Materials subsystem, material defines instead of strings, structure materials. (#8447)

The shitcode crusade begins.
This commit is contained in:
Matt Atlas
2020-03-18 20:19:11 +01:00
committed by GitHub
parent d952493ca0
commit 82437acd43
127 changed files with 687 additions and 646 deletions
+2
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@@ -34,6 +34,7 @@
#include "code\__defines\lists.dm"
#include "code\__defines\machinery.dm"
#include "code\__defines\master_controller.dm"
#include "code\__defines\materials.dm"
#include "code\__defines\math_physics.dm"
#include "code\__defines\minimap.dm"
#include "code\__defines\mining.dm"
@@ -184,6 +185,7 @@
#include "code\controllers\subsystems\law.dm"
#include "code\controllers\subsystems\lighting.dm"
#include "code\controllers\subsystems\machinery.dm"
#include "code\controllers\subsystems\materials.dm"
#include "code\controllers\subsystems\mob.dm"
#include "code\controllers\subsystems\mob_ai.dm"
#include "code\controllers\subsystems\news.dm"
+66
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@@ -0,0 +1,66 @@
#define MATERIAL_PLASTIC "plastic"
#define MATERIAL_PLASTIC_HOLO "holoplastic"
#define MATERIAL_PLASTEEL "plasteel"
#define MATERIAL_STEEL "steel"
#define MATERIAL_GLASS "glass"
#define MATERIAL_GLASS_REINFORCED "rglass"
#define MATERIAL_GLASS_WIRED "wired glass"
#define MATERIAL_GLASS_PHORON "borosilicate glass"
#define MATERIAL_GLASS_REINFORCED_PHORON "reinforced borosilicate glass"
#define MATERIAL_GOLD "gold"
#define MATERIAL_SILVER "silver"
#define MATERIAL_DIAMOND "diamond"
#define MATERIAL_PHORON "phoron"
#define MATERIAL_URANIUM "uranium"
#define MATERIAL_SANDSTONE "sandstone"
#define MATERIAL_CONCRETE "concrete"
#define MATERIAL_IRON "iron"
#define MATERIAL_PLATINUM "platinum"
#define MATERIAL_BRONZE "bronze"
#define MATERIAL_OSMIUM "osmium"
#define MATERIAL_MARBLE "marble"
#define MATERIAL_CULT "cult"
#define MATERIAL_CULT_REINFORCED "cult_reinforced"
#define MATERIAL_TITANIUM "titanium"
#define MATERIAL_SAND "sand"
#define MATERIAL_DIONA "biomass"
#define MATERIAL_VAURCA "alien biomass"
#define MATERIAL_TRITIUM "tritium"
#define MATERIAL_HYDROGEN_METALLIC "mhydrogen"
#define MATERIAL_ELEVATOR "elevatorium"
#define MATERIAL_SHUTTLE "shuttle"
#define MATERIAL_SHUTTLE_SKRELL "skrell"
#define MATERIAL_RUST "rust"
#define MATERIAL_CARDBOARD "cardboard"
// Leathers and related.
#define MATERIAL_RESIN "resin"
#define MATERIAL_LEATHER "leather"
#define MATERIAL_BONE "bone"
#define MATERIAL_BONE_CURSED "cursed bone"
#define MATERIAL_HIDE "hide"
#define MATERIAL_HIDE_CORGI "corgi hide"
#define MATERIAL_HIDE_CAT "cat hide"
#define MATERIAL_HIDE_MONKEY "monkey hide"
#define MATERIAL_HIDE_LIZARD "lizard hide"
#define MATERIAL_HIDE_ALIEN "alien hide"
#define MATERIAL_HIDE_HUMAN "human hide"
// Wood.
#define MATERIAL_WOOD "wood"
#define MATERIAL_WOOD_HOLO "holowood"
#define MATERIAL_WOOD_LOG "log"
#define MATERIAL_WOOD_BRANCH "branch"
// Cloth and related.
#define MATERIAL_CLOTH "cloth"
#define MATERIAL_COTTON "cotton"
#define MATERIAL_CARPET "carpet"
#define MATERIAL_CLOTH_TEAL "teal"
#define MATERIAL_CLOTH_BLACK "black"
#define MATERIAL_CLOTH_GREEN "green"
#define MATERIAL_CLOTH_PURPLE "purple"
#define MATERIAL_CLOTH_BLUE "blue"
#define MATERIAL_CLOTH_BEIGE "beige"
#define MATERIAL_CLOTH_LIME "lime"
@@ -747,7 +747,6 @@
SearchVar(swapmaps_initialized)
SearchVar(swapmaps_loaded)
SearchVar(swapmaps_byname)
SearchVar(name_to_material)
SearchVar(minevendor_list)
SearchVar(total_extraction_beacons)
SearchVar(ore_data)
@@ -21,9 +21,6 @@
global_hud.holomap
)
// This is kinda important. Set up details of what the hell things are made of.
populate_material_list()
// Create autolathe recipes, as above.
populate_lathe_recipes()
+41
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@@ -0,0 +1,41 @@
var/datum/controller/subsystem/materials/SSmaterials
/datum/controller/subsystem/materials
name = "Materials"
init_order = SS_INIT_MISC_FIRST
flags = SS_NO_FIRE
var/list/materials
var/list/materials_by_name
/datum/controller/subsystem/materials/New()
NEW_SS_GLOBAL(SSmaterials)
/datum/controller/subsystem/materials/Initialize()
create_material_lists()
. = ..()
/datum/controller/subsystem/materials/proc/create_material_lists()
if(LAZYLEN(materials))
return
materials = list()
materials_by_name = list()
for(var/M in subtypesof(/material))
var/material/material = new M
if(material.name)
materials += material
materials_by_name[lowertext(material.name)] = material
/datum/controller/subsystem/materials/proc/get_material_by_name(var/M)
if(!materials_by_name)
create_material_lists()
. = materials_by_name[M]
if(!.)
log_debug("Material not found: [M].")
/datum/controller/subsystem/materials/proc/material_display_name(var/M)
var/material/material = get_material_by_name(M)
if(material)
return material.display_name
+1 -1
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@@ -377,7 +377,7 @@
name = "power control module"
icon_state = "power_mod"
desc = "Heavy-duty switching circuits for power control."
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50)
/obj/item/module/power_control/attackby(obj/item/W, mob/user)
if(W.ismultitool())
+3 -3
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@@ -130,10 +130,10 @@
..()
/obj/structure/table/cultify()
if(material == "cult" || reinforced == "cult")
if(material == SSmaterials.get_material_by_name(MATERIAL_CULT) || reinforced == SSmaterials.get_material_by_name(MATERIAL_CULT))
return
material = get_material_by_name("cult")
reinforced = get_material_by_name("cult")
material = SSmaterials.get_material_by_name(MATERIAL_CULT)
reinforced = SSmaterials.get_material_by_name(MATERIAL_CULT)
update_desc()
update_connections(1)
update_icon()
+1 -1
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@@ -840,6 +840,6 @@ Just a object used in constructing air alarms
icon_state = "door_electronics"
desc = "Looks like a circuit. Probably is."
w_class = 2.0
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50)
// Fire Alarms moved to firealarm.dm
+3 -3
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@@ -11,8 +11,8 @@
clickvol = 30
var/list/machine_recipes
var/list/stored_material = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0)
var/list/storage_capacity = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0)
var/list/stored_material = list(DEFAULT_WALL_MATERIAL = 0, MATERIAL_GLASS = 0)
var/list/storage_capacity = list(DEFAULT_WALL_MATERIAL = 0, MATERIAL_GLASS = 0)
var/show_category = "All"
var/hacked = FALSE
@@ -300,7 +300,7 @@
/obj/machinery/autolathe/dismantle()
for(var/mat in stored_material)
var/material/M = get_material_by_name(mat)
var/material/M = SSmaterials.get_material_by_name(mat)
if(!istype(M))
continue
var/obj/item/stack/material/S = new M.stack_type(get_turf(src))
@@ -6,7 +6,7 @@
w_class = 2
anchored = 0
matter = list(DEFAULT_WALL_MATERIAL = 700,"glass" = 300)
matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 300)
// Motion, EMP-Proof, X-Ray
var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/material/osmium, /obj/item/stock_parts/scanning_module)
+2 -6
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@@ -64,13 +64,12 @@ for reference:
density = 1.0
var/health = 100
var/maxhealth = 100
var/material/material
/obj/structure/barricade/New(var/newloc, var/material_name)
..(newloc)
if(!material_name)
material_name = "wood"
material = get_material_by_name("[material_name]")
material = SSmaterials.get_material_by_name(material_name)
if(!material)
qdel(src)
return
@@ -80,9 +79,6 @@ for reference:
maxhealth = material.integrity
health = maxhealth
/obj/structure/barricade/get_material()
return material
/obj/structure/barricade/attackby(obj/item/W as obj, mob/user as mob)
if (istype(W, /obj/item/stack))
var/obj/item/stack/D = W
@@ -143,7 +139,7 @@ for reference:
return 0
/obj/structure/barricade/steel/New(var/newloc)
.=..(newloc,"steel")
.=..(newloc, MATERIAL_STEEL)
//Actual Deployable machinery stuff
/obj/machinery/deployable
+2 -2
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@@ -75,8 +75,8 @@
/obj/machinery/door/airlock/get_material()
if(mineral)
return get_material_by_name(mineral)
return get_material_by_name(DEFAULT_WALL_MATERIAL)
return SSmaterials.get_material_by_name(mineral)
return SSmaterials.get_material_by_name(DEFAULT_WALL_MATERIAL)
/obj/machinery/door/airlock/command
name = "Airlock"
@@ -4,7 +4,7 @@
icon_state = "door_electronics"
w_class = ITEMSIZE_TINY
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50)
req_access = list(access_engine)
+1 -1
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@@ -143,7 +143,7 @@
..()
/obj/machinery/door/firedoor/get_material()
return get_material_by_name(DEFAULT_WALL_MATERIAL)
return SSmaterials.get_material_by_name(DEFAULT_WALL_MATERIAL)
/obj/machinery/door/firedoor/examine(mob/user)
. = ..(user, 1)
+1 -1
View File
@@ -279,7 +279,7 @@ 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 = 2.0
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50)
/obj/machinery/firealarm/partyalarm
+1 -1
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@@ -11,7 +11,7 @@ var/list/floor_light_cache = list()
idle_power_usage = 2
active_power_usage = 20
power_channel = LIGHT
matter = list(DEFAULT_WALL_MATERIAL = 2500, "glass" = 2750)
matter = list(DEFAULT_WALL_MATERIAL = 2500, MATERIAL_GLASS = 2750)
var/on
var/on_state = "on"
+7 -7
View File
@@ -12,7 +12,7 @@
var/speed = 1
var/mat_efficiency = 1
var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, "gold" = 0, "silver" = 0, "diamond" = 0, "phoron" = 0, "uranium" = 0)
var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, MATERIAL_GLASS = 0, MATERIAL_GOLD = 0, MATERIAL_SILVER = 0, MATERIAL_DIAMOND = 0, MATERIAL_PHORON = 0, MATERIAL_URANIUM = 0)
var/res_max_amount = 200000
var/datum/research/files
@@ -161,19 +161,19 @@
var/material
switch(I.type)
if(/obj/item/stack/material/gold)
material = "gold"
material = MATERIAL_GOLD
if(/obj/item/stack/material/silver)
material = "silver"
material = MATERIAL_SILVER
if(/obj/item/stack/material/diamond)
material = "diamond"
material = MATERIAL_DIAMOND
if(/obj/item/stack/material/phoron)
material = "phoron"
material = MATERIAL_PHORON
if(/obj/item/stack/material/steel)
material = DEFAULT_WALL_MATERIAL
if(/obj/item/stack/material/glass)
material = "glass"
material = MATERIAL_GLASS
if(/obj/item/stack/material/uranium)
material = "uranium"
material = MATERIAL_URANIUM
else
return ..()
+1 -1
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@@ -11,6 +11,6 @@
throw_range = 15
throw_speed = 3
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
@@ -11,7 +11,7 @@
uv_intensity = 50
light_wedge = LIGHT_WIDE
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20)
action_button_name = "Toggle Flashlight"
var/on = 0
@@ -126,7 +126,7 @@
brightness_on = 4
w_class = 3
uv_intensity = 60
matter = list(DEFAULT_WALL_MATERIAL = 100,"glass" = 70)
matter = list(DEFAULT_WALL_MATERIAL = 100, MATERIAL_GLASS = 70)
light_wedge = LIGHT_SEMI
/obj/item/device/flashlight/maglight
@@ -139,7 +139,7 @@
w_class = 3
uv_intensity = 70
attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed")
matter = list(DEFAULT_WALL_MATERIAL = 200,"glass" = 100)
matter = list(DEFAULT_WALL_MATERIAL = 200, MATERIAL_GLASS = 100)
hitsound = 'sound/weapons/smash.ogg'
light_wedge = LIGHT_NARROW
@@ -13,7 +13,7 @@
throwforce = 5.0
throw_range = 15
throw_speed = 3
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20)
var/low = 0
var/high = 1
+1 -1
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@@ -16,7 +16,7 @@
throw_speed = 3
desc = "You can use this on airlocks or APCs to try to hack them without cutting wires."
