WALL_MATERIAL = TILE_MATERIAL_AMOUNT, MATERIAL_GLASS = TILE_MATERIAL_AMOUNT) + matter = list(MATERIAL_STEEL = TILE_MATERIAL_AMOUNT, MATERIAL_GLASS = TILE_MATERIAL_AMOUNT) throwforce = 15.0 throw_speed = 5 throw_range = 20 @@ -212,7 +212,7 @@ desc = "An advanced tile covered in various circuitry and wiring." icon_state = "tile_rcircuit" force = 14 - matter = list(DEFAULT_WALL_MATERIAL = TILE_MATERIAL_AMOUNT, MATERIAL_GLASS = TILE_MATERIAL_AMOUNT) + matter = list(MATERIAL_STEEL = TILE_MATERIAL_AMOUNT, MATERIAL_GLASS = TILE_MATERIAL_AMOUNT) throwforce = 15.0 throw_speed = 5 throw_range = 20 @@ -228,7 +228,7 @@ desc = "A set of steel floor tiles." icon_state = "tile" force = 14 - matter = list(DEFAULT_WALL_MATERIAL = TILE_MATERIAL_AMOUNT) + matter = list(MATERIAL_STEEL = TILE_MATERIAL_AMOUNT) throwforce = 6 throw_speed = 5 throw_range = 10 diff --git a/code/game/objects/items/tools/crowbar.dm b/code/game/objects/items/tools/crowbar.dm index 4fc2304bd4a..52e803c9ac3 100644 --- a/code/game/objects/items/tools/crowbar.dm +++ b/code/game/objects/items/tools/crowbar.dm @@ -18,7 +18,7 @@ usesound = SFX_CROWBAR surgerysound = 'sound/items/surgery/retractor.ogg' origin_tech = list(TECH_ENGINEERING = 1) - matter = list(DEFAULT_WALL_MATERIAL = 50) + matter = list(MATERIAL_STEEL = 50) attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked") tool_behaviour = TOOL_CROWBAR toolspeed = 1 @@ -77,7 +77,7 @@ drop_sound = 'sound/items/drop/crowbar.ogg' pickup_sound = 'sound/items/pickup/crowbar.ogg' origin_tech = list(TECH_ENGINEERING = 1) - matter = list(DEFAULT_WALL_MATERIAL = 50) + matter = list(MATERIAL_STEEL = 50) attack_verb = list("attacked", "rammed", "battered", "bludgeoned") toolspeed = 0.7 force_opens = TRUE diff --git a/code/game/objects/items/tools/tools.dm b/code/game/objects/items/tools/tools.dm index 4592d665f45..85a53a8d476 100644 --- a/code/game/objects/items/tools/tools.dm +++ b/code/game/objects/items/tools/tools.dm @@ -31,7 +31,7 @@ throwforce = 7 w_class = WEIGHT_CLASS_SMALL origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1) - matter = list(DEFAULT_WALL_MATERIAL = 150) + matter = list(MATERIAL_STEEL = 150) attack_verb = list("bashed", "battered", "bludgeoned", "whacked") usesound = 'sound/items/wrench.ogg' surgerysound = 'sound/items/surgery/bonesetter.ogg' @@ -59,7 +59,7 @@ throw_speed = 3 throw_range = 5 w_class = WEIGHT_CLASS_TINY - matter = list(DEFAULT_WALL_MATERIAL = 75) + matter = list(MATERIAL_STEEL = 75) attack_verb = list("stabbed") usesound = 'sound/items/Screwdriver.ogg' surgerysound = 'sound/items/Screwdriver.ogg' @@ -134,7 +134,7 @@ throw_range = 9 w_class = WEIGHT_CLASS_SMALL origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1) - matter = list(DEFAULT_WALL_MATERIAL = 80) + matter = list(MATERIAL_STEEL = 80) attack_verb = list("pinched", "nipped") sharp = TRUE edge = TRUE @@ -243,7 +243,7 @@ w_class = WEIGHT_CLASS_SMALL /// Cost to make in the autolathe - matter = list(DEFAULT_WALL_MATERIAL = 70, MATERIAL_GLASS = 30) + matter = list(MATERIAL_STEEL = 70, MATERIAL_GLASS = 30) /// R&D tech level origin_tech = list(TECH_ENGINEERING = 1) @@ -271,7 +271,7 @@ icon_state = "indwelder" item_state = "welder" max_fuel = 40 - matter = list(DEFAULT_WALL_MATERIAL = 100, MATERIAL_GLASS = 60) + matter = list(MATERIAL_STEEL = 100, MATERIAL_GLASS = 60) origin_tech = list(TECH_ENGINEERING = 2) /obj/item/weldingtool/hugetank @@ -280,7 +280,7 @@ icon_state = "advwelder" item_state = "advwelder" max_fuel = 80 - matter = list(DEFAULT_WALL_MATERIAL = 200, MATERIAL_GLASS = 120) + matter = list(MATERIAL_STEEL = 200, MATERIAL_GLASS = 120) origin_tech = list(TECH_ENGINEERING = 3) /obj/item/weldingtool/emergency @@ -297,7 +297,7 @@ icon_state = "expwelder" item_state = "expwelder" max_fuel = 40 - matter = list(DEFAULT_WALL_MATERIAL = 100, MATERIAL_GLASS = 120) + matter = list(MATERIAL_STEEL = 100, MATERIAL_GLASS = 120) origin_tech = list(TECH_ENGINEERING = 4, TECH_BIO = 4) light_color = LIGHT_COLOR_BLUE @@ -706,7 +706,7 @@ throwforce = 7 w_class = WEIGHT_CLASS_SMALL origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 2) - matter = list(DEFAULT_WALL_MATERIAL = 150) + matter = list(MATERIAL_STEEL = 150) attack_verb = list("bashed", "battered", "bludgeoned", "whacked") tool_behaviour = TOOL_PIPEWRENCH @@ -942,7 +942,7 @@ throw_speed = 3 throw_range = 3 w_class = WEIGHT_CLASS_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 75) + matter = list(MATERIAL_STEEL = 75) attack_verb = list("smashed", "hammered") drop_sound = 'sound/items/drop/crowbar.ogg' pickup_sound = 'sound/items/pickup/crowbar.ogg' diff --git a/code/game/objects/items/weapons/RFD.dm b/code/game/objects/items/weapons/RFD.dm index 3e7324df989..4c46352fbbe 100644 --- a/code/game/objects/items/weapons/RFD.dm +++ b/code/game/objects/items/weapons/RFD.dm @@ -30,7 +30,7 @@ ABSTRACT_TYPE(/obj/item/rfd) throw_range = 5 w_class = WEIGHT_CLASS_NORMAL origin_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 2) - matter = list(DEFAULT_WALL_MATERIAL = 50000) + matter = list(MATERIAL_STEEL = 50000) drop_sound = 'sound/items/drop/gun.ogg' pickup_sound = 'sound/items/pickup/gun.ogg' @@ -180,7 +180,7 @@ ABSTRACT_TYPE(/obj/item/rfd) item_state = "rfdammo" w_class = WEIGHT_CLASS_SMALL origin_tech = list(TECH_MATERIAL = 2) - matter = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 2000) + matter = list(MATERIAL_STEEL = 2000, MATERIAL_GLASS = 2000) recyclable = TRUE diff --git a/code/game/objects/items/weapons/cloaking_device.dm b/code/game/objects/items/weapons/cloaking_device.dm index cc545e74e79..f4e73297532 100644 --- a/code/game/objects/items/weapons/cloaking_device.dm +++ b/code/game/objects/items/weapons/cloaking_device.dm @@ -181,12 +181,23 @@ /datum/modifier/cloaking_device/deactivate() ..() + var/list/invalid_cloaking_devices for (var/a in GLOB.cloaking_devices)//Check for any other cloaks if (a != source) + if(!istype(a, /obj/item/cloaking_device)) + LAZYADD(invalid_cloaking_devices, a) + continue var/obj/item/cloaking_device/CD = a + if(QDELETED(CD)) + LAZYADD(invalid_cloaking_devices, a) + continue if (CD.get_holding_mob() == target) if (CD.active)//If target is holding another active cloak then we wont remove their stealth + if(invalid_cloaking_devices) + GLOB.cloaking_devices -= invalid_cloaking_devices return + if(invalid_cloaking_devices) + GLOB.cloaking_devices -= invalid_cloaking_devices var/mob/living/L = target L.cloaked = 0 L.mouse_opacity = MOUSE_OPACITY_ICON diff --git a/code/game/objects/items/weapons/extinguisher.dm b/code/game/objects/items/weapons/extinguisher.dm index a28bf9f13c5..70ea909cb82 100644 --- a/code/game/objects/items/weapons/extinguisher.dm +++ b/code/game/objects/items/weapons/extinguisher.dm @@ -12,7 +12,7 @@ throw_speed = 2 throw_range = 10 force = 18 - matter = list(DEFAULT_WALL_MATERIAL = 90) + matter = list(MATERIAL_STEEL = 90) attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed") amount_per_transfer_from_this = 150 possible_transfer_amounts = null @@ -96,7 +96,7 @@ throw_speed = 2 throw_range = 10 force = 15 - matter = list(DEFAULT_WALL_MATERIAL = 90) + matter = list(MATERIAL_STEEL = 90) attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed") drop_sound = 'sound/items/drop/gas_tank.ogg' pickup_sound = 'sound/items/pickup/gas_tank.ogg' diff --git a/code/game/objects/items/weapons/flamethrower.dm b/code/game/objects/items/weapons/flamethrower.dm index 14db93c96eb..09827cbec6b 100644 --- a/code/game/objects/items/weapons/flamethrower.dm +++ b/code/game/objects/items/weapons/flamethrower.dm @@ -16,7 +16,7 @@ light_color = LIGHT_COLOR_FIRE origin_tech = list(TECH_COMBAT = 1, TECH_PHORON = 1) - matter = list(DEFAULT_WALL_MATERIAL = 500) + matter = list(MATERIAL_STEEL = 500) var/secured = FALSE // Whether we have an igniter secured (screwdrivered) to us or not var/throw_amount = 100 diff --git a/code/game/objects/items/weapons/grenades/chem_grenade.dm b/code/game/objects/items/weapons/grenades/chem_grenade.dm index 2ce95daf84f..5a87d2bfa98 100644 --- a/code/game/objects/items/weapons/grenades/chem_grenade.dm +++ b/code/game/objects/items/weapons/grenades/chem_grenade.dm @@ -15,7 +15,7 @@ var/list/allowed_containers = list(/obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/glass/bottle) var/affected_area = 3 - matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 300) + matter = list(MATERIAL_STEEL = 700, MATERIAL_GLASS = 300) /obj/item/grenade/chem_grenade/feedback_hints(mob/user, distance, is_adjacent) . += ..() @@ -199,7 +199,7 @@ origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3) affected_area = 4 - matter = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500) + matter = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 500) /obj/item/grenade/chem_grenade/metalfoam name = "metal-foam grenade" diff --git a/code/game/objects/items/weapons/handcuffs.dm b/code/game/objects/items/weapons/handcuffs.dm index 0bded6a5ba4..f1ff18548df 100644 --- a/code/game/objects/items/weapons/handcuffs.dm +++ b/code/game/objects/items/weapons/handcuffs.dm @@ -14,7 +14,7 @@ throw_speed = 2 throw_range = 5 origin_tech = list(TECH_MATERIAL = 1) - matter = list(DEFAULT_WALL_MATERIAL = 500) + matter = list(MATERIAL_STEEL = 500) recyclable = TRUE var/legcuff = FALSE var/elastic = FALSE diff --git a/code/game/objects/items/weapons/implants/implanter.dm b/code/game/objects/items/weapons/implants/implanter.dm index 995437c007d..a1723e79085 100644 --- a/code/game/objects/items/weapons/implants/implanter.dm +++ b/code/game/objects/items/weapons/implants/implanter.dm @@ -6,7 +6,7 @@ throw_speed = 1 throw_range = 5 w_class = WEIGHT_CLASS_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 320, MATERIAL_GLASS = 800) + matter = list(MATERIAL_STEEL = 320, MATERIAL_GLASS = 800) var/obj/item/implant/imp = null /obj/item/implanter/New() diff --git a/code/game/objects/items/weapons/ipc_scanner.dm b/code/game/objects/items/weapons/ipc_scanner.dm index 0cda9477b08..c58c06c9664 100644 --- a/code/game/objects/items/weapons/ipc_scanner.dm +++ b/code/game/objects/items/weapons/ipc_scanner.dm @@ -19,7 +19,7 @@ throw_speed = 5 throw_range = 10 origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 1, TECH_ENGINEERING = 2) - matter = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 200) + matter = list(MATERIAL_STEEL = 500, MATERIAL_GLASS = 200) /obj/item/ipc_tag_scanner/Initialize(mapload, ...) . = ..() diff --git a/code/game/objects/items/weapons/material/knives.dm b/code/game/objects/items/weapons/material/knives.dm index 89a981c1cd3..26020c3b2df 100644 --- a/code/game/objects/items/weapons/material/knives.dm +++ b/code/game/objects/items/weapons/material/knives.dm @@ -13,7 +13,7 @@ edge = TRUE var/active = 1 // For butterfly knives force_divisor = 0.15 // 9 when wielded with hardness 60 (steel) - matter = list(DEFAULT_WALL_MATERIAL = 12000) + matter = list(MATERIAL_STEEL = 12000) origin_tech = list(TECH_MATERIAL = 1) attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") unbreakable = 1 diff --git a/code/game/objects/items/weapons/material/material_weapons.dm b/code/game/objects/items/weapons/material/material_weapons.dm index 4a5ea938519..3784e4dd4bb 100644 --- a/code/game/objects/items/weapons/material/material_weapons.dm +++ b/code/game/objects/items/weapons/material/material_weapons.dm @@ -59,7 +59,7 @@ throwforce = round(material.get_blunt_damage()*thrown_force_divisor) /obj/item/material/proc/set_material(var/new_material) - material = GET_SINGLETON(new_material) + material = SSmaterials.get_material_by_id(new_material) if(!material) qdel(src) else diff --git a/code/game/objects/items/weapons/paint.dm b/code/game/objects/items/weapons/paint.dm index 93b9eea7f63..00513e685a1 100644 --- a/code/game/objects/items/weapons/paint.dm +++ b/code/game/objects/items/weapons/paint.dm @@ -7,7 +7,7 @@ icon = 'icons/obj/items.dmi' icon_state = "paint_empty" item_state = "paintcan" - matter = list(DEFAULT_WALL_MATERIAL = 200) + matter = list(MATERIAL_STEEL = 200) w_class = WEIGHT_CLASS_NORMAL amount_per_transfer_from_this = 10 possible_transfer_amounts = list(10,20,30,60) diff --git a/code/game/objects/items/weapons/power_cells.dm b/code/game/objects/items/weapons/power_cells.dm index ba4bfdf4b56..cb8f8624e98 100644 --- a/code/game/objects/items/weapons/power_cells.dm +++ b/code/game/objects/items/weapons/power_cells.dm @@ -11,7 +11,7 @@ throw_speed = 3 throw_range = 5 w_class = WEIGHT_CLASS_NORMAL - matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 50) + matter = list(MATERIAL_STEEL = 700, MATERIAL_GLASS = 50) recyclable = TRUE /// Note %age converted to actual charge in New() @@ -55,7 +55,7 @@ icon_state = "ocell" origin_tech = list(TECH_POWER = 0) maxcharge = 900 - matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 40) + matter = list(MATERIAL_STEEL = 700, MATERIAL_GLASS = 40) /obj/item/cell/crap/Initialize() . = ..() @@ -77,7 +77,7 @@ name = "security borg rechargable D battery" origin_tech = list(TECH_POWER = 0) maxcharge = 600 //600 max charge / 100 charge per shot = six shots - matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 40) + matter = list(MATERIAL_STEEL = 700, MATERIAL_GLASS = 40) /obj/item/cell/secborg/empty/Initialize() . = ..() @@ -90,14 +90,14 @@ origin_tech = list(TECH_POWER = 1) icon_state = "hcell" maxcharge = 15000 - matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 50) + matter = list(MATERIAL_STEEL = 700, MATERIAL_GLASS = 50) /obj/item/cell/high name = "high-capacity power cell" origin_tech = list(TECH_POWER = 2) icon_state = "h+cell" maxcharge = 30000 - matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 60) + matter = list(MATERIAL_STEEL = 700, MATERIAL_GLASS = 60) /obj/item/cell/high/empty/Initialize() . = ..() @@ -109,7 +109,7 @@ origin_tech = list(TECH_POWER = 5) icon_state = "scell" maxcharge = 60000 - matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 70) + matter = list(MATERIAL_STEEL = 700, MATERIAL_GLASS = 70) /obj/item/cell/super/empty/Initialize() . = ..() @@ -121,7 +121,7 @@ origin_tech = list(TECH_POWER = 6) icon_state = "hpcell" maxcharge = 90000 - matter = list(DEFAULT_WALL_MATERIAL = 200, MATERIAL_GOLD = 50, MATERIAL_SILVER = 50, MATERIAL_GLASS = 40) + matter = list(MATERIAL_STEEL = 200, MATERIAL_GOLD = 50, MATERIAL_SILVER = 50, MATERIAL_GLASS = 40) /obj/item/cell/hyper/empty/Initialize() . = ..() @@ -133,7 +133,7 @@ icon_state = "icell" origin_tech = null maxcharge = 180000 //determines how badly mobs get shocked - matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 80) + matter = list(MATERIAL_STEEL = 700, MATERIAL_GLASS = 80) /obj/item/cell/infinite/check_charge() return 1 @@ -212,7 +212,7 @@ icon_state = "hycell" /// Hydrogen is actually used today in electric cars maxcharge = 10000 - matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 70) + matter = list(MATERIAL_STEEL = 700, MATERIAL_GLASS = 70) w_class = WEIGHT_CLASS_SMALL drop_sound = 'sound/items/drop/gas_tank.ogg' pickup_sound = 'sound/items/pickup/gas_tank.ogg' @@ -224,14 +224,14 @@ icon_state = "core" w_class = WEIGHT_CLASS_BULKY maxcharge = 20000 - matter = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 10000) + matter = list(MATERIAL_STEEL = 20000, MATERIAL_GLASS = 10000) /obj/item/cell/mecha/nuclear name = "nuclear power core" origin_tech = list(TECH_POWER = 3, TECH_MATERIAL = 3) icon_state = "nuclear_core" maxcharge = 30000 - matter = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 10000, MATERIAL_URANIUM = 10000) + matter = list(MATERIAL_STEEL = 20000, MATERIAL_GLASS = 10000, MATERIAL_URANIUM = 10000) /// Nuclear mecha cores recharges 5% every one minute self_charge_percentage = 5 @@ -241,7 +241,7 @@ origin_tech = list(TECH_POWER = 5, TECH_MATERIAL = 5) icon_state = "phoron_core" maxcharge = 50000 - matter = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 10000, MATERIAL_PHORON = 5000) + matter = list(MATERIAL_STEEL = 20000, MATERIAL_GLASS = 10000, MATERIAL_PHORON = 5000) /// Phoron mecha cores recharges 10% every one minute self_charge_percentage = 10 diff --git a/code/game/objects/items/weapons/shields.dm b/code/game/objects/items/weapons/shields.dm index 5243824df79..f860d1fa496 100644 --- a/code/game/objects/items/weapons/shields.dm +++ b/code/game/objects/items/weapons/shields.dm @@ -68,7 +68,7 @@ throw_range = 4 w_class = WEIGHT_CLASS_BULKY origin_tech = list(TECH_MATERIAL = 2) - matter = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 7500) + matter = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 7500) attack_verb = list("shoved", "bashed") var/cooldown = 0 //shield bash cooldown. based on world.time @@ -109,7 +109,7 @@ throw_range = 20 w_class = WEIGHT_CLASS_BULKY origin_tech = list(TECH_MATERIAL = 1) - matter = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_WOOD = 1000) + matter = list(MATERIAL_STEEL = 1000, MATERIAL_WOOD = 1000) attack_verb = list("shoved", "bashed") /obj/item/shield/buckler/handle_shield(mob/user) diff --git a/code/game/objects/items/weapons/surgery_tools.dm b/code/game/objects/items/weapons/surgery_tools.dm index fe19cdb433c..784d839b6c9 100644 --- a/code/game/objects/items/weapons/surgery_tools.dm +++ b/code/game/objects/items/weapons/surgery_tools.dm @@ -31,7 +31,7 @@ icon_state = "retractor" item_state = "retractor" surgerysound = 'sound/items/surgery/retractor.ogg' - matter = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 5000) + matter = list(MATERIAL_STEEL = 10000, MATERIAL_GLASS = 5000) obj_flags = OBJ_FLAG_CONDUCTABLE origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) tool_behaviour = TOOL_RETRACTOR @@ -45,7 +45,7 @@ icon_state = "hemostat" item_state = "hemostat" surgerysound = 'sound/items/surgery/hemostat.ogg' - matter = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500) + matter = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 2500) obj_flags = OBJ_FLAG_CONDUCTABLE origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) attack_verb = list("attacked", "pinched") @@ -60,7 +60,7 @@ icon_state = "cautery" item_state = "cautery" surgerysound = 'sound/items/surgery/cautery.ogg' - matter = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500) + matter = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 2500) obj_flags = OBJ_FLAG_CONDUCTABLE origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) attack_verb = list("burnt") @@ -76,7 +76,7 @@ item_state = "drill" surgerysound = 'sound/items/surgery/surgicaldrill.ogg' hitsound = SFX_DRILL_HIT - matter = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GLASS = 10000) + matter = list(MATERIAL_STEEL = 15000, MATERIAL_GLASS = 10000) obj_flags = OBJ_FLAG_CONDUCTABLE force = 22 w_class = WEIGHT_CLASS_NORMAL @@ -105,7 +105,7 @@ throw_speed = 3 throw_range = 5 origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) - matter = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 5000) + matter = list(MATERIAL_STEEL = 10000, MATERIAL_GLASS = 5000) attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") drop_sound = 'sound/items/drop/knife.ogg' pickup_sound = 'sound/items/pickup/knife.ogg' @@ -120,7 +120,7 @@ desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field." icon_state = "scalpel_laser" surgerysound = 'sound/items/surgery/cautery.ogg' - matter = list(DEFAULT_WALL_MATERIAL = 12500, MATERIAL_GLASS = 7500) + matter = list(MATERIAL_STEEL = 12500, MATERIAL_GLASS = 7500) damtype = "fire" force = 18 tool_quality = STANDARD_TOOL_LEVEL + 1 @@ -130,7 +130,7 @@ desc = "A true extension of the surgeon's body, this marvel instantly and completely prepares an incision allowing for the immediate commencement of therapeutic steps." icon_state = "scalpel_manager" surgerysound = 'sound/items/surgery/cautery.ogg' - matter = list (DEFAULT_WALL_MATERIAL = 12500, MATERIAL_GLASS = 7500, MATERIAL_SILVER = 1500, MATERIAL_GOLD = 1500, MATERIAL_DIAMOND = 750) + matter = list (MATERIAL_STEEL = 12500, MATERIAL_GLASS = 7500, MATERIAL_SILVER = 1500, MATERIAL_GOLD = 1500, MATERIAL_DIAMOND = 750) force = 8 tool_quality = STANDARD_TOOL_LEVEL + 2 @@ -151,7 +151,7 @@ throw_speed = 3 throw_range = 5 origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) - matter = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 10000) + matter = list(MATERIAL_STEEL = 20000, MATERIAL_GLASS = 10000) attack_verb = list("attacked", "slashed", "sawed", "cut") sharp = TRUE edge = TRUE diff --git a/code/game/objects/items/weapons/teleportation.dm b/code/game/objects/items/weapons/teleportation.dm index f42542ad0b5..7041397668f 100644 --- a/code/game/objects/items/weapons/teleportation.dm +++ b/code/game/objects/items/weapons/teleportation.dm @@ -10,12 +10,25 @@ * Special inhibitor handling. Different from the one used by teleport datums. */ /proc/check_inhibitors(var/turf/T) + if(!istype(T)) + return TRUE + var/list/invalid_inhibitors for(var/found_inhibitor in GLOB.bluespace_inhibitors) + if(!istype(found_inhibitor, /obj/structure/machinery/anti_bluespace)) + LAZYADD(invalid_inhibitors, found_inhibitor) + continue var/obj/structure/machinery/anti_bluespace/AB = found_inhibitor + if(QDELETED(AB)) + LAZYADD(invalid_inhibitors, found_inhibitor) + continue if(T.z != AB.z || get_dist(T, AB) > 8 || (AB.stat & (NOPOWER | BROKEN))) continue else + if(invalid_inhibitors) + GLOB.bluespace_inhibitors -= invalid_inhibitors return FALSE + if(invalid_inhibitors) + GLOB.bluespace_inhibitors -= invalid_inhibitors return TRUE /* @@ -38,7 +51,7 @@ throw_speed = 4 throw_range = 20 origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 400) + matter = list(MATERIAL_STEEL = 400) /obj/item/locator/attack_self(mob/user as mob) user.set_machine(src) @@ -150,7 +163,7 @@ Frequency: throw_speed = 3 throw_range = 5 origin_tech = list(TECH_MAGNET = 1, TECH_BLUESPACE = 3) - matter = list(DEFAULT_WALL_MATERIAL = 10000) + matter = list(MATERIAL_STEEL = 10000) var/obj/structure/machinery/teleport/pad/linked_pad var/list/active_teleporters @@ -278,7 +291,7 @@ Frequency: obj_flags = OBJ_FLAG_CONDUCTABLE w_class = WEIGHT_CLASS_SMALL origin_tech = list(TECH_MAGNET = 2, TECH_BLUESPACE = 3) - matter = list(DEFAULT_WALL_MATERIAL = 400) + matter = list(MATERIAL_STEEL = 400) var/obj/structure/closet/attached_closet var/obj/item/closet_teleporter/linked_teleporter var/last_use = 0 diff --git a/code/game/objects/items/weapons/traps.dm b/code/game/objects/items/weapons/traps.dm index 491a25407d5..556feae70a5 100644 --- a/code/game/objects/items/weapons/traps.dm +++ b/code/game/objects/items/weapons/traps.dm @@ -11,7 +11,7 @@ throwforce = 0 w_class = WEIGHT_CLASS_NORMAL origin_tech = list(TECH_ENGINEERING = 2) - matter = list(DEFAULT_WALL_MATERIAL = 18750) + matter = list(MATERIAL_STEEL = 18750) can_buckle = list(/mob/living) update_icon_on_init = TRUE @@ -419,7 +419,7 @@ force = 1 w_class = WEIGHT_CLASS_SMALL origin_tech = list(TECH_ENGINEERING = 1) - matter = list(DEFAULT_WALL_MATERIAL = 1750) + matter = list(MATERIAL_STEEL = 1750) health = 100 can_astar_pass = CANASTARPASS_ALWAYS_PROC time_to_escape = 3 MINUTES @@ -829,7 +829,7 @@ force = 11 w_class = WEIGHT_CLASS_BULKY origin_tech = list(TECH_ENGINEERING = 3) - matter = list(DEFAULT_WALL_MATERIAL = 5750) + matter = list(MATERIAL_STEEL = 5750) max_mob_size = MOB_SMALL resources = list(/obj/item/stack/rods = 12) @@ -848,7 +848,7 @@ w_class = 6 density = TRUE origin_tech = list(TECH_ENGINEERING = 3) - matter = list(DEFAULT_WALL_MATERIAL = 15750) + matter = list(MATERIAL_STEEL = 15750) max_mob_size = 20 resources = list(/obj/item/stack/rods = 12, /obj/item/stack/material/steel = 4) diff --git a/code/game/objects/structures.dm b/code/game/objects/structures.dm index f30bf7e2197..7aa7cff3b68 100644 --- a/code/game/objects/structures.dm +++ b/code/game/objects/structures.dm @@ -23,7 +23,7 @@ /obj/structure/Initialize(mapload) . = ..() if(!isnull(material) && !istype(material)) - material = GET_SINGLETON(material) + material = SSmaterials.get_material_by_id(material) if (!mapload) updateVisibility(src) // No point checking this before visualnet initializes. if(climbable) diff --git a/code/game/objects/structures/_machinery.dm b/code/game/objects/structures/_machinery.dm index 24fbd4672e7..5b46b762635 100644 --- a/code/game/objects/structures/_machinery.dm +++ b/code/game/objects/structures/_machinery.dm @@ -251,7 +251,7 @@ Class Procs: if(prob(50)) metal_to_spawn++ else - new /obj/item/material/shard(current_turf, DEFAULT_WALL_MATERIAL) + new /obj/item/material/shard(current_turf, MATERIAL_STEEL) if(metal_to_spawn) new /obj/item/stack/material/steel(get_turf(src), metal_to_spawn) if(!should_use_health) diff --git a/code/game/objects/structures/bonfire.dm b/code/game/objects/structures/bonfire.dm index 1e24ebb972e..503e16b4469 100644 --- a/code/game/objects/structures/bonfire.dm +++ b/code/game/objects/structures/bonfire.dm @@ -359,7 +359,7 @@ GLOBAL_LIST_EMPTY(total_active_bonfires) fuel = 0 //don't start with fuel if(!material_name) material_name = MATERIAL_MARBLE - material = GET_SINGLETON(material_name) + material = SSmaterials.get_material_by_id(material_name) if(!material) qdel(src) return diff --git a/code/game/objects/structures/crates_lockers/closets.dm b/code/game/objects/structures/crates_lockers/closets.dm index 4a92d811ed9..22bd7e30f9b 100644 --- a/code/game/objects/structures/crates_lockers/closets.dm +++ b/code/game/objects/structures/crates_lockers/closets.dm @@ -880,7 +880,7 @@ icon = 'icons/obj/item/scanner.dmi' icon_state = "crate_scanner" item_state = "crate_scanner" - matter = list(DEFAULT_WALL_MATERIAL = 250, MATERIAL_GLASS = 140) + matter = list(MATERIAL_STEEL = 250, MATERIAL_GLASS = 140) w_class = WEIGHT_CLASS_SMALL obj_flags = OBJ_FLAG_CONDUCTABLE slot_flags = SLOT_BELT diff --git a/code/game/objects/structures/curtains.dm b/code/game/objects/structures/curtains.dm index a6f56f5d9d8..515294569f0 100644 --- a/code/game/objects/structures/curtains.dm +++ b/code/game/objects/structures/curtains.dm @@ -12,7 +12,7 @@ /obj/structure/curtain/Initialize() . = ..() - material = GET_SINGLETON(curtain_material) + material = SSmaterials.get_material_by_id(curtain_material) AddComponent(/datum/component/turf_hand) /obj/structure/curtain/open diff --git a/code/game/objects/structures/door_assembly.dm b/code/game/objects/structures/door_assembly.dm index 143092b5493..cac2b39dbca 100644 --- a/code/game/objects/structures/door_assembly.dm +++ b/code/game/objects/structures/door_assembly.dm @@ -261,13 +261,13 @@ if(glass) to_chat(user, SPAN_WARNING("\The [src] already has glass installed.")) return - var/obj/item/stack/S = attacking_item - var/material_name = S.get_material_name() + var/obj/item/stack/material/S = attacking_item + var/singleton/material/glass_material = S.get_material() if(S.get_amount() >= 2) - if(material_name != MATERIAL_GLASS_REINFORCED) + if(glass_material?.type != MATERIAL_GLASS_REINFORCED) to_chat(user, SPAN_WARNING("You can only use reinforced glass to install a window into an airlock assembly.")) return - if(material_name == MATERIAL_GLASS_REINFORCED) + if(glass_material.type == MATERIAL_GLASS_REINFORCED) user.visible_message("[user] starts installing \the [S] into the airlock assembly.", SPAN_WARNING("You start installing \the [S] into the airlock assembly.")) if(attacking_item.use_tool(src, user, 40, volume = 50) && !glass) if(S.use(2)) diff --git a/code/game/objects/structures/full_window_frame.dm b/code/game/objects/structures/full_window_frame.dm index 9e4e414d438..2eb0d2eb3c9 100644 --- a/code/game/objects/structures/full_window_frame.dm +++ b/code/game/objects/structures/full_window_frame.dm @@ -118,27 +118,26 @@ to_chat(user, SPAN_NOTICE("\The [src] needs to be anchored.")) return - var/material_name = attacking_item.get_material_name() - if(material_name in list(MATERIAL_GLASS_REINFORCED, MATERIAL_GLASS_REINFORCED_PHORON)) + var/obj/item/stack/material/glass_stack = attacking_item + var/singleton/material/glass_material = glass_stack.get_material() + if(glass_material?.type in list(MATERIAL_GLASS_REINFORCED, MATERIAL_GLASS_REINFORCED_PHORON)) if(has_glass_installed) to_chat(user, SPAN_NOTICE("\The [src] already has glass installed.")) return - var/obj/item/stack/material/glass_stack = attacking_item - if(!do_after(user, 2 SECONDS)) return if(!glass_stack.use(glass_needed)) var/message = "You need at least [glass_needed] sheets of " \ - + "[material_name] to install a window in \the [src]." + + "[glass_material.use_name] to install a window in \the [src]." to_chat(user, SPAN_NOTICE(message)) return playsound(src, 'sound/items/Deconstruct.ogg', 50, 1) - to_chat(user, SPAN_NOTICE("You place the [material_name] in the window frame.")) + to_chat(user, SPAN_NOTICE("You place the [glass_material.use_name] in the window frame.")) - switch(material_name) + switch(glass_material.type) if(MATERIAL_GLASS_REINFORCED) new /obj/structure/window/full/reinforced(get_turf(src), constructed = TRUE) if(MATERIAL_GLASS_REINFORCED_PHORON) diff --git a/code/game/objects/structures/girders.dm b/code/game/objects/structures/girders.dm index 2bf23a6a45d..a6c263ff09a 100644 --- a/code/game/objects/structures/girders.dm +++ b/code/game/objects/structures/girders.dm @@ -38,7 +38,7 @@ /obj/structure/girder/assembly_hints(mob/user, distance, is_adjacent) . += ..