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Ports table item autoalign from Bay (#6946)
Made it so items get their pixel x/y reset on pickup.
Thrown items now also get their pixel placement slightly randomized.
Tweaked the center of mass on a boatload of items to be more accurate to their sprite art.
Replaced a bunch of randomized pixel placement code into a unifying proc; randpixel_xy() that uses an item's randpixel var.
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@@ -2,6 +2,7 @@
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name = "ashtray"
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icon = 'icons/obj/ashtray.dmi'
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icon_state = "blank"
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randpixel = 5
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force_divisor = 0.1
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thrown_force_divisor = 0.1
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var/image/base_image
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@@ -13,8 +14,7 @@
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qdel(src)
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return
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max_butts = round(material.hardness/10) //This is arbitrary but whatever.
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src.pixel_y = rand(-5, 5)
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src.pixel_x = rand(-6, 6)
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randpixel_xy()
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update_icon()
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return
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@@ -5,6 +5,7 @@
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icon = 'icons/obj/shards.dmi'
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desc = "Made of nothing. How does this even exist?" // set based on material, if this desc is visible it's a bug (shards default to being made of glass)
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icon_state = "large"
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randpixel = 8
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sharp = 1
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edge = 1
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w_class = 2
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@@ -22,8 +23,7 @@
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return
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icon_state = "[material.shard_icon][pick("large", "medium", "small")]"
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pixel_x = rand(-8, 8)
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pixel_y = rand(-8, 8)
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randpixel_xy()
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update_icon()
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if(material.shard_type)
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@@ -85,6 +85,7 @@
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item_state = icon_state
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/obj/item/weapon/material/twohanded/pickup(mob/user)
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..()
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unwield()
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/obj/item/weapon/material/twohanded/attack_self(mob/user as mob)
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