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
+1 -1
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@@ -11,7 +11,7 @@
throw_speed = 1
throw_range = 2
matter = list(DEFAULT_WALL_MATERIAL = 750,"waste" = 750)
matter = list(DEFAULT_WALL_MATERIAL = 750)
origin_tech = list(TECH_POWER = 3, TECH_ILLEGAL = 5)
var/drain_rate = 1500000 // amount of power to drain per tick
@@ -8,7 +8,7 @@
slot_flags = SLOT_BACK
w_class = 5.0
matter = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 2500)
matter = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 2500)
var/code = 2
@@ -44,7 +44,7 @@ var/global/list/default_medbay_channels = list(
throw_speed = 2
throw_range = 9
w_class = 2
matter = list("glass" = 25,DEFAULT_WALL_MATERIAL = 75)
matter = list(DEFAULT_WALL_MATERIAL = 75, MATERIAL_GLASS = 25)
var/const/FREQ_LISTENING = 1
var/list/internal_channels
+6 -6
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@@ -331,7 +331,7 @@ BREATH ANALYZER
throw_speed = 4
throw_range = 20
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
@@ -365,7 +365,7 @@ BREATH ANALYZER
throw_speed = 4
throw_range = 20
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20)
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
var/details = 0
@@ -426,7 +426,7 @@ BREATH ANALYZER
throwforce = 5
throw_speed = 4
throw_range = 20
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20)
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
var/details = 0
@@ -474,7 +474,7 @@ BREATH ANALYZER
throwforce = 0
throw_speed = 3
throw_range = 7
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20)
/obj/item/device/slime_scanner/attack(mob/living/M, mob/living/user)
if(!isslime(M))
@@ -516,7 +516,7 @@ BREATH ANALYZER
throwforce = 0
throw_speed = 3
throw_range = 3
matter = list(DEFAULT_WALL_MATERIAL = 25, "glass" = 25)
matter = list(DEFAULT_WALL_MATERIAL = 25, MATERIAL_GLASS = 25)
/obj/item/device/price_scanner/afterattack(atom/movable/target, mob/user as mob, proximity)
if(!proximity)
@@ -537,7 +537,7 @@ BREATH ANALYZER
throwforce = 0
throw_speed = 3
throw_range = 3
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20)
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
/obj/item/device/breath_analyzer/attack(mob/living/carbon/human/H, mob/living/user as mob)
@@ -19,7 +19,7 @@
var/celltype = /obj/item/cell/high
matter = list(DEFAULT_WALL_MATERIAL = 25000, "glass" = 3500)
matter = list(DEFAULT_WALL_MATERIAL = 25000, MATERIAL_GLASS = 3500)
var/on = 0 //is it turned on?
var/cover_open = 0 //is the cover open?
var/obj/item/cell/cell
+1 -1
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@@ -11,7 +11,7 @@
throw_speed = 3
var/animaltag = null
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20)
origin_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 1)
@@ -5,7 +5,7 @@
item_state = "analyzer"
w_class = 2.0
matter = list(DEFAULT_WALL_MATERIAL = 60,"glass" = 30)
matter = list(DEFAULT_WALL_MATERIAL = 60, MATERIAL_GLASS = 30)
var/emagged = 0.0
var/recording = 0.0
+1 -1
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@@ -4,7 +4,7 @@
icon = 'icons/obj/drinks.dmi'
icon_state = "jar_lid"
w_class = 2
matter = list("glass" = 200)
matter = list(MATERIAL_GLASS = 200)
flags = NOBLUDGEON
var/list/accept_mobs = list(/mob/living/simple_animal/lizard, /mob/living/simple_animal/rat)
var/contains = 0 // 0 = nothing, 1 = money, 2 = animal, 3 = spiderling
@@ -130,7 +130,6 @@
/obj/item/borg/upgrade/combat
name = "combat cyborg module"
desc = "Unlocks the combat cyborg module"
// construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"glass"=15000,"gold"= 5000,"diamond" = 1000)
icon_state = "cyborg_upgrade3"
require_module = 0
+2 -2
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@@ -4,7 +4,7 @@
icon = 'icons/obj/skrell_items.dmi'
icon_state = "starscope"
w_class = 1
matter = list("glass" = 200)
matter = list(MATERIAL_GLASS = 200)
drop_sound = 'sound/items/drop/glass.ogg'
var/list/constellations = list("Island", "Hatching Egg", "Star Chanter", "Jiu'x'klua", "Stormcloud", "Gnarled Tree", "Poet", "Bloated Toad", "Qu'Poxiii", "Fisher")
var/selected_constellation
@@ -76,7 +76,7 @@
icon = 'icons/obj/skrell_items.dmi'
icon_state = "projector"
w_class = 1
matter = list("glass" = 200)
matter = list(MATERIAL_GLASS = 200)
drop_sound = 'sound/items/drop/glass.ogg'
var/list/worlds_selection = list("Xrim", "Kal'lo", "Nralakk")
var/selected_world
+1 -1
View File
@@ -7,7 +7,7 @@
origin_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3)
amount = 10
var/list/construction_cost = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000)
var/list/construction_cost = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 7000)
/obj/item/stack/nanopaste/update_icon()
var/amount = round(get_amount() / 2)
@@ -101,7 +101,7 @@
throw_range = 20
flags = 0
drop_sound = 'sound/items/drop/clothing.ogg'
matter = list("plastic" = 937.5)
matter = list(MATERIAL_PLASTIC = 937.5)
/obj/item/stack/tile/lino_grey
name = "linoleum"
@@ -114,7 +114,7 @@
throw_range = 20
flags = 0
drop_sound = 'sound/items/drop/clothing.ogg'
matter = list("plastic" = 937.5)
matter = list(MATERIAL_PLASTIC = 937.5)
/*
* Circuits
@@ -126,7 +126,7 @@
desc = "An advanced tile covered in various circuitry and wiring."
icon_state = "tile_bcircuit"
force = 6.0
matter = list(DEFAULT_WALL_MATERIAL = 937.5,"glass" = 937.5)
matter = list(DEFAULT_WALL_MATERIAL = 937.5, MATERIAL_GLASS = 937.5)
throwforce = 15.0
throw_speed = 5
throw_range = 20
@@ -138,7 +138,7 @@
desc = "An advanced tile covered in various circuitry and wiring."