() - if (health < initial(health)) + if (health < maxhealth) . += "It could be repaired with a few choice welds." if (anchored) @@ -232,7 +232,7 @@ to_chat(user, SPAN_NOTICE("There isn't enough material here to construct a wall.")) return 0 - var/singleton/material/material = GET_SINGLETON(mat_stack.default_type) + var/singleton/material/material = mat_stack.get_material() if(!istype(material)) return 0 @@ -282,7 +282,7 @@ to_chat(user, SPAN_NOTICE("There isn't enough material here to reinforce the girder.")) return 0 - var/singleton/material/material = GET_SINGLETON(mat_stack.default_type) + var/singleton/material/material = mat_stack.get_material() if(!istype(material) || material.integrity < 50) to_chat(user, "You cannot reinforce \the [src] with that; it is too soft.") return 0 diff --git a/code/game/objects/structures/grille.dm b/code/game/objects/structures/grille.dm index 65a82cc687e..9060a4a19a7 100644 --- a/code/game/objects/structures/grille.dm +++ b/code/game/objects/structures/grille.dm @@ -18,9 +18,9 @@ var/destroyed = 0 /obj/structure/grille/get_damage_condition_hints(mob/user, distance, is_adjacent) - if(health < initial(health)) + if(health < maxhealth) var/state - var/current_damage = health / initial(health) + var/current_damage = health / maxhealth switch(current_damage) if(0 to 0.3) state = SPAN_DANGER("The grille is barely in one piece!") diff --git a/code/game/objects/structures/machinery/alarm.dm b/code/game/objects/structures/machinery/alarm.dm index a34f6978d47..9d96006ebc8 100644 --- a/code/game/objects/structures/machinery/alarm.dm +++ b/code/game/objects/structures/machinery/alarm.dm @@ -1073,7 +1073,7 @@ Just a object used in constructing air alarms icon_state = "door_electronics" desc = "Looks like a circuit. Probably is." w_class = WEIGHT_CLASS_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) + matter = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 50) #undef AALARM_MODE_SCRUBBING #undef AALARM_MODE_REPLACEMENT diff --git a/code/game/objects/structures/machinery/bioprinter.dm b/code/game/objects/structures/machinery/bioprinter.dm index 20f94225ee4..23427db6b14 100644 --- a/code/game/objects/structures/machinery/bioprinter.dm +++ b/code/game/objects/structures/machinery/bioprinter.dm @@ -74,8 +74,10 @@ qdel(attacking_item) return TRUE // Steel for matter. - if(prints_prosthetics && istype(attacking_item, /obj/item/stack/material) && attacking_item.get_material_name() == DEFAULT_WALL_MATERIAL) - var/obj/item/stack/S = attacking_item + var/obj/item/stack/material/metal_stack = attacking_item + var/singleton/material/metal_material = metal_stack?.get_material() + if(prints_prosthetics && istype(metal_stack) && metal_material?.type == MATERIAL_STEEL) + var/obj/item/stack/S = metal_stack stored_matter += S.amount * 10 user.drop_from_inventory(attacking_item, src) to_chat(user, "\The [src] processes \the [attacking_item]. Levels of stored matter now: [stored_matter]") diff --git a/code/game/objects/structures/machinery/computer/ai_core.dm b/code/game/objects/structures/machinery/computer/ai_core.dm index 3625ca2e276..1a0225a3259 100644 --- a/code/game/objects/structures/machinery/computer/ai_core.dm +++ b/code/game/objects/structures/machinery/computer/ai_core.dm @@ -94,19 +94,21 @@ A.amount = 5 return TRUE - if(istype(attacking_item, /obj/item/stack/material) && attacking_item.get_material_name() == MATERIAL_GLASS_REINFORCED) - var/obj/item/stack/RG = attacking_item - if (RG.get_amount() < 2) - to_chat(user, SPAN_WARNING("You need two sheets of glass to put in the glass panel.")) - return - to_chat(user, SPAN_NOTICE("You start to put in the glass panel.")) - playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1) - if (do_after(user, 2 SECONDS, src, DO_REPAIR_CONSTRUCT) && state == 3) - if(RG.use(2)) - to_chat(user, SPAN_NOTICE("You put in the glass panel.")) - state = 4 - icon_state = "4" - return TRUE + var/obj/item/stack/material/RG = attacking_item + if(istype(RG)) + var/singleton/material/RG_material = RG.get_material() + if(RG_material.type == MATERIAL_GLASS_REINFORCED) + if (RG.get_amount() < 2) + to_chat(user, SPAN_WARNING("You need two sheets of glass to put in the glass panel.")) + return + to_chat(user, SPAN_NOTICE("You start to put in the glass panel.")) + playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1) + if (do_after(user, 2 SECONDS, src, DO_REPAIR_CONSTRUCT) && state == 3) + if(RG.use(2)) + to_chat(user, SPAN_NOTICE("You put in the glass panel.")) + state = 4 + icon_state = "4" + return TRUE if(istype(attacking_item, /obj/item/aiModule/asimov)) laws.add_inherent_law("You may not injure a human being or, through inaction, allow a human being to come to harm.") diff --git a/code/game/objects/structures/machinery/computer/buildandrepair.dm b/code/game/objects/structures/machinery/computer/buildandrepair.dm index 9a863b95b79..cc73fd980d9 100644 --- a/code/game/objects/structures/machinery/computer/buildandrepair.dm +++ b/code/game/objects/structures/machinery/computer/buildandrepair.dm @@ -94,8 +94,10 @@ A.amount = 5 return TRUE - if(istype(attacking_item, /obj/item/stack/material) && attacking_item.get_material_name() == "glass") - var/obj/item/stack/G = attacking_item + var/obj/item/stack/material/glass_stack = attacking_item + var/singleton/material/glass_material = glass_stack?.get_material() + if(istype(glass_stack) && glass_material?.type == MATERIAL_GLASS) + var/obj/item/stack/G = glass_stack if (G.get_amount() < 2) to_chat(user, SPAN_WARNING("You need two sheets of glass to put in the glass panel.")) return TRUE diff --git a/code/game/objects/structures/machinery/computer/camera.dm b/code/game/objects/structures/machinery/computer/camera.dm index cf7bfc62896..ba2ed581292 100644 --- a/code/game/objects/structures/machinery/computer/camera.dm +++ b/code/game/objects/structures/machinery/computer/camera.dm @@ -175,8 +175,15 @@ if (!check_area) return + var/list/invalid_cameras for(var/cc in SSmachinery.all_cameras) + if(!istype(cc, /obj/structure/machinery/camera)) + LAZYADD(invalid_cameras, cc) + continue var/obj/structure/machinery/camera/camera = cc + if(QDELETED(camera)) + LAZYADD(invalid_cameras, cc) + continue if(!camera.loc) continue if (camera.loc.loc != check_area) @@ -189,6 +196,8 @@ if(dist < best_dist) best_dist = dist jump_to = camera + if(invalid_cameras) + SSmachinery.all_cameras -= invalid_cameras if(isnull(jump_to)) return if(can_access_camera(jump_to)) diff --git a/code/game/objects/structures/machinery/deployable.dm b/code/game/objects/structures/machinery/deployable.dm index 5292769d5f8..cc66b945da8 100644 --- a/code/game/objects/structures/machinery/deployable.dm +++ b/code/game/objects/structures/machinery/deployable.dm @@ -31,7 +31,7 @@ Deployable Kits /obj/structure/blocker/proc/set_material(var/material_name) if(force_material) material_name = force_material - material = GET_SINGLETON(material_name) + material = SSmaterials.get_material_by_id(material_name) if(!material) qdel(src) return @@ -61,7 +61,7 @@ Deployable Kits var/obj/item/I = usr.get_inactive_hand() if(I && istype(I, /obj/item/stack)) var/obj/item/stack/D = I - if(D.get_material_name() != material.name) + if(D.get_material() != material) to_chat(user, SPAN_WARNING("You need one sheet of [material.display_name] to repair \the [src].")) return ..() if(health < maxhealth) diff --git a/code/game/objects/structures/machinery/doors/airlock.dm b/code/game/objects/structures/machinery/doors/airlock.dm index c059488cac0..afd413f2332 100644 --- a/code/game/objects/structures/machinery/doors/airlock.dm +++ b/code/game/objects/structures/machinery/doors/airlock.dm @@ -241,7 +241,7 @@ if (glass) paintable |= AIRLOCK_PAINTABLE_WINDOW - window_material = GET_SINGLETON(init_material_window) + window_material = SSmaterials.get_material_by_id(init_material_window) opacity = FALSE update_icon() @@ -283,8 +283,8 @@ /obj/structure/machinery/door/airlock/get_material() if(material) - return GET_SINGLETON(material) - return GET_SINGLETON(MATERIAL_STEEL) + return SSmaterials.get_material_by_id(material) + return SSmaterials.get_material_by_id(MATERIAL_STEEL) /obj/structure/machinery/door/airlock/external//External airlocks start here name = "external airlock" diff --git a/code/game/objects/structures/machinery/doors/airlock_electronics.dm b/code/game/objects/structures/machinery/doors/airlock_electronics.dm index a9076a40ed6..6a1c5ca65fe 100644 --- a/code/game/objects/structures/machinery/doors/airlock_electronics.dm +++ b/code/game/objects/structures/machinery/doors/airlock_electronics.dm @@ -3,7 +3,7 @@ icon = 'icons/obj/module.dmi' icon_state = "door_electronics" - matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) + matter = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 50) req_access = list(ACCESS_ENGINE) /// If set, then wires will be randomized and bolts will drop if the door is broken diff --git a/code/game/objects/structures/machinery/doors/blast_door.dm b/code/game/objects/structures/machinery/doors/blast_door.dm index 7f836409c61..87c2f692e0d 100644 --- a/code/game/objects/structures/machinery/doors/blast_door.dm +++ b/code/game/objects/structures/machinery/doors/blast_door.dm @@ -150,12 +150,14 @@ return TRUE - if(istype(attacking_item, /obj/item/stack/material) && attacking_item.get_material_name() == "plasteel") + var/obj/item/stack/material/plasteel_stack = attacking_item + var/singleton/material/plasteel_material = plasteel_stack?.get_material() + if(istype(plasteel_stack) && plasteel_material?.type == MATERIAL_PLASTEEL) var/amt = Ceiling((maxhealth - health)/150) if(!amt) to_chat(usr, SPAN_NOTICE("\The [src] is already fully repaired.")) return TRUE - var/obj/item/stack/P = attacking_item + var/obj/item/stack/P = plasteel_stack if(P.amount < amt) to_chat(usr, SPAN_WARNING("You don't have enough sheets to repair this! You need at least [amt] sheets.")) return TRUE diff --git a/code/game/objects/structures/machinery/doors/door.dm b/code/game/objects/structures/machinery/doors/door.dm index 1de42cda807..353cc3aff03 100644 --- a/code/game/objects/structures/machinery/doors/door.dm +++ b/code/game/objects/structures/machinery/doors/door.dm @@ -316,7 +316,7 @@ if(attacking_item.tool_behaviour == TOOL_HAMMER && user.a_intent != I_HURT) var/obj/item/stack/stack = usr.get_inactive_hand() - if(istype(stack) && stack.get_material_name() == get_material_name()) + if(istype(stack) && stack.get_material() == get_material()) if(stat & BROKEN) to_chat(user, SPAN_NOTICE("It looks like \the [src] is pretty busted. It's going to need more than just patching up now.")) return TRUE diff --git a/code/game/objects/structures/machinery/doors/firedoor.dm b/code/game/objects/structures/machinery/doors/firedoor.dm index 6538fc754a9..ae666fa495e 100644 --- a/code/game/objects/structures/machinery/doors/firedoor.dm +++ b/code/game/objects/structures/machinery/doors/firedoor.dm @@ -204,7 +204,7 @@ ..() /obj/structure/machinery/door/firedoor/get_material() - return GET_SINGLETON(DEFAULT_WALL_MATERIAL) + return SSmaterials.get_material_by_id(MATERIAL_STEEL) /obj/structure/machinery/door/firedoor/CollidedWith(atom/bumped_atom) if(p_open || operating) diff --git a/code/game/objects/structures/machinery/firealarm.dm b/code/game/objects/structures/machinery/firealarm.dm index af0b3312ec8..29338acd4ce 100644 --- a/code/game/objects/structures/machinery/firealarm.dm +++ b/code/game/objects/structures/machinery/firealarm.dm @@ -305,4 +305,4 @@ Just a object used in constructing fire alarms icon_state = "door_electronics" desc = "A circuit. It has a label on it, it says \"Can handle heat levels up to 40 degrees celsius!\"" w_class = WEIGHT_CLASS_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) + matter = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 50) diff --git a/code/game/objects/structures/machinery/floor_light.dm b/code/game/objects/structures/machinery/floor_light.dm index 83bbf59acda..290bf145f6c 100644 --- a/code/game/objects/structures/machinery/floor_light.dm +++ b/code/game/objects/structures/machinery/floor_light.dm @@ -9,7 +9,7 @@ idle_power_usage = 2 active_power_usage = 20 power_channel = AREA_USAGE_LIGHT - matter = list(DEFAULT_WALL_MATERIAL = 2500, MATERIAL_GLASS = 2750) + matter = list(MATERIAL_STEEL = 2500, MATERIAL_GLASS = 2750) recyclable = TRUE var/on diff --git a/code/game/objects/structures/machinery/mecha_fabricator.dm b/code/game/objects/structures/machinery/mecha_fabricator.dm index f2f8d8011be..645cf90dd78 100644 --- a/code/game/objects/structures/machinery/mecha_fabricator.dm +++ b/code/game/objects/structures/machinery/mecha_fabricator.dm @@ -95,7 +95,7 @@ /obj/structure/machinery/mecha_part_fabricator/dismantle() SSmaterials.normalize_material_amounts(materials) - for(var/f in materials) + for(var/f in materials.Copy()) eject_materials(f, materials[f]) //Stop the queue building if you're dismantling diff --git a/code/game/objects/structures/machinery/portable_turret.dm b/code/game/objects/structures/machinery/portable_turret.dm index 23bb7631700..ad83d2988c8 100644 --- a/code/game/objects/structures/machinery/portable_turret.dm +++ b/code/game/objects/structures/machinery/portable_turret.dm @@ -899,8 +899,10 @@ return TRUE if(1) - if(istype(attacking_item, /obj/item/stack/material) && attacking_item.get_material_name() == DEFAULT_WALL_MATERIAL) - var/obj/item/stack/M = attacking_item + var/obj/item/stack/material/interior_metal_stack = attacking_item + var/singleton/material/interior_metal_material = interior_metal_stack?.get_material() + if(istype(interior_metal_stack) && interior_metal_material?.type == MATERIAL_STEEL) + var/obj/item/stack/M = interior_metal_stack if(M.use(2)) to_chat(user, SPAN_NOTICE("You add some metal armor to the interior frame.")) build_step = 2 @@ -994,8 +996,10 @@ //attack_hand() removes the prox sensor if(6) - if(istype(attacking_item, /obj/item/stack/material) && attacking_item.get_material_name() == DEFAULT_WALL_MATERIAL) - var/obj/item/stack/M = attacking_item + var/obj/item/stack/material/exterior_metal_stack = attacking_item + var/singleton/material/exterior_metal_material = exterior_metal_stack?.get_material() + if(istype(exterior_metal_stack) && exterior_metal_material?.type == MATERIAL_STEEL) + var/obj/item/stack/M = exterior_metal_stack if(M.use(2)) to_chat(user, SPAN_NOTICE("You add some metal armor to the exterior frame.")) ClearOverlays() diff --git a/code/game/objects/structures/railing.dm b/code/game/objects/structures/railing.dm index 2e0313a7cf6..a17926dbba5 100644 --- a/code/game/objects/structures/railing.dm +++ b/code/game/objects/structures/railing.dm @@ -81,7 +81,7 @@ if(!non_material_object) if(!isnull(material) && !istype(material)) - material = GET_SINGLETON(material) + material = SSmaterials.get_material_by_id(material) if(!istype(material)) return INITIALIZE_HINT_QDEL diff --git a/code/game/objects/structures/simple_doors.dm b/code/game/objects/structures/simple_doors.dm index 05d4f70965b..77e99d49236 100644 --- a/code/game/objects/structures/simple_doors.dm +++ b/code/game/objects/structures/simple_doors.dm @@ -34,7 +34,7 @@ ..() if(!newmaterial) newmaterial = MATERIAL_STEEL - material = GET_SINGLETON(newmaterial) + material = SSmaterials.get_material_by_id(newmaterial) if(!material) qdel(src) return diff --git a/code/game/objects/structures/stool_bed_chair_nest/bed.dm b/code/game/objects/structures/stool_bed_chair_nest/bed.dm index edda12325a5..af1c0fba964 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/bed.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/bed.dm @@ -80,12 +80,12 @@ /obj/structure/bed/New(newloc, new_material = MATERIAL_STEEL, new_padding_material, new_painted_colour) ..(newloc) - material = GET_SINGLETON(new_material) + material = SSmaterials.get_material_by_id(new_material) if(!istype(material)) qdel(src) return if(new_padding_material) - padding_material = GET_SINGLETON(new_padding_material) + padding_material = SSmaterials.get_material_by_id(new_padding_material) if(new_painted_colour) painted_colour = new_painted_colour update_icon() @@ -254,7 +254,7 @@ update_icon() /obj/structure/bed/proc/add_padding(var/padding_type) - padding_material = GET_SINGLETON(padding_type) + padding_material = SSmaterials.get_material_by_id(padding_type) generate_strings(TRUE) update_icon() diff --git a/code/game/objects/structures/stool_bed_chair_nest/stools.dm b/code/game/objects/structures/stool_bed_chair_nest/stools.dm index 1fe9be35c11..1baa974bde7 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/stools.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/stools.dm @@ -194,7 +194,7 @@ /obj/item/material/stool/New(var/newloc, var/new_material, var/new_padding_material, var/new_painted_colour) ..(newloc, new_material) // new_material handled in material_weapons.dm if(new_padding_material) - padding_material = GET_SINGLETON(new_padding_material) + padding_material = SSmaterials.get_material_by_id(new_padding_material) if(new_painted_colour) painted_colour = new_painted_colour update_icon() diff --git a/code/game/turfs/simulated/walls.dm b/code/game/turfs/simulated/walls.dm index 3d0a6a21812..99f9ed3a042 100644 --- a/code/game/turfs/simulated/walls.dm +++ b/code/game/turfs/simulated/walls.dm @@ -101,9 +101,9 @@ icon_state = "blank" if(!materialtype) materialtype = MATERIAL_STEEL - material = GET_SINGLETON(materialtype) + material = SSmaterials.get_material_by_id(materialtype) if(!isnull(rmaterialtype)) - reinf_material = GET_SINGLETON(rmaterialtype) + reinf_material = SSmaterials.get_material_by_id(rmaterialtype) update_material() hitsound = material.hitsound set_maxhealth(material.integrity + (reinf_material ? reinf_material.integrity : 0), TRUE) diff --git a/code/modules/assembly/assembly.dm b/code/modules/assembly/assembly.dm index 299423792fb..3e44f46c0dc 100644 --- a/code/modules/assembly/assembly.dm +++ b/code/modules/assembly/assembly.dm @@ -5,7 +5,7 @@ icon_state = "" obj_flags = OBJ_FLAG_CONDUCTABLE w_class = WEIGHT_CLASS_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 100) + matter = list(MATERIAL_STEEL = 100) recyclable = TRUE throwforce = 2 throw_speed = 3 diff --git a/code/modules/assembly/igniter.dm b/code/modules/assembly/igniter.dm index 3065eaff186..9c0ea4aaece 100644 --- a/code/modules/assembly/igniter.dm +++ b/code/modules/assembly/igniter.dm @@ -5,7 +5,7 @@ drop_sound = 'sound/items/drop/component.ogg' pickup_sound = 'sound/items/pickup/component.ogg' origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 50) + matter = list(MATERIAL_STEEL = 500, MATERIAL_GLASS = 50) secured = TRUE wires = WIRE_RECEIVE_ASSEMBLY diff --git a/code/modules/assembly/infrared.dm b/code/modules/assembly/infrared.dm index acb69d7b9b0..5e8ef90422c 100644 --- a/code/modules/assembly/infrared.dm +++ b/code/modules/assembly/infrared.dm @@ -5,7 +5,7 @@ drop_sound = 'sound/items/drop/component.ogg' pickup_sound = 'sound/items/pickup/component.ogg' origin_tech = list(TECH_MAGNET = 2) - matter = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500) + matter = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 500) secured = FALSE obj_flags = OBJ_FLAG_ROTATABLE diff --git a/code/modules/assembly/mousetrap.dm b/code/modules/assembly/mousetrap.dm index d0bebc6b6af..ff1710bd5f1 100644 --- a/code/modules/assembly/mousetrap.dm +++ b/code/modules/assembly/mousetrap.dm @@ -10,7 +10,7 @@ pickup_sound = 'sound/items/pickup/component.ogg' surgerysound = 'sound/items/surgery/fixovein.ogg' origin_tech = list(TECH_COMBAT = 1) - matter = list(DEFAULT_WALL_MATERIAL = 100) + matter = list(MATERIAL_STEEL = 100) var/armed = FALSE /obj/item/assembly/mousetrap/Initialize(mapload) diff --git a/code/modules/assembly/proximity.dm b/code/modules/assembly/proximity.dm index 3c6ceaa1491..2afaccc677b 100644 --- a/code/modules/assembly/proximity.dm +++ b/code/modules/assembly/proximity.dm @@ -5,7 +5,7 @@ drop_sound = 'sound/items/drop/component.ogg' pickup_sound = 'sound/items/pickup/component.ogg' origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 800, MATERIAL_GLASS = 200) + matter = list(MATERIAL_STEEL = 800, MATERIAL_GLASS = 200) movable_flags = MOVABLE_FLAG_PROXMOVE wires = WIRE_PULSE_ASSEMBLY diff --git a/code/modules/assembly/signaler.dm b/code/modules/assembly/signaler.dm index 33de10ab473..85f4f0e2346 100644 --- a/code/modules/assembly/signaler.dm +++ b/code/modules/assembly/signaler.dm @@ -6,7 +6,7 @@ drop_sound = 'sound/items/drop/component.ogg' pickup_sound = 'sound/items/pickup/component.ogg' origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 200) + matter = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 200) wires = WIRE_RECEIVE_ASSEMBLY | WIRE_PULSE_ASSEMBLY | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE secured = TRUE diff --git a/code/modules/assembly/timer.dm b/code/modules/assembly/timer.dm index 4d1df6ca29d..578a7264355 100644 --- a/code/modules/assembly/timer.dm +++ b/code/modules/assembly/timer.dm @@ -5,7 +5,7 @@ drop_sound = 'sound/items/drop/component.ogg' pickup_sound = 'sound/items/pickup/component.ogg' origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 50) + matter = list(MATERIAL_STEEL = 500, MATERIAL_GLASS = 50) wires = WIRE_PULSE_ASSEMBLY secured = FALSE diff --git a/code/modules/assembly/voice.dm b/code/modules/assembly/voice.dm index 7a52d08ae97..9876dc3705a 100644 --- a/code/modules/assembly/voice.dm +++ b/code/modules/assembly/voice.dm @@ -5,7 +5,7 @@ drop_sound = 'sound/items/drop/component.ogg' pickup_sound = 'sound/items/pickup/component.ogg' origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 50) + matter = list(MATERIAL_STEEL = 500, MATERIAL_GLASS = 50) var/listening = FALSE var/recorded //the activation message diff --git a/code/modules/cargo/exports/materials.dm b/code/modules/cargo/exports/materials.dm index 634e785bc0d..1c143c7fd0d 100644 --- a/code/modules/cargo/exports/materials.dm +++ b/code/modules/cargo/exports/materials.dm @@ -2,6 +2,7 @@ cost = 5 // Cost per MINERAL_MATERIAL_AMOUNT, which is 2000cm3 as of April 2016. k_elasticity = 0 message = "cm3 of developer's tears. Please, report this on github" + /// Singleton material path to match against. var/material_id = null export_types = list(/obj/item/stack/material/) // Yes, it's a base type containing export_types. @@ -11,7 +12,11 @@ if(!material_id) return 0 var/obj/item/stack/material/M = O - if(!M || M.material.name != material_id) + if(!M) + return 0 + var/material_path = SSmaterials.material_to_path(material_id, FALSE) + var/singleton/material/material = M.get_material() + if(!material_path || material?.type != material_path) return 0 return M.amount @@ -22,91 +27,89 @@ /datum/export/material/diamond cost = 20 - material_id = "diamond" + material_id = MATERIAL_DIAMOND message = "diamond sheets" /datum/export/material/phoron cost = 175 - material_id = "phoron" + material_id = MATERIAL_PHORON message = "phoron sheets" /datum/export/material/uranium cost = 8 - material_id = "uranium" + material_id = MATERIAL_URANIUM message = "uranium sheets" /datum/export/material/gold cost = 12 - material_id = "gold" + material_id = MATERIAL_GOLD message = "gold sheets" /datum/export/material/silver cost = 8 - material_id = "silver" + material_id = MATERIAL_SILVER message = "silver sheets" /datum/export/material/platinum cost = 12 - material_id = "platinum" + material_id = MATERIAL_PLATINUM message = "platinum sheets" /datum/export/material/osmium cost = 24 - material_id = "osmium" + material_id = MATERIAL_OSMIUM message = "osmium bars" /datum/export/material/metal cost = 2 - material_id = "metal" message = "metal sheets" /datum/export/material/steel cost = 1 - material_id = "steel" + material_id = MATERIAL_STEEL message = "steel sheets" /datum/export/material/plasteel cost = 20 - material_id = "plasteel" + material_id = MATERIAL_PLASTEEL message = "plasteel sheets" /datum/export/material/iron cost = 1 - material_id = "iron" + material_id = MATERIAL_IRON message = "iron ingots" /datum/export/material/plastic cost = 1 - material_id = "plastic" + material_id = MATERIAL_PLASTIC message = "plastic sheets" /datum/export/material/graphite cost = 2 - material_id = "graphite" + material_id = MATERIAL_GRAPHITE message = "graphite bars" /datum/export/material/glass cost = 1 - material_id = "glass" + material_id = MATERIAL_GLASS message = "glass sheets" /datum/export/material/tritium cost = 5 - material_id = "tritium" + material_id = MATERIAL_TRITIUM message = "tritium ingots" /datum/export/material/mhydrogen cost = 10 - material_id = "metallic hydrogen" + material_id = MATERIAL_HYDROGEN_METALLIC message = "metallic hydrogen sheets" /datum/export/material/aluminium cost = 3 - material_id = "aluminium" + material_id = MATERIAL_ALUMINIUM message = "aluminium sheets" /datum/export/material/lead cost = 3 - material_id = "lead" + material_id = MATERIAL_LEAD message = "lead sheets" - diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm index a938aac4d42..2b55c627108 100644 --- a/code/modules/clothing/clothing.dm +++ b/code/modules/clothing/clothing.dm @@ -287,7 +287,7 @@ return material /obj/item/clothing/proc/set_material(var/new_material) - material = GET_SINGLETON(new_material) + material = SSmaterials.get_material_by_id(new_material) if(!material) qdel(src) else diff --git a/code/modules/clothing/ears/antennae.dm b/code/modules/clothing/ears/antennae.dm index 4a6e4cde122..d13b3f381d5 100644 --- a/code/modules/clothing/ears/antennae.dm +++ b/code/modules/clothing/ears/antennae.dm @@ -4,7 +4,7 @@ name = "antenna" slot_flags = SLOT_HEAD | SLOT_EARS body_parts_covered = 0 - matter = list(DEFAULT_WALL_MATERIAL = 10) + matter = list(MATERIAL_STEEL = 10) drop_sound = 'sound/items/drop/component.ogg' pickup_sound = 'sound/items/pickup/component.ogg' diff --git a/code/modules/clothing/gloves/miscellaneous.dm b/code/modules/clothing/gloves/miscellaneous.dm index 6c75f3cb85d..1581f96b0e8 100644 --- a/code/modules/clothing/gloves/miscellaneous.dm +++ b/code/modules/clothing/gloves/miscellaneous.dm @@ -223,7 +223,7 @@ force = 11 punch_force = 5 clipped = 1 - matter = list(DEFAULT_WALL_MATERIAL = 1000) + matter = list(MATERIAL_STEEL = 1000) drop_sound = 'sound/items/drop/sword.ogg' pickup_sound = SFX_PICKUP_SWORD diff --git a/code/modules/clothing/head/misc.dm b/code/modules/clothing/head/misc.dm index 4d8c9936b6b..ae64c6a2b88 100644 --- a/code/modules/clothing/head/misc.dm +++ b/code/modules/clothing/head/misc.dm @@ -38,7 +38,7 @@ name = "magnetic 'pin'" desc = "Finally, a hair pin even a robot chassis can use." slot_flags = SLOT_HEAD - matter = list(DEFAULT_WALL_MATERIAL = 10) + matter = list(MATERIAL_STEEL = 10) /obj/item/clothing/head/pin/flower name = "red flower pin" diff --git a/code/modules/clothing/head/misc_special.dm b/code/modules/clothing/head/misc_special.dm index 5d1cca4d435..44b013ea4bd 100644 --- a/code/modules/clothing/head/misc_special.dm +++ b/code/modules/clothing/head/misc_special.dm @@ -20,7 +20,7 @@ slot_l_hand_str = "welding", slot_r_hand_str = "welding" ) - matter = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_GLASS = 1000) + matter = list(MATERIAL_STEEL = 3000, MATERIAL_GLASS = 1000) var/up = 0 armor = list( MELEE = ARMOR_MELEE_SMALL diff --git a/code/modules/clothing/rings/material.dm b/code/modules/clothing/rings/material.dm index 7bd50514d5a..57853543a3a 100644 --- a/code/modules/clothing/rings/material.dm +++ b/code/modules/clothing/rings/material.dm @@ -7,7 +7,7 @@ . = ..(mapload) if(!new_material) new_material = MATERIAL_STEEL - material = GET_SINGLETON(new_material) + material = SSmaterials.get_material_by_id(new_material) if(!istype(material)) qdel(src) return diff --git a/code/modules/clothing/spacesuits/breaches.dm b/code/modules/clothing/spacesuits/breaches.dm index 097cf3cf777..af0fd5785fd 100644 --- a/code/modules/clothing/spacesuits/breaches.dm +++ b/code/modules/clothing/spacesuits/breaches.dm @@ -176,11 +176,12 @@ GLOBAL_LIST_INIT(breach_burn_descriptors, list( /obj/item/clothing/suit/space/attackby(obj/item/attacking_item, mob/user) if(istype(attacking_item, /obj/item/stack/material)) var/repair_power = 0 - switch(attacking_item.get_material_name()) - if(DEFAULT_WALL_MATERIAL) - repair_power = 2 - if("plastic") - repair_power = 1 + var/obj/item/stack/material/repair_stack = attacking_item + var/singleton/material/repair_material = repair_stack.get_material() + if(repair_material?.type == MATERIAL_STEEL) + repair_power = 2 + else if(repair_material?.type == MATERIAL_PLASTIC) + repair_power = 1 if(!repair_power) return diff --git a/code/modules/clothing/spacesuits/rig/modules/combat.dm b/code/modules/clothing/spacesuits/rig/modules/combat.dm index b8e3db68846..efb4ac97f1c 100644 --- a/code/modules/clothing/spacesuits/rig/modules/combat.dm +++ b/code/modules/clothing/spacesuits/rig/modules/combat.dm @@ -155,7 +155,7 @@ name = "mounted energy gun" desc = "A forearm-mounted energy projector." icon_state = "egun" - construction_cost= list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 2250, MATERIAL_URANIUM = 3250, MATERIAL_GOLD = 2500) + construction_cost= list(MATERIAL_STEEL = 7000, MATERIAL_GLASS = 2250, MATERIAL_URANIUM = 3250, MATERIAL_GOLD = 2500) construction_time = 300 suit_overlay_active = "mounted-lascannon" @@ -171,7 +171,7 @@ name = "mounted taser" desc = "A palm-mounted nonlethal energy projector." icon_state = "taser" - construction_cost = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 5250) + construction_cost = list(MATERIAL_STEEL = 7000, MATERIAL_GLASS = 5250) construction_time = 300 suit_overlay_active = "mounted-taser" @@ -261,7 +261,7 @@ interface_name = "plasma cutter" interface_desc = "A self-sustaining plasma arc capable of cutting through walls." suit_overlay_active = "mounted-plasmacutter" - construction_cost = list(MATERIAL_GLASS = 5250, DEFAULT_WALL_MATERIAL = 30000, MATERIAL_SILVER = 5250, MATERIAL_PHORON = 7250) + construction_cost = list(MATERIAL_GLASS = 5250, MATERIAL_STEEL = 30000, MATERIAL_SILVER = 5250, MATERIAL_PHORON = 7250) activates_on_touch = TRUE construction_time = 300 use_power_cost = 15 diff --git a/code/modules/clothing/spacesuits/rig/modules/computer.dm b/code/modules/clothing/spacesuits/rig/modules/computer.dm index c48572fcd67..579f97bcdf7 100644 --- a/code/modules/clothing/spacesuits/rig/modules/computer.dm +++ b/code/modules/clothing/spacesuits/rig/modules/computer.dm @@ -33,7 +33,7 @@ activates_on_touch = TRUE confined_use = TRUE - construction_cost = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 7500) + construction_cost = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 7500) construction_time = 300 engage_string = "Eject AI" @@ -356,7 +356,7 @@ activates_on_touch = TRUE disruptive = FALSE - construction_cost = list(DEFAULT_WALL_MATERIAL=10000, MATERIAL_GOLD =2000, MATERIAL_SILVER =3000, MATERIAL_GLASS =2000) + construction_cost = list(MATERIAL_STEEL=10000, MATERIAL_GOLD =2000, MATERIAL_SILVER =3000, MATERIAL_GLASS =2000) construction_time = 500 activate_string = "Enable Power Sink" diff --git a/code/modules/clothing/spacesuits/rig/modules/modules.dm b/code/modules/clothing/spacesuits/rig/modules/modules.dm index 460319ab452..489a42f9c5a 100644 --- a/code/modules/clothing/spacesuits/rig/modules/modules.dm +++ b/code/modules/clothing/spacesuits/rig/modules/modules.dm @@ -13,10 +13,10 @@ desc = "It looks pretty sciency." icon = 'icons/obj/rig_modules.dmi' icon_state = "generic" - matter = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_PLASTIC = 30000, MATERIAL_GLASS = 5000) + matter = list(MATERIAL_STEEL = 20000, MATERIAL_PLASTIC = 30000, MATERIAL_GLASS = 5000) /// This is literally never read anywhere. All construction cost info lives within the /design. Due for removal. - var/list/construction_cost = list(DEFAULT_WALL_MATERIAL=7000, MATERIAL_GLASS =7000) + var/list/construction_cost = list(MATERIAL_STEEL=7000, MATERIAL_GLASS =7000) /// This is literally never read anywhere. All construction cost info lives within the /design. Due for removal. var/construction_time = 100 diff --git a/code/modules/clothing/spacesuits/rig/modules/utility.dm b/code/modules/clothing/spacesuits/rig/modules/utility.dm index 6d76f923b3d..b472928ddf7 100644 --- a/code/modules/clothing/spacesuits/rig/modules/utility.dm +++ b/code/modules/clothing/spacesuits/rig/modules/utility.dm @@ -57,7 +57,7 @@ icon_state = "scanner" interface_name = "health scanner" interface_desc = "Shows an informative health readout when used on a subject." - construction_cost = list("$glass" = 5250, DEFAULT_WALL_MATERIAL = 2500) + construction_cost = list(MATERIAL_GLASS = 5250, MATERIAL_STEEL = 2500) construction_time = 300 engage_string = "Run Diagnostic" @@ -89,7 +89,7 @@ interface_desc = "A diamond-tipped industrial drill." suit_overlay_active = "mounted-drill" use_power_cost = 0.2 - construction_cost = list(DEFAULT_WALL_MATERIAL = 55000, MATERIAL_GLASS = 2250, MATERIAL_SILVER = 5250, MATERIAL_DIAMOND = 3750) + construction_cost = list(MATERIAL_STEEL = 55000, MATERIAL_GLASS = 2250, MATERIAL_SILVER = 5250, MATERIAL_DIAMOND = 3750) construction_time = 350 device_type = /obj/item/pickaxe/diamonddrill @@ -140,7 +140,7 @@ interface_desc = "A device for building or removing walls. Cell-powered." module_type = MODULETYPE_USABLE_ACTIVE engage_string = "Configure RFD-C" - construction_cost = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_PHORON = 12500, MATERIAL_SILVER = 10000, MATERIAL_GOLD = 10000) + construction_cost = list(MATERIAL_STEEL = 30000, MATERIAL_PHORON = 12500, MATERIAL_SILVER = 10000, MATERIAL_GOLD = 10000) construction_time = 1000 device_type = /obj/item/rfd/construction/mounted @@ -201,7 +201,7 @@ module_type = MODULETYPE_USABLE_ACTIVE disruptive = TRUE confined_use = TRUE - construction_cost = list(DEFAULT_WALL_MATERIAL=10000, MATERIAL_GLASS =9250, MATERIAL_GOLD =2500, MATERIAL_SILVER =4250,"phoron"=5500) + construction_cost = list(MATERIAL_STEEL=10000, MATERIAL_GLASS =9250, MATERIAL_GOLD =2500, MATERIAL_SILVER =4250, MATERIAL_PHORON=5500) construction_time = 400 engage_string = "Inject" @@ -374,7 +374,7 @@ name = "mounted chemical injector" desc = "A complex web of tubing and a large needle suitable for hardsuit use." module_type = MODULETYPE_USABLE_ACTIVE - construction_cost = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 9250, MATERIAL_GOLD = 2500, MATERIAL_SILVER = 4250, MATERIAL_PHORON = 5500) + construction_cost = list(MATERIAL_STEEL = 10000, MATERIAL_GLASS = 9250, MATERIAL_GOLD = 2500, MATERIAL_SILVER = 4250, MATERIAL_PHORON = 5500) construction_time = 400 interface_name = "mounted chem injector" @@ -474,7 +474,7 @@ icon_state = "thrusters" module_type = MODULETYPE_TOGGLE disruptive = FALSE - construction_cost = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GLASS = 4250, MATERIAL_SILVER = 4250, MATERIAL_URANIUM = 5250) + construction_cost = list(MATERIAL_STEEL = 15000, MATERIAL_GLASS = 4250, MATERIAL_SILVER = 4250, MATERIAL_URANIUM = 5250) construction_time = 300 interface_name = "maneuvering jets" @@ -617,7 +617,7 @@ interface_name = "leg actuators" interface_desc = "Allows you to fall from heights and dash up to 4 tiles at once. To jump onto ledges, stand adjacent and facing a climbable wall (one with a walkable turf above it), then target your own turf to rapidly climb to the turf above!" - construction_cost = list(DEFAULT_WALL_MATERIAL=15000, MATERIAL_GLASS = 1250, MATERIAL_SILVER =5250) + construction_cost = list(MATERIAL_STEEL=15000, MATERIAL_GLASS = 1250, MATERIAL_SILVER =5250) construction_time = 300 disruptive = FALSE diff --git a/code/modules/clothing/spacesuits/rig/modules/vision.dm b/code/modules/clothing/spacesuits/rig/modules/vision.dm index 01922a2595d..095c43f3d48 100644 --- a/code/modules/clothing/spacesuits/rig/modules/vision.dm +++ b/code/modules/clothing/spacesuits/rig/modules/vision.dm @@ -165,7 +165,7 @@ desc = "A layered, translucent visor system for a hardsuit." icon_state = "meson" - construction_cost = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000) + construction_cost = list(MATERIAL_STEEL = 1500, MATERIAL_GLASS = 5000) construction_time = 300 active_power_cost = 2 @@ -197,7 +197,7 @@ desc = "A multi input night vision system for a hardsuit." icon_state = "night" - construction_cost = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000, MATERIAL_URANIUM = 5000) + construction_cost = list(MATERIAL_STEEL = 1500, MATERIAL_GLASS = 5000, MATERIAL_URANIUM = 5000) construction_time = 300 active_power_cost = 2 @@ -214,7 +214,7 @@ desc = "A simple tactical information system for a hardsuit." icon_state = "securityhud" - construction_cost = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000) + construction_cost = list(MATERIAL_STEEL = 1500, MATERIAL_GLASS = 5000) construction_time = 300 interface_name = "security HUD" @@ -229,7 +229,7 @@ desc = "A simple medical status indicator for a hardsuit." icon_state = "healthhud" - construction_cost = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000) + construction_cost = list(MATERIAL_STEEL = 1500, MATERIAL_GLASS = 5000) construction_time = 300 interface_name = "medical HUD" diff --git a/code/modules/cooking/machinery/cooking_machines/container.dm b/code/modules/cooking/machinery/cooking_machines/container.dm index f70fe1ab2c4..963808d409c 100644 --- a/code/modules/cooking/machinery/cooking_machines/container.dm +++ b/code/modules/cooking/machinery/cooking_machines/container.dm @@ -184,7 +184,7 @@ /obj/item/reagent_containers/cooking_container/skillet/Initialize(var/mapload, var/mat_key) . = ..