icon_state = "tile_gcircuit"
force = 6.0
matter = list(DEFAULT_WALL_MATERIAL = 937.5,"glass" = 937.5)
matter = list(DEFAULT_WALL_MATERIAL = 937.5, MATERIAL_GLASS = 937.5)
throwforce = 15.0
throw_speed = 5
throw_range = 20
@@ -170,13 +170,13 @@
name = "steel floor tile"
singular_name = "steel floor tile"
icon_state = "tile_steel"
matter = list("plasteel" = 937.5)
matter = list(MATERIAL_PLASTEEL = 937.5)
/obj/item/stack/tile/floor_white
name = "white floor tile"
singular_name = "white floor tile"
icon_state = "tile_white"
matter = list("plastic" = 937.5)
matter = list(MATERIAL_PLASTIC = 937.5)
/obj/item/stack/tile/floor_yellow
name = "yellow floor tile"
@@ -188,43 +188,43 @@
name = "dark floor tile"
singular_name = "dark floor tile"
icon_state = "fr_tile"
matter = list("plasteel" = 937.5)
matter = list(MATERIAL_PLASTEEL = 937.5)
/obj/item/stack/tile/floor_freezer
name = "freezer floor tile"
singular_name = "freezer floor tile"
icon_state = "tile_freezer"
matter = list("plastic" = 937.5)
matter = list(MATERIAL_PLASTIC = 937.5)
/obj/item/stack/tile/silver
name = "silver floor tile"
singular_name = "silver floor tile"
icon_state = "tile_silver"
matter = list("silver" = 937.5)
matter = list(MATERIAL_SILVER = 937.5)
/obj/item/stack/tile/gold
name = "golden floor tile"
singular_name = "golden floor tile"
icon_state = "tile_gold"
matter = list("gold" = 937.5)
matter = list(MATERIAL_GOLD = 937.5)
/obj/item/stack/tile/uranium
name = "uranium floor tile"
singular_name = "uranium floor tile"
icon_state = "tile_uranium"
matter = list("uranium" = 937.5)
matter = list(MATERIAL_URANIUM = 937.5)
/obj/item/stack/tile/phoron
name = "phoron floor tile"
singular_name = "phoron floor tile"
icon_state = "tile_plasma"
matter = list("phoron" = 937.5)
matter = list(MATERIAL_PHORON = 937.5)
/obj/item/stack/tile/diamond
name = "diamond floor tile"
singular_name = "diamond floor tile"
icon_state = "tile_diamond"
matter = list("diamond" = 937.5)
matter = list(MATERIAL_DIAMOND = 937.5)
/*
* Cyborg modules
+1 -1
View File
@@ -117,7 +117,7 @@
item_state = "rfdammo"
w_class = 2
origin_tech = list(TECH_MATERIAL = 2)
matter = list(DEFAULT_WALL_MATERIAL = 30000,"glass" = 15000)
matter = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_GLASS = 15000)
/*
RFD Construction-Class
@@ -6,7 +6,7 @@
throw_speed = 1
throw_range = 5
w_class = 2.0
matter = list(DEFAULT_WALL_MATERIAL = 320, "glass" = 800)
matter = list(DEFAULT_WALL_MATERIAL = 320, MATERIAL_GLASS = 800)
var/obj/item/implant/imp = null
/obj/item/implanter/attack_self(var/mob/user)
@@ -88,10 +88,10 @@
return ..()
/obj/item/material/ashtray/plastic/New(var/newloc)
..(newloc, "plastic")
..(newloc, MATERIAL_PLASTIC)
/obj/item/material/ashtray/bronze/New(var/newloc)
..(newloc, "bronze")
..(newloc, MATERIAL_BRONZE)
/obj/item/material/ashtray/glass/New(var/newloc)
..(newloc, "glass")
..(newloc, MATERIAL_GLASS)
@@ -14,16 +14,16 @@
//Predefined materials go here.
/obj/item/material/twohanded/baseballbat/metal/New(var/newloc)
..(newloc,"steel")
..(newloc, MATERIAL_STEEL)
/obj/item/material/twohanded/baseballbat/uranium/New(var/newloc)
..(newloc,"uranium")
..(newloc, MATERIAL_URANIUM)
/obj/item/material/twohanded/baseballbat/gold/New(var/newloc)
..(newloc,"gold")
..(newloc, MATERIAL_GOLD)
/obj/item/material/twohanded/baseballbat/platinum/New(var/newloc)
..(newloc,"platinum")
..(newloc, MATERIAL_PLATINUM)
/obj/item/material/twohanded/baseballbat/diamond/New(var/newloc)
..(newloc,"diamond")
..(newloc, MATERIAL_DIAMOND)
@@ -72,7 +72,7 @@
sharp = TRUE
/obj/item/material/kitchen/utensil/fork/plastic
default_material = "plastic"
default_material = MATERIAL_PLASTIC
/obj/item/material/kitchen/utensil/spoon
name = "spoon"
@@ -82,7 +82,7 @@
force_divisor = 0.1 //2 when wielded with weight 20 (steel)
/obj/item/material/kitchen/utensil/spoon/plastic
default_material = "plastic"
default_material = MATERIAL_PLASTIC
/*
* Knives
@@ -115,7 +115,7 @@
return ..()
/obj/item/material/kitchen/utensil/knife/plastic
default_material = "plastic"
default_material = MATERIAL_PLASTIC
/*
* Rolling Pins
@@ -49,7 +49,7 @@
throwforce = round(material.get_blunt_damage()*thrown_force_divisor)
/obj/item/material/proc/set_material(var/new_material)
material = get_material_by_name(new_material)
material = SSmaterials.get_material_by_name(new_material)
if(!material)
qdel(src)
else
@@ -93,13 +93,13 @@
// Preset types - left here for the code that uses them
/obj/item/material/shard/shrapnel/New(loc)
..(loc, "steel")
..(loc, MATERIAL_STEEL)
/obj/item/material/shard/shrapnel/flechette/New(loc)
..(loc, "titanium")
..(loc, MATERIAL_TITANIUM)
/obj/item/material/shard/phoron/New(loc)
..(loc, "borosilicate glass")
..(loc, MATERIAL_GLASS_PHORON)
/obj/item/material/shard/wood/New(loc)
..(loc, "wood")
..(loc, MATERIAL_WOOD)
@@ -293,13 +293,13 @@
//predefined materials for spears
/obj/item/material/twohanded/spear/steel/New(var/newloc)
..(newloc,"steel")
..(newloc, MATERIAL_STEEL)
/obj/item/material/twohanded/spear/plasteel/New(var/newloc)
..(newloc,"plasteel")
..(newloc, MATERIAL_PLASTEEL)
/obj/item/material/twohanded/spear/diamond/New(var/newloc)
..(newloc,"diamond")
..(newloc, MATERIAL_DIAMOND)
/obj/structure/headspear
name = "head on a spear"
@@ -307,7 +307,6 @@
icon_state = "headspear"
density = 0
anchored = 1
var/material = "glass"
/obj/structure/headspear/attack_hand(mob/living/user)
user.visible_message("<span class='warning'>[user] kicks over \the [src]!</span>", "<span class='danger'>You kick down \the [src]!</span>")
+11 -11
View File
@@ -14,7 +14,7 @@
var/maxcharge = 1000
var/rigged = 0 // true if rigged to explode
var/minor_fault = 0 //If not 100% reliable, it will build up faults.
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 50)
//currently only used by energy-type guns, that may change in the future.
/obj/item/cell/device
@@ -26,7 +26,7 @@
throw_speed = 5
throw_range = 7
maxcharge = 1000
matter = list("metal" = 350, "glass" = 50)
matter = list(MATERIAL_STEEL = 350, MATERIAL_GLASS = 50)
/obj/item/cell/device/variable/New(newloc, charge_amount)
..(newloc)
@@ -38,7 +38,7 @@
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
origin_tech = list(TECH_POWER = 0)
maxcharge = 500
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 40)
/obj/item/cell/crap/empty/Initialize()
. = ..()
@@ -48,7 +48,7 @@
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, "glass" = 40)
matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 40)
/obj/item/cell/secborg/empty/Initialize()
. = ..()
@@ -58,21 +58,21 @@
name = "heavy-duty power cell"
origin_tech = list(TECH_POWER = 1)
maxcharge = 5000
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 50)
/obj/item/cell/high
name = "high-capacity power cell"
origin_tech = list(TECH_POWER = 2)
icon_state = "hcell"
maxcharge = 10000
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60)
matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 60)
/obj/item/cell/mecha
name = "exosuit-grade power cell"
origin_tech = list(TECH_POWER = 3)
icon_state = "hcell"
maxcharge = 15000
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70)
matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 70)
/obj/item/cell/high/empty/Initialize()
. = ..()
@@ -83,7 +83,7 @@
origin_tech = list(TECH_POWER = 5)
icon_state = "scell"
maxcharge = 20000
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70)
matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 70)
/obj/item/cell/super/empty/Initialize()
. = ..()
@@ -94,7 +94,7 @@
origin_tech = list(TECH_POWER = 6)
icon_state = "hpcell"
maxcharge = 30000
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 80)
/obj/item/cell/hyper/empty/Initialize()
. = ..()
@@ -105,7 +105,7 @@
icon_state = "icell"
origin_tech = null
maxcharge = 30000 //determines how badly mobs get shocked
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 80)
check_charge()
return 1
@@ -138,7 +138,7 @@
desc = "A small power cell intended for use with emergency lighting."
maxcharge = 120 //Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell
w_class = ITEMSIZE_TINY
matter = list("glass" = 20)
matter = list(MATERIAL_GLASS = 20)
/obj/item/cell/device/emergency_light/empty/Initialize()
. = ..()
+1 -1
View File
@@ -62,7 +62,7 @@
throw_range = 4
w_class = 4.0
origin_tech = list(TECH_MATERIAL = 2)
matter = list("glass" = 7500, DEFAULT_WALL_MATERIAL = 1000)
matter = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 7500)
attack_verb = list("shoved", "bashed")
var/cooldown = 0 //shield bash cooldown. based on world.time
@@ -17,7 +17,7 @@
desc = "Retracts stuff."
icon = 'icons/obj/surgery.dmi'
icon_state = "retractor"
matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000)
matter = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 5000)
flags = CONDUCT
w_class = 2.0
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
@@ -31,7 +31,7 @@
desc = "You think you have seen this before."
icon = 'icons/obj/surgery.dmi'
icon_state = "hemostat"
matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
matter = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500)
flags = CONDUCT
w_class = 2.0
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
@@ -46,7 +46,7 @@
desc = "This stops bleeding."
icon = 'icons/obj/surgery.dmi'
icon_state = "cautery"
matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
matter = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500)
flags = CONDUCT
w_class = 2.0
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
@@ -62,7 +62,7 @@
icon = 'icons/obj/surgery.dmi'
icon_state = "drill"
hitsound = 'sound/weapons/saw/circsawhit.ogg'
matter = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 10000)
matter = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GLASS = 10000)
flags = CONDUCT
force = 15.0
w_class = 3
@@ -88,7 +88,7 @@
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000)
matter = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 5000)
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
drop_sound = 'sound/items/drop/knife.ogg'
@@ -137,7 +137,7 @@
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
matter = list(DEFAULT_WALL_MATERIAL = 20000,"glass" = 10000)
matter = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 10000)
attack_verb = list("attacked", "slashed", "sawed", "cut")
sharp = 1
edge = 1
+4 -4
View File
@@ -167,7 +167,7 @@
w_class = ITEMSIZE_SMALL
//Cost to make in the autolathe
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 30)
matter = list(DEFAULT_WALL_MATERIAL = 70, MATERIAL_GLASS = 30)
//R&D tech level
origin_tech = list(TECH_ENGINEERING = 1)
@@ -184,7 +184,7 @@
name = "industrial welding tool"
desc = "A welding tool with an extended-capacity built-in fuel tank, standard issue for engineers."