(mapload) - var/singleton/material/material = GET_SINGLETON(mat_key || MATERIAL_STEEL) + var/singleton/material/material = SSmaterials.get_material_by_id(mat_key || MATERIAL_STEEL) if(!material) return if(material.type != MATERIAL_STEEL) @@ -205,7 +205,7 @@ /obj/item/reagent_containers/cooking_container/saucepan/Initialize(var/mapload, var/mat_key) . = ..(mapload) - var/singleton/material/material = GET_SINGLETON(mat_key || MATERIAL_STEEL) + var/singleton/material/material = SSmaterials.get_material_by_id(mat_key || MATERIAL_STEEL) if(!material) return if(material.type != MATERIAL_STEEL) @@ -227,7 +227,7 @@ /obj/item/reagent_containers/cooking_container/pot/Initialize(mapload, mat_key) . = ..(mapload) - var/singleton/material/material = GET_SINGLETON(mat_key || MATERIAL_STEEL) + var/singleton/material/material = SSmaterials.get_material_by_id(mat_key || MATERIAL_STEEL) if(!material) return if(mat_key && mat_key != MATERIAL_STEEL) @@ -342,7 +342,7 @@ filling_states = "-10;10;25;50;75;80;100" center_of_mass = list("x" = 17,"y" = 7) max_space = 30 - matter = list(DEFAULT_WALL_MATERIAL = 300) + matter = list(MATERIAL_STEEL = 300) volume = 180 amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5,10,15,25,30,60,180) diff --git a/code/modules/cooking/trays.dm b/code/modules/cooking/trays.dm index cbfb6914e01..1c0cda28d47 100644 --- a/code/modules/cooking/trays.dm +++ b/code/modules/cooking/trays.dm @@ -18,7 +18,7 @@ throw_range = 5 w_class = 3.0 obj_flags = OBJ_FLAG_CONDUCTABLE - matter = list(DEFAULT_WALL_MATERIAL = 3000) + matter = list(MATERIAL_STEEL = 3000) recyclable = TRUE hitsound = SFX_BOTTLE_HIT_BROKEN drop_sound = SFX_BOTTLE_HIT_BROKEN diff --git a/code/modules/custom_ka/core.dm b/code/modules/custom_ka/core.dm index 76c2d024ee8..c3fe810d424 100644 --- a/code/modules/custom_ka/core.dm +++ b/code/modules/custom_ka/core.dm @@ -9,7 +9,7 @@ contained_sprite = 1 obj_flags = OBJ_FLAG_CONDUCTABLE slot_flags = SLOT_BELT - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MATERIAL_STEEL = 2000) w_class = WEIGHT_CLASS_NORMAL origin_tech = list(TECH_MATERIAL = 2,TECH_ENGINEERING = 2) diff --git a/code/modules/detectivework/tools/uvlight.dm b/code/modules/detectivework/tools/uvlight.dm index 181d3a2dfd2..569e31c0cda 100644 --- a/code/modules/detectivework/tools/uvlight.dm +++ b/code/modules/detectivework/tools/uvlight.dm @@ -6,7 +6,7 @@ item_state = "electronic" slot_flags = SLOT_BELT w_class = WEIGHT_CLASS_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 150) + matter = list(MATERIAL_STEEL = 150) origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1) var/list/scanned = list() var/list/stored_alpha = list() diff --git a/code/modules/effects/map_effects/portal.dm b/code/modules/effects/map_effects/portal.dm index 15c2f5d59ad..87699af4ec7 100644 --- a/code/modules/effects/map_effects/portal.dm +++ b/code/modules/effects/map_effects/portal.dm @@ -179,8 +179,15 @@ when portals are shortly lived, or when portals are made to be obvious with spec // Connects both sides of a portal together. /obj/effect/map_effect/portal/master/proc/find_counterparts() + var/list/invalid_portal_masters for(var/thing in GLOB.all_portal_masters) + if(!istype(thing, /obj/effect/map_effect/portal/master)) + LAZYADD(invalid_portal_masters, thing) + continue var/obj/effect/map_effect/portal/master/M = thing + if(QDELETED(M)) + LAZYADD(invalid_portal_masters, thing) + continue if(M == src) continue if(M.counterpart) @@ -197,6 +204,9 @@ when portals are shortly lived, or when portals are made to be obvious with spec their_line.counterpart = our_line break + if(invalid_portal_masters) + GLOB.all_portal_masters -= invalid_portal_masters + if(!counterpart) crash_with("Portal master [type] ([x],[y],[z]) could not find another portal master with a matching portal_id ([portal_id]).") diff --git a/code/modules/heavy_vehicle/components/_components.dm b/code/modules/heavy_vehicle/components/_components.dm index bf3ac8791f5..2aa5239d741 100644 --- a/code/modules/heavy_vehicle/components/_components.dm +++ b/code/modules/heavy_vehicle/components/_components.dm @@ -16,7 +16,7 @@ var/damage_state = 1 var/list/has_hardpoints = list() var/power_use = 0 - matter = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_PLASTIC = 1000, MATERIAL_OSMIUM = 500) + matter = list(MATERIAL_STEEL = 15000, MATERIAL_PLASTIC = 1000, MATERIAL_OSMIUM = 500) dir = SOUTH /// Half of the baseline chance that attempting to use these arms will create sparks. Actual chance is twice this since the motivator damage contributes to the ratio. diff --git a/code/modules/heavy_vehicle/components/frame.dm b/code/modules/heavy_vehicle/components/frame.dm index 7948d669bcb..55292c23cdb 100644 --- a/code/modules/heavy_vehicle/components/frame.dm +++ b/code/modules/heavy_vehicle/components/frame.dm @@ -1,5 +1,5 @@ /obj/item/frame_holder - matter = list(DEFAULT_WALL_MATERIAL = 65000, MATERIAL_PLASTIC = 10000, MATERIAL_OSMIUM = 10000) + matter = list(MATERIAL_STEEL = 65000, MATERIAL_PLASTIC = 10000, MATERIAL_OSMIUM = 10000) /obj/item/frame_holder/Initialize(mapload, var/newloc) ..() diff --git a/code/modules/heavy_vehicle/equipment/_equipment.dm b/code/modules/heavy_vehicle/equipment/_equipment.dm index edee00efdef..1737135917a 100644 --- a/code/modules/heavy_vehicle/equipment/_equipment.dm +++ b/code/modules/heavy_vehicle/equipment/_equipment.dm @@ -5,7 +5,7 @@ icon = 'icons/mecha/mech_equipment.dmi' icon_state = "" var/on_mech_icon_state - matter = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_PLASTIC = 5000, MATERIAL_OSMIUM = 500) + matter = list(MATERIAL_STEEL = 10000, MATERIAL_PLASTIC = 5000, MATERIAL_OSMIUM = 500) force = 15 var/restricted_hardpoints var/mob/living/heavy_vehicle/owner diff --git a/code/modules/hydroponics/trays/tray_tools.dm b/code/modules/hydroponics/trays/tray_tools.dm index e3d78cce700..27dc353a7ff 100644 --- a/code/modules/hydroponics/trays/tray_tools.dm +++ b/code/modules/hydroponics/trays/tray_tools.dm @@ -30,7 +30,7 @@ item_state = "hydro" var/form_title var/last_data - matter = list(DEFAULT_WALL_MATERIAL = 80, MATERIAL_GLASS = 20) + matter = list(MATERIAL_STEEL = 80, MATERIAL_GLASS = 20) origin_tech = list(TECH_MAGNET = 1, TECH_BIO = 1) /obj/item/analyzer/plant_analyzer/proc/print_report_verb() diff --git a/code/modules/item_worth/Value_procs/obj/items.dm b/code/modules/item_worth/Value_procs/obj/items.dm index fbeb6aa5375..73f8f650a52 100644 --- a/code/modules/item_worth/Value_procs/obj/items.dm +++ b/code/modules/item_worth/Value_procs/obj/items.dm @@ -23,7 +23,7 @@ return material.value * amount /obj/item/ore/Value() - var/singleton/material/mat = GET_SINGLETON(material) + var/singleton/material/mat = SSmaterials.get_material_by_id(material) if(mat) return mat.value return 0 diff --git a/code/modules/materials/material_sheets.dm b/code/modules/materials/material_sheets.dm index 8dcca387c45..0041e26f242 100644 --- a/code/modules/materials/material_sheets.dm +++ b/code/modules/materials/material_sheets.dm @@ -1,4 +1,4 @@ -// Stacked resources. They use a material datum for a lot of inherited values. +/// Stacked resources. They use a material datum for a lot of inherited values. /obj/item/stack/material force = 11 throwforce = 5 @@ -6,7 +6,8 @@ throw_speed = 3 throw_range = 3 max_amount = 50 - recyclable = TRUE // Pretty much all materials should be recyclable + /// Pretty much all materials should be recyclable + recyclable = TRUE var/default_type = MATERIAL_STEEL var/singleton/material/material @@ -26,7 +27,7 @@ if(!default_type) default_type = MATERIAL_STEEL - material = GET_SINGLETON(default_type) + material = SSmaterials.get_material_by_id(default_type) if(!material) return INITIALIZE_HINT_QDEL @@ -283,7 +284,7 @@ update_icon() /obj/item/stack/material/steel - name = DEFAULT_WALL_MATERIAL + name = "steel" icon_state = "sheet-metal" default_type = MATERIAL_STEEL icon_has_variants = TRUE diff --git a/code/modules/materials/materials.dm b/code/modules/materials/materials.dm index 4159a3f67e1..342e8c5c02d 100644 --- a/code/modules/materials/materials.dm +++ b/code/modules/materials/materials.dm @@ -250,10 +250,13 @@ /singleton/material/proc/get_matter() var/list/temp_matter = list() if(islist(composite_material)) - for(var/material_string in composite_material) - temp_matter[material_string] = composite_material[material_string] + for(var/material_id in composite_material) + var/material_path = SSmaterials.material_to_path(material_id, FALSE) + if(!material_path) + material_path = material_id + temp_matter[material_path] = (temp_matter[material_path] || 0) + composite_material[material_id] else - temp_matter[name] = SHEET_MATERIAL_AMOUNT + temp_matter[type] = SHEET_MATERIAL_AMOUNT return temp_matter // As above. @@ -533,7 +536,7 @@ protectiveness = 20 // 50% conductivity = 10 stack_origin_tech = list(TECH_MATERIAL = 2) - composite_material = list(DEFAULT_WALL_MATERIAL = 3750, "platinum" = 3750) //todo + composite_material = list(MATERIAL_STEEL = 3750, MATERIAL_PLATINUM = 3750) //todo golem = SPECIES_GOLEM_PLASTEEL hitsound = 'sound/weapons/smash.ogg' weapon_hitsound = 'sound/weapons/metalhit.ogg' @@ -662,7 +665,7 @@ hardness = 40 weight = 30 stack_origin_tech = list(TECH_MATERIAL = 2) - composite_material = list(DEFAULT_WALL_MATERIAL = 1875, MATERIAL_GLASS = 3750) + composite_material = list(MATERIAL_STEEL = 1875, MATERIAL_GLASS = 3750) window_options = list() created_window = null wire_product = null @@ -682,7 +685,7 @@ weight = 30 value = 2 stack_origin_tech = list(TECH_MATERIAL = 2) - composite_material = list(DEFAULT_WALL_MATERIAL = 1875, MATERIAL_GLASS = 3750) + composite_material = list(MATERIAL_STEEL = 1875, MATERIAL_GLASS = 3750) window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 5) created_window = /obj/structure/window/reinforced wire_product = null diff --git a/code/modules/mining/alloys.dm b/code/modules/mining/alloys.dm index 0166c13919e..c61fbcc4616 100644 --- a/code/modules/mining/alloys.dm +++ b/code/modules/mining/alloys.dm @@ -1,6 +1,7 @@ -//Alloys that contain subsets of each other's ingredients must be ordered in the desired sequence -//eg. steel comes after plasteel because plasteel's ingredients contain the ingredients for steel and -//it would be impossible to produce. +/// MATERIALS-REWORK-TODO +/// /// Alloys that contain subsets of each other's ingredients must be ordered in the desired sequence +/// eg. steel comes after plasteel because plasteel's ingredients contain the ingredients for steel and +/// it would be impossible to produce. /datum/alloy var/list/requires @@ -19,7 +20,7 @@ product = /obj/item/stack/material/plasteel /datum/alloy/steel - metaltag = DEFAULT_WALL_MATERIAL + metaltag = "steel" requires = list( ORE_COAL = 1, ORE_IRON = 1 diff --git a/code/modules/mining/drilling/scanner.dm b/code/modules/mining/drilling/scanner.dm index 9c53c4e0fda..3fbe25f1735 100644 --- a/code/modules/mining/drilling/scanner.dm +++ b/code/modules/mining/drilling/scanner.dm @@ -6,7 +6,7 @@ item_state = "manual_mining" contained_sprite = TRUE origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1) - matter = list(DEFAULT_WALL_MATERIAL = 150) + matter = list(MATERIAL_STEEL = 150) /obj/item/mining_scanner/attack_self(mob/user) to_chat(user, SPAN_NOTICE("You begin sweeping \the [src] about, scanning for metal deposits.")) diff --git a/code/modules/mining/mine_items.dm b/code/modules/mining/mine_items.dm index 7b967ace984..689957bf9c4 100644 --- a/code/modules/mining/mine_items.dm +++ b/code/modules/mining/mine_items.dm @@ -15,7 +15,7 @@ throwforce = 4.0 force = 15 w_class = WEIGHT_CLASS_BULKY - matter = list(DEFAULT_WALL_MATERIAL = 3750) + matter = list(MATERIAL_STEEL = 3750) var/digspeed //moving the delay to an item var so R&D can make improved picks. --NEO origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1) attack_verb = list("hit", "pierced", "sliced", "attacked") @@ -331,7 +331,7 @@ throwforce = 4.0 w_class = WEIGHT_CLASS_NORMAL origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1) - matter = list(DEFAULT_WALL_MATERIAL = 50) + matter = list(MATERIAL_STEEL = 50) attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked") sharp = FALSE edge = TRUE @@ -621,7 +621,7 @@ item_state = "electronic" throw_speed = 4 throw_range = 20 - matter = list(DEFAULT_WALL_MATERIAL = 500) + matter = list(MATERIAL_STEEL = 500) var/turf/simulated/mineral/random/sonar var/active = 0 @@ -933,13 +933,26 @@ GLOBAL_LIST_INIT_TYPED(total_extraction_beacons, /obj/structure/extraction_point if(A.anchored) return var/turf/T = get_turf(A) + if(!T) + return + var/list/invalid_inhibitors for(var/found_inhibitor in GLOB.bluespace_inhibitors) + if(!istype(found_inhibitor, /obj/structure/machinery/anti_bluespace)) + LAZYADD(invalid_inhibitors, found_inhibitor) + continue var/obj/structure/machinery/anti_bluespace/AB = found_inhibitor + if(QDELETED(AB)) + LAZYADD(invalid_inhibitors, found_inhibitor) + continue if(T.z != AB.z || get_dist(T, AB) > 8 || (AB.stat & (NOPOWER | BROKEN))) continue AB.use_power_oneoff(AB.active_power_usage) to_chat(user, SPAN_WARNING("A nearby bluespace inhibitor interferes with \the [src]!")) + if(invalid_inhibitors) + GLOB.bluespace_inhibitors -= invalid_inhibitors return + if(invalid_inhibitors) + GLOB.bluespace_inhibitors -= invalid_inhibitors to_chat(user, SPAN_NOTICE("You start attaching the pack to \the [A]...")) if(do_after(user,50)) to_chat(user, SPAN_NOTICE("You attach the pack to \the [A] and activate it.")) diff --git a/code/modules/mining/mint.dm b/code/modules/mining/mint.dm index edc56564cc0..5d661d43808 100644 --- a/code/modules/mining/mint.dm +++ b/code/modules/mining/mint.dm @@ -1,21 +1,21 @@ -/**********************Mint**************************/ - - +/// This is 2011 code. Treat warily. /obj/structure/machinery/mineral/mint name = "coin press" icon = 'icons/obj/stationobjs.dmi' icon_state = "coinpress0" density = TRUE anchored = TRUE - var/amt_silver = 0 //amount of silver - var/amt_gold = 0 //amount of gold + var/amt_silver = 0 + var/amt_gold = 0 var/amt_diamond = 0 var/amt_iron = 0 var/amt_phoron = 0 var/amt_uranium = 0 - var/newCoins = 0 //how many coins the machine made in it's last load + /// How many coins the machine made in its last load. + var/newCoins = 0 var/processing = 0 - var/chosen = DEFAULT_WALL_MATERIAL //which material will be used to make coins + /// Which material will be used to make coins. + var/chosen = MATERIAL_STEEL var/coinsToProduce = 10 /obj/structure/machinery/mineral/mint/Initialize() @@ -25,22 +25,23 @@ /obj/structure/machinery/mineral/mint/process() if(input_turf) - var/obj/item/stack/O - O = locate(/obj/item/stack, get_turf(input_turf)) + var/obj/item/stack/material/O + O = locate(/obj/item/stack/material, get_turf(input_turf)) if(O) var/processed = TRUE - switch(O.get_material_name()) - if("gold") + var/singleton/material/stack_material = O.get_material() + switch(stack_material?.type) + if(MATERIAL_GOLD) amt_gold += 100 * O.get_amount() - if("silver") + if(MATERIAL_SILVER) amt_silver += 100 * O.get_amount() - if("diamond") + if(MATERIAL_DIAMOND) amt_diamond += 100 * O.get_amount() - if("phoron") + if(MATERIAL_PHORON) amt_phoron += 100 * O.get_amount() - if("uranium") + if(MATERIAL_URANIUM) amt_uranium += 100 * O.get_amount() - if("steel") + if(MATERIAL_STEEL) amt_iron += 100 * O.get_amount() else processed = FALSE @@ -58,37 +59,37 @@ dat += "NOT CONNECTED
" dat += "
Gold inserted: [amt_gold] " - if(chosen == "gold") + if(chosen == MATERIAL_GOLD) dat += "chosen" else dat += "Choose" dat += "
Silver inserted: [amt_silver] " - if(chosen == "silver") + if(chosen == MATERIAL_SILVER) dat += "chosen" else dat += "Choose" dat += "
Iron inserted: [amt_iron] " - if(chosen == DEFAULT_WALL_MATERIAL) + if(chosen == MATERIAL_STEEL) dat += "chosen" else dat += "Choose" dat += "
Diamond inserted: [amt_diamond] " - if(chosen == "diamond") + if(chosen == MATERIAL_DIAMOND) dat += "chosen" else dat += "Choose" dat += "
Phoron inserted: [amt_phoron] " - if(chosen == "phoron") + if(chosen == MATERIAL_PHORON) dat += "chosen" else dat += "Choose" dat += "
Uranium inserted: [amt_uranium] " - if(chosen == "uranium") + if(chosen == MATERIAL_URANIUM) dat += "chosen" else dat += "Choose" - dat += "

Will produce [coinsToProduce] [chosen] coins if enough materials are available.
" + dat += "

Will produce [coinsToProduce] [lowertext(SSmaterials.material_display_name(chosen))] coins if enough materials are available.
" dat += "-10 " dat += "-5 " dat += "-1 " @@ -109,7 +110,19 @@ to_chat(usr, SPAN_WARNING("The machine is busy processing.")) return if(href_list["choose"]) - chosen = href_list["choose"] + switch(href_list["choose"]) + if("gold") + chosen = MATERIAL_GOLD + if("silver") + chosen = MATERIAL_SILVER + if("steel") + chosen = MATERIAL_STEEL + if("diamond") + chosen = MATERIAL_DIAMOND + if("phoron") + chosen = MATERIAL_PHORON + if("uranium") + chosen = MATERIAL_URANIUM if(href_list["chooseAmt"]) coinsToProduce = between(0, coinsToProduce + text2num(href_list["chooseAmt"]), 1000) if(href_list["makeCoins"]) @@ -119,7 +132,7 @@ icon_state = "coinpress1" var/obj/item/storage/bag/money/M switch(chosen) - if(DEFAULT_WALL_MATERIAL) + if(MATERIAL_STEEL) while(amt_iron && coinsToProduce) if(locate(/obj/item/storage/bag/money, get_turf(output_turf))) M = locate(/obj/item/storage/bag/money, get_turf(output_turf)) @@ -131,7 +144,7 @@ newCoins++ src.updateUsrDialog() sleep(5) - if("gold") + if(MATERIAL_GOLD) while(amt_gold && coinsToProduce) if(locate(/obj/item/storage/bag/money, get_turf(output_turf))) M = locate(/obj/item/storage/bag/money, get_turf(output_turf)) @@ -143,7 +156,7 @@ newCoins++ src.updateUsrDialog() sleep(5) - if("silver") + if(MATERIAL_SILVER) while(amt_silver && coinsToProduce) if(locate(/obj/item/storage/bag/money, get_turf(output_turf))) M = locate(/obj/item/storage/bag/money, get_turf(output_turf)) @@ -155,7 +168,7 @@ newCoins++ src.updateUsrDialog() sleep(5) - if("diamond") + if(MATERIAL_DIAMOND) while(amt_diamond && coinsToProduce) if(locate(/obj/item/storage/bag/money, get_turf(output_turf))) M = locate(/obj/item/storage/bag/money, get_turf(output_turf)) @@ -167,7 +180,7 @@ newCoins++ src.updateUsrDialog() sleep(5) - if("phoron") + if(MATERIAL_PHORON) while(amt_phoron && coinsToProduce) if(locate(/obj/item/storage/bag/money, get_turf(output_turf))) M = locate(/obj/item/storage/bag/money, get_turf(output_turf)) @@ -179,7 +192,7 @@ newCoins++ src.updateUsrDialog() sleep(5) - if("uranium") + if(MATERIAL_URANIUM) while(amt_uranium && coinsToProduce) if(locate(/obj/item/storage/bag/money, get_turf(output_turf))) M = locate(/obj/item/storage/bag/money, get_turf(output_turf)) diff --git a/code/modules/mob/living/silicon/robot/analyzer.dm b/code/modules/mob/living/silicon/robot/analyzer.dm index 272001219ed..fe5cc3a8415 100644 --- a/code/modules/mob/living/silicon/robot/analyzer.dm +++ b/code/modules/mob/living/silicon/robot/analyzer.dm @@ -16,7 +16,7 @@ throw_speed = 5 throw_range = 10 origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 1, TECH_ENGINEERING = 2) - matter = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 200) + matter = list(MATERIAL_STEEL = 500, MATERIAL_GLASS = 200) /obj/item/robotanalyzer/attack(mob/living/target_mob, mob/living/user, target_zone) robotic_analyze_mob(target_mob, user) diff --git a/code/modules/paperwork/handlabeler.dm b/code/modules/paperwork/handlabeler.dm index 4e6684977af..bae90459fd5 100644 --- a/code/modules/paperwork/handlabeler.dm +++ b/code/modules/paperwork/handlabeler.dm @@ -36,7 +36,7 @@ var/label = null var/labels_left = 30 var/mode = 0 //off or on. - matter = list(DEFAULT_WALL_MATERIAL = 120, MATERIAL_GLASS = 80) + matter = list(MATERIAL_STEEL = 120, MATERIAL_GLASS = 80) /obj/item/hand_labeler/attack(mob/living/target_mob, mob/living/user, target_zone) return diff --git a/code/modules/paperwork/pen.dm b/code/modules/paperwork/pen.dm index 7a06e4ef945..54af515d874 100644 --- a/code/modules/paperwork/pen.dm +++ b/code/modules/paperwork/pen.dm @@ -49,7 +49,7 @@ w_class = WEIGHT_CLASS_TINY throw_speed = 7 throw_range = 15 - matter = list(DEFAULT_WALL_MATERIAL = 10) + matter = list(MATERIAL_STEEL = 10) drop_sound = 'sound/items/drop/accessory.ogg' pickup_sound = 'sound/items/pickup/accessory.ogg' diff --git a/code/modules/paperwork/photography.dm b/code/modules/paperwork/photography.dm index 7e3694eb47f..bdb60275fad 100644 --- a/code/modules/paperwork/photography.dm +++ b/code/modules/paperwork/photography.dm @@ -162,7 +162,7 @@ GLOBAL_VAR_INIT(photo_count, 1) w_class = WEIGHT_CLASS_SMALL obj_flags = OBJ_FLAG_CONDUCTABLE slot_flags = SLOT_BELT - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MATERIAL_STEEL = 2000) var/black_white = FALSE var/pictures_max = 10 var/pictures_left = 10 diff --git a/code/modules/paperwork/stamps.dm b/code/modules/paperwork/stamps.dm index c0b57d6a609..5c340172b0b 100644 --- a/code/modules/paperwork/stamps.dm +++ b/code/modules/paperwork/stamps.dm @@ -8,7 +8,7 @@ w_class = WEIGHT_CLASS_TINY throw_speed = 7 throw_range = 15 - matter = list(DEFAULT_WALL_MATERIAL = 60) + matter = list(MATERIAL_STEEL = 60) attack_verb = list("stamped") /obj/item/stamp/captain diff --git a/code/modules/power/cable.dm b/code/modules/power/cable.dm index e21de4e0216..536008c6eea 100644 --- a/code/modules/power/cable.dm +++ b/code/modules/power/cable.dm @@ -504,7 +504,7 @@ By design, d1 is the smallest direction and d2 is the highest w_class = WEIGHT_CLASS_SMALL throw_speed = 2 throw_range = 5 - matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20, MATERIAL_PHORON = 3) + matter = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 20, MATERIAL_PHORON = 3) recyclable = TRUE obj_flags = OBJ_FLAG_CONDUCTABLE item_flags = ITEM_FLAG_HELD_MAP_TEXT diff --git a/code/modules/power/fusion/fuel_assembly/fuel_assembly.dm b/code/modules/power/fusion/fuel_assembly/fuel_assembly.dm index 85a3ee0bb0c..20e50c426a2 100644 --- a/code/modules/power/fusion/fuel_assembly/fuel_assembly.dm +++ b/code/modules/power/fusion/fuel_assembly/fuel_assembly.dm @@ -21,14 +21,15 @@ /obj/item/fuel_assembly/Initialize() . = ..() - if(ispath(fuel_type, /singleton/reagent)) + if(ispath(fuel_type) && ispath(fuel_type, /singleton/reagent)) var/singleton/reagent/R = GET_SINGLETON(fuel_type) fuel_type = lowertext(initial(R.name)) fuel_colour = initial(R.color) initial_amount = 50000 - var/singleton/material/material = GET_SINGLETON(fuel_type) + var/singleton/material/material = SSmaterials.get_material_by_id(fuel_type, FALSE) if(istype(material)) + material_name = material.type initial_amount = SHEET_MATERIAL_AMOUNT * 5 // Fuel compressor eats 5 sheets. name = "[material.use_name] fuel rod assembly" desc = "A fuel rod for a fusion reactor. This one is made from [material.use_name]." diff --git a/code/modules/power/fusion/fuel_assembly/fuel_compressor.dm b/code/modules/power/fusion/fuel_assembly/fuel_compressor.dm index dccd415468b..36cb9244244 100644 --- a/code/modules/power/fusion/fuel_assembly/fuel_compressor.dm +++ b/code/modules/power/fusion/fuel_assembly/fuel_compressor.dm @@ -48,7 +48,7 @@ if(!M.use(5)) to_chat(user, SPAN_WARNING("You need at least five [mat.sheet_plural_name] to make a fuel rod.")) return - var/obj/item/fuel_assembly/F = new(get_turf(src), mat.name) + var/obj/item/fuel_assembly/F = new(get_turf(src), mat.type) visible_message(SPAN_NOTICE("\The [src] compresses the [mat.use_name] into a new fuel assembly.")) user.put_in_hands(F) return 1 diff --git a/code/modules/power/fusion/fuel_assembly/fuel_injector.dm b/code/modules/power/fusion/fuel_assembly/fuel_injector.dm index 87e020390e0..243c4489e25 100644 --- a/code/modules/power/fusion/fuel_assembly/fuel_injector.dm +++ b/code/modules/power/fusion/fuel_assembly/fuel_injector.dm @@ -112,6 +112,7 @@ var/amount = cur_assembly.rod_quantities[reagent] * fuel_usage * injection_rate if(amount < 1) amount = 1 + amount = min(amount, cur_assembly.rod_quantities[reagent]) var/obj/effect/accelerated_particle/A = new/obj/effect/accelerated_particle(get_turf(src), dir) A.particle_type = reagent A.additional_particles = amount @@ -120,7 +121,11 @@ cur_assembly.rod_quantities[reagent] -= amount amount_left += cur_assembly.rod_quantities[reagent] if(cur_assembly) - cur_assembly.percent_depleted = amount_left / cur_assembly.initial_amount + if(cur_assembly.initial_amount > 0) + cur_assembly.percent_depleted = amount_left / cur_assembly.initial_amount + else + cur_assembly.percent_depleted = 0 + StopInjecting() flick("injector-emitting",src) else StopInjecting() diff --git a/code/modules/power/fusion/fusion_reactions.dm b/code/modules/power/fusion/fusion_reactions.dm index 85e52766561..a61273069be 100644 --- a/code/modules/power/fusion/fusion_reactions.dm +++ b/code/modules/power/fusion/fusion_reactions.dm @@ -324,7 +324,7 @@ GLOBAL_LIST(fusion_reactions) H.add_hallucinate(rand(100,150)) for(var/obj/structure/machinery/fusion_fuel_injector/I in range(world.view, origin)) - if(I.cur_assembly && I.cur_assembly.fuel_type == MATERIAL_SUPERMATTER) + if(I.cur_assembly && I.cur_assembly.material_name == MATERIAL_SUPERMATTER) explosion(get_turf(I), 6) if(I && I.loc) qdel(I) diff --git a/code/modules/power/fusion/kinetic_harvester.dm b/code/modules/power/fusion/kinetic_harvester.dm index 7ae8827f253..b589612c296 100644 --- a/code/modules/power/fusion/kinetic_harvester.dm +++ b/code/modules/power/fusion/kinetic_harvester.dm @@ -14,7 +14,15 @@ var/obj/structure/machinery/power/fusion_core/harvest_from /obj/structure/machinery/kinetic_harvester/Initialize() - can_harvest = list("gold","silver","lead","platinum","uranium","osmium","borosilicate glass") + can_harvest = list( + MATERIAL_GOLD = TRUE, + MATERIAL_SILVER = TRUE, + MATERIAL_LEAD = TRUE, + MATERIAL_PLATINUM = TRUE, + MATERIAL_URANIUM = TRUE, + MATERIAL_OSMIUM = TRUE, + MATERIAL_GLASS_PHORON = TRUE + ) AddComponent(/datum/component/local_network_member, initial_id_tag) find_core() queue_icon_update() @@ -47,6 +55,40 @@ harvest_from = fusion_cores[1] return harvest_from +/obj/structure/machinery/kinetic_harvester/proc/get_harvest_material(var/mat) + return SSmaterials.get_material_by_id(mat, FALSE) + +/obj/structure/machinery/kinetic_harvester/proc/get_harvest_material_path(var/mat) + return SSmaterials.material_to_path(mat, FALSE) + +/obj/structure/machinery/kinetic_harvester/proc/normalize_harvest_storage() + SSmaterials.normalize_material_amounts(stored) + + var/list/normalized_harvesting = list() + for(var/mat in harvesting) + var/material_path = get_harvest_material_path(mat) + if(material_path && can_harvest[material_path]) + normalized_harvesting[material_path] = TRUE + harvesting = normalized_harvesting + +/obj/structure/machinery/kinetic_harvester/proc/sync_harvestable_reactants() + normalize_harvest_storage() + if(!harvest_from || !harvest_from.owned_field) + return + + for(var/reactant in harvest_from.owned_field.reactants) + var/material_path = get_harvest_material_path(reactant) + if(material_path && can_harvest[material_path] && isnull(stored[material_path])) + stored[material_path] = 0 + +/obj/structure/machinery/kinetic_harvester/proc/get_reactant_key(var/material_path) + if(!harvest_from || !harvest_from.owned_field || !material_path) + return + + for(var/reactant in harvest_from.owned_field.reactants) + if(get_harvest_material_path(reactant) == material_path) + return reactant + /obj/structure/machinery/kinetic_harvester/ui_interact(mob/user, datum/tgui/ui) if(!harvest_from && !find_core()) @@ -63,16 +105,17 @@ var/datum/component/local_network_member/fusion = GetComponent(/datum/component/local_network_member) var/datum/local_network/plant = fusion.get_local_network() var/list/data = list() + sync_harvestable_reactants() data["manufacturer"] = manufacturer data["id"] = plant ? plant.id_tag : null data["status"] = (use_power >= POWER_USE_ACTIVE) data["materials"] = list() for(var/mat in stored) - var/singleton/material/material = GET_SINGLETON(mat) + var/singleton/material/material = get_harvest_material(mat) if(material) var/sheets = FLOOR(stored[mat]/(SHEET_MATERIAL_AMOUNT * 2), 1) - data["materials"] += list(list("material" = mat, "rawamount" = stored[mat], "amount" = sheets, "harvest" = harvesting[mat])) + data["materials"] += list(list("id" = "[material.type]", "material" = SSmaterials.material_display_name(mat), "rawamount" = stored[mat], "amount" = sheets, "harvest" = harvesting[mat])) return data /obj/structure/machinery/kinetic_harvester/process() @@ -81,17 +124,20 @@ if(use_power >= POWER_USE_ACTIVE) if(harvest_from && harvest_from.owned_field) + sync_harvestable_reactants() for(var/mat in harvest_from.owned_field.reactants) - if((mat in can_harvest) && !stored[mat]) - stored[mat] = 0 + var/material_path = get_harvest_material_path(mat) + if(material_path && can_harvest[material_path] && isnull(stored[material_path])) + stored[material_path] = 0 for(var/mat in harvesting) - if(mat in can_harvest) - if(mat in harvest_from.owned_field.reactants) - var/harvest = min(harvest_from.owned_field.reactants[mat], rand(100,200)) + if(can_harvest[mat]) + var/reactant = get_reactant_key(mat) + if(!isnull(reactant)) + var/harvest = min(harvest_from.owned_field.reactants[reactant], rand(100,200)) // Leave a few counts of the reactant to avoid deactivating harvest mode - harvest_from.owned_field.reactants[mat] -= (harvest - rand(0,5)) - if(harvest_from.owned_field.reactants[mat] <= 0) - harvest_from.owned_field.reactants -= mat + harvest_from.owned_field.reactants[reactant] -= (harvest - rand(0,5)) + if(harvest_from.owned_field.reactants[reactant] <= 0) + harvest_from.owned_field.reactants -= reactant stored[mat] += harvest else harvesting.Cut() @@ -110,11 +156,14 @@ return switch(action) if("remove_mat") - var/mat = params["remove_mat"] - var/singleton/material/material = GET_SINGLETON(mat) + var/mat = get_harvest_material_path(params["remove_mat"]) + if(!mat || !can_harvest[mat]) + return + var/singleton/material/material = get_harvest_material(mat) if(material) var/sheet_cost = (SHEET_MATERIAL_AMOUNT * 1.5) - var/sheets = min(FLOOR(stored[mat]/sheet_cost, 1), 50) + var/stored_amount = stored[mat] || 0 + var/sheets = min(FLOOR(stored_amount/sheet_cost, 1), 50) if(sheets > 0) var/obj/item/stack/material/M = new material.stack_type(get_turf(src), sheets) M.update_icon() @@ -125,11 +174,15 @@ if("toggle_power") use_power = (use_power >= POWER_USE_ACTIVE ? POWER_USE_IDLE : POWER_USE_ACTIVE) + if(use_power >= POWER_USE_ACTIVE) + sync_harvestable_reactants() queue_icon_update() return TRUE if("toggle_harvest") - var/mat = params["toggle_harvest"] + var/mat = get_harvest_material_path(params["toggle_harvest"]) + if(!mat || !can_harvest[mat]) + return if(harvesting[mat]) harvesting -= mat else diff --git a/code/modules/power/lights/bulbs.dm b/code/modules/power/lights/bulbs.dm index 359d980e08e..2ad3e635234 100644 --- a/code/modules/power/lights/bulbs.dm +++ b/code/modules/power/lights/bulbs.dm @@ -8,7 +8,7 @@ force = 2 throwforce = 5 w_class = WEIGHT_CLASS_TINY - matter = list(DEFAULT_WALL_MATERIAL = 60) + matter = list(MATERIAL_STEEL = 60) drop_sound = 'sound/items/drop/drinkglass.ogg' pickup_sound = 'sound/items/pickup/drinkglass.ogg' var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN diff --git a/code/modules/power/singularity/particle_accelerator/particle.dm b/code/modules/power/singularity/particle_accelerator/particle.dm index 7153996c9af..cc7467fdd20 100644 --- a/code/modules/power/singularity/particle_accelerator/particle.dm +++ b/code/modules/power/singularity/particle_accelerator/particle.dm @@ -18,6 +18,7 @@ var/turf/target var/turf/source var/movetotarget = 1 + var/list/irradiated_mobs /obj/effect/accelerated_particle/weak movement_range = 8 @@ -38,13 +39,21 @@ if(movement_range > 20) movement_range = 20 active = TRUE + irradiate_living_on_turf() move(1) +/obj/effect/accelerated_particle/Destroy() + active = FALSE + target = null + source = null + irradiated_mobs = null + return ..() + /obj/effect/accelerated_particle/Collide(atom/A) if (!active) return if (A) - if(ismob(A)) + if(isliving(A)) toxmob(A) if((istype(A,/obj/structure/machinery/the_singularitygen))||(istype(A,/obj/singularity))) var/obj/singularity/singulo = A @@ -68,7 +77,7 @@ . = ..() if (!active) return - if(ismob(bumped_atom)) + if(isliving(bumped_atom)) toxmob(bumped_atom) /obj/effect/accelerated_particle/ex_act(severity) @@ -77,12 +86,24 @@ qdel(src) /obj/effect/accelerated_particle/proc/toxmob(mob/living/M) - if (!active) + if (!active || !istype(M)) return + LAZYINITLIST(irradiated_mobs) + var/datum/weakref/mob_ref = WEAKREF(M) + if(irradiated_mobs[mob_ref]) + return + irradiated_mobs[mob_ref] = TRUE var/radiation = (energy*2) M.apply_damage((radiation*3), DAMAGE_RADIATION, damage_flags = DAMAGE_FLAG_DISPERSED) M.updatehealth() +/obj/effect/accelerated_particle/proc/irradiate_living_on_turf() + var/turf/current_turf = get_turf(src) + if(!current_turf) + return + for(var/mob/living/M in current_turf) + toxmob(M) + /obj/effect/accelerated_particle/proc/move(lag) set waitfor = FALSE if(QDELETED(src)) @@ -98,6 +119,7 @@ if(QDELETED(src)) return forceMove(destination) + irradiate_living_on_turf() if(target && movetotarget && (get_dist(src,target) < 1)) movetotarget = FALSE movement_range-- diff --git a/code/modules/power/smes.dm b/code/modules/power/smes.dm index bb7cbe461bc..b0d69799f65 100644 --- a/code/modules/power/smes.dm +++ b/code/modules/power/smes.dm @@ -103,7 +103,7 @@ /obj/structure/machinery/power/smes/assembly_hints(mob/user, distance, is_adjacent) . += ..() - if(health < initial(health)) + if(health < maxhealth) . += "It can be repaired with a welding tool." /obj/structure/machinery/power/smes/feedback_hints(mob/user, distance, is_adjacent) @@ -174,7 +174,7 @@ return TRUE /obj/structure/machinery/power/smes/proc/is_badly_damaged() - if(health < initial(health) / 5) + if(health < maxhealth / 5) return TRUE return FALSE diff --git a/code/modules/power/smes_construction.dm b/code/modules/power/smes_construction.dm index e9073258bac..8f42fade1d1 100644 --- a/code/modules/power/smes_construction.dm +++ b/code/modules/power/smes_construction.dm @@ -418,7 +418,7 @@ // - No action was taken in parent function (terminal de/construction atm). if (..()) if(attacking_item.tool_behaviour == TOOL_WELDER) - if(health == initial(health)) + if(health == maxhealth) to_chat(user, SPAN_WARNING("\The [src] is already repaired.")) return var/obj/item/weldingtool/WT = attacking_item @@ -429,9 +429,9 @@ to_chat(user, SPAN_WARNING("You don't have enough fuel to repair \the [src].")) return if(WT.use_tool(src, user, 50, volume = 50) && WT.use(2, user)) - health = min(health + 100, initial(health)) - to_chat(user, SPAN_NOTICE("You repair \the [src], it is now [round((health / initial(health)) * 100)]% repaired.")) - if(health == initial(health)) + health = min(health + 100, maxhealth) + to_chat(user, SPAN_NOTICE("You repair \the [src], it is now [round((health / maxhealth) * 100)]% repaired.")) + if(health == maxhealth) busted = FALSE return // Multitool - change RCON tag diff --git a/code/modules/power/solar.dm b/code/modules/power/solar.dm index cf467f33509..71d6b526e9e 100644 --- a/code/modules/power/solar.dm +++ b/code/modules/power/solar.dm @@ -223,20 +223,22 @@ attacking_item.play_tool_sound(get_turf(src), 75) return 1 - if(istype(attacking_item, /obj/item/stack/material) && (attacking_item.get_material_name() == "glass" || attacking_item.get_material_name() == MATERIAL_GLASS_REINFORCED)) - var/obj/item/stack/material/S = attacking_item - if(S.use(2)) - glass_type = attacking_item.type - playsound(src.loc, 'sound/machines/click.ogg', 50, 1) - user.visible_message(SPAN_NOTICE("[user] places the glass on the solar assembly.")) - if(tracker) - new /obj/structure/machinery/power/tracker(get_turf(src), src) + var/obj/item/stack/material/S = attacking_item + if(istype(S)) + var/singleton/material/S_material = S.get_material() + if(S_material.type in list(MATERIAL_GLASS, MATERIAL_GLASS_REINFORCED)) + if(S.use(2)) + glass_type = attacking_item.type + playsound(src.loc, 'sound/machines/click.ogg', 50, 1) + user.visible_message(SPAN_NOTICE("[user] places the glass on the solar assembly.")) + if(tracker) + new /obj/structure/machinery/power/tracker(get_turf(src), src) + else + new /obj/structure/machinery/power/solar(get_turf(src), src) else - new /obj/structure/machinery/power/solar(get_turf(src), src) - else - to_chat(user, SPAN_WARNING("You need two sheets of glass to put them into a solar panel.")) - return - return 1 + to_chat(user, SPAN_WARNING("You need two sheets of glass to put them into a solar panel.")) + return + return 1 if(!tracker) if(istype(attacking_item, /obj/item/tracker_electronics)) diff --git a/code/modules/projectiles/ammunition.dm b/code/modules/projectiles/ammunition.dm index da53ee3ac7a..894455b8a35 100644 --- a/code/modules/projectiles/ammunition.dm +++ b/code/modules/projectiles/ammunition.dm @@ -97,7 +97,7 @@ obj_flags = OBJ_FLAG_CONDUCTABLE slot_flags = SLOT_BELT item_state = "box" - matter = list(DEFAULT_WALL_MATERIAL = 500) + matter = list(MATERIAL_STEEL = 500) throwforce = 5 w_class = WEIGHT_CLASS_SMALL throw_speed = 4 diff --git a/code/modules/projectiles/ammunition/boxes.dm b/code/modules/projectiles/ammunition/boxes.dm index 6c02f680f4c..35eb98bb549 100644 --- a/code/modules/projectiles/ammunition/boxes.dm +++ b/code/modules/projectiles/ammunition/boxes.dm @@ -17,7 +17,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ caliber = "357" insert_sound = SFX_RELOAD_REVOLVER ammo_type = /obj/item/ammo_casing/a357 - matter = list(DEFAULT_WALL_MATERIAL = 1260) + matter = list(MATERIAL_STEEL = 1260) max_ammo = 8 multiple_sprites = TRUE @@ -27,7 +27,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ caliber = "454" insert_sound = SFX_RELOAD_REVOLVER ammo_type = /obj/item/ammo_casing/a454 - matter = list(DEFAULT_WALL_MATERIAL = 1260) + matter = list(MATERIAL_STEEL = 1260) max_ammo = 7 multiple_sprites = TRUE @@ -36,7 +36,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ icon_state = "38" caliber = "38" insert_sound = SFX_RELOAD_REVOLVER - matter = list(DEFAULT_WALL_MATERIAL = 360) + matter = list(MATERIAL_STEEL = 360) ammo_type = /obj/item/ammo_casing/c38 max_ammo = 6 multiple_sprites = TRUE @@ -48,7 +48,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ /obj/item/ammo_magazine/c38/emp name = "speed loader (.38 haywire)" ammo_type = /obj/item/ammo_casing/c38/emp - matter = list(DEFAULT_WALL_MATERIAL = 360, MATERIAL_URANIUM = 600) + matter = list(MATERIAL_STEEL = 360, MATERIAL_URANIUM = 600) /obj/item/ammo_magazine/c45/revolver name = "speed loader (.45)" @@ -78,7 +78,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ icon_state = "9mm" origin_tech = list(TECH_COMBAT = 2) caliber = ".45" - matter = list(DEFAULT_WALL_MATERIAL = 2250) + matter = list(MATERIAL_STEEL = 2250) ammo_type = /obj/item/ammo_casing/c45 max_ammo = 30 @@ -87,7 +87,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ icon_state = "45x" origin_tech = list(TECH_COMBAT = 3) mag_type = MAGAZINE - matter = list(DEFAULT_WALL_MATERIAL = 600) + matter = list(MATERIAL_STEEL = 600) caliber = ".45" ammo_type = /obj/item/ammo_casing/c45 max_ammo = 16 @@ -99,7 +99,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ origin_tech = list(TECH_COMBAT = 2) mag_type = MAGAZINE caliber = ".50" - matter = list(DEFAULT_WALL_MATERIAL = 1260) + matter = list(MATERIAL_STEEL = 1260) ammo_type = /obj/item/ammo_casing/a50 max_ammo = 7 multiple_sprites = 1 @@ -112,7 +112,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ icon_state = "45" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/c45 - matter = list(DEFAULT_WALL_MATERIAL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal + matter = list(MATERIAL_STEEL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal caliber = ".45" max_ammo = 9 multiple_sprites = 1 @@ -201,7 +201,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ icon_state = "12mm" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/c10mm - matter = list(DEFAULT_WALL_MATERIAL = 475) //metal costs are very roughly based around 1 .45 casing = 75 metal + matter = list(MATERIAL_STEEL = 475) //metal costs are very roughly based around 1 .45 casing = 75 metal caliber = "10mm" max_ammo = 12 multiple_sprites = 1 @@ -217,7 +217,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ name = "ammo clip (10mm)" icon_state = "10mmclip" mag_type = SPEEDLOADER - matter = list(DEFAULT_WALL_MATERIAL = 1800) + matter = list(MATERIAL_STEEL = 1800) max_ammo = 5 multiple_sprites = 1 insert_sound = 'sound/weapons/clip_insert.ogg' @@ -227,7 +227,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ icon_state = "9x19p" origin_tech = list(TECH_COMBAT = 2) mag_type = MAGAZINE - matter = list(DEFAULT_WALL_MATERIAL = 600) + matter = list(MATERIAL_STEEL = 600) caliber = "9mm" ammo_type = /obj/item/ammo_casing/c9mm max_ammo = 12 @@ -256,7 +256,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ name = "ammunition box (9mm)" icon_state = "9mm" origin_tech = list(TECH_COMBAT = 2) - matter = list(DEFAULT_WALL_MATERIAL = 1800) + matter = list(MATERIAL_STEEL = 1800) caliber = "9mm" insert_sound = SFX_RELOAD_POLYMER_SLIDE ammo_type = /obj/item/ammo_casing/c9mm @@ -270,7 +270,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ icon_state = "9mmt" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/c9mm - matter = list(DEFAULT_WALL_MATERIAL = 1200) + matter = list(MATERIAL_STEEL = 1200) caliber = "9mm" insert_sound = SFX_RELOAD_POLYMER_SLIDE max_ammo = 20 @@ -292,7 +292,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ icon_state = "9mm" origin_tech = list(TECH_COMBAT = 2) caliber = ".45" - matter = list(DEFAULT_WALL_MATERIAL = 2250) + matter = list(MATERIAL_STEEL = 2250) ammo_type = /obj/item/ammo_casing/c45 max_ammo = 30 @@ -306,7 +306,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ mag_type = MAGAZINE caliber = "10mm" insert_sound = SFX_RELOAD_POLYMER_SLIDE - matter = list(DEFAULT_WALL_MATERIAL = 1500) + matter = list(MATERIAL_STEEL = 1500) ammo_type = /obj/item/ammo_casing/c10mm max_ammo = 20 multiple_sprites = 1 @@ -319,7 +319,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ icon_state = "uzi45" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/c45 - matter = list(DEFAULT_WALL_MATERIAL = 1200) + matter = list(MATERIAL_STEEL = 1200) caliber = ".45" max_ammo = 16 insert_sound = SFX_RELOAD_POLYMER_SLIDE @@ -333,7 +333,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ icon_state = "tommy-mag" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/c45 - matter = list(DEFAULT_WALL_MATERIAL = 1500) + matter = list(MATERIAL_STEEL = 1500) caliber = ".45" insert_sound = SFX_RELOAD_POLYMER_SLIDE max_ammo = 20 @@ -346,7 +346,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ icon_state = "tommy-mag" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/c6mm - matter = list(DEFAULT_WALL_MATERIAL = 1500) + matter = list(MATERIAL_STEEL = 1500) caliber = "6mm" insert_sound = SFX_RELOAD_POLYMER_SLIDE max_ammo = 30 @@ -357,7 +357,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ w_class = WEIGHT_CLASS_NORMAL // Bulky ammo doesn't fit in your pockets! mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/c45 - matter = list(DEFAULT_WALL_MATERIAL = 3750) + matter = list(MATERIAL_STEEL = 3750) caliber = ".45" insert_sound = SFX_RELOAD_POLYMER_SLIDE max_ammo = 50 @@ -382,7 +382,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ mag_type = MAGAZINE caliber = "a556" insert_sound = SFX_RELOAD_RIFLE_SLIDE - matter = list(DEFAULT_WALL_MATERIAL = 1800) + matter = list(MATERIAL_STEEL = 1800) ammo_type = /obj/item/ammo_casing/a556 max_ammo = 30 multiple_sprites = 1 @@ -413,7 +413,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ name = "carbine magazine (5.56mm)" icon_state = "5.56c" desc = "A 5.56 ammo magazine fit for a carbine, not an assault rifle." - matter = list(DEFAULT_WALL_MATERIAL = 1250) + matter = list(MATERIAL_STEEL = 1250) max_ammo = 15 /obj/item/ammo_magazine/a556/carbine/empty @@ -448,7 +448,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ name = "makeshift magazine (5.56mm)" icon_state = "5.56m" origin_tech = list(TECH_COMBAT = 1) - matter = list(DEFAULT_WALL_MATERIAL = 600) + matter = list(MATERIAL_STEEL = 600) max_ammo = 7 /obj/item/ammo_magazine/a556/makeshift/empty @@ -467,7 +467,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ mag_type = MAGAZINE caliber = "a65" insert_sound = SFX_RELOAD_RIFLE_SLIDE - matter = list(DEFAULT_WALL_MATERIAL = 1800) + matter = list(MATERIAL_STEEL = 1800) ammo_type = /obj/item/ammo_casing/a65 max_ammo = 20 multiple_sprites = 1 @@ -508,7 +508,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ mag_type = MAGAZINE caliber = "a762" insert_sound = SFX_RELOAD_RIFLE_SLIDE - matter = list(DEFAULT_WALL_MATERIAL = 4500) + matter = list(MATERIAL_STEEL = 4500) ammo_type = /obj/item/ammo_casing/a762 max_ammo = 50 multiple_sprites = 1 @@ -522,7 +522,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ mag_type = MAGAZINE caliber = "a762" insert_sound = SFX_RELOAD_RIFLE_SLIDE - matter = list(DEFAULT_WALL_MATERIAL = 1800) + matter = list(MATERIAL_STEEL = 1800) ammo_type = /obj/item/ammo_casing/a762 max_ammo = 20 multiple_sprites = 1 @@ -544,7 +544,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ icon_state = "762" ammo_type = /obj/item/ammo_casing/a762 caliber = "a762" - matter = list(DEFAULT_WALL_MATERIAL = 1800) + matter = list(MATERIAL_STEEL = 1800) max_ammo = 5 multiple_sprites = 1 insert_sound = 'sound/weapons/clip_insert.ogg' @@ -571,7 +571,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ icon_state = "SVD" mag_type = MAGAZINE caliber = "a762" - matter = list(DEFAULT_WALL_MATERIAL = 1200) + matter = list(MATERIAL_STEEL = 1200) ammo_type = /obj/item/ammo_casing/a762 max_ammo = 10 multiple_sprites = 1 @@ -584,7 +584,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ icon_state = "a68" mag_type = MAGAZINE caliber = "6.8mm" - matter = list(DEFAULT_WALL_MATERIAL = 1800) + matter = list(MATERIAL_STEEL = 1800) ammo_type = /obj/item/ammo_casing/a68/ max_ammo = 25 multiple_sprites = 1 @@ -610,7 +610,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ mag_type = MAGAZINE caliber = "flechette" insert_sound = SFX_RELOAD_RIFLE_SLIDE - matter = list(DEFAULT_WALL_MATERIAL = 1200) + matter = list(MATERIAL_STEEL = 1200) ammo_type = /obj/item/ammo_casing/flechette max_ammo = 40 multiple_sprites = 1 @@ -625,7 +625,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ icon_state = "flechette_e" mag_type = MAGAZINE caliber = "flechette" - matter = list(DEFAULT_WALL_MATERIAL = 1200) + matter = list(MATERIAL_STEEL = 1200) ammo_type = /obj/item/ammo_casing/flechette/explosive max_ammo = 10 multiple_sprites = 1 @@ -653,13 +653,13 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ name = "magazine (incendiary shells)" icon_state = "csmi" ammo_type = /obj/item/ammo_casing/shotgun/incendiary - matter = list(DEFAULT_WALL_MATERIAL = 3600) + matter = list(MATERIAL_STEEL = 3600) /obj/item/ammo_magazine/assault_shotgun/stun name = "magazine (stun shells)" icon_state = "csms" ammo_type = /obj/item/ammo_casing/shotgun/stunshell - matter = list(DEFAULT_WALL_MATERIAL = 2880, MATERIAL_GLASS = 5760) + matter = list(MATERIAL_STEEL = 2880, MATERIAL_GLASS = 5760) /obj/item/ammo_magazine/xanan_shotgun name = "magazine" @@ -772,7 +772,7 @@ If nothing is chosen, reload sounds revert to the default, which is metal_slide_ caliber = "caps" color = "#FF0000" ammo_type = /obj/item/ammo_casing/cap - matter = list(DEFAULT_WALL_MATERIAL = 600) + matter = list(MATERIAL_STEEL = 600) max_ammo = 7 multiple_sprites = 1 diff --git a/code/modules/projectiles/ammunition/bullets.dm b/code/modules/projectiles/ammunition/bullets.dm index 39d1a726b9f..e043aa2abc8 100644 --- a/code/modules/projectiles/ammunition/bullets.dm +++ b/code/modules/projectiles/ammunition/bullets.dm @@ -35,7 +35,7 @@ desc = "A .38 bullet casing fitted with a single-use ion pulse generator." projectile_type = /obj/projectile/ion/small icon_state = "empcasing" - matter = list(DEFAULT_WALL_MATERIAL = 130, MATERIAL_URANIUM = 100) + matter = list(MATERIAL_STEEL = 130, MATERIAL_URANIUM = 100) /obj/item/ammo_casing/c38/spent/Initialize() . = ..() @@ -132,7 +132,7 @@ spent_icon = "slshell-spent" caliber = "shotgun" projectile_type = /obj/projectile/bullet/shotgun - matter = list(DEFAULT_WALL_MATERIAL = 360) + matter = list(MATERIAL_STEEL = 360) reload_sound = SFX_RELOAD_SHOTGUN drop_sound = SFX_CASING_DROP_SHOTGUN max_stack = 8 @@ -149,7 +149,7 @@ icon_state = "gshell" spent_icon = "gshell-spent" projectile_type = /obj/projectile/bullet/pellet/shotgun - matter = list(DEFAULT_WALL_MATERIAL = 360) + matter = list(MATERIAL_STEEL = 360) /obj/item/ammo_casing/shotgun/pellet/used/Initialize() . = ..() @@ -163,7 +163,7 @@ icon_state = "blshell" spent_icon = "blshell-spent" projectile_type = /obj/projectile/bullet/blank - matter = list(DEFAULT_WALL_MATERIAL = 90) + matter = list(MATERIAL_STEEL = 90) /obj/item/ammo_casing/shotgun/practice name = "shotgun shell" @@ -179,7 +179,7 @@ icon_state = "bshell" spent_icon = "bshell-spent" projectile_type = /obj/projectile/bullet/shotgun/beanbag - matter = list(DEFAULT_WALL_MATERIAL = 180) + matter = list(MATERIAL_STEEL = 180) //Can stun in one hit if aimed at the head, but //is blocked by clothing that stops tasers and is vulnerable to EMP @@ -189,7 +189,7 @@ icon_state = "stunshell" spent_icon = "stunshell-spent" projectile_type = /obj/projectile/energy/electrode/stunshot - matter = list(DEFAULT_WALL_MATERIAL = 360, MATERIAL_GLASS = 720) + matter = list(MATERIAL_STEEL = 360, MATERIAL_GLASS = 720) reload_sound = 'sound/weapons/reload_shell_emp.ogg' /obj/item/ammo_casing/shotgun/stunshell/emp_act(severity) @@ -207,7 +207,7 @@ icon_state = "fshell" spent_icon = "fshell-spent" projectile_type = /obj/projectile/energy/flash/flare - matter = list(DEFAULT_WALL_MATERIAL = 90, MATERIAL_GLASS = 90) + matter = list(MATERIAL_STEEL = 90, MATERIAL_GLASS = 90) reload_sound = 'sound/weapons/reload_shell_emp.ogg' /obj/item/ammo_casing/shotgun/incendiary @@ -216,7 +216,7 @@ icon_state = "ishell" spent_icon = "ishell-spent" projectile_type = /obj/projectile/bullet/shotgun/incendiary - matter = list(DEFAULT_WALL_MATERIAL = 450) + matter = list(MATERIAL_STEEL = 450) /obj/item/ammo_casing/shotgun/emp name = "haywire slug" @@ -224,7 +224,7 @@ icon_state = "empshell" spent_icon = "empshell-spent" projectile_type = /obj/projectile/ion - matter = list(DEFAULT_WALL_MATERIAL = 260, MATERIAL_URANIUM = 200) + matter = list(MATERIAL_STEEL = 260, MATERIAL_URANIUM = 200) reload_sound = 'sound/weapons/reload_shell_emp.ogg' /obj/item/ammo_casing/shotgun/tracking @@ -293,7 +293,7 @@ desc = "A 14.5mm shell." caliber = "14.5mm" projectile_type = /obj/projectile/bullet/rifle/a145 - matter = list(DEFAULT_WALL_MATERIAL = 1250) + matter = list(MATERIAL_STEEL = 1250) icon_state = "lcasing" spent_icon = "lcasing-spent" max_stack = 2 @@ -441,7 +441,7 @@ icon_state = "cannonball" caliber = "cannon" projectile_type = /obj/projectile/bullet/cannonball - matter = list(DEFAULT_WALL_MATERIAL = 800) + matter = list(MATERIAL_STEEL = 800) w_class = WEIGHT_CLASS_NORMAL slot_flags = null max_stack = 1 diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index 93322adcb47..dc6d90585e0 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -50,7 +50,7 @@ ABSTRACT_TYPE(/obj/item/gun) contained_sprite = TRUE obj_flags = OBJ_FLAG_CONDUCTABLE slot_flags = SLOT_BELT|SLOT_HOLSTER - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MATERIAL_STEEL = 2000) w_class = WEIGHT_CLASS_NORMAL throwforce = 5 throw_speed = 4 diff --git a/code/modules/projectiles/guns/energy/blaster.dm b/code/modules/projectiles/guns/energy/blaster.dm index 7e43700eb34..6d96ce8ee1f 100644 --- a/code/modules/projectiles/guns/energy/blaster.dm +++ b/code/modules/projectiles/guns/energy/blaster.dm @@ -10,7 +10,7 @@ w_class = WEIGHT_CLASS_SMALL force = 11 origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 2) - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MATERIAL_STEEL = 2000) offhand_accuracy = 1 projectile_type = /obj/projectile/energy/blaster max_shots = 12 diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm index 16e48ce868a..33d4240278c 100644 --- a/code/modules/projectiles/guns/energy/laser.dm +++ b/code/modules/projectiles/guns/energy/laser.dm @@ -84,7 +84,7 @@ w_class = WEIGHT_CLASS_BULKY accuracy = 0 force = 15 - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MATERIAL_STEEL = 2000) origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2) projectile_type = /obj/projectile/beam/shotgun max_shots = 28 @@ -116,7 +116,7 @@ ABSTRACT_TYPE(/obj/item/gun/energy/lasertag) origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2) self_recharge = TRUE recharge_time = 2 - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MATERIAL_STEEL = 2000) fire_sound = 'sound/weapons/laser1.ogg' projectile_type = /obj/projectile/beam/laser_tag pin = /obj/item/firing_pin/tag/red diff --git a/code/modules/projectiles/guns/energy/mining.dm b/code/modules/projectiles/guns/energy/mining.dm index 87d70740098..ca4817d4000 100644 --- a/code/modules/projectiles/guns/energy/mining.dm +++ b/code/modules/projectiles/guns/energy/mining.dm @@ -15,7 +15,7 @@ sharp = TRUE edge = TRUE origin_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 3, TECH_ENGINEERING = 3) - matter = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_GLASS = 2000) + matter = list(MATERIAL_STEEL = 4000, MATERIAL_GLASS = 2000) projectile_type = /obj/projectile/beam/plasmacutter cell_type = /obj/item/cell/high charge_cost = 666.66 // 15 shots on a high cap cell diff --git a/code/modules/projectiles/guns/energy/modular.dm b/code/modules/projectiles/guns/energy/modular.dm index 5b5d8cb1539..28790a4e86f 100644 --- a/code/modules/projectiles/guns/energy/modular.dm +++ b/code/modules/projectiles/guns/energy/modular.dm @@ -12,7 +12,7 @@ w_class = WEIGHT_CLASS_NORMAL force = 15 origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2) - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MATERIAL_STEEL = 2000) can_turret = TRUE zoomdevicename = null max_shots = 0 diff --git a/code/modules/projectiles/guns/energy/rifle.dm b/code/modules/projectiles/guns/energy/rifle.dm index 36845d7c103..a0947c437e3 100644 --- a/code/modules/projectiles/guns/energy/rifle.dm +++ b/code/modules/projectiles/guns/energy/rifle.dm @@ -26,7 +26,7 @@ sel_mode = 1 projectile_type = /obj/projectile/beam/stun - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MATERIAL_STEEL = 2000) origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2, TECH_MAGNET = 3) modifystate = "eriflestun" diff --git a/code/modules/projectiles/guns/energy/stun.dm b/code/modules/projectiles/guns/energy/stun.dm index 65a261a19e5..ecea35d7657 100644 --- a/code/modules/projectiles/guns/energy/stun.dm +++ b/code/modules/projectiles/guns/energy/stun.dm @@ -41,7 +41,7 @@ has_item_ratio = FALSE w_class = WEIGHT_CLASS_SMALL origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 2, TECH_ILLEGAL = 5) - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MATERIAL_STEEL = 2000) slot_flags = SLOT_BELT suppressed = TRUE can_unsuppress = FALSE @@ -73,5 +73,5 @@ force = 15 icon_state = "crossbowlarge" item_state = "crossbow" - matter = list(DEFAULT_WALL_MATERIAL = 200000) + matter = list(MATERIAL_STEEL = 200000) projectile_type = /obj/projectile/energy/bolt/large diff --git a/code/modules/projectiles/guns/launcher/crossbow.dm b/code/modules/projectiles/guns/launcher/crossbow.dm index cbc6deb9fbf..0487bda9678 100644 --- a/code/modules/projectiles/guns/launcher/crossbow.dm +++ b/code/modules/projectiles/guns/launcher/crossbow.dm @@ -259,9 +259,10 @@ else to_chat(user, SPAN_NOTICE("You need at least five segments of cable coil to complete this task.")) return - else if(istype(attacking_item,/obj/item/stack/material) && attacking_item.get_material_name() == MATERIAL_PLASTIC) - if(buildstate == 3) - var/obj/item/stack/material/P = attacking_item + else if(istype(attacking_item,/obj/item/stack/material)) + var/obj/item/stack/material/P = attacking_item + var/singleton/material/P_material = P.get_material() + if(buildstate == 3 && P_material.type == MATERIAL_PLASTIC) if(P.use(3)) to_chat(user, SPAN_NOTICE("You assemble and install heavy plastic limbs onto the crossbow.")) buildstate++ @@ -269,6 +270,7 @@ else to_chat(user, SPAN_NOTICE("You need at least three plastic sheets to complete this task.")) return + return ..() else if(attacking_item.tool_behaviour == TOOL_SCREWDRIVER) if(buildstate == 5) to_chat(user, SPAN_NOTICE("You secure the crossbow's various parts.")) diff --git a/code/modules/projectiles/guns/launcher/grenade_launcher.dm b/code/modules/projectiles/guns/launcher/grenade_launcher.dm index e78b0db9784..70e588cac74 100644 --- a/code/modules/projectiles/guns/launcher/grenade_launcher.dm +++ b/code/modules/projectiles/guns/launcher/grenade_launcher.dm @@ -23,7 +23,7 @@ var/obj/item/grenade/chambered var/list/grenades = new/list() var/max_grenades = 5 //holds this + one in the chamber - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MATERIAL_STEEL = 2000) /obj/item/gun/launcher/grenade/feedback_hints(mob/user, distance, is_adjacent) diff --git a/code/modules/projectiles/guns/launcher/pneumatic.dm b/code/modules/projectiles/guns/launcher/pneumatic.dm index 4967a4f30cb..8ce380b1ce5 100644 --- a/code/modules/projectiles/guns/launcher/pneumatic.dm +++ b/code/modules/projectiles/guns/launcher/pneumatic.dm @@ -178,9 +178,13 @@ buildstate++ update_icon() return - else if(istype(attacking_item, /obj/item/stack/material) && attacking_item.get_material_name() == DEFAULT_WALL_MATERIAL) + else if(istype(attacking_item, /obj/item/stack/material)) + var/obj/item/stack/material/material_stack = attacking_item + var/singleton/material/stack_material = material_stack.get_material() + if(stack_material?.type != MATERIAL_STEEL) + return ..() if(buildstate == 2) - var/obj/item/stack/material/M = attacking_item + var/obj/item/stack/material/M = material_stack if(M.use(5)) to_chat(user, SPAN_NOTICE("You assemble a chassis around the cannon frame.")) buildstate++ diff --git a/code/modules/projectiles/guns/launcher/syringe_gun.dm b/code/modules/projectiles/guns/launcher/syringe_gun.dm index 9d5e656ef8a..5c2ef4f19fc 100644 --- a/code/modules/projectiles/guns/launcher/syringe_gun.dm +++ b/code/modules/projectiles/guns/launcher/syringe_gun.dm @@ -4,7 +4,7 @@ icon = 'icons/obj/ammo.dmi' icon_state = "syringe-cartridge" var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot - matter = list(DEFAULT_WALL_MATERIAL = 125, MATERIAL_GLASS = 375) + matter = list(MATERIAL_STEEL = 125, MATERIAL_GLASS = 375) obj_flags = OBJ_FLAG_CONDUCTABLE slot_flags = SLOT_BELT | SLOT_EARS throwforce = 3 @@ -69,7 +69,7 @@ item_state = "syringegun" w_class = WEIGHT_CLASS_NORMAL force = 16 - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MATERIAL_STEEL = 2000) slot_flags = SLOT_BELT fire_sound = 'sound/weapons/click.ogg' diff --git a/code/modules/projectiles/guns/projectile.dm b/code/modules/projectiles/guns/projectile.dm index e03cbfbf61c..74b4e17ed22 100644 --- a/code/modules/projectiles/guns/projectile.dm +++ b/code/modules/projectiles/guns/projectile.dm @@ -3,7 +3,7 @@ ABSTRACT_TYPE(/obj/item/gun/projectile) desc = "A gun that fires bullets." origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2) w_class = WEIGHT_CLASS_NORMAL - matter = list(DEFAULT_WALL_MATERIAL = 1000) + matter = list(MATERIAL_STEEL = 1000) recoil = 1 var/caliber = "357" //determines which casings will fit diff --git a/code/modules/psionics/complexus/complexus_helpers.dm b/code/modules/psionics/complexus/complexus_helpers.dm index 8cde41a9e39..870e98fe57e 100644 --- a/code/modules/psionics/complexus/complexus_helpers.dm +++ b/code/modules/psionics/complexus/complexus_helpers.dm @@ -20,6 +20,11 @@ if(!defer_update) update() +/datum/psi_complexus/proc/ensure_base_psi_points(var/point_total) + var/current_point_total = psi_points + spent_psi_points + if(point_total > current_point_total) + psi_points += point_total - current_point_total + /datum/psi_complexus/proc/get_rank() return psionic_rank diff --git a/code/modules/psionics/complexus/complexus_process.dm b/code/modules/psionics/complexus/complexus_process.dm index 132357e3716..2ba6e6ac8d8 100644 --- a/code/modules/psionics/complexus/complexus_process.dm +++ b/code/modules/psionics/complexus/complexus_process.dm @@ -1,7 +1,8 @@ /datum/psi_complexus/proc/update(var/force) set waitfor = FALSE - if(force || last_psionic_rank != psionic_rank) + var/rank_changed = (get_rank() != last_psionic_rank) + if(force || rank_changed) if(psionic_rank == 0) qdel(src) return @@ -29,24 +30,27 @@ else if(psionic_rank == PSI_RANK_HARMONIOUS) aura_color = "#64c464" - if(psionic_rank > PSI_RANK_SENSITIVE && (get_rank() != last_psionic_rank)) + if(psionic_rank > PSI_RANK_SENSITIVE && rank_changed) + var/base_psi_points = 0 switch(psionic_rank) if(PSI_RANK_HARMONIOUS) - psi_points = PSI_POINTS_HARMONIOUS + base_psi_points = PSI_POINTS_HARMONIOUS if(PSI_RANK_APEX) - psi_points = PSI_POINTS_APEX + base_psi_points = PSI_POINTS_APEX if(PSI_RANK_LIMITLESS) - psi_points = PSI_POINTS_LIMITLESS - else - psi_points = 0 + base_psi_points = PSI_POINTS_LIMITLESS + ensure_base_psi_points(base_psi_points) /// We had special abilities unique to our level, so get rid of 'em. if(last_psionic_rank > PSI_RANK_HARMONIOUS) wipe_user_abilities() - if(last_psionic_rank > PSI_RANK_SENSITIVE && psionic_rank < PSI_RANK_HARMONIOUS && (get_rank() != last_psionic_rank)) + if(last_psionic_rank > PSI_RANK_SENSITIVE && psionic_rank < PSI_RANK_HARMONIOUS && rank_changed) psi_points = 0 wipe_user_abilities() + if(rank_changed) + last_psionic_rank = psionic_rank + if(!announced && owner && owner.client && !QDELETED(src)) announced = TRUE to_chat(owner, "