max_fuel = 40
matter = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 60)
matter = list(DEFAULT_WALL_MATERIAL = 100, MATERIAL_GLASS = 60)
base_iconstate = "ind_welder"
origin_tech = list(TECH_ENGINEERING = 2)
@@ -193,7 +193,7 @@
name = "advanced welding tool"
desc = "A rare and powerful welding tool with a super-extended fuel tank."
max_fuel = 80
matter = list(DEFAULT_WALL_MATERIAL = 200, "glass" = 120)
matter = list(DEFAULT_WALL_MATERIAL = 200, MATERIAL_GLASS = 120)
base_iconstate = "adv_welder"
origin_tech = list(TECH_ENGINEERING = 3)
@@ -202,7 +202,7 @@
name = "experimental welding tool"
desc = "A scientifically-enhanced welding tool that uses fuel-producing microbes to gradually replenish its fuel supply."
max_fuel = 40
matter = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 120)
matter = list(DEFAULT_WALL_MATERIAL = 100, MATERIAL_GLASS = 120)
base_iconstate = "exp_welder"
origin_tech = list(TECH_ENGINEERING = 4, TECH_BIO = 4)
base_itemstate = "exp_welder"
+6 -1
View File
@@ -8,6 +8,7 @@
var/parts
var/list/climbers
var/list/footstep_sound //footstep sounds when stepped on
var/material/material
/obj/structure/Destroy()
if(parts)
@@ -187,5 +188,9 @@
return 0
visible_message("<span class='danger'>[user] [attack_verb] the [src] apart!</span>")
user.do_attack_animation(src)
spawn(1) qdel(src)
spawn(1)
qdel(src)
return 1
/obj/structure/get_material()
return material
@@ -292,7 +292,7 @@
user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
if(do_after(user, 40) && !glass)
if (S.use(2))
to_chat(user, "<span class='notice'>You installed [material_display_name(material_name)] plating into the airlock assembly.</span>")
to_chat(user, "<span class='notice'>You installed [SSmaterials.material_display_name(material_name)] plating into the airlock assembly.</span>")
glass = material_name
else if(W.isscrewdriver() && state == 2 )
+5 -3
View File
@@ -136,13 +136,15 @@
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now unsecuring support struts...</span>")
if(do_after(user,40/W.toolspeed))
if(!src) return
if(!src)
return
to_chat(user, "<span class='notice'>You unsecured the support struts!</span>")
state = 1
else if(anchored && !reinf_material)
playsound(src.loc, W.usesound, 100, 1)
reinforcing = !reinforcing
to_chat(user, "<span class='notice'>\The [src] can now be [reinforcing? "reinforced" : "constructed"]!</span>")
return
else if(W.iswirecutter() && state == 1)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
@@ -198,7 +200,7 @@
to_chat(user, "<span class='notice'>There isn't enough material here to construct a wall.</span>")
return 0
var/material/M = name_to_material[S.default_type]
var/material/M = SSmaterials.get_material_by_name(S.default_type)
if(!istype(M))
return 0
@@ -239,7 +241,7 @@
to_chat(user, "<span class='notice'>There isn't enough material here to reinforce the girder.</span>")
return 0
var/material/M = name_to_material[S.default_type]
var/material/M = SSmaterials.get_material_by_name(S.default_type)
if(!istype(M) || M.integrity < 50)
to_chat(user, "You cannot reinforce \the [src] with that; it is too soft.")
return 0
+11 -15
View File
@@ -6,7 +6,6 @@
icon = 'icons/obj/doors/material_doors.dmi'
icon_state = "metal"
var/material/material
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
var/oreAmount = 7
@@ -26,7 +25,7 @@
..()
if(!material_name)
material_name = DEFAULT_WALL_MATERIAL
material = get_material_by_name(material_name)
material = SSmaterials.get_material_by_name(material_name)
if(!material)
qdel(src)
return
@@ -63,9 +62,6 @@
if(lock)
to_chat(user, "<span class='notice'>It appears to have a lock.</span>")
/obj/structure/simple_door/get_material()
return material
/obj/structure/simple_door/CollidedWith(atom/user)
..()
if(!state)
@@ -222,32 +218,32 @@
L.apply_effect(round(material.radioactivity/3),IRRADIATE,0)
/obj/structure/simple_door/iron/New(var/newloc,var/material_name, var/complexity)
..(newloc, "iron", complexity)
..(newloc, MATERIAL_IRON, complexity)
/obj/structure/simple_door/silver/New(var/newloc,var/material_name, var/complexity)
..(newloc, "silver", complexity)
..(newloc, MATERIAL_SILVER, complexity)
/obj/structure/simple_door/gold/New(var/newloc,var/material_name, var/complexity)
..(newloc, "gold", complexity)
..(newloc, MATERIAL_GOLD, complexity)
/obj/structure/simple_door/uranium/New(var/newloc,var/material_name, var/complexity)
..(newloc, "uranium", complexity)
..(newloc, MATERIAL_URANIUM, complexity)
/obj/structure/simple_door/sandstone/New(var/newloc,var/material_name, var/complexity)
..(newloc, "sandstone", complexity)
..(newloc, MATERIAL_SANDSTONE, complexity)
/obj/structure/simple_door/phoron/New(var/newloc,var/material_name, var/complexity)
..(newloc, "phoron", complexity)
..(newloc, MATERIAL_PHORON, complexity)
/obj/structure/simple_door/diamond/New(var/newloc,var/material_name, var/complexity)
..(newloc, "diamond", complexity)
..(newloc, MATERIAL_DIAMOND, complexity)
/obj/structure/simple_door/wood/New(var/newloc,var/material_name)
..(newloc, "wood")
..(newloc, MATERIAL_WOOD)
/obj/structure/simple_door/resin/New(var/newloc,var/material_name)
..(newloc, "resin")
..(newloc, MATERIAL_RESIN)
/obj/structure/simple_door/cult/New(var/newloc, var/material_name)
..(newloc, "cult")
..(newloc, MATERIAL_CULT)
color = COLOR_CULT_DOOR // looks better than the standard cult colours
@@ -16,7 +16,6 @@
can_buckle = 1
buckle_dir = SOUTH
buckle_lying = 1
var/material/material
var/material/padding_material
var/base_icon = "bed"
var/can_dismantle = 1
@@ -30,17 +29,14 @@
color = null
if(!new_material)
new_material = DEFAULT_WALL_MATERIAL
material = get_material_by_name(new_material)
material = SSmaterials.get_material_by_name(new_material)
if(!istype(material))
qdel(src)
return
if(new_padding_material)
padding_material = get_material_by_name(new_padding_material)
padding_material = SSmaterials.get_material_by_name(new_padding_material)
update_icon()
/obj/structure/bed/get_material()
return material
/obj/structure/bed/buckle_mob(mob/living/M)
. = ..()
if(. && buckle_sound)
@@ -163,7 +159,7 @@
update_icon()
/obj/structure/bed/proc/add_padding(var/padding_type)
padding_material = get_material_by_name(padding_type)
padding_material = SSmaterials.get_material_by_name(padding_type)
update_icon()
/obj/structure/bed/proc/dismantle()
@@ -178,10 +174,10 @@
base_icon = "psychbed"
/obj/structure/bed/psych/New(var/newloc)
..(newloc,"wood","leather")
..(newloc, MATERIAL_WOOD, MATERIAL_LEATHER)
/obj/structure/bed/padded/New(var/newloc)
..(newloc,"plastic","cotton")
..(newloc, MATERIAL_PLASTIC, MATERIAL_COTTON)
/obj/structure/bed/aqua
name = "aquabed"
@@ -77,31 +77,31 @@
icon_state = "comfychair_preview"
/obj/structure/bed/chair/comfy/brown/Initialize(mapload,var/newmaterial)
. = ..(mapload,"steel","leather")
. = ..(mapload, MATERIAL_STEEL, MATERIAL_LEATHER)
/obj/structure/bed/chair/comfy/red/Initialize(var/mapload,var/newmaterial)
. = ..(mapload,"steel","carpet")
. = ..(mapload, MATERIAL_STEEL, MATERIAL_CARPET)
/obj/structure/bed/chair/comfy/teal/Initialize(var/mapload,var/newmaterial)
. = ..(mapload,"steel","teal")
. = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_TEAL)
/obj/structure/bed/chair/comfy/black/Initialize(var/mapload,var/newmaterial)
. = ..(mapload,"steel","black")
. = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_BLACK)
/obj/structure/bed/chair/comfy/green/Initialize(var/mapload,var/newmaterial)
. = ..(mapload,"steel","green")
. = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_GREEN)
/obj/structure/bed/chair/comfy/purp/Initialize(var/mapload,var/newmaterial)
. = ..(mapload,"steel","purple")
. = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_PURPLE)
/obj/structure/bed/chair/comfy/blue/Initialize(var/mapload,var/newmaterial)
. = ..(mapload,"steel","blue")
. = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_BLUE)
/obj/structure/bed/chair/comfy/beige/Initialize(var/mapload,var/newmaterial)
. = ..(mapload,"steel","beige")
. = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_BEIGE)
/obj/structure/bed/chair/comfy/lime/Initialize(var/mapload,var/newmaterial)
. = ..(mapload,"steel","lime")
. = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_LIME)
/obj/structure/bed/chair/office
anchored = 0
@@ -25,9 +25,9 @@
..(newloc)
if(!new_material)
new_material = DEFAULT_WALL_MATERIAL
material = get_material_by_name(new_material)
material = SSmaterials.get_material_by_name(new_material)
if(new_padding_material)
padding_material = get_material_by_name(new_padding_material)
padding_material = SSmaterials.get_material_by_name(new_padding_material)
if(!istype(material))
qdel(src)
return
@@ -35,10 +35,10 @@
update_icon()
/obj/item/stool/padded/New(var/newloc, var/new_material)
..(newloc, "steel", "carpet")
..(newloc, MATERIAL_STEEL, MATERIAL_CARPET)
/obj/item/stool/wood/New(var/newloc, var/new_material)
..(newloc, "wood")
..(newloc, MATERIAL_WOOD)
/obj/item/stool/hover
name = "hoverstool"
@@ -47,7 +47,7 @@
item_state_slots = null
/obj/item/stool/hover/New(var/newloc, var/new_material)
..(newloc, "skrell")
..(newloc, MATERIAL_SHUTTLE_SKRELL)
/obj/item/stool/hover/Initialize()
.=..()
@@ -85,7 +85,7 @@
desc = "A stool. Apply butt with care. It's made of [material.use_name]."