") diff --git a/code/modules/psionics/interface/ui_hub.dm b/code/modules/psionics/interface/ui_hub.dm index 2b061d676ff..eee54d4c024 100644 --- a/code/modules/psionics/interface/ui_hub.dm +++ b/code/modules/psionics/interface/ui_hub.dm @@ -93,10 +93,12 @@ var/psionic_path = text2path(params["buy"]) if(ispath(psionic_path)) var/singleton/psionic_power/P = GET_SINGLETON(psionic_path) - if(P.point_cost > owner.psi.psi_points) + var/point_cost = max(P.point_cost, 0) + if(point_cost > owner.psi.psi_points) to_chat(owner, SPAN_WARNING("You can't afford that!")) return if(P.apply(owner)) to_chat(owner, SPAN_NOTICE("You are now capable of using [P.name].")) - owner.psi.psi_points = max(owner.psi.psi_points - P.point_cost, 0) + owner.psi.psi_points = max(owner.psi.psi_points - point_cost, 0) + owner.psi.spent_psi_points += point_cost return TRUE diff --git a/code/modules/reagents/reagent_containers.dm b/code/modules/reagents/reagent_containers.dm index 6c764a0bd9e..4bdbb20ebc8 100644 --- a/code/modules/reagents/reagent_containers.dm +++ b/code/modules/reagents/reagent_containers.dm @@ -55,7 +55,7 @@ if(!possible_transfer_amounts) src.verbs -= /obj/item/reagent_containers/verb/set_APTFT create_reagents(volume) - shatter_material = GET_SINGLETON(shatter_material) + shatter_material = SSmaterials.get_material_by_id(shatter_material) /obj/item/reagent_containers/attack_self(mob/user) return diff --git a/code/modules/reagents/reagent_containers/glass.dm b/code/modules/reagents/reagent_containers/glass.dm index c85752de94d..3e5c9195296 100644 --- a/code/modules/reagents/reagent_containers/glass.dm +++ b/code/modules/reagents/reagent_containers/glass.dm @@ -318,7 +318,7 @@ icon_state = "woodbucket" item_state = "woodbucket" center_of_mass = list("x" = 16,"y" = 8) - matter = list("wood" = 50) + matter = list(MATERIAL_WOOD = 50) drop_sound = 'sound/items/drop/wooden.ogg' pickup_sound = 'sound/items/pickup/wooden.ogg' helmet_type = /obj/item/clothing/head/helmet/bucket/wood diff --git a/code/modules/reagents/reagent_containers/hypospray.dm b/code/modules/reagents/reagent_containers/hypospray.dm index ba3bd7521f2..fd3d7ab8016 100644 --- a/code/modules/reagents/reagent_containers/hypospray.dm +++ b/code/modules/reagents/reagent_containers/hypospray.dm @@ -21,7 +21,7 @@ var/armorcheck = 1 var/time = 3 SECONDS var/image/filling //holds a reference to the current filling overlay - matter = list(MATERIAL_GLASS = 400, DEFAULT_WALL_MATERIAL = 200) + matter = list(MATERIAL_GLASS = 400, MATERIAL_STEEL = 200) /obj/item/reagent_containers/hypospray/mechanics_hints(mob/user, distance, is_adjacent) . += ..() diff --git a/code/modules/reagents/reagent_containers/inhaler.dm b/code/modules/reagents/reagent_containers/inhaler.dm index 2fc15cac9ab..1c8a838a5d5 100644 --- a/code/modules/reagents/reagent_containers/inhaler.dm +++ b/code/modules/reagents/reagent_containers/inhaler.dm @@ -19,7 +19,7 @@ var/spent = FALSE /// Define to false if overlays aren't wanted, such as if the sprite isn't designed for them. var/has_overlays = TRUE - matter = list(MATERIAL_GLASS = 400, DEFAULT_WALL_MATERIAL = 200) + matter = list(MATERIAL_GLASS = 400, MATERIAL_STEEL = 200) /obj/item/reagent_containers/inhaler/feedback_hints(mob/user, distance, is_adjacent) . += ..() diff --git a/code/modules/reagents/reagent_containers/inhaler_advanced.dm b/code/modules/reagents/reagent_containers/inhaler_advanced.dm index 9e09c61bad9..077370f441b 100644 --- a/code/modules/reagents/reagent_containers/inhaler_advanced.dm +++ b/code/modules/reagents/reagent_containers/inhaler_advanced.dm @@ -16,7 +16,7 @@ atom_flags = ATOM_FLAG_OPEN_CONTAINER slot_flags = SLOT_BELT origin_tech = list(TECH_BIO = 2, TECH_MATERIAL = 2) - matter = list(DEFAULT_WALL_MATERIAL = 250) + matter = list(MATERIAL_STEEL = 250) center_of_mass = null storage_slot_sort_by_name = TRUE diff --git a/code/modules/recycling/disposal-construction.dm b/code/modules/recycling/disposal-construction.dm index 74b7927b38d..497325a84fb 100644 --- a/code/modules/recycling/disposal-construction.dm +++ b/code/modules/recycling/disposal-construction.dm @@ -9,7 +9,7 @@ icon_state = "conpipe-s" anchored = 0 density = 0 - matter = list(DEFAULT_WALL_MATERIAL = 1850) + matter = list(MATERIAL_STEEL = 1850) level = 2 obj_flags = OBJ_FLAG_ROTATABLE var/sortType = "" diff --git a/code/modules/recycling/sortingmachinery.dm b/code/modules/recycling/sortingmachinery.dm index a5370d9cf09..6a692c48abb 100755 --- a/code/modules/recycling/sortingmachinery.dm +++ b/code/modules/recycling/sortingmachinery.dm @@ -255,7 +255,7 @@ item_state = "dest_tagger" contained_sprite = TRUE var/currTag = 0 - matter = list(DEFAULT_WALL_MATERIAL = 250, MATERIAL_GLASS = 140) + matter = list(MATERIAL_STEEL = 250, MATERIAL_GLASS = 140) w_class = WEIGHT_CLASS_SMALL obj_flags = OBJ_FLAG_CONDUCTABLE slot_flags = SLOT_BELT diff --git a/code/modules/research/designs/mechfab/hardsuit/modules.dm b/code/modules/research/designs/mechfab/hardsuit/modules.dm index 4b5f584e4da..e5ec2c92e01 100644 --- a/code/modules/research/designs/mechfab/hardsuit/modules.dm +++ b/code/modules/research/designs/mechfab/hardsuit/modules.dm @@ -7,124 +7,124 @@ name = "Storage Module" desc = "A storage unit for storing a precious few items in a hardsuit." req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_GLASS = 20000) + materials = list(MATERIAL_STEEL = 30000, MATERIAL_GLASS = 20000) build_path = /obj/item/rig_module/storage /datum/design/hardsuitmodules/iss_module name = "IIS Module" desc = "An integrated intelligence system module suitable for most hardsuits." req_tech = list(TECH_DATA = 3, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 7500) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 7500) build_path = /obj/item/rig_module/ai_container /datum/design/hardsuitmodules/sink_module name = "Hardsuit Powersink" desc = "An heavy-duty power sink suitable for hardsuits." req_tech = list(TECH_POWER = 4, TECH_MATERIAL = 3, TECH_ENGINEERING = 4, TECH_ILLEGAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GOLD = 2000, MATERIAL_SILVER = 3000, MATERIAL_GLASS = 2000) + materials = list(MATERIAL_STEEL = 10000, MATERIAL_GOLD = 2000, MATERIAL_SILVER = 3000, MATERIAL_GLASS = 2000) build_path = /obj/item/rig_module/power_sink /datum/design/hardsuitmodules/sechud_module name = "Hardsuit Security HUD" desc = "A simple tactical information system for a hardsuit." req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 2, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000) + materials = list(MATERIAL_STEEL = 1500, MATERIAL_GLASS = 5000) build_path = /obj/item/rig_module/vision/sechud /datum/design/hardsuitmodules/medhud_module name = "Hardsuit Medical HUD" desc = "A simple medical status indicator for a hardsuit." req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 2, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000) + materials = list(MATERIAL_STEEL = 1500, MATERIAL_GLASS = 5000) build_path = /obj/item/rig_module/vision/medhud /datum/design/hardsuitmodules/nvg_module name = "Hardsuit Nightvision Interface" desc = "A multi input night vision system for a hardsuit." req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 3, TECH_MAGNET = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000, MATERIAL_URANIUM = 5000) + materials = list(MATERIAL_STEEL = 1500, MATERIAL_GLASS = 5000, MATERIAL_URANIUM = 5000) build_path = /obj/item/rig_module/vision/nvg /datum/design/hardsuitmodules/healthscanner_module name = "Hardsuit Health Scanner" desc = "A hardsuit-mounted health scanner." req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 3, TECH_MAGNET = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2500, MATERIAL_GLASS = 5250) + materials = list(MATERIAL_STEEL = 2500, MATERIAL_GLASS = 5250) build_path = /obj/item/rig_module/device/healthscanner /datum/design/hardsuitmodules/chem_module name = "Mounted Chemical Injector" desc = "A complex web of tubing and a large needle suitable for hardsuit use." req_tech = list(TECH_BIO = 5, TECH_MATERIAL = 4, TECH_DATA = 3, TECH_PHORON = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 9250, MATERIAL_GOLD = 2500, MATERIAL_SILVER = 4250, MATERIAL_PHORON = 5500) + materials = list(MATERIAL_STEEL = 10000, MATERIAL_GLASS = 9250, MATERIAL_GOLD = 2500, MATERIAL_SILVER = 4250, MATERIAL_PHORON = 5500) build_path = /obj/item/rig_module/chem_dispenser/injector /datum/design/hardsuitmodules/plasmacutter_module name = "Hardsuit Plasma Cutter" desc = "A self-sustaining plasma arc capable of cutting through walls." req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 3, TECH_PHORON = 4) - materials = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_GLASS = 5250, MATERIAL_SILVER = 5250, MATERIAL_PHORON = 7250) + materials = list(MATERIAL_STEEL = 30000, MATERIAL_GLASS = 5250, MATERIAL_SILVER = 5250, MATERIAL_PHORON = 7250) build_path = /obj/item/rig_module/mounted/plasmacutter /datum/design/hardsuitmodules/jet_module name = "Hardsuit Maneuvering Jets" desc = "A compact gas thruster system for a hardsuit." req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 3, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GLASS = 4250, MATERIAL_SILVER = 4250, MATERIAL_URANIUM = 5250) + materials = list(MATERIAL_STEEL = 15000, MATERIAL_GLASS = 4250, MATERIAL_SILVER = 4250, MATERIAL_URANIUM = 5250) build_path = /obj/item/rig_module/maneuvering_jets /datum/design/hardsuitmodules/drill_module name = "Hardsuit Drill Mount" desc = "A very heavy diamond-tipped drill." req_tech = list(TECH_ENGINEERING = 5, TECH_MATERIAL = 5, TECH_POWER = 4, TECH_MAGNET = 4) - materials = list(DEFAULT_WALL_MATERIAL = 55000, MATERIAL_GLASS = 2250, MATERIAL_SILVER = 5250, MATERIAL_DIAMOND = 3750) + materials = list(MATERIAL_STEEL = 55000, MATERIAL_GLASS = 2250, MATERIAL_SILVER = 5250, MATERIAL_DIAMOND = 3750) build_path = /obj/item/rig_module/device/drill /datum/design/hardsuitmodules/rfd_c_module name = "RFD-C Mount" desc = "A cell-powered Rapid-Fabrication-Device C-Class for a hardsuit." req_tech = list(TECH_ENGINEERING = 6, TECH_MATERIAL = 5, TECH_POWER = 5, TECH_BLUESPACE = 4) - materials = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_PHORON = 12500, MATERIAL_SILVER = 10000, MATERIAL_GOLD = 10000) + materials = list(MATERIAL_STEEL = 30000, MATERIAL_PHORON = 12500, MATERIAL_SILVER = 10000, MATERIAL_GOLD = 10000) build_path = /obj/item/rig_module/device/rfd_c /datum/design/hardsuitmodules/actuators_module name = "Leg Actuators" desc = "A set of electromechanical actuators, for safe traversal of multilevelled areas." req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 4, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 85000, MATERIAL_GLASS = 1250) + materials = list(MATERIAL_STEEL = 85000, MATERIAL_GLASS = 1250) build_path = /obj/item/rig_module/actuators /datum/design/hardsuitmodules/taser_module name = "Mounted Taser" desc = "A palm-mounted non-lethal energy projector." req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_COMBAT = 3, TECH_MAGNET = 2) - materials = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 5250) + materials = list(MATERIAL_STEEL = 7000, MATERIAL_GLASS = 5250) build_path = /obj/item/rig_module/mounted/taser /datum/design/hardsuitmodules/egun_module name = "Mounted Energy Gun" desc = "A forearm-mounted energy projector." req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 4, TECH_COMBAT = 4, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 2250, MATERIAL_URANIUM = 3250, MATERIAL_GOLD = 2500) + materials = list(MATERIAL_STEEL = 7000, MATERIAL_GLASS = 2250, MATERIAL_URANIUM = 3250, MATERIAL_GOLD = 2500) build_path = /obj/item/rig_module/mounted/egun /datum/design/hardsuitmodules/cooling_module name = "Mounted Cooling Unit" desc = "A heat sink with liquid cooled radiator." req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 5500) + materials = list(MATERIAL_STEEL = 7000, MATERIAL_GLASS = 5500) build_path = /obj/item/rig_module/cooling_unit /datum/design/hardsuitmodules/foam_sprayer name = "Mounted Foam Sprayer" desc = "A shoulder-mounted metal foam sprayer." req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GLASS = 6000) + materials = list(MATERIAL_STEEL = 15000, MATERIAL_GLASS = 6000) build_path = /obj/item/rig_module/foam_sprayer /datum/design/hardsuitmodules/recharge_module name = "Mounted Weapon Recharger" desc = "A hardsuit-integrated recharging system for energy weapons." req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 7, TECH_COMBAT = 5) - materials = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 2250, MATERIAL_URANIUM = 3250, MATERIAL_GOLD = 2500) + materials = list(MATERIAL_STEEL = 7000, MATERIAL_GLASS = 2250, MATERIAL_URANIUM = 3250, MATERIAL_GOLD = 2500) build_path = /obj/item/rig_module/recharger diff --git a/code/modules/research/designs/mechfab/hardsuit/rigs.dm b/code/modules/research/designs/mechfab/hardsuit/rigs.dm index 1ca1cf66849..7051ac4618a 100644 --- a/code/modules/research/designs/mechfab/hardsuit/rigs.dm +++ b/code/modules/research/designs/mechfab/hardsuit/rigs.dm @@ -1,7 +1,7 @@ /datum/design/rig build_type = MECHFAB category = "Hardsuit (Assemblies)" - materials = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_GLASS = 12500) + materials = list(MATERIAL_STEEL = 30000, MATERIAL_GLASS = 12500) req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 2, TECH_MAGNET = 3, TECH_POWER = 3) time = 20 SECONDS @@ -13,7 +13,7 @@ materials = list( MATERIAL_ALUMINIUM = 20000, MATERIAL_GLASS = 12500, - DEFAULT_WALL_MATERIAL = 10000, + MATERIAL_STEEL = 10000, MATERIAL_PLASTEEL = 8000, MATERIAL_LEAD = 5500, ) @@ -22,59 +22,59 @@ name = "EVA Suit Control Module Assembly" desc = "An assembly for light rig that is desiged for repairs and maintenance to the outside of habitats and vessels." build_path = /obj/item/rig_assembly/eva - materials = list(MATERIAL_ALUMINIUM = 12500, MATERIAL_GLASS = 12500, DEFAULT_WALL_MATERIAL = 7000, MATERIAL_LEAD = 5500) + materials = list(MATERIAL_ALUMINIUM = 12500, MATERIAL_GLASS = 12500, MATERIAL_STEEL = 7000, MATERIAL_LEAD = 5500) /datum/design/rig/eva/pilot name = "Pilot Suit Control Module Assembly" desc = "An assembly for a light hardsuit that is designed for pilots. It features a plasteel lining that offers excellent protection from shrapnel." build_path = /obj/item/rig_assembly/eva/pilot - materials = list(DEFAULT_WALL_MATERIAL = 25000, MATERIAL_GLASS = 12500, MATERIAL_PLASTEEL = 5500) + materials = list(MATERIAL_STEEL = 25000, MATERIAL_GLASS = 12500, MATERIAL_PLASTEEL = 5500) /datum/design/rig/industrial name = "Industrial Suit Control Module Assembly" desc = "An assembly for a heavy, powerful rig used by construction crews and mining corporations." build_path = /obj/item/rig_assembly/industrial - materials = list(DEFAULT_WALL_MATERIAL = 23000, MATERIAL_GLASS = 12500, MATERIAL_PLASTEEL = 3500, MATERIAL_LEAD = 3500) + materials = list(MATERIAL_STEEL = 23000, MATERIAL_GLASS = 12500, MATERIAL_PLASTEEL = 3500, MATERIAL_LEAD = 3500) /datum/design/rig/hazmat name = "AMI Control Module Assembly" desc = "An assembly for Anomalous Material Interaction hardsuit that protects against the strangest energies the universe can throw at it." build_path = /obj/item/rig_assembly/hazmat - materials = list(DEFAULT_WALL_MATERIAL = 25000, MATERIAL_GLASS = 25000, MATERIAL_PLASTEEL = 10000, MATERIAL_LEAD = 5500) + materials = list(MATERIAL_STEEL = 25000, MATERIAL_GLASS = 25000, MATERIAL_PLASTEEL = 10000, MATERIAL_LEAD = 5500) /datum/design/rig/medical name = "Rescue Suit Control Module Assembly" desc = "An assembly for a durable suit designed for medical rescue in high risk areas." build_path = /obj/item/rig_assembly/medical - materials = list(MATERIAL_ALUMINIUM = 20000, MATERIAL_GLASS = 17500, DEFAULT_WALL_MATERIAL = 2500, MATERIAL_LEAD = 2500, MATERIAL_PLASTEEL = 1000) + materials = list(MATERIAL_ALUMINIUM = 20000, MATERIAL_GLASS = 17500, MATERIAL_STEEL = 2500, MATERIAL_LEAD = 2500, MATERIAL_PLASTEEL = 1000) /datum/design/rig/hazard name = "Hazard Hardsuit Control Module" desc = "An assembly for a security hardsuit designed for prolonged EVA in dangerous environments." build_path = /obj/item/rig_assembly/combat/hazard req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_MAGNET = 3, TECH_POWER = 3, TECH_COMBAT = 3) - materials = list(DEFAULT_WALL_MATERIAL = 26500, MATERIAL_GLASS = 12500, MATERIAL_SILVER = 3500, MATERIAL_GOLD = 5500, MATERIAL_LEAD = 3500) + materials = list(MATERIAL_STEEL = 26500, MATERIAL_GLASS = 12500, MATERIAL_SILVER = 3500, MATERIAL_GOLD = 5500, MATERIAL_LEAD = 3500) /datum/design/rig/combat name = "Combat Hardsuit Control Module Assembly" desc = "An assembly frame for a sleek and dangerous hardsuit for active combat." build_path = /obj/item/rig_assembly/combat/combat req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_MAGNET = 3, TECH_POWER = 3, TECH_COMBAT = 5) - materials = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_GLASS = 12500, MATERIAL_SILVER = 3500, MATERIAL_GOLD = 3500, MATERIAL_URANIUM = 5550, MATERIAL_DIAMOND = 7500) + materials = list(MATERIAL_STEEL = 30000, MATERIAL_GLASS = 12500, MATERIAL_SILVER = 3500, MATERIAL_GOLD = 3500, MATERIAL_URANIUM = 5550, MATERIAL_DIAMOND = 7500) /datum/design/rig/hacker name = "Cybersuit Control Module Assembly" desc = "An assembly for an advanced powered armor suit with many cyberwarfare enhancements. Comes with built-in insulated gloves for safely tampering with electronics." build_path = /obj/item/rig_assembly/combat/illegal/hacker req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_MAGNET = 2, TECH_POWER = 3, TECH_COMBAT = 3, TECH_ILLEGAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 25000, MATERIAL_GLASS = 12500, MATERIAL_GOLD = 2500, MATERIAL_SILVER = 3500, MATERIAL_URANIUM = 5550) + materials = list(MATERIAL_STEEL = 25000, MATERIAL_GLASS = 12500, MATERIAL_GOLD = 2500, MATERIAL_SILVER = 3500, MATERIAL_URANIUM = 5550) /datum/design/rig/falcata name = "Falcata Exoskeleton Control Module Assembly" desc = "An assembly for a security exoskeleton. Though offering no vacuum protection, the Falcata serves as a lightweight platform for bearing security hardsuit modules." build_path = /obj/item/rig_assembly/combat/falcata materials = list( - DEFAULT_WALL_MATERIAL = 12500, + MATERIAL_STEEL = 12500, MATERIAL_ALUMINIUM = 12500, MATERIAL_PLASTEEL = 5000, MATERIAL_URANIUM = 3500, diff --git a/code/modules/research/designs/mechfab/mechs/designs_exosuit_equipment.dm b/code/modules/research/designs/mechfab/mechs/designs_exosuit_equipment.dm index 97b3ba29f1f..759b88a8c62 100644 --- a/code/modules/research/designs/mechfab/mechs/designs_exosuit_equipment.dm +++ b/code/modules/research/designs/mechfab/mechs/designs_exosuit_equipment.dm @@ -1,6 +1,6 @@ /datum/design/item/mechfab/exosuit_equipment name = "Hydraulic Clamp" - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MATERIAL_STEEL = 10000) time = 50 SECONDS build_path = /obj/item/mecha_equipment/clamp category = "Exosuit (Equipment)" @@ -11,12 +11,12 @@ /datum/design/item/mechfab/exosuit_equipment/drill name = "Drill" - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MATERIAL_STEEL = 10000) build_path = /obj/item/mecha_equipment/drill /datum/design/item/mechfab/exosuit_equipment/taser name = "Mounted Taser" - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MATERIAL_STEEL = 10000) req_tech = list(TECH_COMBAT = 1) build_path = /obj/item/mecha_equipment/mounted_system/combat/taser @@ -32,101 +32,101 @@ /datum/design/item/mechfab/exosuit_equipment/plasma name = "Mounted Plasma Cutter" - materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 1000, MATERIAL_GOLD = 1000, MATERIAL_PHORON = 1000) + materials = list(MATERIAL_STEEL = 2000, MATERIAL_GLASS = 1000, MATERIAL_GOLD = 1000, MATERIAL_PHORON = 1000) req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 4, TECH_ENGINEERING = 3) build_path = /obj/item/mecha_equipment/mounted_system/plasmacutter /datum/design/item/mechfab/exosuit_equipment/ion name = "Mounted Ion Rifle" - materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GOLD = 3000, MATERIAL_URANIUM = 3000, MATERIAL_PHORON = 3000) + materials = list(MATERIAL_STEEL = 10000, MATERIAL_GOLD = 3000, MATERIAL_URANIUM = 3000, MATERIAL_PHORON = 3000) req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 4) build_path = /obj/item/mecha_equipment/mounted_system/combat/ion /datum/design/item/mechfab/exosuit_equipment/laser name = "Mounted Laser Gun" - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MATERIAL_STEEL = 10000) req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 4) build_path = /obj/item/mecha_equipment/mounted_system/combat/laser /datum/design/item/mechfab/exosuit_equipment/rcd name = "Mounted RFD-C" time = 90 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_PHORON = 8000, DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GOLD = 10000) + materials = list(MATERIAL_STEEL = 30000, MATERIAL_PHORON = 8000, MATERIAL_STEEL = 15000, MATERIAL_GOLD = 10000) req_tech = list(TECH_MATERIAL = 4, TECH_BLUESPACE = 3, TECH_MAGNET = 4, TECH_POWER = 4, TECH_ENGINEERING = 4) build_path = /obj/item/mecha_equipment/mounted_system/rfd /datum/design/item/mechfab/exosuit_equipment/floodlight name = "Mounted Floodlight" - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 5000) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 5000) req_tech = list(TECH_ENGINEERING = 1) build_path = /obj/item/mecha_equipment/light /datum/design/item/mechfab/exosuit_equipment/sleeper name = "Mounted Sleeper" - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 10000) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 10000) build_path = /obj/item/mecha_equipment/sleeper /datum/design/item/mechfab/exosuit_equipment/extinguisher name = "Mounted Extinguisher" - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MATERIAL_STEEL = 10000) build_path = /obj/item/mecha_equipment/mounted_system/extinguisher /datum/design/item/mechfab/exosuit_equipment/xray name = "Mounted X-Ray Gun" req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 4, TECH_MATERIAL = 5, TECH_ILLEGAL = 3) build_path = /obj/item/mecha_equipment/mounted_system/combat/xray - materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GOLD = 6000, MATERIAL_PHORON = 6000) + materials = list(MATERIAL_STEEL = 20000, MATERIAL_GOLD = 6000, MATERIAL_PHORON = 6000) /datum/design/item/mechfab/exosuit_equipment/flashbang name = "Mounted Flashbang Launcher" req_tech = list(TECH_COMBAT = 3) build_path = /obj/item/mecha_equipment/mounted_system/combat/grenadeflash - materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GOLD = 3000, MATERIAL_SILVER = 3000) + materials = list(MATERIAL_STEEL = 20000, MATERIAL_GOLD = 3000, MATERIAL_SILVER = 3000) /datum/design/item/mechfab/exosuit_equipment/stinger name = "Mounted Stinger Launcher" req_tech = list(TECH_COMBAT = 3) build_path = /obj/item/mecha_equipment/mounted_system/combat/grenadestinger - materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GOLD = 3000, MATERIAL_SILVER = 3000) + materials = list(MATERIAL_STEEL = 20000, MATERIAL_GOLD = 3000, MATERIAL_SILVER = 3000) /datum/design/item/mechfab/exosuit_equipment/tear name = "Mounted Teargas Launcher" req_tech = list(TECH_COMBAT = 3) build_path = /obj/item/mecha_equipment/mounted_system/combat/grenadetear - materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GOLD = 3000, MATERIAL_SILVER = 3000) + materials = list(MATERIAL_STEEL = 20000, MATERIAL_GOLD = 3000, MATERIAL_SILVER = 3000) /datum/design/item/mechfab/exosuit_equipment/smoke name = "Mounted Smoke Launcher" req_tech = list(TECH_COMBAT = 2) build_path = /obj/item/mecha_equipment/mounted_system/combat/grenadesmoke - materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 10000) + materials = list(MATERIAL_STEEL = 20000, MATERIAL_GLASS = 10000) /datum/design/item/mechfab/exosuit_equipment/cleaner name = "Mounted Cleaner Grenade Launcher" req_tech = list(TECH_MATERIAL = 2) build_path = /obj/item/mecha_equipment/mounted_system/grenadecleaner - materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 10000) + materials = list(MATERIAL_STEEL = 20000, MATERIAL_GLASS = 10000) /datum/design/item/mechfab/exosuit_equipment/crisisdrone name = "Mounted Crisis Drone" build_path = /obj/item/mecha_equipment/crisis_drone req_tech = list(TECH_MAGNET = 3, TECH_DATA = 3, TECH_BIO = 3) - materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 5000, MATERIAL_GOLD = 1000, MATERIAL_SILVER = 2000) + materials = list(MATERIAL_STEEL = 10000, MATERIAL_GLASS = 5000, MATERIAL_GOLD = 1000, MATERIAL_SILVER = 2000) /datum/design/item/mechfab/exosuit_equipment/analyzer name = "Mounted Health Analyzer" req_tech = list(TECH_MAGNET = 2, TECH_BIO = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 5000) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 5000) build_path = /obj/item/mecha_equipment/mounted_system/medanalyzer /datum/design/item/mechfab/exosuit_equipment/flaregun name = "Mounted Flare Launcher" - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MATERIAL_STEEL = 10000) build_path = /obj/item/mecha_equipment/mounted_system/flarelauncher /datum/design/item/mechfab/exosuit_equipment/passenger_compartment name = "Mounted Passenger Compartment" - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MATERIAL_STEEL = 10000) build_path = /obj/item/mecha_equipment/sleeper/passenger_compartment /datum/design/item/mechfab/exosuit_equipment/mechshields @@ -138,22 +138,22 @@ /datum/design/item/mechfab/exosuit_equipment/autolathe name = "Mounted Autolathe" - materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_SILVER = 1000) + materials = list(MATERIAL_STEEL = 10000, MATERIAL_SILVER = 1000) build_path = /obj/item/mecha_equipment/autolathe /datum/design/item/mechfab/exosuit_equipment/toolset name = "Mounted Toolset" - materials = list(DEFAULT_WALL_MATERIAL = 7500) + materials = list(MATERIAL_STEEL = 7500) build_path = /obj/item/mecha_equipment/toolset /datum/design/item/mechfab/exosuit_equipment/quick_enter name = "Mounted Rapid-Entry System" - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MATERIAL_STEEL = 10000) build_path = /obj/item/mecha_equipment/quick_enter /datum/design/item/mechfab/exosuit_equipment/drill_mover name = "Mounted Drill Loader System" - materials = list(DEFAULT_WALL_MATERIAL = 15000) + materials = list(MATERIAL_STEEL = 15000) build_path = /obj/item/mecha_equipment/drill_mover /datum/design/item/mechfab/exosuit_equipment/phazon diff --git a/code/modules/research/designs/mechfab/mechs/designs_exosuits.dm b/code/modules/research/designs/mechfab/mechs/designs_exosuits.dm index 3cf0405b178..5005da1e75c 100644 --- a/code/modules/research/designs/mechfab/mechs/designs_exosuits.dm +++ b/code/modules/research/designs/mechfab/mechs/designs_exosuits.dm @@ -2,14 +2,14 @@ name = "Exosuit Frame" build_path = /obj/structure/heavy_vehicle_frame time = 50 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 15000) + materials = list(MATERIAL_STEEL = 15000) category = "Exosuit (Body)" /datum/design/item/mechfab/exosuit/basic_armor name = "Basic Exosuit Armor" build_path = /obj/item/robot_parts/robot_component/armor/mech time = 30 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 6000) + materials = list(MATERIAL_STEEL = 6000) /datum/design/item/mechfab/exosuit/radproof_armor name = "Radiation-proof Exosuit Armor" @@ -17,77 +17,77 @@ time = 50 SECONDS req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) // Steel for equivalent armor, but lead for its radiation shielding - materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_LEAD = 7500) + materials = list(MATERIAL_STEEL = 6000, MATERIAL_LEAD = 7500) /datum/design/item/mechfab/exosuit/em_armor name = "EM-shielded Exosuit Armor" build_path = /obj/item/robot_parts/robot_component/armor/mech/em time = 50 SECONDS req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 12500, MATERIAL_LEAD = 2500, MATERIAL_SILVER = 1000) + materials = list(MATERIAL_STEEL = 12500, MATERIAL_LEAD = 2500, MATERIAL_SILVER = 1000) /datum/design/item/mechfab/exosuit/combat_armor name = "Combat Exosuit Armor" build_path = /obj/item/robot_parts/robot_component/armor/mech/combat time = 50 SECONDS req_tech = list(TECH_MATERIAL = 4, TECH_COMBAT = 3) - materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_PLASTEEL = 10000, MATERIAL_DIAMOND = 5000) + materials = list(MATERIAL_STEEL = 10000, MATERIAL_PLASTEEL = 10000, MATERIAL_DIAMOND = 5000) /datum/design/item/mechfab/exosuit/actuator name = "Actuator" build_path = /obj/item/robot_parts/robot_component/actuator time = 10 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 5000) + materials = list(MATERIAL_STEEL = 5000) /datum/design/item/mechfab/exosuit/diagnosis_unit name = "Diagnostics Unit" build_path = /obj/item/robot_parts/robot_component/diagnosis_unit time = 10 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 5000) + materials = list(MATERIAL_STEEL = 5000) /datum/design/item/mechfab/exosuit/camera name = "Camera" build_path = /obj/item/robot_parts/robot_component/camera time = 10 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 5000) + materials = list(MATERIAL_STEEL = 5000) /datum/design/item/mechfab/exosuit/radio name = "Radio" build_path = /obj/item/robot_parts/robot_component/radio time = 10 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 5000) + materials = list(MATERIAL_STEEL = 5000) /datum/design/item/mechfab/exosuit/control_module name = "Exosuit Control Module" build_path = /obj/item/mech_component/control_module time = 15 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 5000) + materials = list(MATERIAL_STEEL = 5000) /datum/design/item/mechfab/exosuit/combat_head name = "Combat Exosuit Sensors" time = 90 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GOLD = 10500, MATERIAL_SILVER = 10000) + materials = list(MATERIAL_STEEL = 10000, MATERIAL_GOLD = 10500, MATERIAL_SILVER = 10000) build_path = /obj/item/mech_component/sensors/combat req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 3) /datum/design/item/mechfab/exosuit/combat_torso name = "Combat Exosuit Chassis" time = 180 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 45000, MATERIAL_GOLD = 10500, MATERIAL_SILVER = 10000) + materials = list(MATERIAL_STEEL = 45000, MATERIAL_GOLD = 10500, MATERIAL_SILVER = 10000) build_path = /obj/item/mech_component/chassis/combat req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 3) /datum/design/item/mechfab/exosuit/combat_arms name = "Combat Exosuit Manipulators" time = 90 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GOLD = 10500, MATERIAL_SILVER = 10000) + materials = list(MATERIAL_STEEL = 15000, MATERIAL_GOLD = 10500, MATERIAL_SILVER = 10000) build_path = /obj/item/mech_component/manipulators/combat req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 3) /datum/design/item/mechfab/exosuit/combat_legs name = "Combat Exosuit Motivators" time = 90 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GOLD = 10500, MATERIAL_SILVER = 10000) + materials = list(MATERIAL_STEEL = 15000, MATERIAL_GOLD = 10500, MATERIAL_SILVER = 10000) build_path = /obj/item/mech_component/propulsion/combat req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 3) @@ -95,99 +95,99 @@ name = "Powerloader Sensors" build_path = /obj/item/mech_component/sensors/ripley time = 45 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 3500) + materials = list(MATERIAL_STEEL = 3500) /datum/design/item/mechfab/exosuit/ripley_torso name = "Powerloader Chassis" build_path = /obj/item/mech_component/chassis/ripley time = 105 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 15000) + materials = list(MATERIAL_STEEL = 15000) /datum/design/item/mechfab/exosuit/ripley_arms name = "Powerloader Manipulators" build_path = /obj/item/mech_component/manipulators/ripley time = 75 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 4500) + materials = list(MATERIAL_STEEL = 4500) /datum/design/item/mechfab/exosuit/ripley_legs name = "Powerloader Motivators" build_path = /obj/item/mech_component/propulsion/ripley time = 75 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 4500) + materials = list(MATERIAL_STEEL = 4500) /datum/design/item/mechfab/exosuit/light_head name = "Light Exosuit Sensors" time = 60 SECONDS - materials = list(MATERIAL_ALUMINIUM = 3500, DEFAULT_WALL_MATERIAL = 3000) + materials = list(MATERIAL_ALUMINIUM = 3500, MATERIAL_STEEL = 3000) build_path = /obj/item/mech_component/sensors/light req_tech = list(TECH_MATERIAL = 1) /datum/design/item/mechfab/exosuit/light_torso name = "Light Exosuit Chassis" time = 90 SECONDS - materials = list(MATERIAL_ALUMINIUM = 15000, DEFAULT_WALL_MATERIAL = 10000) + materials = list(MATERIAL_ALUMINIUM = 15000, MATERIAL_STEEL = 10000) build_path = /obj/item/mech_component/chassis/light req_tech = list(TECH_MATERIAL = 1) /datum/design/item/mechfab/exosuit/light_arms name = "Light Exosuit Manipulators" time = 60 SECONDS - materials = list(MATERIAL_ALUMINIUM = 6500, DEFAULT_WALL_MATERIAL = 3500) + materials = list(MATERIAL_ALUMINIUM = 6500, MATERIAL_STEEL = 3500) build_path = /obj/item/mech_component/manipulators/light req_tech = list(TECH_MATERIAL = 1) /datum/design/item/mechfab/exosuit/light_legs name = "Light Exosuit Motivators" time = 75 SECONDS - materials = list(MATERIAL_ALUMINIUM = 6500, DEFAULT_WALL_MATERIAL = 3500) + materials = list(MATERIAL_ALUMINIUM = 6500, MATERIAL_STEEL = 3500) build_path = /obj/item/mech_component/propulsion/light req_tech = list(TECH_MATERIAL = 1) /datum/design/item/mechfab/exosuit/heavy_head name = "Heavy Exosuit Sensors" time = 105 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 12000, MATERIAL_URANIUM = 7000, MATERIAL_SILVER = 7000, MATERIAL_GOLD = 7000) + materials = list(MATERIAL_STEEL = 12000, MATERIAL_URANIUM = 7000, MATERIAL_SILVER = 7000, MATERIAL_GOLD = 7000) build_path = /obj/item/mech_component/sensors/heavy req_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4) /datum/design/item/mechfab/exosuit/heavy_torso name = "Heavy Exosuit Chassis" time = 225 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 70000, MATERIAL_URANIUM = 10000, MATERIAL_SILVER = 10000, MATERIAL_GOLD = 10000) + materials = list(MATERIAL_STEEL = 70000, MATERIAL_URANIUM = 10000, MATERIAL_SILVER = 10000, MATERIAL_GOLD = 10000) build_path = /obj/item/mech_component/chassis/heavy req_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4) /datum/design/item/mechfab/exosuit/heavy_arms name = "Heavy Exosuit Manipulators" time = 105 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_URANIUM = 5000, MATERIAL_SILVER = 5000, MATERIAL_GOLD = 5000) + materials = list(MATERIAL_STEEL = 20000, MATERIAL_URANIUM = 5000, MATERIAL_SILVER = 5000, MATERIAL_GOLD = 5000) build_path = /obj/item/mech_component/manipulators/heavy req_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4) /datum/design/item/mechfab/exosuit/heavy_legs name = "Heavy Exosuit Motivators" time = 105 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_URANIUM = 5000, MATERIAL_SILVER = 5000, MATERIAL_GOLD = 5000) + materials = list(MATERIAL_STEEL = 20000, MATERIAL_URANIUM = 5000, MATERIAL_SILVER = 5000, MATERIAL_GOLD = 5000) build_path = /obj/item/mech_component/propulsion/heavy req_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4) /datum/design/item/mechfab/exosuit/spider name = "Quadruped Motivators" time = 60 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 12000) + materials = list(MATERIAL_STEEL = 12000) build_path = /obj/item/mech_component/propulsion/spider /datum/design/item/mechfab/exosuit/spider/heavy name = "Industrial Quadruped Motivators" time = 105 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 25000) + materials = list(MATERIAL_STEEL = 25000) build_path = /obj/item/mech_component/propulsion/spider/heavy /datum/design/item/mechfab/exosuit/hover_legs name = "Heavy Hoverthrusters" time = 105 SECONDS // Significantly heavier armor than light hoverthrusters, gold, silver, and phoron are for the ion engines. - materials = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_ALUMINIUM = 7500, MATERIAL_GOLD = 2500, MATERIAL_SILVER = 2500, MATERIAL_PHORON = 2500) + materials = list(MATERIAL_STEEL = 15000, MATERIAL_ALUMINIUM = 7500, MATERIAL_GOLD = 2500, MATERIAL_SILVER = 2500, MATERIAL_PHORON = 2500) build_path = /obj/item/mech_component/propulsion/hover /datum/design/item/mechfab/exosuit/hover_legs/light @@ -201,5 +201,5 @@ /datum/design/item/mechfab/exosuit/track name = "Armored Treads" time = 105 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 25000) + materials = list(MATERIAL_STEEL = 25000) build_path = /obj/item/mech_component/propulsion/tracks diff --git a/code/modules/research/designs/mechfab/prosthetics/external.dm b/code/modules/research/designs/mechfab/prosthetics/external.dm index 8338edb5a5b..73d81db3976 100644 --- a/code/modules/research/designs/mechfab/prosthetics/external.dm +++ b/code/modules/research/designs/mechfab/prosthetics/external.dm @@ -20,52 +20,52 @@ name = "Prosthetic Left Arm" build_path = /obj/item/organ/external/arm/ipc time = 20 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 18000) + materials = list(MATERIAL_STEEL = 18000) /datum/design/item/mechfab/prosthetic/r_arm name = "Prosthetic Right Arm" build_path = /obj/item/organ/external/arm/right/ipc time = 20 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 18000) + materials = list(MATERIAL_STEEL = 18000) /datum/design/item/mechfab/prosthetic/l_leg name = "Prosthetic Left Leg" build_path = /obj/item/organ/external/leg/ipc time = 20 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 15000) + materials = list(MATERIAL_STEEL = 15000) /datum/design/item/mechfab/prosthetic/r_leg name = "Prosthetic Right Leg" build_path = /obj/item/organ/external/leg/right/ipc time = 20 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 15000) + materials = list(MATERIAL_STEEL = 15000) /datum/design/item/mechfab/prosthetic/l_hand name = "Prosthetic Left Hand" build_path = /obj/item/organ/external/hand/ipc time = 20 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 8000) + materials = list(MATERIAL_STEEL = 8000) /datum/design/item/mechfab/prosthetic/r_hand name = "Prosthetic Right Hand" build_path = /obj/item/organ/external/hand/right/ipc time = 20 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 8000) + materials = list(MATERIAL_STEEL = 8000) /datum/design/item/mechfab/prosthetic/l_foot name = "Prosthetic Left Foot" build_path = /obj/item/organ/external/foot/ipc time = 20 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 8000) + materials = list(MATERIAL_STEEL = 8000) /datum/design/item/mechfab/prosthetic/r_foot name = "Prosthetic Right Foot" build_path = /obj/item/organ/external/foot/right/ipc time = 20 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 8000) + materials = list(MATERIAL_STEEL = 8000) /datum/design/item/mechfab/prosthetic/groin_cap name = "Prosthetic Groin Cap" build_path = /obj/item/organ/external/groin/ipc/unbranded/cap use_direct_buildpath = TRUE - materials = list(DEFAULT_WALL_MATERIAL = 25000) + materials = list(MATERIAL_STEEL = 25000) diff --git a/code/modules/research/designs/mechfab/prosthetics/internal.dm b/code/modules/research/designs/mechfab/prosthetics/internal.dm index cf1730b2f15..888a841c6e3 100644 --- a/code/modules/research/designs/mechfab/prosthetics/internal.dm +++ b/code/modules/research/designs/mechfab/prosthetics/internal.dm @@ -1,7 +1,7 @@ /datum/design/item/mechfab/prosthetic/internal category = "Prosthetic (Internal)" time = 20 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 9000, MATERIAL_GLASS = 3000) + materials = list(MATERIAL_STEEL = 9000, MATERIAL_GLASS = 3000) //make sure the printed organ is actually robotic /datum/design/item/mechfab/prosthetic/internal/Fabricate() diff --git a/code/modules/research/designs/mechfab/robot/robot.dm b/code/modules/research/designs/mechfab/robot/robot.dm index bb169d10ba0..b5f7e49939c 100644 --- a/code/modules/research/designs/mechfab/robot/robot.dm +++ b/code/modules/research/designs/mechfab/robot/robot.dm @@ -16,52 +16,52 @@ name = "Robot Exoskeleton" build_path = /obj/item/robot_parts/robot_suit time = 35 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 35000) + materials = list(MATERIAL_STEEL = 35000) /datum/design/item/mechfab/robot/torso name = "Robot Torso" build_path = /obj/item/robot_parts/chest time = 25 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 25000) + materials = list(MATERIAL_STEEL = 25000) /datum/design/item/mechfab/robot/head name = "Robot Head" build_path = /obj/item/robot_parts/head time = 25 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 15000) + materials = list(MATERIAL_STEEL = 15000) /datum/design/item/mechfab/robot/l_arm name = "Robot Left Arm" build_path = /obj/item/robot_parts/l_arm time = 10 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MATERIAL_STEEL = 10000) /datum/design/item/mechfab/robot/r_arm name = "Robot Right Arm" build_path = /obj/item/robot_parts/r_arm time = 10 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MATERIAL_STEEL = 10000) /datum/design/item/mechfab/robot/l_leg name = "Robot Left Leg" build_path = /obj/item/robot_parts/l_leg time = 10 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MATERIAL_STEEL = 10000) /datum/design/item/mechfab/robot/r_leg name = "Robot Right Leg" build_path = /obj/item/robot_parts/r_leg time = 10 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MATERIAL_STEEL = 10000) /datum/design/item/mechfab/robot/component time = 10 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 5000) + materials = list(MATERIAL_STEEL = 5000) /datum/design/item/mechfab/robot/component/synthetic_flash name = "Synthetic Flash" req_tech = list(TECH_MAGNET = 3, TECH_COMBAT = 2) - materials = list(DEFAULT_WALL_MATERIAL = 750, MATERIAL_GLASS = 750) + materials = list(MATERIAL_STEEL = 750, MATERIAL_GLASS = 750) build_path = /obj/item/flash/synthetic /datum/design/item/mechfab/robot/component/binary_communication_device @@ -91,6 +91,6 @@ /datum/design/item/mechfab/robot/component/surge name = "Heavy Surge Prevention Module" desc = "Used to boost prevent damage from EMP. Has limited surge preventions." - materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 6000, MATERIAL_GOLD = 5000, MATERIAL_SILVER = 7500) // Should be expensive + materials = list(MATERIAL_STEEL = 20000, MATERIAL_GLASS = 6000, MATERIAL_GOLD = 5000, MATERIAL_SILVER = 7500) // Should be expensive req_tech = list(TECH_MATERIAL = 4, TECH_BLUESPACE = 2, TECH_MAGNET = 5, TECH_POWER = 5, TECH_ENGINEERING = 4, TECH_COMBAT = 3) build_path = /obj/item/robot_parts/robot_component/surge diff --git a/code/modules/research/designs/mechfab/robot/robot_upgrades.dm b/code/modules/research/designs/mechfab/robot/robot_upgrades.dm index f94eb84840c..51e0a4c6f25 100644 --- a/code/modules/research/designs/mechfab/robot/robot_upgrades.dm +++ b/code/modules/research/designs/mechfab/robot/robot_upgrades.dm @@ -1,7 +1,7 @@ /datum/design/item/robot_upgrade build_type = MECHFAB time = 12 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MATERIAL_STEEL = 10000) category = "Cyborg Upgrade Modules" /datum/design/item/robot_upgrade/rename @@ -22,24 +22,24 @@ /datum/design/item/robot_upgrade/restart name = "Emergency Restart Module" desc = "Used to force a restart of a disabled-but-repaired robot, bringing it back online." - materials = list(DEFAULT_WALL_MATERIAL = 60000, MATERIAL_GLASS = 5000) + materials = list(MATERIAL_STEEL = 60000, MATERIAL_GLASS = 5000) build_path = /obj/item/borg/upgrade/restart /datum/design/item/robot_upgrade/vtec name = "VTEC Module" desc = "Used to kick in a robot's VTEC systems, increasing their speed." - materials = list(DEFAULT_WALL_MATERIAL = 80000, MATERIAL_GLASS = 6000, MATERIAL_GOLD = 5000) + materials = list(MATERIAL_STEEL = 80000, MATERIAL_GLASS = 6000, MATERIAL_GOLD = 5000) build_path = /obj/item/borg/upgrade/vtec /datum/design/item/robot_upgrade/jetpack name = "Jetpack Module" desc = "A carbon dioxide jetpack suitable for low-gravity mining operations." - materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_SILVER = 15000, MATERIAL_URANIUM = 20000) + materials = list(MATERIAL_STEEL = 10000, MATERIAL_SILVER = 15000, MATERIAL_URANIUM = 20000) build_path = /obj/item/robot_parts/robot_component/jetpack /datum/design/item/robot_upgrade/syndicate name = "Non-standard Equipment Upgrade" desc = "Allows cyborg-likes to access weaponry hidden within themselves." req_tech = list(TECH_COMBAT = 4, TECH_ILLEGAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 15000, MATERIAL_DIAMOND = 10000) + materials = list(MATERIAL_STEEL = 10000, MATERIAL_GLASS = 15000, MATERIAL_DIAMOND = 10000) build_path = /obj/item/borg/upgrade/syndicate diff --git a/code/modules/research/designs/mechfab/synthetic/synthetic_organ_parts.dm b/code/modules/research/designs/mechfab/synthetic/synthetic_organ_parts.dm index 25fc909e11a..fba46eb9ad4 100644 --- a/code/modules/research/designs/mechfab/synthetic/synthetic_organ_parts.dm +++ b/code/modules/research/designs/mechfab/synthetic/synthetic_organ_parts.dm @@ -1,26 +1,26 @@ /datum/design/item/synthetic build_type = MECHFAB time = 12 SECONDS - materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 5000) + materials = list(MATERIAL_STEEL = 10000, MATERIAL_GLASS = 5000) category = "Synthetic Parts" /datum/design/item/synthetic/air_cooling_unit name = "Standard Air Cooling Unit" desc = "Parts to assemble a retail air cooling unit." build_path = /obj/item/organ/internal/machine/cooling_unit/air - materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 5000) + materials = list(MATERIAL_STEEL = 10000, MATERIAL_GLASS = 5000) /datum/design/item/synthetic/zenghu_air_cooling_unit name = "Zeng-Hu Penta-Fan Air Cooling System" desc = "Parts to assemble a Zeng-Hu penta-fan air cooling system." build_path = /obj/item/organ/internal/machine/cooling_unit/air/zenghu - materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 5000, MATERIAL_DIAMOND = 5000, MATERIAL_PLASTEEL = 2500) + materials = list(MATERIAL_STEEL = 10000, MATERIAL_GLASS = 5000, MATERIAL_DIAMOND = 5000, MATERIAL_PLASTEEL = 2500) /datum/design/item/synthetic/xion_air_cooling_unit name = "Xion Advanced Air Cooling Unit" desc = "Parts to assemble a Xion advanced air cooling unitw." build_path = /obj/item/organ/internal/machine/cooling_unit/air/xion - materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 5000, MATERIAL_DIAMOND = 1000, MATERIAL_PLASTEEL = 7500) + materials = list(MATERIAL_STEEL = 10000, MATERIAL_GLASS = 5000, MATERIAL_DIAMOND = 1000, MATERIAL_PLASTEEL = 7500) /datum/design/item/synthetic/liquid_cooling_unit name = "Standard Liquid Cooling Unit" diff --git a/code/modules/research/designs/protolathe/deployable_kits.dm b/code/modules/research/designs/protolathe/deployable_kits.dm index 79e2038c16f..112d0ad7199 100644 --- a/code/modules/research/designs/protolathe/deployable_kits.dm +++ b/code/modules/research/designs/protolathe/deployable_kits.dm @@ -5,7 +5,7 @@ name = "Remote Mech Centre" desc = "A deployable kit of a remote mech chair, capable of listening in to standard remote mech networks." req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_SILVER = 750, MATERIAL_URANIUM = 250) + materials = list(MATERIAL_STEEL = 3000, MATERIAL_SILVER = 750, MATERIAL_URANIUM = 250) build_path = /obj/item/deployable_kit/remote_mech /datum/design/item/deployable_kit/mech_chair/brig diff --git a/code/modules/research/designs/protolathe/disk_designs.dm b/code/modules/research/designs/protolathe/disk_designs.dm index fe4dcc69547..51f01f38e62 100644 --- a/code/modules/research/designs/protolathe/disk_designs.dm +++ b/code/modules/research/designs/protolathe/disk_designs.dm @@ -4,17 +4,17 @@ /datum/design/item/disk/design_disk name = "Design Storage" req_tech = list(TECH_DATA = 1) - materials = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) + materials = list(MATERIAL_STEEL = 30, MATERIAL_GLASS = 10) build_path = /obj/item/disk/design_disk /datum/design/item/disk/tech_disk name = "Technology Data Storage" req_tech = list(TECH_DATA = 1) - materials = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) + materials = list(MATERIAL_STEEL = 30, MATERIAL_GLASS = 10) build_path = /obj/item/disk/tech_disk /datum/design/item/disk/flora_disk name = "Flora Data Storage" req_tech = list(TECH_DATA = 1) - materials = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) + materials = list(MATERIAL_STEEL = 30, MATERIAL_GLASS = 10) build_path = /obj/item/disk/botany diff --git a/code/modules/research/designs/protolathe/hud_glasses_designs.dm b/code/modules/research/designs/protolathe/hud_glasses_designs.dm index 2a1d8c7a5e5..84270bc85a0 100644 --- a/code/modules/research/designs/protolathe/hud_glasses_designs.dm +++ b/code/modules/research/designs/protolathe/hud_glasses_designs.dm @@ -1,5 +1,5 @@ /datum/design/item/hud - materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) + materials = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 50) p_category = "HUD Glasses Designs" /datum/design/item/hud/health diff --git a/code/modules/research/designs/protolathe/implant_designs.dm b/code/modules/research/designs/protolathe/implant_designs.dm index be6c0b9c2ac..46542087b6d 100644 --- a/code/modules/research/designs/protolathe/implant_designs.dm +++ b/code/modules/research/designs/protolathe/implant_designs.dm @@ -1,5 +1,5 @@ /datum/design/item/implant - materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) + materials = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 50) p_category = "Implantable Biocircuit Designs" /datum/design/item/implant/adrenaline diff --git a/code/modules/research/designs/protolathe/integrated_electronics_designs.dm b/code/modules/research/designs/protolathe/integrated_electronics_designs.dm index 4d2f356ae07..7b896d566ed 100644 --- a/code/modules/research/designs/protolathe/integrated_electronics_designs.dm +++ b/code/modules/research/designs/protolathe/integrated_electronics_designs.dm @@ -3,66 +3,66 @@ /datum/design/item/integrated_electronics/wirer req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 2500) build_path = /obj/item/integrated_electronics/wirer /datum/design/item/integrated_electronics/debugger req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 2500) build_path = /obj/item/integrated_electronics/debugger /datum/design/item/integrated_electronics/custom_circuit_assembly name = "Small Custom Assembly" desc = "A customizable assembly for simple, small devices." req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MATERIAL_STEEL = 10000) build_path = /obj/item/electronic_assembly /datum/design/item/integrated_electronics/custom_circuit_assembly/medium name = "Medium Custom Assembly" desc = "A customizable assembly suited for more ambitious mechanisms." req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 20000) + materials = list(MATERIAL_STEEL = 20000) build_path = /obj/item/electronic_assembly/medium /datum/design/item/integrated_electronics/custom_circuit_assembly/drone name = "Drone Custom Assembly" desc = "A customizable assembly optimized for autonomous devices." req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 4, TECH_POWER = 4) - materials = list(DEFAULT_WALL_MATERIAL = 30000) + materials = list(MATERIAL_STEEL = 30000) build_path = /obj/item/electronic_assembly/drone /datum/design/item/integrated_electronics/custom_circuit_assembly/large name = "Large Custom Assembly" desc = "A customizable assembly for large machines." req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_POWER = 4) - materials = list(DEFAULT_WALL_MATERIAL = 40000) + materials = list(MATERIAL_STEEL = 40000) build_path = /obj/item/electronic_assembly/large /datum/design/item/integrated_electronics/custom_circuit_assembly/implant name = "Implant Custom Assembly" desc = "An customizable assembly for very small devices, implanted into living entities." req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_POWER = 3, TECH_BIO = 5) - materials = list(DEFAULT_WALL_MATERIAL = 2000) + materials = list(MATERIAL_STEEL = 2000) build_path = /obj/item/implant/integrated_circuit /datum/design/item/integrated_electronics/custom_circuit_assembly/device name = "Device Custom Assembly" desc = "An customizable assembly designed to interface with other devices." req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000) + materials = list(MATERIAL_STEEL = 5000) build_path = /obj/item/assembly/electronic_assembly /datum/design/item/integrated_electronics/custom_circuit_printer name = "Portable Integrated Circuit Printer" desc = "A portable(ish) printer for modular machines." req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 4, TECH_DATA = 5) - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MATERIAL_STEEL = 10000) build_path = /obj/item/integrated_circuit_printer /datum/design/item/integrated_electronics/custom_circuit_printer_upgrade name = "Integrated Circuit Printer Upgrade - Advanced Designs" desc = "Allows the integrated circuit printer to create advanced circuits." req_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 4) - materials = list(DEFAULT_WALL_MATERIAL = 2000) + materials = list(MATERIAL_STEEL = 2000) build_path = /obj/item/disk/integrated_circuit/upgrade/advanced diff --git a/code/modules/research/designs/protolathe/medical_designs.dm b/code/modules/research/designs/protolathe/medical_designs.dm index bcaf88fa145..5bee8ee6acf 100644 --- a/code/modules/research/designs/protolathe/medical_designs.dm +++ b/code/modules/research/designs/protolathe/medical_designs.dm @@ -1,19 +1,19 @@ /datum/design/item/medical - materials = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20) + materials = list(MATERIAL_STEEL = 30, MATERIAL_GLASS = 20) p_category = "Biotech Device Designs" /datum/design/item/medical/health_analyzer name = "Health Analyzer" desc = "A hand-held body scanner able to distinguish vital signs of the subject." req_tech = list(TECH_MAGNET = 2, TECH_BIO = 3) - materials = list(DEFAULT_WALL_MATERIAL = 200) + materials = list(MATERIAL_STEEL = 200) build_path = /obj/item/healthanalyzer /datum/design/item/medical/robot_scanner name = "Robot Analyzer" desc = "A hand-held scanner able to diagnose robotic injuries." req_tech = list(TECH_MAGNET = 3, TECH_BIO = 2, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 200) + materials = list(MATERIAL_STEEL = 500, MATERIAL_GLASS = 200) build_path = /obj/item/robotanalyzer /datum/design/item/medical/mass_spectrometer @@ -44,56 +44,56 @@ name = "Nanopaste" desc = "A tube of paste containing swarms of repair nanites. Very effective in repairing robotic machinery." req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 7000) + materials = list(MATERIAL_STEEL = 7000, MATERIAL_GLASS = 7000) build_path = /obj/item/stack/nanopaste /datum/design/item/medical/scalpel_laser name = "Laser Scalpel" desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field." req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 4, TECH_MAGNET = 4) - materials = list(DEFAULT_WALL_MATERIAL = 12500, MATERIAL_GLASS = 7500) + materials = list(MATERIAL_STEEL = 12500, MATERIAL_GLASS = 7500) build_path = /obj/item/surgery/scalpel/laser /datum/design/item/medical/scalpel_manager name = "Incision Management System" desc = "A true extension of the surgeon's body, this marvel instantly and completely prepares an incision allowing for the immediate commencement of therapeutic steps." req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 7, TECH_MAGNET = 5, TECH_DATA = 4) - materials = list (DEFAULT_WALL_MATERIAL = 12500, MATERIAL_GLASS = 7500, MATERIAL_SILVER = 1500, MATERIAL_GOLD = 1500, MATERIAL_DIAMOND = 750) + materials = list (MATERIAL_STEEL = 12500, MATERIAL_GLASS = 7500, MATERIAL_SILVER = 1500, MATERIAL_GOLD = 1500, MATERIAL_DIAMOND = 750) build_path = /obj/item/surgery/scalpel/manager /datum/design/item/medical/inhaler name = "Inhaler" desc = "A very basic personal inhaler that directly injects chemicals into the lungs using a basic cartridge aerosol method." req_tech = list(TECH_BIO = 2, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_GLASS = 1000) + materials = list(MATERIAL_STEEL = 3000, MATERIAL_GLASS = 1000) build_path = /obj/item/personal_inhaler /datum/design/item/medical/inhaler_combat name = "Combat Inhaler" desc = "An improved inhaler design that injects the entirety of the chemicals in the loaded cartridge in a single button press." req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 4, TECH_ENGINEERING = 4 ) - materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_GLASS = 3000, MATERIAL_SILVER = 1500) + materials = list(MATERIAL_STEEL = 6000, MATERIAL_GLASS = 3000, MATERIAL_SILVER = 1500) build_path = /obj/item/personal_inhaler/combat /datum/design/item/medical/inhaler_cartridge_small name = "Small Inhaler Cartridge" desc = "A small aerosol cartridge that can hold a small amount of chemicals. For use in an inhaler." req_tech = list(TECH_BIO = 2, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500) + materials = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 500) build_path = /obj/item/reagent_containers/personal_inhaler_cartridge /datum/design/item/medical/inhaler_cartridge_large name = "Large Inhaler Cartridge" desc = "A large aerosol cartridge that can hold a decent amount of chemicals. For use in an inhaler." req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500, MATERIAL_SILVER = 500) + materials = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 500, MATERIAL_SILVER = 500) build_path = /obj/item/reagent_containers/personal_inhaler_cartridge/large /datum/design/item/medical/inhaler_cartridge_bluespace name = "Bluespace Inhaler Cartridge" desc = "A bluespace aerosol cartridge that can hold a robust amount of chemicals. For use in an inhaler." req_tech = list(TECH_BLUESPACE = 2, TECH_MATERIAL = 6, TECH_BIO = 6) - materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_PHORON = 3000, MATERIAL_DIAMOND = 500) + materials = list(MATERIAL_STEEL = 3000, MATERIAL_PHORON = 3000, MATERIAL_DIAMOND = 500) build_path = /obj/item/reagent_containers/personal_inhaler_cartridge/bluespace /datum/design/item/beaker @@ -102,17 +102,17 @@ /datum/design/item/beaker/noreact desc = "A cryostasis beaker that allows for chemical storage without reactions. Can hold up to 50 units." req_tech = list(TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 1000) + materials = list(MATERIAL_STEEL = 2000, MATERIAL_GLASS = 1000) build_path = /obj/item/reagent_containers/glass/beaker/noreact /datum/design/item/beaker/bluespace desc = "A bluespace beaker, powered by experimental bluespace technology and Element Cuban combined with the Compound Pete. Can hold up to 300 units." req_tech = list(TECH_BLUESPACE = 2, TECH_MATERIAL = 6) - materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_PHORON = 3000, MATERIAL_DIAMOND = 500) + materials = list(MATERIAL_STEEL = 3000, MATERIAL_PHORON = 3000, MATERIAL_DIAMOND = 500) build_path = /obj/item/reagent_containers/glass/beaker/bluespace /datum/design/item/medical/autopsy_scanner name = "Autopsy Scanner" req_tech = list(TECH_BIO = 3) - materials = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20) + materials = list(MATERIAL_STEEL = 30, MATERIAL_GLASS = 20) build_path = /obj/item/autopsy_scanner diff --git a/code/modules/research/designs/protolathe/mining_designs.dm b/code/modules/research/designs/protolathe/mining_designs.dm index f049ba336eb..0b4f3f214f4 100644 --- a/code/modules/research/designs/protolathe/mining_designs.dm +++ b/code/modules/research/designs/protolathe/mining_designs.dm @@ -5,22 +5,22 @@ /datum/design/item/mining/mining_rfd name = "Rapid Fabrication Device, Mining Class" desc = "A Rapid Fabrication Device, modified to construct rails and mining carts, for an efficient mining operation." - materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_GLASS = 3000) + materials = list(MATERIAL_STEEL = 3000, MATERIAL_GLASS = 3000) build_path = /obj/item/rfd/mining /datum/design/item/mining/jackhammer req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 500, MATERIAL_SILVER = 500) + materials = list(MATERIAL_STEEL = 2000, MATERIAL_GLASS = 500, MATERIAL_SILVER = 500) build_path = /obj/item/pickaxe/jackhammer /datum/design/item/mining/drill req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_GLASS = 1000) //expensive, but no need for miners. + materials = list(MATERIAL_STEEL = 6000, MATERIAL_GLASS = 1000) //expensive, but no need for miners. build_path = /obj/item/pickaxe/drill /datum/design/item/mining/plasmacutter req_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 500, MATERIAL_GOLD = 500, MATERIAL_PHORON = 500) + materials = list(MATERIAL_STEEL = 1500, MATERIAL_GLASS = 500, MATERIAL_GOLD = 500, MATERIAL_PHORON = 500) build_path = /obj/item/gun/energy/plasmacutter /datum/design/item/mining/pick_diamond @@ -30,190 +30,190 @@ /datum/design/item/mining/drill_diamond req_tech = list(TECH_MATERIAL = 6, TECH_POWER = 4, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_GLASS = 1000, MATERIAL_DIAMOND = 2000) + materials = list(MATERIAL_STEEL = 3000, MATERIAL_GLASS = 1000, MATERIAL_DIAMOND = 2000) build_path = /obj/item/pickaxe/diamonddrill /datum/design/item/mining/kinetic_analyzer req_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 4000) + materials = list(MATERIAL_STEEL = 4000) build_path = /obj/item/kinetic_analyzer /datum/design/item/mining/pick_set req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 1700, MATERIAL_GLASS = 200) + materials = list(MATERIAL_STEEL = 1700, MATERIAL_GLASS = 200) build_path = /obj/item/storage/box/unique/excavation //Frames /datum/design/item/mining/ka_frame01 req_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 3000) + materials = list(MATERIAL_STEEL = 3000) build_path = /obj/item/gun/custom_ka/frame01 /datum/design/item/mining/ka_frame02 req_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 4000) + materials = list(MATERIAL_STEEL = 4000) build_path = /obj/item/gun/custom_ka/frame02 /datum/design/item/mining/ka_frame03 req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_SILVER = 2000) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_SILVER = 2000) build_path = /obj/item/gun/custom_ka/frame03 /datum/design/item/mining/ka_frame04 req_tech = list(TECH_MATERIAL = 6, TECH_ENGINEERING = 5) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_SILVER = 2000, MATERIAL_DIAMOND = 1000) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_SILVER = 2000, MATERIAL_DIAMOND = 1000) build_path = /obj/item/gun/custom_ka/frame04 /datum/design/item/mining/ka_frame05 req_tech = list(TECH_MATERIAL = 6, TECH_ENGINEERING = 6) - materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_SILVER = 4000, MATERIAL_DIAMOND = 2000) + materials = list(MATERIAL_STEEL = 6000, MATERIAL_SILVER = 4000, MATERIAL_DIAMOND = 2000) build_path = /obj/item/gun/custom_ka/frame05 /datum/design/item/mining/ka_frameA req_tech = list(TECH_MATERIAL = 3,TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_SILVER = 3000, MATERIAL_DIAMOND = 1000) + materials = list(MATERIAL_STEEL = 6000, MATERIAL_SILVER = 3000, MATERIAL_DIAMOND = 1000) build_path = /obj/item/gun/custom_ka/frameA /datum/design/item/mining/ka_frameB req_tech = list(TECH_MATERIAL = 6,TECH_ENGINEERING = 6) - materials = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_SILVER = 4000, MATERIAL_DIAMOND = 3000) + materials = list(MATERIAL_STEEL = 7000, MATERIAL_SILVER = 4000, MATERIAL_DIAMOND = 3000) build_path = /obj/item/gun/custom_ka/frameB /datum/design/item/mining/ka_frameC req_tech = list(TECH_MATERIAL = 3,TECH_ENGINEERING = 5) - materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_SILVER = 3000, MATERIAL_DIAMOND = 1000) + materials = list(MATERIAL_STEEL = 6000, MATERIAL_SILVER = 3000, MATERIAL_DIAMOND = 1000) build_path = /obj/item/gun/custom_ka/frameC /datum/design/item/mining/ka_frameD req_tech = list(TECH_MATERIAL = 6,TECH_ENGINEERING = 6) - materials = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_SILVER = 5000, MATERIAL_DIAMOND = 3000) + materials = list(MATERIAL_STEEL = 7000, MATERIAL_SILVER = 5000, MATERIAL_DIAMOND = 3000) build_path = /obj/item/gun/custom_ka/frameD /datum/design/item/mining/ka_frameE req_tech = list(TECH_MATERIAL = 6,TECH_ENGINEERING = 6) - materials = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_SILVER = 5000, MATERIAL_DIAMOND = 4000) + materials = list(MATERIAL_STEEL = 7000, MATERIAL_SILVER = 5000, MATERIAL_DIAMOND = 4000) build_path = /obj/item/gun/custom_ka/frameE /datum/design/item/mining/ka_frameF req_tech = list(TECH_MATERIAL = 3,TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_SILVER = 3000, MATERIAL_DIAMOND = 1000) + materials = list(MATERIAL_STEEL = 6000, MATERIAL_SILVER = 3000, MATERIAL_DIAMOND = 1000) build_path = /obj/item/gun/custom_ka/frameF //Cells /datum/design/item/mining/ka_cell01 req_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1, TECH_MAGNET = 1, TECH_POWER = 1) - materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 1000) + materials = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 1000) build_path = /obj/item/custom_ka_upgrade/cells/cell01 /datum/design/item/mining/ka_cell02 req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 1, TECH_MAGNET = 1, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 1000, MATERIAL_SILVER = 1000) + materials = list(MATERIAL_STEEL = 2000, MATERIAL_GLASS = 1000, MATERIAL_SILVER = 1000) build_path = /obj/item/custom_ka_upgrade/cells/cell02 /datum/design/item/mining/ka_cell03 