/obj/item/stool/proc/add_padding(var/padding_type)
padding_material = get_material_by_name(padding_type)
padding_material = SSmaterials.get_material_by_name(padding_type)
update_icon()
/obj/item/stool/proc/remove_padding()
+2 -2
View File
@@ -79,7 +79,7 @@
icon = 'icons/obj/items.dmi'
icon_state = "pocketwatch"
drop_sound = 'sound/items/drop/accessory.ogg'
matter = list("glass" = 150, "gold" = 50)
matter = list(MATERIAL_GLASS = 150, MATERIAL_GOLD = 50)
w_class = 1
var/closed = FALSE
@@ -125,7 +125,7 @@
icon = 'icons/obj/items.dmi'
icon_state = "pocketwatch"
drop_sound = 'sound/items/drop/accessory.ogg'
matter = list("glass" = 150, "gold" = 50)
matter = list(MATERIAL_GLASS = 150, MATERIAL_GOLD = 50)
w_class = 1
var/datum/weakref/thrall = null
var/time_counter = 0
+1 -1
View File
@@ -8,7 +8,7 @@
else
construction_stage = null
if(!material)
material = get_material_by_name(DEFAULT_WALL_MATERIAL)
material = SSmaterials.get_material_by_name(DEFAULT_WALL_MATERIAL)
if(material)
explosion_resistance = material.explosion_resistance
if (material.wall_icon)
+17 -17
View File
@@ -10,11 +10,11 @@
appearance_flags = NO_CLIENT_COLOR
/turf/simulated/wall/cult/Initialize(mapload)
. = ..(mapload, "cult")
. = ..(mapload, MATERIAL_CULT)
desc = "Hideous images dance beneath the surface."
/turf/simulated/wall/cult_reinforced/Initialize(mapload)
. = ..(mapload, "cult", "cult_reinforced")
. = ..(mapload, MATERIAL_CULT, MATERIAL_CULT_REINFORCED)
desc = "Hideous images dance beneath the surface."
/turf/unsimulated/wall/cult
@@ -28,46 +28,46 @@
appearance_flags = NO_CLIENT_COLOR
/turf/simulated/wall/vaurca/Initialize(mapload)
. = ..(mapload,"alien biomass")
. = ..(mapload, MATERIAL_VAURCA)
/turf/simulated/wall/iron/Initialize(mapload)
. = ..(mapload,"iron")
. = ..(mapload, MATERIAL_IRON)
/turf/simulated/wall/uranium/Initialize(mapload)
. = ..(mapload,"uranium")
. = ..(mapload, MATERIAL_URANIUM)
/turf/simulated/wall/diamond/Initialize(mapload)
. = ..(mapload,"diamond")
. = ..(mapload, MATERIAL_DIAMOND)
/turf/simulated/wall/gold/Initialize(mapload)
. = ..(mapload,"gold")
. = ..(mapload, MATERIAL_GOLD)
/turf/simulated/wall/silver/Initialize(mapload)
. = ..(mapload,"silver")
. = ..(mapload, MATERIAL_SILVER)
/turf/simulated/wall/phoron/Initialize(mapload)
. = ..(mapload,"phoron")
. = ..(mapload, MATERIAL_PHORON)
/turf/simulated/wall/sandstone/Initialize(mapload)
. = ..(mapload,"sandstone")
. = ..(mapload, MATERIAL_SANDSTONE)
/turf/simulated/wall/ironphoron/Initialize(mapload)
. = ..(mapload,"iron","phoron")
. = ..(mapload, MATERIAL_IRON, MATERIAL_PHORON)
/turf/simulated/wall/golddiamond/Initialize(mapload)
. = ..(mapload,"gold","diamond")
. = ..(mapload, MATERIAL_GOLD, MATERIAL_DIAMOND)
/turf/simulated/wall/silvergold/Initialize(mapload)
. = ..(mapload,"silver","gold")
. = ..(mapload, MATERIAL_SILVER, MATERIAL_GOLD)
/turf/simulated/wall/sandstonediamond/Initialize(mapload)
. = ..(mapload,"sandstone","diamond")
. = ..(mapload, MATERIAL_SANDSTONE, MATERIAL_DIAMOND)
/turf/simulated/wall/titanium/Initialize(mapload)
. = ..(mapload,"titanium")
. = ..(mapload, MATERIAL_TITANIUM)
/turf/simulated/wall/titanium_reinforced/Initialize(mapload)
. = ..(mapload,"titanium", "titanium")
. = ..(mapload, MATERIAL_TITANIUM, MATERIAL_TITANIUM)
/turf/simulated/wall/wood/Initialize(mapload)
. = ..(mapload,"wood")
. = ..(mapload, MATERIAL_WOOD)
+3 -3
View File
@@ -41,9 +41,9 @@
icon_state = "blank"
if(!materialtype)
materialtype = DEFAULT_WALL_MATERIAL
material = get_material_by_name(materialtype)
material = SSmaterials.get_material_by_name(materialtype)
if(!isnull(rmaterialtype))
reinf_material = get_material_by_name(rmaterialtype)
reinf_material = SSmaterials.get_material_by_name(rmaterialtype)
update_material()
if (material.radioactivity || (reinf_material && reinf_material.radioactivity))
@@ -184,7 +184,7 @@
O.forceMove(src)
clear_plants()
material = get_material_by_name("placeholder")
material = SSmaterials.get_material_by_name("placeholder")
reinf_material = null
if (!no_change)
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "A small electronic device able to ignite combustable substances."
icon_state = "igniter"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10)
matter = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 50)
secured = 1
wires = WIRE_RECEIVE
+2 -1
View File
@@ -5,7 +5,8 @@
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
origin_tech = list(TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "waste" = 100)
matter = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500)
wires = WIRE_PULSE
secured = 0
obj_flags = OBJ_FLAG_ROTATABLE
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon_state = "mousetrap"
origin_tech = list(TECH_COMBAT = 1)
matter = list(DEFAULT_WALL_MATERIAL = 100, "waste" = 10)
matter = list(DEFAULT_WALL_MATERIAL = 100)
var/armed = 0
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "Used for scanning and alerting when someone enters a certain proximity."
icon_state = "prox"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 800, "glass" = 200, "waste" = 50)
matter = list(DEFAULT_WALL_MATERIAL = 800, MATERIAL_GLASS = 200)
flags = PROXMOVE
wires = WIRE_PULSE
+1 -1
View File
@@ -4,7 +4,7 @@
icon_state = "signaller"
item_state = "signaler"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 200, "waste" = 100)
matter = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 200)
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
secured = 1
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
icon_state = "timer"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10)
matter = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 50)
wires = WIRE_PULSE
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated."
icon_state = "voice"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10)
matter = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 50)
var/listening = 0
var/recorded //the activation message
+1 -1
View File
@@ -140,7 +140,7 @@
return material
/obj/item/clothing/proc/set_material(var/new_material)
material = get_material_by_name(new_material)
material = SSmaterials.get_material_by_name(new_material)
if(!material)
qdel(src)
else
+1 -1
View File
@@ -21,7 +21,7 @@
slot_l_hand_str = "welding",
slot_r_hand_str = "welding"
)
matter = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000)
matter = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_GLASS = 1000)
var/up = 0
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
+12 -12
View File
@@ -7,7 +7,7 @@
. = ..(mapload)
if(!new_material)
new_material = DEFAULT_WALL_MATERIAL
material = get_material_by_name(new_material)
material = SSmaterials.get_material_by_name(new_material)
if(!istype(material))
qdel(src)
return
@@ -19,34 +19,34 @@
return material
/obj/item/clothing/ring/material/wood/Initialize(var/mapload)
. = ..(mapload, "wood")
. = ..(mapload, MATERIAL_WOOD)
/obj/item/clothing/ring/material/plastic/Initialize(var/mapload)
. = ..(mapload, "plastic")
. = ..(mapload, MATERIAL_PLASTIC)
/obj/item/clothing/ring/material/iron/Initialize(var/mapload)
. = ..(mapload, "iron")
. = ..(mapload, MATERIAL_IRON)
/obj/item/clothing/ring/material/steel/Initialize(var/mapload)
. = ..(mapload, "steel")
. = ..(mapload, MATERIAL_STEEL)
/obj/item/clothing/ring/material/silver/Initialize(var/mapload)
. = ..(mapload, "silver")
. = ..(mapload, MATERIAL_SILVER)
/obj/item/clothing/ring/material/gold/Initialize(var/mapload)
. = ..(mapload, "gold")
. = ..(mapload, MATERIAL_GOLD)
/obj/item/clothing/ring/material/platinum/Initialize(var/mapload)
. = ..(mapload, "platinum")
. = ..(mapload, MATERIAL_PLATINUM)
/obj/item/clothing/ring/material/phoron/Initialize(var/mapload)
. = ..(mapload, "phoron")
. = ..(mapload, MATERIAL_PHORON)
/obj/item/clothing/ring/material/bronze/Initialize(var/mapload)
. = ..(mapload, "bronze")
. = ..(mapload, MATERIAL_BRONZE)
/obj/item/clothing/ring/material/glass/Initialize(var/mapload)
. = ..(mapload, "glass")
. = ..(mapload, MATERIAL_GLASS)
/obj/item/clothing/ring/material/uranium/Initialize(var/mapload)
. = ..(mapload, "uranium")
. = ..(mapload, MATERIAL_URANIUM)
@@ -157,7 +157,7 @@
name = "mounted energy gun"
desc = "A forearm-mounted energy projector."
icon_state = "egun"
construction_cost= list(DEFAULT_WALL_MATERIAL=7000,"glass"=2250,"uranium"=3250,"gold"=2500)
construction_cost= list(DEFAULT_WALL_MATERIAL=7000, MATERIAL_GLASS = 2250, MATERIAL_URANIUM = 3250, MATERIAL_GOLD = 2500)
construction_time = 300
interface_name = "mounted energy gun"
@@ -172,7 +172,7 @@
name = "mounted taser"
desc = "A palm-mounted nonlethal energy projector."