req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_MAGNET = 2, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_GLASS = 3000, MATERIAL_SILVER = 3000, MATERIAL_GOLD = 1000) + materials = list(MATERIAL_STEEL = 3000, MATERIAL_GLASS = 3000, MATERIAL_SILVER = 3000, MATERIAL_GOLD = 1000) build_path = /obj/item/custom_ka_upgrade/cells/cell03 /datum/design/item/mining/ka_cell04 req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_MAGNET = 3, TECH_POWER = 5) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_GLASS = 3000, MATERIAL_SILVER = 3000, MATERIAL_GOLD = 1000, MATERIAL_URANIUM = 5000) + materials = list(MATERIAL_STEEL = 4000, MATERIAL_GLASS = 3000, MATERIAL_SILVER = 3000, MATERIAL_GOLD = 1000, MATERIAL_URANIUM = 5000) build_path = /obj/item/custom_ka_upgrade/cells/cell04 /datum/design/item/mining/ka_cell05 req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 6, TECH_MAGNET = 5, TECH_POWER = 5, TECH_PHORON = 5) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 3000, MATERIAL_SILVER = 3000, MATERIAL_GOLD = 1000, MATERIAL_URANIUM = 5000) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 3000, MATERIAL_SILVER = 3000, MATERIAL_GOLD = 1000, MATERIAL_URANIUM = 5000) build_path = /obj/item/custom_ka_upgrade/cells/cell05 /datum/design/item/mining/ka_cellinertia req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 6, TECH_MAGNET = 5, TECH_POWER = 5, TECH_PHORON = 5) - materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_GLASS = 4000, MATERIAL_SILVER = 4000, MATERIAL_GOLD = 4000, MATERIAL_URANIUM = 5000) + materials = list(MATERIAL_STEEL = 6000, MATERIAL_GLASS = 4000, MATERIAL_SILVER = 4000, MATERIAL_GOLD = 4000, MATERIAL_URANIUM = 5000) build_path = /obj/item/custom_ka_upgrade/cells/inertia_charging /datum/design/item/mining/ka_cellphoron req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 6, TECH_MAGNET = 5, TECH_POWER = 5, TECH_PHORON = 5) - materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_GLASS = 4000, MATERIAL_SILVER = 5000, MATERIAL_GOLD = 5000, MATERIAL_PHORON = 4000) + materials = list(MATERIAL_STEEL = 6000, MATERIAL_GLASS = 4000, MATERIAL_SILVER = 5000, MATERIAL_GOLD = 5000, MATERIAL_PHORON = 4000) build_path = /obj/item/custom_ka_upgrade/cells/loader /datum/design/item/mining/ka_celluranium req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 6, TECH_MAGNET = 5, TECH_POWER = 5, TECH_PHORON = 5) - materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_GLASS = 4000, MATERIAL_SILVER = 7000, MATERIAL_GOLD = 7000, MATERIAL_URANIUM = 3000) + materials = list(MATERIAL_STEEL = 6000, MATERIAL_GLASS = 4000, MATERIAL_SILVER = 7000, MATERIAL_GOLD = 7000, MATERIAL_URANIUM = 3000) build_path = /obj/item/custom_ka_upgrade/cells/loader/uranium /datum/design/item/mining/ka_cellhydrogen req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 6, TECH_MAGNET = 5, TECH_POWER = 5, TECH_PHORON = 5) - materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_GLASS = 4000, MATERIAL_SILVER = 4000, MATERIAL_GOLD = 4000, MATERIAL_URANIUM = 2000) + materials = list(MATERIAL_STEEL = 6000, MATERIAL_GLASS = 4000, MATERIAL_SILVER = 4000, MATERIAL_GOLD = 4000, MATERIAL_URANIUM = 2000) build_path = /obj/item/custom_ka_upgrade/cells/loader/hydrogen //Barrels /datum/design/item/mining/ka_barrel01 req_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1, TECH_MAGNET = 1, TECH_PHORON = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 2000, MATERIAL_URANIUM = 500) + materials = list(MATERIAL_STEEL = 2000, MATERIAL_GLASS = 2000, MATERIAL_URANIUM = 500) build_path = /obj/item/custom_ka_upgrade/barrels/barrel01 /datum/design/item/mining/ka_barrel02 req_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1, TECH_MAGNET = 3, TECH_PHORON = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_GLASS = 2000, MATERIAL_URANIUM = 500) + materials = list(MATERIAL_STEEL = 3000, MATERIAL_GLASS = 2000, MATERIAL_URANIUM = 500) build_path = /obj/item/custom_ka_upgrade/barrels/barrel02 /datum/design/item/mining/ka_barrel03 req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_MAGNET = 3, TECH_PHORON = 3) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 2000, MATERIAL_URANIUM = 1000) + materials = list(MATERIAL_STEEL = 4000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 2000, MATERIAL_URANIUM = 1000) build_path = /obj/item/custom_ka_upgrade/barrels/barrel03 /datum/design/item/mining/ka_barrel04 req_tech = list(TECH_MATERIAL = 6, TECH_ENGINEERING = 3, TECH_MAGNET = 5, TECH_PHORON = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 3000, MATERIAL_GOLD = 3000, MATERIAL_URANIUM = 3000, MATERIAL_DIAMOND = 1000) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 3000, MATERIAL_GOLD = 3000, MATERIAL_URANIUM = 3000, MATERIAL_DIAMOND = 1000) build_path = /obj/item/custom_ka_upgrade/barrels/barrel04 /datum/design/item/mining/ka_barrel05 req_tech = list(TECH_MATERIAL = 6, TECH_ENGINEERING = 5, TECH_MAGNET = 6, TECH_PHORON = 5) - materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_GLASS = 4000, MATERIAL_GOLD = 4000, MATERIAL_URANIUM = 4000, MATERIAL_DIAMOND = 2000) + materials = list(MATERIAL_STEEL = 6000, MATERIAL_GLASS = 4000, MATERIAL_GOLD = 4000, MATERIAL_URANIUM = 4000, MATERIAL_DIAMOND = 2000) build_path = /obj/item/custom_ka_upgrade/barrels/barrel05 /datum/design/item/mining/ka_barrel02_alt req_tech = list(TECH_MATERIAL = 1,TECH_ENGINEERING = 1,TECH_MAGNET = 3, TECH_PHORON = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_GLASS = 3000, MATERIAL_URANIUM = 600) + materials = list(MATERIAL_STEEL = 4000, MATERIAL_GLASS = 3000, MATERIAL_URANIUM = 600) build_path = /obj/item/custom_ka_upgrade/barrels/barrel02_alt /datum/design/item/mining/ka_barrelphoron req_tech = list(TECH_MATERIAL = 6, TECH_ENGINEERING = 5, TECH_MAGNET = 6, TECH_PHORON = 5) - materials = list(DEFAULT_WALL_MATERIAL = 8000, MATERIAL_GLASS = 6000, MATERIAL_GOLD = 6000, MATERIAL_PHORON= 6000, MATERIAL_DIAMOND = 3000) + materials = list(MATERIAL_STEEL = 8000, MATERIAL_GLASS = 6000, MATERIAL_GOLD = 6000, MATERIAL_PHORON= 6000, MATERIAL_DIAMOND = 3000) build_path = /obj/item/custom_ka_upgrade/barrels/phoron //Upgrades /datum/design/item/mining/ka_upgrade01 req_tech = list(TECH_POWER = 4, TECH_MAGNET = 4, TECH_DATA = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) + materials = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) build_path = /obj/item/custom_ka_upgrade/upgrade_chips/damage /datum/design/item/mining/ka_upgrade02 req_tech = list(TECH_POWER = 4, TECH_MAGNET = 4, TECH_DATA = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) + materials = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) build_path = /obj/item/custom_ka_upgrade/upgrade_chips/firerate /datum/design/item/mining/ka_upgrade03 req_tech = list(TECH_POWER = 4, TECH_MAGNET = 4, TECH_DATA = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) + materials = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) build_path = /obj/item/custom_ka_upgrade/upgrade_chips/effeciency /datum/design/item/mining/ka_upgrade04 req_tech = list(TECH_POWER = 4, TECH_MAGNET = 4, TECH_DATA = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) + materials = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) build_path = /obj/item/custom_ka_upgrade/upgrade_chips/recoil /datum/design/item/mining/ka_upgrade05 req_tech = list(TECH_POWER = 4, TECH_MAGNET = 4, TECH_DATA = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) + materials = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) build_path = /obj/item/custom_ka_upgrade/upgrade_chips/focusing /datum/design/item/mining/ka_upgrade06 req_tech = list(TECH_POWER = 4, TECH_MAGNET = 4, TECH_DATA = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) + materials = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) build_path = /obj/item/custom_ka_upgrade/upgrade_chips/capacity /datum/design/item/mining/ka_upgrade07 req_tech = list(TECH_POWER = 4,TECH_MAGNET = 4, TECH_DATA = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) + materials = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000) build_path = /obj/item/custom_ka_upgrade/upgrade_chips/explosive diff --git a/code/modules/research/designs/protolathe/modular_computer_designs.dm b/code/modules/research/designs/protolathe/modular_computer_designs.dm index d340b7e7fcf..54967ffbcd0 100644 --- a/code/modules/research/designs/protolathe/modular_computer_designs.dm +++ b/code/modules/research/designs/protolathe/modular_computer_designs.dm @@ -4,60 +4,60 @@ // Hard drives /datum/design/item/modularcomponent/disk/normal req_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 400, MATERIAL_GLASS = 100) + materials = list(MATERIAL_STEEL = 400, MATERIAL_GLASS = 100) build_path = /obj/item/computer_hardware/hard_drive /datum/design/item/modularcomponent/disk/advanced req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 800, MATERIAL_GLASS = 200) + materials = list(MATERIAL_STEEL = 800, MATERIAL_GLASS = 200) build_path = /obj/item/computer_hardware/hard_drive/advanced /datum/design/item/modularcomponent/disk/super req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 1600, MATERIAL_GLASS = 400) + materials = list(MATERIAL_STEEL = 1600, MATERIAL_GLASS = 400) build_path = /obj/item/computer_hardware/hard_drive/super /datum/design/item/modularcomponent/disk/cluster req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 3200, MATERIAL_GLASS = 800) + materials = list(MATERIAL_STEEL = 3200, MATERIAL_GLASS = 800) build_path = /obj/item/computer_hardware/hard_drive/cluster /datum/design/item/modularcomponent/disk/small req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 800, MATERIAL_GLASS = 200) + materials = list(MATERIAL_STEEL = 800, MATERIAL_GLASS = 200) build_path = /obj/item/computer_hardware/hard_drive/small /datum/design/item/modularcomponent/disk/micro req_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 400, MATERIAL_GLASS = 100) + materials = list(MATERIAL_STEEL = 400, MATERIAL_GLASS = 100) build_path = /obj/item/computer_hardware/hard_drive/micro // Network cards /datum/design/item/modularcomponent/netcard/basic req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 1) build_type = IMPRINTER - materials = list(DEFAULT_WALL_MATERIAL = 250, MATERIAL_GLASS = 100) + materials = list(MATERIAL_STEEL = 250, MATERIAL_GLASS = 100) chemicals = list(/singleton/reagent/acid = 20) build_path = /obj/item/computer_hardware/network_card /datum/design/item/modularcomponent/netcard/signaler req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 1) build_type = IMPRINTER - materials = list(DEFAULT_WALL_MATERIAL = 300, MATERIAL_GLASS = 150) + materials = list(MATERIAL_STEEL = 300, MATERIAL_GLASS = 150) chemicals = list(/singleton/reagent/acid = 20) build_path = /obj/item/computer_hardware/network_card/signaler /datum/design/item/modularcomponent/netcard/advanced req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 2) build_type = IMPRINTER - materials = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 200) + materials = list(MATERIAL_STEEL = 500, MATERIAL_GLASS = 200) chemicals = list(/singleton/reagent/acid = 20) build_path = /obj/item/computer_hardware/network_card/advanced /datum/design/item/modularcomponent/netcard/wired req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 3) build_type = IMPRINTER - materials = list(DEFAULT_WALL_MATERIAL = 2500, MATERIAL_GLASS = 400) + materials = list(MATERIAL_STEEL = 2500, MATERIAL_GLASS = 400) chemicals = list(/singleton/reagent/acid = 20) build_path = /obj/item/computer_hardware/network_card/wired @@ -87,89 +87,89 @@ /datum/design/item/modularcomponent/cardslot name = "RFID Card Slot" req_tech = list(TECH_DATA = 2) - materials = list(DEFAULT_WALL_MATERIAL = 600) + materials = list(MATERIAL_STEEL = 600) build_path = /obj/item/computer_hardware/card_slot // Nano printer /datum/design/item/modularcomponent/nanoprinter req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 600) + materials = list(MATERIAL_STEEL = 600) build_path = /obj/item/computer_hardware/nano_printer // Tesla Link /datum/design/item/modularcomponent/teslalink req_tech = list(TECH_DATA = 2, TECH_POWER = 3, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000) + materials = list(MATERIAL_STEEL = 2000) build_path = /obj/item/computer_hardware/tesla_link /datum/design/item/modularcomponent/teslalink/charging_cable req_tech = list(TECH_POWER = 1, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 200) + materials = list(MATERIAL_STEEL = 200) build_path = /obj/item/computer_hardware/tesla_link/charging_cable // Batteries /datum/design/item/modularcomponent/battery/normal req_tech = list(TECH_POWER = 1, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 400) + materials = list(MATERIAL_STEEL = 400) build_path = /obj/item/computer_hardware/battery_module /datum/design/item/modularcomponent/battery/hotswap req_tech = list(TECH_POWER = 1, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 600) + materials = list(MATERIAL_STEEL = 600) build_path = /obj/item/computer_hardware/battery_module/hotswap /datum/design/item/modularcomponent/battery/advanced req_tech = list(TECH_POWER = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 800) + materials = list(MATERIAL_STEEL = 800) build_path = /obj/item/computer_hardware/battery_module/advanced /datum/design/item/modularcomponent/battery/super req_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 1600) + materials = list(MATERIAL_STEEL = 1600) build_path = /obj/item/computer_hardware/battery_module/super /datum/design/item/modularcomponent/battery/ultra req_tech = list(TECH_POWER = 5, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 3200) + materials = list(MATERIAL_STEEL = 3200) build_path = /obj/item/computer_hardware/battery_module/ultra /datum/design/item/modularcomponent/battery/nano req_tech = list(TECH_POWER = 1, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 200) + materials = list(MATERIAL_STEEL = 200) build_path = /obj/item/computer_hardware/battery_module/nano /datum/design/item/modularcomponent/battery/micro req_tech = list(TECH_POWER = 2, TECH_ENGINEERING = 2) build_type = PROTOLATHE - materials = list(DEFAULT_WALL_MATERIAL = 400) + materials = list(MATERIAL_STEEL = 400) build_path = /obj/item/computer_hardware/battery_module/micro // Processor unit /datum/design/item/modularcomponent/cpu req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 2) build_type = IMPRINTER - materials = list(DEFAULT_WALL_MATERIAL = 1600) + materials = list(MATERIAL_STEEL = 1600) chemicals = list(/singleton/reagent/acid = 20) build_path = /obj/item/computer_hardware/processor_unit /datum/design/item/modularcomponent/cpu/small req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2) build_type = IMPRINTER - materials = list(DEFAULT_WALL_MATERIAL = 800) + materials = list(MATERIAL_STEEL = 800) chemicals = list(/singleton/reagent/acid = 20) build_path = /obj/item/computer_hardware/processor_unit/small /datum/design/item/modularcomponent/cpu/photonic req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 4) build_type = IMPRINTER - materials = list(DEFAULT_WALL_MATERIAL = 6400, MATERIAL_GLASS = 2000) + materials = list(MATERIAL_STEEL = 6400, MATERIAL_GLASS = 2000) chemicals = list(/singleton/reagent/acid = 40) build_path = /obj/item/computer_hardware/processor_unit/photonic /datum/design/item/modularcomponent/cpu/photonic/small req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 3) build_type = IMPRINTER - materials = list(DEFAULT_WALL_MATERIAL = 3200, MATERIAL_GLASS = 1000) + materials = list(MATERIAL_STEEL = 3200, MATERIAL_GLASS = 1000) chemicals = list(/singleton/reagent/acid = 20) build_path = /obj/item/computer_hardware/processor_unit/photonic/small @@ -177,7 +177,7 @@ /datum/design/item/modularcomponent/aislot req_tech = list(TECH_POWER = 2, TECH_DATA = 3) build_type = IMPRINTER - materials = list(DEFAULT_WALL_MATERIAL = 2000) + materials = list(MATERIAL_STEEL = 2000) build_path = /obj/item/computer_hardware/ai_slot // Flashlight @@ -185,5 +185,5 @@ /datum/design/item/modularcomponent/flashlight req_tech = list(TECH_POWER = 1, TECH_ENGINEERING = 1) build_type = IMPRINTER - materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500) + materials = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 500) build_path = /obj/item/computer_hardware/flashlight diff --git a/code/modules/research/designs/protolathe/modular_gun_designs.dm b/code/modules/research/designs/protolathe/modular_gun_designs.dm index ca2a27f607b..35ef9ee7b99 100644 --- a/code/modules/research/designs/protolathe/modular_gun_designs.dm +++ b/code/modules/research/designs/protolathe/modular_gun_designs.dm @@ -3,7 +3,7 @@ /datum/design/item/modular_weapon/firing_pin req_tech = list(TECH_MATERIAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 500) + materials = list(MATERIAL_STEEL = 500) build_path = /obj/item/firing_pin/test_range /datum/design/item/modular_weapon/firing_pin/away @@ -15,230 +15,230 @@ /datum/design/item/modular_weapon/modular_small req_tech = list(TECH_MATERIAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 2000) + materials = list(MATERIAL_STEEL = 2000) build_path = /obj/item/laser_assembly /datum/design/item/modular_weapon/modular_medium req_tech = list(TECH_MATERIAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 4000) + materials = list(MATERIAL_STEEL = 4000) build_path = /obj/item/laser_assembly/medium /datum/design/item/modular_weapon/modular_large req_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 8000) + materials = list(MATERIAL_STEEL = 8000) build_path = /obj/item/laser_assembly/large /datum/design/item/modular_weapon/modular_cap req_tech = list(TECH_POWER = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 1000) + materials = list(MATERIAL_STEEL = 1000) build_path = /obj/item/laser_components/capacitor /datum/design/item/modular_weapon/modular_starch req_tech = list(TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 1000) + materials = list(MATERIAL_STEEL = 1000) build_path = /obj/item/laser_components/capacitor/potato /datum/design/item/modular_weapon/modular_capacitor_reinforced req_tech = list(TECH_POWER = 5, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 4000) + materials = list(MATERIAL_STEEL = 4000) build_path = /obj/item/laser_components/capacitor/reinforced /datum/design/item/modular_weapon/modular_capacitor_highcap req_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 500) + materials = list(MATERIAL_STEEL = 4000, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 500) build_path = /obj/item/laser_components/capacitor/highcap /datum/design/item/modular_weapon/modular_capacitor_highpower req_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 500) + materials = list(MATERIAL_STEEL = 4000, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 500) build_path = /obj/item/laser_components/capacitor/highpower /datum/design/item/modular_weapon/modular_nuke req_tech = list(TECH_POWER = 5, TECH_ENGINEERING = 5) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_URANIUM = 1000) + materials = list(MATERIAL_STEEL = 4000, MATERIAL_URANIUM = 1000) build_path = /obj/item/laser_components/capacitor/nuclear /datum/design/item/modular_weapon/modular_teranium req_tech = list(TECH_POWER = 6, TECH_ENGINEERING = 4, TECH_MAGNET = 6) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_GLASS = 1000, MATERIAL_URANIUM = 500) + materials = list(MATERIAL_STEEL = 4000, MATERIAL_GLASS = 1000, MATERIAL_URANIUM = 500) build_path = /obj/item/laser_components/capacitor/teranium /datum/design/item/modular_weapon/modular_phoron req_tech = list(TECH_POWER = 7, TECH_ENGINEERING = 5, TECH_PHORON = 5) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_PHORON = 3000, MATERIAL_URANIUM = 500) + materials = list(MATERIAL_STEEL = 4000, MATERIAL_PHORON = 3000, MATERIAL_URANIUM = 500) build_path = /obj/item/laser_components/capacitor/phoron /datum/design/item/modular_weapon/modular_bs req_tech = list(TECH_POWER = 7, TECH_ENGINEERING = 7, TECH_PHORON = 6, TECH_BLUESPACE = 5) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_PHORON = 3000, MATERIAL_URANIUM = 500, MATERIAL_DIAMOND = 1000) + materials = list(MATERIAL_STEEL = 4000, MATERIAL_PHORON = 3000, MATERIAL_URANIUM = 500, MATERIAL_DIAMOND = 1000) build_path = /obj/item/laser_components/capacitor/bluespace /datum/design/item/modular_weapon/modular_lens req_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 2000) + materials = list(MATERIAL_STEEL = 500, MATERIAL_GLASS = 2000) build_path = /obj/item/laser_components/focusing_lens /datum/design/item/modular_weapon/modular_splitter req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 750, MATERIAL_GLASS = 2000) + materials = list(MATERIAL_STEEL = 750, MATERIAL_GLASS = 2000) build_path = /obj/item/laser_components/focusing_lens/shotgun /datum/design/item/modular_weapon/modular_sniper req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 750, MATERIAL_GLASS = 2000) + materials = list(MATERIAL_STEEL = 750, MATERIAL_GLASS = 2000) build_path = /obj/item/laser_components/focusing_lens/sniper /datum/design/item/modular_weapon/modular_reinforced req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 1000) + materials = list(MATERIAL_STEEL = 2000, MATERIAL_GLASS = 1000) build_path = /obj/item/laser_components/focusing_lens/strong /datum/design/item/modular_weapon/modular_silent req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000) + materials = list(MATERIAL_STEEL = 2000) build_path = /obj/item/laser_components/modifier/silencer /datum/design/item/modular_weapon/modular_aeg req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000, MATERIAL_URANIUM = 500) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 1000, MATERIAL_URANIUM = 500) build_path = /obj/item/laser_components/modifier/aeg /datum/design/item/modular_weapon/modular_surge req_tech = list(TECH_MATERIAL = 5, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 1000) build_path = /obj/item/laser_components/modifier/surge /datum/design/item/modular_weapon/modular_repeater req_tech = list(TECH_MATERIAL = 5, TECH_COMBAT = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 1000) build_path = /obj/item/laser_components/modifier/repeater /datum/design/item/modular_weapon/modular_aux req_tech = list(TECH_MATERIAL = 5, TECH_COMBAT = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 1000) build_path = /obj/item/laser_components/modifier/auxiliarycap /datum/design/item/modular_weapon/modular_overcharge req_tech = list(TECH_MATERIAL = 5, TECH_COMBAT = 4, TECH_POWER = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 1000) build_path = /obj/item/laser_components/modifier/overcharge /datum/design/item/modular_weapon/modular_gatling req_tech = list(TECH_COMBAT = 6, TECH_PHORON = 5, TECH_MATERIAL = 6, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 750, MATERIAL_GLASS = 3000, MATERIAL_PHORON = 2000, MATERIAL_SILVER = 2000, MATERIAL_DIAMOND = 1000) + materials = list(MATERIAL_STEEL = 750, MATERIAL_GLASS = 3000, MATERIAL_PHORON = 2000, MATERIAL_SILVER = 2000, MATERIAL_DIAMOND = 1000) build_path = /obj/item/laser_components/modifier/gatling /datum/design/item/modular_weapon/modular_scope req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500) + materials = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 500) build_path = /obj/item/laser_components/modifier/scope /datum/design/item/modular_weapon/modular_barrel req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000) + materials = list(MATERIAL_STEEL = 3000) build_path = /obj/item/laser_components/modifier/barrel /datum/design/item/modular_weapon/modular_barrel/nano req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000) + materials = list(MATERIAL_STEEL = 5000) build_path = /obj/item/laser_components/modifier/barrel/nano /datum/design/item/modular_weapon/modular_vents req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000) + materials = list(MATERIAL_STEEL = 3000) build_path = /obj/item/laser_components/modifier/vents /datum/design/item/modular_weapon/modular_stock req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000) + materials = list(MATERIAL_STEEL = 3000) build_path = /obj/item/laser_components/modifier/stock /datum/design/item/modular_weapon/modular_stock/gyro req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000) + materials = list(MATERIAL_STEEL = 5000) build_path = /obj/item/laser_components/modifier/stock/gyro /datum/design/item/modular_weapon/modular_bayonet req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000) + materials = list(MATERIAL_STEEL = 3000) build_path = /obj/item/laser_components/modifier/bayonet /datum/design/item/modular_weapon/modular_ebayonet req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_SILVER = 500, MATERIAL_PHORON = 500) + materials = list(MATERIAL_STEEL = 3000, MATERIAL_SILVER = 500, MATERIAL_PHORON = 500) build_path = /obj/item/laser_components/modifier/ebayonet /datum/design/item/modular_weapon/modular_grip req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000) + materials = list(MATERIAL_STEEL = 3000) build_path = /obj/item/laser_components/modifier/grip /datum/design/item/modular_weapon/modular_grip_mk2 req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000) + materials = list(MATERIAL_STEEL = 5000) build_path = /obj/item/laser_components/modifier/grip/improved /datum/design/item/modular_weapon/modular_taser req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000) + materials = list(MATERIAL_STEEL = 4000) build_path = /obj/item/laser_components/modulator/taser /datum/design/item/modular_weapon/modular_tesla req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 6, TECH_POWER = 4) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_SILVER = 1000, MATERIAL_PHORON = 2000) + materials = list(MATERIAL_STEEL = 4000, MATERIAL_SILVER = 1000, MATERIAL_PHORON = 2000) build_path = /obj/item/laser_components/modulator/tesla /datum/design/item/modular_weapon/modular_ion req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 5) - materials = list(DEFAULT_WALL_MATERIAL = 750, MATERIAL_GLASS = 500, MATERIAL_PHORON = 2000) + materials = list(MATERIAL_STEEL = 750, MATERIAL_GLASS = 500, MATERIAL_PHORON = 2000) build_path = /obj/item/laser_components/modulator/ion /datum/design/item/modular_weapon/modular_soma req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 250, MATERIAL_URANIUM = 250) + materials = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 250, MATERIAL_URANIUM = 250) build_path = /obj/item/laser_components/modulator/floramut /datum/design/item/modular_weapon/modular_beta req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 250, MATERIAL_URANIUM = 250) + materials = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 250, MATERIAL_URANIUM = 250) build_path = /obj/item/laser_components/modulator/floramut2 /datum/design/item/modular_weapon/modular_pest req_tech = list(TECH_MATERIAL = 1, TECH_BIO = 4, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 1000, MATERIAL_URANIUM = 500) + materials = list(MATERIAL_STEEL = 2000, MATERIAL_GLASS = 1000, MATERIAL_URANIUM = 500) build_path = /obj/item/laser_components/modulator/xenovermin /datum/design/item/modular_weapon/modular_decloner req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 3000) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 3000) build_path = /obj/item/laser_components/modulator/decloner /datum/design/item/modular_weapon/modular_ebow req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4, TECH_ILLEGAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 3000) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 3000) build_path = /obj/item/laser_components/modulator/ebow /datum/design/item/modular_weapon/modular_blaster req_tech = list(TECH_COMBAT = 2, TECH_PHORON = 4, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 8000, MATERIAL_GLASS = 2000, MATERIAL_PHORON = 6000) + materials = list(MATERIAL_STEEL = 8000, MATERIAL_GLASS = 2000, MATERIAL_PHORON = 6000) build_path = /obj/item/laser_components/modulator/blaster /datum/design/item/modular_weapon/modular_laser req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 750, MATERIAL_GLASS = 500, MATERIAL_PHORON = 1000) + materials = list(MATERIAL_STEEL = 750, MATERIAL_GLASS = 500, MATERIAL_PHORON = 1000) build_path = /obj/item/laser_components/modulator /datum/design/item/modular_weapon/modular_tox req_tech = list(TECH_COMBAT = 4, TECH_PHORON = 3) - materials = list(DEFAULT_WALL_MATERIAL = 2500, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 2000) + materials = list(MATERIAL_STEEL = 2500, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 2000) build_path = /obj/item/laser_components/modulator/tox /datum/design/item/modular_weapon/modular_net req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4, TECH_ILLEGAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 3000) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 3000) build_path = /obj/item/laser_components/modulator/net /datum/design/item/modular_weapon/freezing_ray req_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 5, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 1000, MATERIAL_URANIUM = 500) + materials = list(MATERIAL_STEEL = 2000, MATERIAL_GLASS = 1000, MATERIAL_URANIUM = 500) build_path = /obj/item/laser_components/modulator/freeze diff --git a/code/modules/research/designs/protolathe/power_designs.dm b/code/modules/research/designs/protolathe/power_designs.dm index 4c8e9311f19..322de1e469c 100644 --- a/code/modules/research/designs/protolathe/power_designs.dm +++ b/code/modules/research/designs/protolathe/power_designs.dm @@ -17,61 +17,61 @@ /datum/design/item/powercell/basic name = "Basic" req_tech = list(TECH_POWER = 1) - materials = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 50) + materials = list(MATERIAL_STEEL = 700, MATERIAL_GLASS = 50) build_path = /obj/item/cell // This is actually the standard power cell found in APCs. And is called for by logistics bounties. /datum/design/item/powercell/apc name = "Heavy-Duty" req_tech = list(TECH_POWER = 1) - materials = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 50) + materials = list(MATERIAL_STEEL = 700, MATERIAL_GLASS = 50) build_path = /obj/item/cell/apc /datum/design/item/powercell/high name = "High-Capacity" req_tech = list(TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 60) + materials = list(MATERIAL_STEEL = 700, MATERIAL_GLASS = 60) build_path = /obj/item/cell/high /datum/design/item/powercell/super name = "Super-Capacity" req_tech = list(TECH_POWER = 3, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 70) + materials = list(MATERIAL_STEEL = 700, MATERIAL_GLASS = 70) build_path = /obj/item/cell/super /datum/design/item/powercell/hyper name = "Hyper-Capacity" req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 400, MATERIAL_GOLD = 150, MATERIAL_SILVER = 150, MATERIAL_GLASS = 70) + materials = list(MATERIAL_STEEL = 400, MATERIAL_GOLD = 150, MATERIAL_SILVER = 150, MATERIAL_GLASS = 70) build_path = /obj/item/cell/hyper /datum/design/item/powercell/device name = "Device" req_tech = list(TECH_POWER = 1) - materials = list(DEFAULT_WALL_MATERIAL = 70, MATERIAL_GLASS = 5) + materials = list(MATERIAL_STEEL = 70, MATERIAL_GLASS = 5) build_path = /obj/item/cell/device /datum/design/item/powercell/device/high name = "Advanced Device" req_tech = list(TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 150, MATERIAL_GLASS = 10) + materials = list(MATERIAL_STEEL = 150, MATERIAL_GLASS = 10) build_path = /obj/item/cell/device/high /datum/design/item/powercell/mecha name = "Power Core" build_type = MECHFAB req_tech = list(TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 10000) + materials = list(MATERIAL_STEEL = 20000, MATERIAL_GLASS = 10000) build_path = /obj/item/cell/mecha /datum/design/item/powercell/mecha/nuclear name = "Nuclear Power Core" req_tech = list(TECH_POWER = 3, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 10000, MATERIAL_URANIUM = 10000) + materials = list(MATERIAL_STEEL = 20000, MATERIAL_GLASS = 10000, MATERIAL_URANIUM = 10000) build_path = /obj/item/cell/mecha/nuclear /datum/design/item/powercell/mecha/phoron name = "Phoron Power Core" req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 5) - materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 10000, MATERIAL_PHORON = 5000) + materials = list(MATERIAL_STEEL = 20000, MATERIAL_GLASS = 