icon_state = "taser"
construction_cost = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 5250)
construction_cost = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 5250)
construction_time = 300
usable = 0
@@ -250,7 +250,7 @@
interface_desc = "A self-sustaining plasma arc capable of cutting through walls."
suit_overlay_active = "plasmacutter"
suit_overlay_inactive = "plasmacutter"
construction_cost = list("glass" = 5250, DEFAULT_WALL_MATERIAL = 30000, "silver" = 5250, "phoron" = 7250)
construction_cost = list(MATERIAL_GLASS = 5250, DEFAULT_WALL_MATERIAL = 30000, MATERIAL_SILVER = 5250, MATERIAL_PHORON = 7250)
construction_time = 300
category = MODULE_UTILITY
@@ -36,7 +36,7 @@
activates_on_touch = 1
confined_use = 1
construction_cost = list("glass" = 7500, DEFAULT_WALL_MATERIAL = 5000)
construction_cost = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 7500)
construction_time = 300
engage_string = "Eject AI"
@@ -367,7 +367,7 @@
activates_on_touch = 1
disruptive = 0
construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"gold"=2000,"silver"=3000,"glass"=2000)
construction_cost = list(DEFAULT_WALL_MATERIAL=10000, MATERIAL_GOLD =2000, MATERIAL_SILVER =3000, MATERIAL_GLASS =2000)
construction_time = 500
activate_string = "Enable Power Sink"
@@ -13,9 +13,9 @@
desc = "It looks pretty sciency."
icon = 'icons/obj/rig_modules.dmi'
icon_state = "generic"
matter = list(DEFAULT_WALL_MATERIAL = 20000, "plastic" = 30000, "glass" = 5000)
matter = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_PLASTIC = 30000, MATERIAL_GLASS = 5000)
var/list/construction_cost = list(DEFAULT_WALL_MATERIAL=7000,"glass"=7000)
var/list/construction_cost = list(DEFAULT_WALL_MATERIAL=7000, MATERIAL_GLASS =7000)
var/construction_time = 100
var/damage = 0
@@ -64,7 +64,7 @@
suit_overlay_active = "mounted-drill"
suit_overlay_inactive = "mounted-drill"
use_power_cost = 0.1
construction_cost = list("glass"=2250,DEFAULT_WALL_MATERIAL=55000,"silver"=5250,"diamond"=3750)
construction_cost = list(DEFAULT_WALL_MATERIAL = 55000, MATERIAL_GLASS = 2250, MATERIAL_SILVER = 5250, MATERIAL_DIAMOND = 3750)
construction_time = 350
device_type = /obj/item/pickaxe/diamonddrill
@@ -119,7 +119,7 @@
interface_desc = "A device for building or removing walls. Cell-powered."
usable = 1
engage_string = "Configure RFD-C"
construction_cost = list(DEFAULT_WALL_MATERIAL=30000,"phoron"=12500,"silver"=10000,"gold"=10000)
construction_cost = list(DEFAULT_WALL_MATERIAL=30000,"phoron"=12500, MATERIAL_SILVER =10000, MATERIAL_GOLD =10000)
construction_time = 1000
device_type = /obj/item/rfd/construction/mounted
@@ -162,7 +162,7 @@
toggleable = 0
disruptive = 0
confined_use = 1
construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"glass"=9250,"gold"=2500,"silver"=4250,"phoron"=5500)
construction_cost = list(DEFAULT_WALL_MATERIAL=10000, MATERIAL_GLASS =9250, MATERIAL_GOLD =2500, MATERIAL_SILVER =4250,"phoron"=5500)
construction_time = 400
engage_string = "Inject"
@@ -350,7 +350,7 @@
usable = 0
selectable = 1
disruptive = 1
construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"glass"=9250,"gold"=2500,"silver"=4250,"phoron"=5500)
construction_cost = list(DEFAULT_WALL_MATERIAL=10000, MATERIAL_GLASS =9250, MATERIAL_GOLD =2500, MATERIAL_SILVER =4250,"phoron"=5500)
construction_time = 400
interface_name = "mounted chem injector"
@@ -424,7 +424,6 @@
return 1
/obj/item/rig_module/maneuvering_jets
name = "hardsuit maneuvering jets"
desc = "A compact gas thruster system for a hardsuit."
icon_state = "thrusters"
@@ -432,7 +431,7 @@
toggleable = 1
selectable = 0
disruptive = 0
construction_cost = list("glass"= 4250,DEFAULT_WALL_MATERIAL=15000,"silver"=4250,"uranium"=5250)
construction_cost = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GLASS = 4250, MATERIAL_SILVER = 4250, MATERIAL_URANIUM = 5250)
construction_time = 300
suit_overlay_active = "maneuvering_active"
@@ -580,7 +579,7 @@
interface_name = "leg actuators"
interface_desc = "Allows you to fall from heights and to jump up onto ledges."
construction_cost = list(DEFAULT_WALL_MATERIAL=15000, "glass"= 1250, "silver"=5250)
construction_cost = list(DEFAULT_WALL_MATERIAL=15000, MATERIAL_GLASS = 1250, MATERIAL_SILVER =5250)
construction_time = 300
disruptive = 0
@@ -814,4 +813,3 @@ var/global/list/lattice_users = list()
var/mob/living/carbon/human/H = holder.wearer
to_chat(H, "<span class='notice'>Neural lattice disengaged. Pain receptors restored.</span>")
lattice_users.Remove(H)
@@ -104,7 +104,7 @@
usable = 0
construction_cost = list("glass"=5000,DEFAULT_WALL_MATERIAL=1500)
construction_cost = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000)
construction_time = 300
interface_name = "meson/material scanner"
@@ -136,7 +136,7 @@
usable = 0
construction_cost = list("glass"=5000,DEFAULT_WALL_MATERIAL=1500,"uranium"=5000)
construction_cost = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000, MATERIAL_URANIUM = 5000)
construction_time = 300
interface_name = "night vision interface"
@@ -154,7 +154,7 @@
usable = 0
construction_cost = list("glass"=5000,DEFAULT_WALL_MATERIAL =1500)
construction_cost = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000)
construction_time = 300
interface_name = "security HUD"
@@ -172,7 +172,7 @@
usable = 0
construction_cost = list("glass"=5000,DEFAULT_WALL_MATERIAL=1500)
construction_cost = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000)
construction_time = 300
interface_name = "medical HUD"
@@ -13,7 +13,7 @@
var/damage_state = 1
var/list/has_hardpoints = list()
var/power_use = 0
matter = list(DEFAULT_WALL_MATERIAL = 15000, "plastic" = 1000, "osmium" = 500)
matter = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_PLASTIC = 1000, MATERIAL_OSMIUM = 500)
dir = SOUTH
/obj/item/mech_component/pickup(mob/user)
@@ -1,5 +1,5 @@
/obj/item/frame_holder
matter = list("steel" = 65000, "plastic" = 10000, "osmium" = 10000)
matter = list(DEFAULT_WALL_MATERIAL = 65000, MATERIAL_PLASTIC = 10000, MATERIAL_OSMIUM = 10000)
/obj/item/frame_holder/Initialize(mapload, var/newloc)
..()
@@ -4,7 +4,7 @@
name = "exosuit hardpoint system"
icon = 'icons/mecha/mech_equipment.dmi'
icon_state = ""
matter = list("steel" = 10000, "plastic" = 5000, "osmium" = 500)
matter = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_PLASTIC = 5000, MATERIAL_OSMIUM = 500)
force = 10
var/restricted_hardpoints
var/mob/living/heavy_vehicle/owner
@@ -27,7 +27,7 @@
add_parts()
do_decals()
if(!material)
material = get_material_by_name("steel")
material = SSmaterials.get_material_by_name(MATERIAL_STEEL)
update_icon()
. = ..()
spawn_mech_equipment()
@@ -108,7 +108,7 @@
/mob/living/heavy_vehicle/premade/firefighter/Initialize()
. = ..()
material = get_material_by_name("osmium", "carbide", "plasteel")
material = SSmaterials.get_material_by_name(MATERIAL_PLASTEEL)
/obj/item/mech_component/sensors/firefighter/prebuild()
..()
+1 -1
View File
@@ -308,7 +308,7 @@
seed_name = "golden apple"
display_name = "gold apple tree"
mutants = null
chems = list("applejuice" = list(1,10), "gold" = list(1,5))
chems = list("applejuice" = list(1,10), MATERIAL_GOLD = list(1,5))
kitchen_tag = "goldapple"
/datum/seed/apple/gold/setup_traits()
+1 -1
View File
@@ -11,7 +11,7 @@
item_state = "analyzer"
var/form_title
var/last_data
matter = list(DEFAULT_WALL_MATERIAL = 80,"glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 80, MATERIAL_GLASS = 20)
origin_tech = list(TECH_MAGNET = 1, TECH_BIO = 1)
/obj/item/device/analyzer/plant_analyzer/proc/print_report_verb()
@@ -23,7 +23,7 @@
return material.value * amount
/obj/item/ore/Value()
var/material/mat = get_material_by_name(material)
var/material/mat = SSmaterials.get_material_by_name(material)
if(mat)
return mat.value
return 0
+32 -28
View File
@@ -19,7 +19,7 @@
if(!default_type)
default_type = DEFAULT_WALL_MATERIAL
material = get_material_by_name("[default_type]")
material = SSmaterials.get_material_by_name(default_type)
if(!material)
qdel(src)
return
@@ -85,37 +85,37 @@
/obj/item/stack/material/iron
name = "iron"
icon_state = "sheet-silver"
default_type = "iron"
default_type = MATERIAL_IRON
apply_colour = 1
/obj/item/stack/material/sandstone
name = "sandstone brick"
icon_state = "sheet-sandstone"
default_type = "sandstone"
default_type = MATERIAL_SANDSTONE
icon_has_variants = TRUE
drop_sound = 'sound/items/drop/boots.ogg'
/obj/item/stack/material/marble
name = "marble brick"
icon_state = "sheet-marble"
default_type = "marble"
default_type = MATERIAL_MARBLE
drop_sound = 'sound/items/drop/boots.ogg'
/obj/item/stack/material/diamond
name = "diamond"
icon_state = "sheet-diamond"
default_type = "diamond"
default_type = MATERIAL_DIAMOND
drop_sound = 'sound/items/drop/glass.ogg'
/obj/item/stack/material/uranium
name = "uranium"
icon_state = "sheet-uranium"
default_type = "uranium"
default_type = MATERIAL_URANIUM
/obj/item/stack/material/phoron
name = "solid phoron"
icon_state = "sheet-phoron"
default_type = "phoron"
default_type = MATERIAL_PHORON
icon_has_variants = TRUE
drop_sound = 'sound/items/drop/glass.ogg'
@@ -123,46 +123,51 @@
name = "plastic"
icon_state = "sheet-plastic"
item_state = "sheet-plastic"
default_type = "plastic"
default_type = MATERIAL_PLASTIC
icon_has_variants = TRUE
drop_sound = 'sound/items/drop/card.ogg'
/obj/item/stack/material/gold
name = "gold"
icon_state = "sheet-gold"
default_type = "gold"
default_type = MATERIAL_GOLD
icon_has_variants = TRUE
/obj/item/stack/material/osmium
name = "osmium"
icon_state = "sheet-silver"
default_type = MATERIAL_OSMIUM
/obj/item/stack/material/silver
name = "silver"
icon_state = "sheet-silver"
default_type = "silver"
default_type = MATERIAL_SILVER
icon_has_variants = TRUE
//Valuable resource, cargo can sell it.