10000, MATERIAL_PHORON = 5000) build_path = /obj/item/cell/mecha/phoron diff --git a/code/modules/research/designs/protolathe/stock_parts_designs.dm b/code/modules/research/designs/protolathe/stock_parts_designs.dm index be22f28f819..73957e678f8 100644 --- a/code/modules/research/designs/protolathe/stock_parts_designs.dm +++ b/code/modules/research/designs/protolathe/stock_parts_designs.dm @@ -10,113 +10,113 @@ /datum/design/item/stock_part/basic_capacitor req_tech = list(TECH_POWER = 1) - materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) + materials = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 50) build_path = /obj/item/stock_parts/capacitor /datum/design/item/stock_part/adv_capacitor req_tech = list(TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) + materials = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 50) build_path = /obj/item/stock_parts/capacitor/adv /datum/design/item/stock_part/super_capacitor req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50, MATERIAL_GOLD = 20) + materials = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 50, MATERIAL_GOLD = 20) build_path = /obj/item/stock_parts/capacitor/super /datum/design/item/stock_part/micro_mani req_tech = list(TECH_MATERIAL = 1, TECH_DATA = 1) - materials = list(DEFAULT_WALL_MATERIAL = 30) + materials = list(MATERIAL_STEEL = 30) build_path = /obj/item/stock_parts/manipulator /datum/design/item/stock_part/nano_mani req_tech = list(TECH_MATERIAL = 3, TECH_DATA = 2) - materials = list(DEFAULT_WALL_MATERIAL = 30) + materials = list(MATERIAL_STEEL = 30) build_path = /obj/item/stock_parts/manipulator/nano /datum/design/item/stock_part/pico_mani req_tech = list(TECH_MATERIAL = 5, TECH_DATA = 2) - materials = list(DEFAULT_WALL_MATERIAL = 30) + materials = list(MATERIAL_STEEL = 30) build_path = /obj/item/stock_parts/manipulator/pico /datum/design/item/stock_part/basic_matter_bin req_tech = list(TECH_MATERIAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 80) + materials = list(MATERIAL_STEEL = 80) build_path = /obj/item/stock_parts/matter_bin /datum/design/item/stock_part/adv_matter_bin req_tech = list(TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 80) + materials = list(MATERIAL_STEEL = 80) build_path = /obj/item/stock_parts/matter_bin/adv /datum/design/item/stock_part/super_matter_bin req_tech = list(TECH_MATERIAL = 5) - materials = list(DEFAULT_WALL_MATERIAL = 80) + materials = list(MATERIAL_STEEL = 80) build_path = /obj/item/stock_parts/matter_bin/super /datum/design/item/stock_part/basic_micro_laser req_tech = list(TECH_MAGNET = 1) - materials = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GLASS = 20) + materials = list(MATERIAL_STEEL = 10, MATERIAL_GLASS = 20) build_path = /obj/item/stock_parts/micro_laser /datum/design/item/stock_part/high_micro_laser req_tech = list(TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GLASS = 20) + materials = list(MATERIAL_STEEL = 10, MATERIAL_GLASS = 20) build_path = /obj/item/stock_parts/micro_laser/high /datum/design/item/stock_part/ultra_micro_laser req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 5) - materials = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GLASS = 20, MATERIAL_URANIUM = 10) + materials = list(MATERIAL_STEEL = 10, MATERIAL_GLASS = 20, MATERIAL_URANIUM = 10) build_path = /obj/item/stock_parts/micro_laser/ultra /datum/design/item/stock_part/basic_sensor req_tech = list(TECH_MAGNET = 1) - materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20) + materials = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 20) build_path = /obj/item/stock_parts/scanning_module /datum/design/item/stock_part/adv_sensor req_tech = list(TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20) + materials = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 20) build_path = /obj/item/stock_parts/scanning_module/adv /datum/design/item/stock_part/phasic_sensor req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20, MATERIAL_SILVER = 10) + materials = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 20, MATERIAL_SILVER = 10) build_path = /obj/item/stock_parts/scanning_module/phasic /datum/design/item/stock_part/rped desc = "A special mechanical device made to store, sort, and apply standard machine parts." req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GLASS = 5000) + materials = list(MATERIAL_STEEL = 15000, MATERIAL_GLASS = 5000) build_path = /obj/item/storage/part_replacer /datum/design/item/stock_part/subspace_ansible desc = "A component used in telecomms machinery construction." req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 80, MATERIAL_SILVER = 20) + materials = list(MATERIAL_STEEL = 80, MATERIAL_SILVER = 20) build_path = /obj/item/stock_parts/subspace/ansible /datum/design/item/stock_part/hyperwave_filter desc = "A component used in telecomms machinery construction." req_tech = list(TECH_DATA = 3, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 40, MATERIAL_SILVER = 10) + materials = list(MATERIAL_STEEL = 40, MATERIAL_SILVER = 10) build_path = /obj/item/stock_parts/subspace/filter /datum/design/item/stock_part/subspace_amplifier desc = "A component used in telecomms machinery construction." req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GOLD = 30, MATERIAL_URANIUM = 15) + materials = list(MATERIAL_STEEL = 10, MATERIAL_GOLD = 30, MATERIAL_URANIUM = 15) build_path = /obj/item/stock_parts/subspace/amplifier /datum/design/item/stock_part/subspace_treatment desc = "A component used in telecomms machinery construction." req_tech = list(TECH_DATA = 3, TECH_MAGNET = 2, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_SILVER = 20) + materials = list(MATERIAL_STEEL = 10, MATERIAL_SILVER = 20) build_path = /obj/item/stock_parts/subspace/treatment /datum/design/item/stock_part/subspace_analyzer desc = "A component used in telecomms machinery construction." req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GOLD = 15) + materials = list(MATERIAL_STEEL = 10, MATERIAL_GOLD = 15) build_path = /obj/item/stock_parts/subspace/analyzer /datum/design/item/stock_part/subspace_crystal diff --git a/code/modules/research/designs/protolathe/tool_designs.dm b/code/modules/research/designs/protolathe/tool_designs.dm index 7c37ed948e1..c9c2f9a0a86 100644 --- a/code/modules/research/designs/protolathe/tool_designs.dm +++ b/code/modules/research/designs/protolathe/tool_designs.dm @@ -4,12 +4,12 @@ /datum/design/item/tool/powerdrill desc = "An advanced drill designed to be faster than other drills." // my sides - Geeves req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 60, MATERIAL_GLASS = 50) + materials = list(MATERIAL_STEEL = 60, MATERIAL_GLASS = 50) build_path = /obj/item/powerdrill /datum/design/item/tool/experimental_welder req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 500) + materials = list(MATERIAL_STEEL = 500, MATERIAL_GLASS = 500) build_path = /obj/item/weldingtool/experimental /datum/design/item/tool/experimental_welder/eyeshield @@ -22,53 +22,53 @@ /datum/design/item/tool/dosimeter req_tech = list(TECH_ENGINEERING = 4, TECH_MAGNET = 4) - materials = list(DEFAULT_WALL_MATERIAL = 100, MATERIAL_GLASS = 50) + materials = list(MATERIAL_STEEL = 100, MATERIAL_GLASS = 50) build_path = /obj/item/geiger/dosimeter /datum/design/item/tool/advanced_light_replacer desc = "A specialised light replacer which stores more lights, refills faster from boxes, and sucks up broken bulbs." req_tech = list(TECH_MAGNET = 3, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 500) + materials = list(MATERIAL_STEEL = 500) build_path = /obj/item/lightreplacer/advanced /datum/design/item/tool/advmop - materials = list(DEFAULT_WALL_MATERIAL = 2500, MATERIAL_GLASS = 200) + materials = list(MATERIAL_STEEL = 2500, MATERIAL_GLASS = 200) build_path = /obj/item/mop/advanced /datum/design/item/tool/mmi name = "Man-Machine Interface" req_tech = list(TECH_DATA = 2, TECH_BIO = 3) build_type = PROTOLATHE | MECHFAB - materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500) + materials = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 500) build_path = /obj/item/mmi /datum/design/item/tool/mmi_radio name = "Radio-enabled Man-Machine Interface" req_tech = list(TECH_DATA = 2, TECH_BIO = 4) build_type = PROTOLATHE | MECHFAB - materials = list(DEFAULT_WALL_MATERIAL = 1200, MATERIAL_GLASS = 500) + materials = list(MATERIAL_STEEL = 1200, MATERIAL_GLASS = 500) build_path = /obj/item/mmi/radio_enabled /datum/design/item/tool/mmi_shell name = "AI Shell Control Module" req_tech = list(TECH_DATA = 6, TECH_ENGINEERING = 6) build_type = PROTOLATHE | MECHFAB - materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500) + materials = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 500) build_path = /obj/item/mmi/shell /datum/design/item/tool/beacon req_tech = list(TECH_BLUESPACE = 1) - materials = list (DEFAULT_WALL_MATERIAL = 20, MATERIAL_GLASS = 10) + materials = list (MATERIAL_STEEL = 20, MATERIAL_GLASS = 10) build_path = /obj/item/radio/beacon /datum/design/item/tool/navbeacon req_tech = list(TECH_BLUESPACE = 1) - materials = list (DEFAULT_WALL_MATERIAL = 20, MATERIAL_GLASS = 10) + materials = list (MATERIAL_STEEL = 20, MATERIAL_GLASS = 10) build_path = /obj/structure/machinery/navbeacon /datum/design/item/tool/power_cell_backpack req_tech = list(TECH_MATERIAL = 4, TECH_MAGNET = 2, TECH_POWER = 4) - materials = list(DEFAULT_WALL_MATERIAL = 7500, MATERIAL_GLASS = 2500) + materials = list(MATERIAL_STEEL = 7500, MATERIAL_GLASS = 2500) build_path = /obj/item/storage/backpack/cell /datum/design/item/tool/bluespace_crystal @@ -80,39 +80,39 @@ /datum/design/item/tool/binaryencrypt desc = "Allows for deciphering the stationbound binary channel on-the-fly." req_tech = list(TECH_ILLEGAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 300, MATERIAL_GLASS = 300) + materials = list(MATERIAL_STEEL = 300, MATERIAL_GLASS = 300) build_path = /obj/item/encryptionkey/binary /datum/design/item/tool/pin_extractor req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_MAGNET = 4, TECH_ILLEGAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 2500) build_path = /obj/item/pin_extractor /datum/design/item/tool/analyzer req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20) + materials = list(MATERIAL_STEEL = 30, MATERIAL_GLASS = 20) build_path = /obj/item/analyzer /datum/design/item/tool/tag_scanner req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 2500) build_path = /obj/item/ipc_tag_scanner /datum/design/item/tool/plant_analyzer desc = "A hand-held plant scanner for hydroponicists and xenobotanists." req_tech = list(TECH_MAGNET = 2, TECH_BIO = 3) - materials = list(DEFAULT_WALL_MATERIAL = 80, MATERIAL_GLASS = 20) + materials = list(MATERIAL_STEEL = 80, MATERIAL_GLASS = 20) build_path = /obj/item/analyzer/plant_analyzer /datum/design/item/tool/implanter desc = "A specialized syringe for inserting implants to subjects." req_tech = list(TECH_BIO = 5) - materials = list(DEFAULT_WALL_MATERIAL = 320, MATERIAL_GLASS = 800) + materials = list(MATERIAL_STEEL = 320, MATERIAL_GLASS = 800) build_path = /obj/item/implanter /datum/design/item/tool/paicard req_tech = list(TECH_DATA = 2) - materials = list(MATERIAL_GLASS = 500, DEFAULT_WALL_MATERIAL = 500) + materials = list(MATERIAL_GLASS = 500, MATERIAL_STEEL = 500) build_path = /obj/item/paicard /datum/design/item/tool/intellicard @@ -130,43 +130,43 @@ /datum/design/item/tool/rfd desc = "A RFD, modified to construct walls and floors." req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 2500, MATERIAL_GLASS = 2500, MATERIAL_SILVER = 2500, MATERIAL_GOLD = 2500) + materials = list(MATERIAL_STEEL = 2500, MATERIAL_GLASS = 2500, MATERIAL_SILVER = 2500, MATERIAL_GOLD = 2500) build_path = /obj/item/rfd/construction /datum/design/item/tool/rfd_ammo desc = "Highly compressed matter for the RFD." req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 2000) + materials = list(MATERIAL_STEEL = 2000, MATERIAL_GLASS = 2000) build_path = /obj/item/rfd_ammo /datum/design/item/tool/rfd_service desc = "A RFD, modified to deploy service items." req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 2000) + materials = list(MATERIAL_STEEL = 2000, MATERIAL_GLASS = 2000) build_path = /obj/item/rfd/service /datum/design/item/tool/rfd_pipe desc = "A heavily modified RFD, modified to construct pipes and piping accessories." req_tech = list(TECH_ENGINEERING = 5, TECH_MATERIAL = 5) - materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_GLASS = 2500, MATERIAL_SILVER = 2500) + materials = list(MATERIAL_STEEL = 3000, MATERIAL_GLASS = 2500, MATERIAL_SILVER = 2500) build_path = /obj/item/rfd/piping /datum/design/item/tool/idris_backpack desc = "The infamously Idris Service Standard refers to this monstrous, self-stabilizing back-mounted utensil and service item holder, not anything professional." req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 1500) + materials = list(MATERIAL_STEEL = 1500, MATERIAL_GLASS = 1500) build_path = /obj/item/storage/backpack/service /datum/design/item/tool/bluespace_neutralizer desc = "A state of the art bluespace neutralizer, capable of shutting down any bluespace portal it gets used on. A special mode exists for severe interdimensional breaches, but this is highly unlikely to be necessary." req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2, TECH_BLUESPACE = 4) - materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 20000, MATERIAL_SILVER = 20000, MATERIAL_GOLD = 20000, MATERIAL_PHORON = 10000) + materials = list(MATERIAL_STEEL = 20000, MATERIAL_GLASS = 20000, MATERIAL_SILVER = 20000, MATERIAL_GOLD = 20000, MATERIAL_PHORON = 10000) build_path = /obj/item/bluespace_neutralizer /datum/design/item/tool/inductive_charger name = "Inductive Charger (Science)" req_tech = list(TECH_ENGINEERING = 7) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 5000, MATERIAL_PHORON = 1500) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 5000, MATERIAL_PHORON = 1500) build_path = /obj/item/inductive_charger/handheld /datum/design/item/tool/inductive_charger/engineering @@ -176,11 +176,11 @@ /datum/design/item/tool/recharger_backpack desc = "A man-portable recharger backpack developed by Hephaestus Industries. Often used by military organisations of the Spur for extended field use of energy weapons." req_tech = list(TECH_POWER = 7, TECH_MATERIAL = 3, TECH_COMBAT = 5) - materials = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 2250, MATERIAL_URANIUM = 3250, MATERIAL_GOLD = 2500) + materials = list(MATERIAL_STEEL = 7000, MATERIAL_GLASS = 2250, MATERIAL_URANIUM = 3250, MATERIAL_GOLD = 2500) build_path = /obj/item/recharger_backpack /datum/design/item/tool/spaceflare name = "Bluespace Flare" req_tech = list(TECH_BLUESPACE = 4, TECH_MAGNET = 3, TECH_DATA = 2) - materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 400) + materials = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 400) build_path = /obj/item/spaceflare diff --git a/code/modules/research/designs/protolathe/weapon_designs.dm b/code/modules/research/designs/protolathe/weapon_designs.dm index edf2b4d6167..a997469011e 100644 --- a/code/modules/research/designs/protolathe/weapon_designs.dm +++ b/code/modules/research/designs/protolathe/weapon_designs.dm @@ -11,54 +11,54 @@ /datum/design/item/weapon/flora_gun req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 500, MATERIAL_URANIUM = 500) + materials = list(MATERIAL_STEEL = 2000, MATERIAL_GLASS = 500, MATERIAL_URANIUM = 500) build_path = /obj/item/gun/energy/floragun /datum/design/item/weapon/stunshell desc = "A stunning shell for a shotgun." req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 4000) + materials = list(MATERIAL_STEEL = 4000) build_path = /obj/item/ammo_casing/shotgun/stunshell /datum/design/item/weapon/stunshell/tracking - materials = list(DEFAULT_WALL_MATERIAL = 3500, MATERIAL_URANIUM = 250) + materials = list(MATERIAL_STEEL = 3500, MATERIAL_URANIUM = 250) build_path = /obj/item/ammo_casing/shotgun/tracking /datum/design/item/weapon/chemsprayer req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 1000) build_path = /obj/item/reagent_containers/spray/chemsprayer /datum/design/item/weapon/rapidsyringe req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 1000) build_path = /obj/item/gun/launcher/syringe/rapid /datum/design/item/weapon/temp_gun desc = "A gun that shoots high-powered glass-encased energy temperature bullets." req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 500, MATERIAL_SILVER = 3000) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 500, MATERIAL_SILVER = 3000) build_path = /obj/item/gun/energy/temperature /datum/design/item/weapon/eglaive req_tech = list(TECH_COMBAT = 6, TECH_PHORON = 4, TECH_MATERIAL = 7, TECH_ILLEGAL = 4, TECH_POWER = 4) - materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 18750, MATERIAL_PHORON = 3000, MATERIAL_SILVER = 7500) + materials = list(MATERIAL_STEEL = 10000, MATERIAL_GLASS = 18750, MATERIAL_PHORON = 3000, MATERIAL_SILVER = 7500) build_path = /obj/item/melee/energy/glaive /datum/design/item/weapon/forcegloves desc = "These gloves bend gravity and bluespace, dampening inertia and augmenting the wearer's melee capabilities." req_tech = list(TECH_COMBAT = 3, TECH_BLUESPACE = 3, TECH_ENGINEERING = 3, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 4000) + materials = list(MATERIAL_STEEL = 4000) build_path = /obj/item/clothing/gloves/force/basic /datum/design/item/weapon/eshield desc = "A shield capable of stopping most projectile and melee attacks. It can be retracted, expanded, and stored anywhere." req_tech = list(TECH_MAGNET = 3, TECH_MATERIAL = 4, TECH_ILLEGAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 3000, MATERIAL_PHORON = 1000) + materials = list(MATERIAL_STEEL = 1000, MATERIAL_GLASS = 3000, MATERIAL_PHORON = 1000) build_path = /obj/item/shield/energy /datum/design/item/weapon/gravity_gun //Hello, Gordon! desc = "This nifty gun disables the gravity in the area you shoot at. Use with caution." req_tech = list(TECH_COMBAT = 5, TECH_BLUESPACE = 5) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 5000, MATERIAL_SILVER = 3000, MATERIAL_GOLD = 3000, MATERIAL_PHORON = 500) + materials = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 5000, MATERIAL_SILVER = 3000, MATERIAL_GOLD = 3000, MATERIAL_PHORON = 500) build_path = /obj/item/gun/energy/gravity_gun diff --git a/code/modules/research/research.dm b/code/modules/research/research.dm index d7746b877b9..45e75fd1e17 100644 --- a/code/modules/research/research.dm +++ b/code/modules/research/research.dm @@ -249,7 +249,7 @@ GLOBAL_LIST_EMPTY(designs_imprinter_categories) icon_state = "datadisk2" item_state = "card-id" w_class = WEIGHT_CLASS_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) + matter = list(MATERIAL_STEEL = 30, MATERIAL_GLASS = 10) var/datum/tech/stored /obj/item/disk/tech_disk/feedback_hints(mob/user, distance, is_adjacent) @@ -273,7 +273,7 @@ GLOBAL_LIST_EMPTY(designs_imprinter_categories) icon_state = "datadisk2" item_state = "card-id" w_class = WEIGHT_CLASS_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) + matter = list(MATERIAL_STEEL = 30, MATERIAL_GLASS = 10) var/datum/design/blueprint /obj/item/disk/design_disk/feedback_hints(mob/user, distance, is_adjacent) diff --git a/code/modules/research/stockparts.dm b/code/modules/research/stockparts.dm index 6457531541e..79ca113cfb1 100644 --- a/code/modules/research/stockparts.dm +++ b/code/modules/research/stockparts.dm @@ -38,7 +38,7 @@ ) max_w_class = WEIGHT_CLASS_SMALL max_storage_space = 60 - matter = list(DEFAULT_WALL_MATERIAL = 750) + matter = list(MATERIAL_STEEL = 750) /obj/item/storage/bag/stockparts_box/basic name = "basic stock parts box" @@ -131,7 +131,7 @@ desc = "A basic capacitor used in the construction of a variety of devices." icon_state = "capacitor" origin_tech = list(TECH_POWER = 1) - matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) + matter = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 50) /obj/item/stock_parts/scanning_module name = "scanning module" @@ -139,7 +139,7 @@ desc = "A compact, high resolution scanning module used in the construction of certain devices." icon_state = "scan_module" origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20) + matter = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 20) /obj/item/stock_parts/manipulator name = "micro-manipulator" @@ -147,7 +147,7 @@ desc = "A tiny micrometer-scale manipulator used in the construction of certain devices." icon_state = "micro_mani" origin_tech = list(TECH_MATERIAL = 1, TECH_DATA = 1) - matter = list(DEFAULT_WALL_MATERIAL = 30) + matter = list(MATERIAL_STEEL = 30) /obj/item/stock_parts/micro_laser name = "micro-laser" @@ -155,7 +155,7 @@ desc = "A tiny laser used in certain devices." icon_state = "micro_laser" origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GLASS = 20) + matter = list(MATERIAL_STEEL = 10, MATERIAL_GLASS = 20) drop_sound = 'sound/items/drop/glass_small.ogg' pickup_sound = 'sound/items/pickup/glass_small.ogg' @@ -165,7 +165,7 @@ desc = "A container for holding compressed matter awaiting re-construction." icon_state = "matter_bin" origin_tech = list(TECH_MATERIAL = 1) - matter = list(DEFAULT_WALL_MATERIAL = 80) + matter = list(MATERIAL_STEEL = 80) drop_sound = 'sound/items/drop/ammobox.ogg' pickup_sound = 'sound/items/pickup/ammobox.ogg' @@ -177,7 +177,7 @@ icon_state = "adv_capacitor" origin_tech = list(TECH_POWER = 3) rating = STOCK_PART_ADVANCED - matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) + matter = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 50) /obj/item/stock_parts/scanning_module/adv name = "advanced scanning module" @@ -185,7 +185,7 @@ icon_state = "adv_scan_module" origin_tech = list(TECH_MAGNET = 3) rating = STOCK_PART_ADVANCED - matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20) + matter = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 20) /obj/item/stock_parts/manipulator/nano name = "nano-manipulator" @@ -193,7 +193,7 @@ icon_state = "nano_mani" origin_tech = list(TECH_MATERIAL = 3, TECH_DATA = 2) rating = STOCK_PART_ADVANCED - matter = list(DEFAULT_WALL_MATERIAL = 30) + matter = list(MATERIAL_STEEL = 30) /obj/item/stock_parts/micro_laser/high name = "high-power micro-laser" @@ -201,14 +201,14 @@ icon_state = "high_micro_laser" origin_tech = list(TECH_MAGNET = 3) rating = STOCK_PART_ADVANCED - matter = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GLASS = 20) + matter = list(MATERIAL_STEEL = 10, MATERIAL_GLASS = 20) /obj/item/stock_parts/matter_bin/adv name = "advanced matter bin" icon_state = "advanced_matter_bin" origin_tech = list(TECH_MATERIAL = 3) rating = STOCK_PART_ADVANCED - matter = list(DEFAULT_WALL_MATERIAL = 80) + matter = list(MATERIAL_STEEL = 80) //Rating 3 @@ -218,7 +218,7 @@ icon_state = "super_capacitor" origin_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4) rating = STOCK_PART_SUPER - matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50) + matter = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 50) /obj/item/stock_parts/scanning_module/phasic name = "phasic scanning module" @@ -226,7 +226,7 @@ icon_state = "super_scan_module" origin_tech = list(TECH_MAGNET = 5) rating = STOCK_PART_SUPER - matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20) + matter = list(MATERIAL_STEEL = 50, MATERIAL_GLASS = 20) /obj/item/stock_parts/manipulator/pico name = "pico-manipulator" @@ -234,7 +234,7 @@ icon_state = "pico_mani" origin_tech = list(TECH_MATERIAL = 5, TECH_DATA = 2) rating = STOCK_PART_SUPER - matter = list(DEFAULT_WALL_MATERIAL = 30) + matter = list(MATERIAL_STEEL = 30) /obj/item/stock_parts/micro_laser/ultra name = "ultra-high-power micro-laser" @@ -242,7 +242,7 @@ icon_state = "ultra_high_micro_laser" origin_tech = list(TECH_MAGNET = 5) rating = STOCK_PART_SUPER - matter = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GLASS = 20) + matter = list(MATERIAL_STEEL = 10, MATERIAL_GLASS = 20) /obj/item/stock_parts/matter_bin/super name = "super matter bin" @@ -250,7 +250,7 @@ icon_state = "super_matter_bin" origin_tech = list(TECH_MATERIAL = 5) rating = STOCK_PART_SUPER - matter = list(DEFAULT_WALL_MATERIAL = 80) + matter = list(MATERIAL_STEEL = 80) //TCOMS stock parts @@ -259,35 +259,35 @@ icon_state = "subspace_ansible" desc = "A compact module capable of sensing extradimensional activity." origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 5 ,TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) + matter = list(MATERIAL_STEEL = 30, MATERIAL_GLASS = 10) /obj/item/stock_parts/subspace/filter name = "hyperwave filter" icon_state = "hyperwave_filter" desc = "A tiny device capable of filtering and converting super-intense radiowaves." origin_tech = list(TECH_DATA = 4, TECH_MAGNET = 2) - matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) + matter = list(MATERIAL_STEEL = 30, MATERIAL_GLASS = 10) /obj/item/stock_parts/subspace/amplifier name = "subspace amplifier" icon_state = "subspace_amplifier" desc = "A compact micro-machine capable of amplifying weak subspace transmissions." origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) + matter = list(MATERIAL_STEEL = 30, MATERIAL_GLASS = 10) /obj/item/stock_parts/subspace/treatment name = "subspace treatment disk" icon_state = "treatment_disk" desc = "A compact micro-machine capable of stretching out hyper-compressed radio waves." origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 2, TECH_MATERIAL = 5, TECH_BLUESPACE = 2) - matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) + matter = list(MATERIAL_STEEL = 30, MATERIAL_GLASS = 10) /obj/item/stock_parts/subspace/analyzer name = "subspace wavelength analyzer" icon_state = "wavelength_analyzer" desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths." origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10) + matter = list(MATERIAL_STEEL = 30, MATERIAL_GLASS = 10) /obj/item/stock_parts/subspace/crystal name = "ansible crystal" @@ -301,7 +301,7 @@ icon_state = "subspace_transmitter" desc = "A large piece of equipment used to open a window into the subspace dimension." origin_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 5, TECH_BLUESPACE = 3) - matter = list(DEFAULT_WALL_MATERIAL = 50) + matter = list(MATERIAL_STEEL = 50) #undef STOCK_PART_BASIC #undef STOCK_PART_ADVANCED diff --git a/code/modules/research/xenoarchaeology/finds/finds.dm b/code/modules/research/xenoarchaeology/finds/finds.dm index 2d3883aeeab..e187aecae6f 100644 --- a/code/modules/research/xenoarchaeology/finds/finds.dm +++ b/code/modules/research/xenoarchaeology/finds/finds.dm @@ -103,7 +103,7 @@ var/apply_prefix = 1 if(prob(40)) material_descriptor = pick("rusted ","dusty ","archaic ","fragile ") - source_material = pick("cordite","quadrinium",DEFAULT_WALL_MATERIAL,"titanium","aluminium","ferritic-alloy","plasteel","duranium") + source_material = pick("cordite","quadrinium","steel","titanium","aluminium","ferritic-alloy","plasteel","duranium") var/talkative = 0 if(prob(5)) @@ -506,7 +506,7 @@ var/decorations = "" if(apply_material_decorations) - source_material = pick("cordite","quadrinium",DEFAULT_WALL_MATERIAL,"titanium","aluminium","ferritic-alloy","plasteel","duranium") + source_material = pick("cordite","quadrinium","steel","titanium","aluminium","ferritic-alloy","plasteel","duranium") desc = "A [material_descriptor ? "[material_descriptor] " : ""][item_type] made of [source_material], all craftsmanship is of [pick("the lowest","low","average","high","the highest")] quality." var/list/descriptors = list() diff --git a/code/modules/research/xenoarchaeology/finds/finds_special.dm b/code/modules/research/xenoarchaeology/finds/finds_special.dm index 189a6a7918b..da02d31a351 100644 --- a/code/modules/research/xenoarchaeology/finds/finds_special.dm +++ b/code/modules/research/xenoarchaeology/finds/finds_special.dm @@ -71,7 +71,7 @@ ..() START_PROCESSING(SSprocessing, src) become_hearing_sensitive() - shatter_material = GET_SINGLETON(shatter_material) + shatter_material = SSmaterials.get_material_by_id(shatter_material) /obj/item/vampiric/Destroy() STOP_PROCESSING(SSprocessing, src) diff --git a/code/modules/shieldgen/emergency_shield.dm b/code/modules/shieldgen/emergency_shield.dm index 356d264fefa..f1643af2b0e 100644 --- a/code/modules/shieldgen/emergency_shield.dm +++ b/code/modules/shieldgen/emergency_shield.dm @@ -213,7 +213,7 @@ //if(do_after(user, min(60, round( ((maxhealth/health)*10)+(malfunction*10) ))) //Take longer to repair heavier damage if(attacking_item.use_tool(src, user, 30, volume = 50)) if (coil.use(1)) - health = initial(health) + health = maxhealth malfunction = FALSE to_chat(user, SPAN_NOTICE("You repair the [src]!")) update_icon() @@ -290,23 +290,27 @@ check_failure() /obj/structure/machinery/shield/proc/check_failure() - var/health_percentage = (health / initial(health)) * 100 - switch(health_percentage) - if(-INFINITY to 25) - if(alpha != 150) - animate(src, 1 SECOND, alpha = 150) - if(26 to 50) - if(alpha != 175) - animate(src, 1 SECOND, alpha = 175) - if(51 to 75) - if(alpha != 210) - animate(src, 1 SECOND, alpha = 210) - if(76 to 90) - if(alpha != 230) - animate(src, 1 SECOND, alpha = 230) - if(91 to INFINITY) - if(alpha != initial(alpha)) - animate(src, 1 SECOND, alpha = initial(alpha)) + var/maximum_health = initial(health) + if(!maximum_health) + maximum_health = maxhealth + if(maximum_health) + var/health_percentage = (health / maximum_health) * 100 + switch(health_percentage) + if(-INFINITY to 25) + if(alpha != 150) + animate(src, 1 SECOND, alpha = 150) + if(26 to 50) + if(alpha != 175) + animate(src, 1 SECOND, alpha = 175) + if(51 to 75) + if(alpha != 210) + animate(src, 1 SECOND, alpha = 210) + if(76 to 90) + if(alpha != 230) + animate(src, 1 SECOND, alpha = 230) + if(91 to INFINITY) + if(alpha != initial(alpha)) + animate(src, 1 SECOND, alpha = initial(alpha)) if(health <= 0) visible_message(SPAN_NOTICE("\The [src] dissipates!")) qdel(src) diff --git a/code/modules/tables/interactions.dm b/code/modules/tables/interactions.dm index 228b3d88d9b..0da8dcf159e 100644 --- a/code/modules/tables/interactions.dm +++ b/code/modules/tables/interactions.dm @@ -325,7 +325,7 @@ var/obj/item/I = usr.get_inactive_hand() if(I && istype(I, /obj/item/stack)) var/obj/item/stack/D = I - if(D.get_material_name() != material.name) + if(D.get_material() != material) return ..() if(health < maxhealth) if(D.get_amount() < 1) diff --git a/code/modules/tables/tables.dm b/code/modules/tables/tables.dm index 262ceff5fac..cda9fc6b18b 100644 --- a/code/modules/tables/tables.dm +++ b/code/modules/tables/tables.dm @@ -133,9 +133,9 @@ /obj/structure/table/Initialize() if(table_mat) - material = GET_SINGLETON(table_mat) + material = SSmaterials.get_material_by_id(table_mat) if(table_reinf) - reinforced = GET_SINGLETON(table_reinf) + reinforced = SSmaterials.get_material_by_id(table_reinf) AddComponent(/datum/component/armor, list(MELEE = ARMOR_MELEE_KNIVES, BULLET = ARMOR_BALLISTIC_MINOR)) . = ..() diff --git a/html/changelogs/Bat-Bugfixes.yml b/html/changelogs/Bat-Bugfixes.yml new file mode 100644 index 00000000000..2bc66327b7e --- /dev/null +++ b/html/changelogs/Bat-Bugfixes.yml @@ -0,0 +1,10 @@ +author: Batrachophrenoboocosmomachia +delete-after: True +changes: + - bugfix: "Fixes emergency shields runtiming when hit by thrown objects." + - bugfix: "Fixes several stale global list runtimes." + - bugfix: "Fixes several health percentage checks that could use unset initial health values." + - bugfix: "Fixes additional materials regressions." + - bugfix: "Fixes invalid fuel injector depletion math." + - bugfix: "Makes accelerated particles apply radiation damage to living mobs they pass through." + - bugfix: "Fixes Loner point exploit." diff --git a/tgui/packages/tgui/interfaces/KineticHarvester.tsx b/tgui/packages/tgui/interfaces/KineticHarvester.tsx index feec63bd2d9..20fb12fc5f2 100644 --- a/tgui/packages/tgui/interfaces/KineticHarvester.tsx +++ b/tgui/packages/tgui/interfaces/KineticHarvester.tsx @@ -12,6 +12,7 @@ export type HarvesterData = { }; type Material = { + id: string; material: string; rawamount: number; amount: number; @@ -59,14 +60,14 @@ export const HarvestWindow = (props) => { material.rawamount + ' cubic units)' } - key={material.material} + key={material.id} buttons={