/obj/item/stack/material/platinum
name = "platinum"
icon_state = "sheet-adamantine"
default_type = "platinum"
default_type = MATERIAL_PLATINUM
icon_has_variants = TRUE
//Extremely valuable to Research.
/obj/item/stack/material/mhydrogen
name = "metallic hydrogen"
icon_state = "sheet-mythril"
default_type = "mhydrogen"
default_type = MATERIAL_HYDROGEN_METALLIC
//Fuel for MRSPACMAN generator.
/obj/item/stack/material/tritium
name = "tritium"
icon_state = "sheet-silver"
default_type = "tritium"
default_type = MATERIAL_TRITIUM
apply_colour = 1
/obj/item/stack/material/osmium
name = "osmium"
icon_state = "sheet-silver"
default_type = "osmium"
default_type = MATERIAL_OSMIUM
apply_colour = 1
/obj/item/stack/material/steel
@@ -175,30 +180,30 @@
name = "plasteel"
icon_state = "sheet-plasteel"
item_state = "sheet-metal"
default_type = "plasteel"
default_type = MATERIAL_PLASTEEL
icon_has_variants = TRUE
/obj/item/stack/material/wood
name = "wooden plank"
icon_state = "sheet-wood"
default_type = "wood"
default_type = MATERIAL_WOOD
drop_sound = 'sound/items/drop/wooden.ogg'
/obj/item/stack/material/woodlog
name = "log"
icon_state = "sheet-wood"
default_type = "log"
default_type = MATERIAL_WOOD_LOG
/obj/item/stack/material/woodbranch
name = "branch"
icon_state = "sheet-wood"
default_type = "branch"
default_type = MATERIAL_WOOD_BRANCH
/obj/item/stack/material/cloth
name = "cloth"
icon_state = "sheet-cloth"
default_type = "cloth"
default_type = MATERIAL_CLOTH
icon_has_variants = TRUE
drop_sound = 'sound/items/drop/clothing.ogg'
@@ -216,35 +221,35 @@
/obj/item/stack/material/cardboard
name = "cardboard"
icon_state = "sheet-card"
default_type = "cardboard"
default_type = MATERIAL_CARDBOARD
drop_sound = 'sound/items/drop/box.ogg'
/obj/item/stack/material/leather
name = "leather"
desc = "The by-product of mob grinding."
icon_state = "sheet-leather"
default_type = "leather"
default_type = MATERIAL_LEATHER
icon_has_variants = TRUE
drop_sound = 'sound/items/drop/leather.ogg'
/obj/item/stack/material/glass
name = "glass"
icon_state = "sheet-glass"
default_type = "glass"
default_type = MATERIAL_GLASS
icon_has_variants = TRUE
drop_sound = 'sound/items/drop/glass.ogg'
/obj/item/stack/material/glass/wired
name = "wired glass"
icon = 'icons/obj/stacks/tiles.dmi'
icon_state = "glass_wire"
icon_state = MATERIAL_GLASS_WIRED
default_type = "wired glass"
/obj/item/stack/material/glass/reinforced
name = "reinforced glass"
icon_state = "sheet-rglass"
item_state = "sheet-rglass"
default_type = "rglass"
default_type = MATERIAL_GLASS_REINFORCED
/obj/item/stack/material/glass/phoronglass
name = "borosilicate glass"
@@ -252,7 +257,7 @@
singular_name = "borosilicate glass sheet"
icon_state = "sheet-phoronglass"
item_state = "sheet-pglass"
default_type = "borosilicate glass"
default_type = MATERIAL_GLASS_PHORON
/obj/item/stack/material/glass/phoronrglass
name = "reinforced borosilicate glass"
@@ -260,8 +265,7 @@
singular_name = "reinforced borosilicate glass sheet"
icon_state = "sheet-phoronrglass"
item_state = "sheet-prglass"
default_type = "reinforced borosilicate glass"
default_type = MATERIAL_GLASS_REINFORCED_PHORON
/obj/item/stack/material/bronze
name = "bronze"
icon_state = "sheet-brass"
@@ -271,5 +275,5 @@
/obj/item/stack/material/titanium
name = "titanium"
icon_state = "sheet-titanium"
default_type = "titanium"
default_type = MATERIAL_TITANIUM
icon_has_variants = TRUE
+6 -6
View File
@@ -14,25 +14,25 @@
/obj/item/stack/material/cyborg/plastic
icon_state = "sheet-plastic"
default_type = "plastic"
default_type = MATERIAL_PLASTIC
/obj/item/stack/material/cyborg/steel
icon_state = "sheet-metal"
default_type = "steel"
default_type = MATERIAL_STEEL
/obj/item/stack/material/cyborg/plasteel
icon_state = "sheet-plasteel"
default_type = "plasteel"
default_type = MATERIAL_PLASTEEL
/obj/item/stack/material/cyborg/wood
icon_state = "sheet-wood"
default_type = "wood"
default_type = MATERIAL_WOOD
/obj/item/stack/material/cyborg/glass
icon_state = "sheet-glass"
default_type = "glass"
default_type = MATERIAL_GLASS
/obj/item/stack/material/cyborg/glass/reinforced
icon_state = "sheet-rglass"
default_type = "rglass"
default_type = MATERIAL_GLASS_REINFORCED
charge_costs = list(500, 1000)
+70 -107
View File
@@ -24,43 +24,16 @@
wood
*/
// Assoc list containing all material datums indexed by name.
var/list/name_to_material
//Returns the material the object is made of, if applicable.
//Will we ever need to return more than one value here? Or should we just return the "dominant" material.
/obj/proc/get_material()
return null
return
//mostly for convenience
/obj/proc/get_material_name()
var/material/material = get_material()
if(material)
return material.name
// Builds the datum list above.
/proc/populate_material_list(force_remake=0)
if(name_to_material && !force_remake) return // Already set up!
name_to_material = list()
for(var/type in typesof(/material) - /material)
var/material/new_mineral = new type
if(!new_mineral.name)
continue
name_to_material[lowertext(new_mineral.name)] = new_mineral
return 1
// Safety proc to make sure the material list exists before trying to grab from it.
/proc/get_material_by_name(name)
if(!name_to_material)
populate_material_list()
return name_to_material[name]
/proc/material_display_name(name)
var/material/material = get_material_by_name(name)
if(material)
return material.display_name
return null
// Material definition and procs follow.
/material
var/name // Unique name for use in indexing the list.
@@ -264,7 +237,7 @@ var/list/name_to_material
// Datum definitions follow.
/material/uranium
name = "uranium"
name = MATERIAL_URANIUM
stack_type = /obj/item/stack/material/uranium
radioactivity = 12
icon_base = "stone"
@@ -277,7 +250,7 @@ var/list/name_to_material
golem = "Uranium Golem"
/material/diamond
name = "diamond"
name = MATERIAL_DIAMOND
stack_type = /obj/item/stack/material/diamond
flags = MATERIAL_UNMELTABLE
cut_delay = 60
@@ -293,7 +266,7 @@ var/list/name_to_material
golem = "Diamond Golem"
/material/gold
name = "gold"
name = MATERIAL_GOLD
stack_type = /obj/item/stack/material/gold
icon_colour = "#EDD12F"
weight = 30
@@ -305,7 +278,7 @@ var/list/name_to_material
golem = "Gold Golem"
/material/bronze
name = "bronze"
name = MATERIAL_BRONZE
stack_type = /obj/item/stack/material/bronze
weight = 30
hardness = 50
@@ -314,8 +287,17 @@ var/list/name_to_material
stack_origin_tech = list(TECH_MATERIAL = 2)
golem = "Bronze Golem"
/material/osmium
name = MATERIAL_OSMIUM
stack_type = /obj/item/stack/material/osmium
icon_colour = "#9999ff"
stack_origin_tech = list(TECH_MATERIAL = 5)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
value = 30
/material/silver
name = "silver"
name = MATERIAL_SILVER
stack_type = /obj/item/stack/material/silver
icon_colour = "#D1E6E3"
weight = 22
@@ -327,7 +309,7 @@ var/list/name_to_material
golem = "Bronze Golem"
/material/phoron
name = "phoron"
name = MATERIAL_PHORON
stack_type = /obj/item/stack/material/phoron
ignition_point = PHORON_MINIMUM_BURN_TEMPERATURE
icon_base = "stone"
@@ -340,25 +322,8 @@ var/list/name_to_material
sheet_plural_name = "crystals"
golem = "Phoron Golem"
/*
// Commenting this out while fires are so spectacularly lethal, as I can't seem to get this balanced appropriately.
/material/phoron/combustion_effect(var/turf/T, var/temperature, var/effect_multiplier)
if(isnull(ignition_point))
return 0
if(temperature < ignition_point)
return 0
var/totalPhoron = 0
for(var/turf/simulated/floor/target_tile in range(2,T))
var/phoronToDeduce = (temperature/30) * effect_multiplier
totalPhoron += phoronToDeduce
target_tile.assume_gas("phoron", phoronToDeduce, 200+T0C)
spawn (0)
target_tile.hotspot_expose(temperature, 400)
return round(totalPhoron/100)
*/
/material/stone
name = "sandstone"
name = MATERIAL_SANDSTONE
stack_type = /obj/item/stack/material/sandstone
icon_base = "stone"
icon_reinf = "reinf_stone"
@@ -374,7 +339,7 @@ var/list/name_to_material
golem = "Sand Golem"
/material/stone/marble
name = "marble"
name = MATERIAL_MARBLE
icon_colour = "#AAAAAA"
weight = 26
hardness = 70
@@ -395,7 +360,7 @@ var/list/name_to_material
hitsound = 'sound/weapons/smash.ogg'
/material/diona
name = "biomass"
name = MATERIAL_DIONA
icon_colour = null
stack_type = null
icon_base = "biomass"
@@ -419,7 +384,7 @@ var/list/name_to_material
shard_type = SHARD_NONE
/material/plasteel
name = "plasteel"
name = MATERIAL_PLASTEEL
stack_type = /obj/item/stack/material/plasteel
integrity = 400
melting_point = 6000
@@ -437,7 +402,7 @@ var/list/name_to_material
hitsound = 'sound/weapons/smash.ogg'
/material/plasteel/titanium
name = "titanium"
name = MATERIAL_TITANIUM
stack_type = /obj/item/stack/material/titanium
integrity = 600
conductivity = 2.38
@@ -451,7 +416,7 @@ var/list/name_to_material
golem = "Titanium Golem"
/material/glass
name = "glass"
name = MATERIAL_GLASS
stack_type = /obj/item/stack/material/glass
flags = MATERIAL_BRITTLE
icon_colour = "#00E1FF"
@@ -544,7 +509,7 @@ var/list/name_to_material
return (hardness > 35) //todo
/material/glass/wired
name = "wired glass"
name = MATERIAL_GLASS_WIRED
display_name = "wired glass"
stack_type = /obj/item/stack/material/glass/wired
flags = MATERIAL_BRITTLE
@@ -556,14 +521,14 @@ var/list/name_to_material
hardness = 40
weight = 30
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list(DEFAULT_WALL_MATERIAL = 1875,"glass" = 3750)
composite_material = list(DEFAULT_WALL_MATERIAL = 1875, MATERIAL_GLASS = 3750)
window_options = list()
created_window = null
wire_product = null
rod_product = null
/material/glass/reinforced
name = "rglass"
name = MATERIAL_GLASS_REINFORCED
display_name = "reinforced glass"
stack_type = /obj/item/stack/material/glass/reinforced
flags = MATERIAL_BRITTLE
@@ -575,14 +540,14 @@ var/list/name_to_material
hardness = 40
weight = 30
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list(DEFAULT_WALL_MATERIAL = 1875,"glass" = 3750)
composite_material = list(DEFAULT_WALL_MATERIAL = 1875, MATERIAL_GLASS = 3750)
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 5)
created_window = /obj/structure/window/reinforced
wire_product = null
rod_product = null
/material/glass/phoron
name = "borosilicate glass"
name = MATERIAL_GLASS_PHORON
display_name = "borosilicate glass"
stack_type = /obj/item/stack/material/glass/phoronglass
flags = MATERIAL_BRITTLE
@@ -595,7 +560,7 @@ var/list/name_to_material
golem = "Phoron Golem"
/material/glass/phoron/reinforced
name = "reinforced borosilicate glass"
name = MATERIAL_GLASS_REINFORCED_PHORON
display_name = "reinforced borosilicate glass"
stack_type = /obj/item/stack/material/glass/phoronrglass
stack_origin_tech = list(TECH_MATERIAL = 5)
@@ -608,7 +573,7 @@ var/list/name_to_material
rod_product = null
/material/plastic
name = "plastic"
name = MATERIAL_PLASTIC
stack_type = /obj/item/stack/material/plastic
flags = MATERIAL_BRITTLE
icon_base = "solid"
@@ -622,13 +587,13 @@ var/list/name_to_material
golem = "Plastic Golem"
/material/plastic/holographic
name = "holoplastic"
name = MATERIAL_PLASTIC_HOLO
display_name = "plastic"
stack_type = null
shard_type = SHARD_NONE
/material/osmium
name = "osmium"
name = MATERIAL_OSMIUM
stack_type = /obj/item/stack/material/osmium
icon_colour = "#9999FF"
stack_origin_tech = list(TECH_MATERIAL = 5)
@@ -636,7 +601,7 @@ var/list/name_to_material
sheet_plural_name = "ingots"
/material/tritium
name = "tritium"
name = MATERIAL_TRITIUM
stack_type = /obj/item/stack/material/tritium
icon_colour = "#777777"
stack_origin_tech = list(TECH_MATERIAL = 5)
@@ -644,7 +609,7 @@ var/list/name_to_material
sheet_plural_name = "ingots"
/material/mhydrogen
name = "mhydrogen"
name = MATERIAL_HYDROGEN_METALLIC
display_name = "metallic hydrogen"
stack_type = /obj/item/stack/material/mhydrogen
icon_colour = "#E6C5DE"
@@ -653,7 +618,7 @@ var/list/name_to_material
golem = "Metallic Hydrogen Golem"
/material/platinum
name = "platinum"
name = MATERIAL_PLATINUM
stack_type = /obj/item/stack/material/platinum
icon_colour = "#9999FF"
weight = 27
@@ -663,7 +628,7 @@ var/list/name_to_material
sheet_plural_name = "ingots"
/material/iron
name = "iron"
name = MATERIAL_IRON
stack_type = /obj/item/stack/material/iron
icon_colour = "#5C5454"
weight = 22
@@ -675,7 +640,7 @@ var/list/name_to_material
// Adminspawn only, do not let anyone get this.
/material/elevatorium
name = "elevatorium"
name = MATERIAL_ELEVATOR
display_name = "elevator panelling"
stack_type = null
icon_colour = "#666666"
@@ -687,7 +652,7 @@ var/list/name_to_material
protectiveness = 80
/material/wood
name = "wood"
name = MATERIAL_WOOD
stack_type = /obj/item/stack/material/wood // why wouldn't it have a stacktype seriously guys why
icon_colour = "#824B28"
integrity = 50
@@ -711,7 +676,7 @@ var/list/name_to_material
hitsound = 'sound/effects/woodhit.ogg'
/material/wood/log //This is gonna replace wood planks in a way for NBT, leaving it here for now
name = "log"
name = MATERIAL_WOOD_LOG
stack_type = /obj/item/stack/material/woodlog
icon_colour = "#824B28"
integrity = 50
@@ -727,7 +692,7 @@ var/list/name_to_material
sheet_plural_name = "logs"
/material/wood/branch
name = "branch"
name = MATERIAL_WOOD_BRANCH
stack_type = /obj/item/stack/material/woodbranch
icon_colour = "#824B28"
integrity = 50
@@ -740,9 +705,8 @@ var/list/name_to_material
sheet_singular_name = "branch"
sheet_plural_name = "branch"
/material/rust
name = "rust"
name = MATERIAL_RUST
display_name = "rusty steel"
stack_type = null
icon_colour = "#B7410E"
@@ -754,13 +718,13 @@ var/list/name_to_material
weight = 18
/material/wood/holographic
name = "holowood"
name = MATERIAL_WOOD_HOLO
display_name = "wood"
stack_type = null
shard_type = SHARD_NONE
/material/cardboard
name = "cardboard"
name = MATERIAL_CARDBOARD
stack_type = /obj/item/stack/material/cardboard
flags = MATERIAL_BRITTLE
integrity = 10
@@ -777,8 +741,8 @@ var/list/name_to_material
destruction_desc = "crumples"
golem = "Cardboard Golem"
/material/cloth //todo
name = "cloth"
/material/cloth
name = MATERIAL_CLOTH
stack_origin_tech = list(TECH_MATERIAL = 2)
door_icon_base = "wood"
ignition_point = T0C+232
@@ -789,7 +753,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cult
name = "cult"
name = MATERIAL_CULT
display_name = "daemon stone"
icon_base = "cult"
icon_colour = COLOR_CULT
@@ -807,7 +771,7 @@ var/list/name_to_material
new /obj/effect/decal/cleanable/blood(target)
/material/cult/reinf
name = "cult_reinforced"
name = MATERIAL_CULT_REINFORCED
icon_colour = COLOR_CULT_REINFORCED
display_name = "human remains"
@@ -815,7 +779,7 @@ var/list/name_to_material
new /obj/effect/decal/remains/human(target)
/material/resin
name = "resin"
name = MATERIAL_RESIN
icon_colour = "#E85DD8"
dooropen_noise = 'sound/effects/attackblob.ogg'
door_icon_base = "resin"
@@ -823,9 +787,8 @@ var/list/name_to_material
sheet_singular_name = "blob"
sheet_plural_name = "blobs"
//TODO PLACEHOLDERS:
/material/leather
name = "leather"
name = MATERIAL_LEATHER
icon_colour = "#5C4831"
stack_origin_tech = list(TECH_MATERIAL = 2)
flags = MATERIAL_PADDING
@@ -835,7 +798,7 @@ var/list/name_to_material
golem = "Homunculus"
/material/carpet
name = "carpet"
name = MATERIAL_CARPET
display_name = "comfy"
use_name = "red upholstery"
icon_colour = "#DA020A"
@@ -848,7 +811,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cotton
name = "cotton"
name = MATERIAL_COTTON
display_name ="cotton"
icon_colour = "#FFFFFF"
flags = MATERIAL_PADDING
@@ -858,7 +821,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cloth_teal
name = "teal"
name = MATERIAL_CLOTH_TEAL
display_name ="teal"
use_name = "teal cloth"
icon_colour = "#00EAFA"
@@ -869,7 +832,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cloth_black
name = "black"
name = MATERIAL_CLOTH_BLACK
display_name = "black"
use_name = "black cloth"
icon_colour = "#505050"
@@ -880,7 +843,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cloth_green
name = "green"
name = MATERIAL_CLOTH_GREEN
display_name = "green"
use_name = "green cloth"
icon_colour = "#01C608"
@@ -890,8 +853,8 @@ var/list/name_to_material
protectiveness = 1 // 4%
golem = "Cloth Golem"
/material/cloth_puple
name = "purple"
/material/cloth_purple
name = MATERIAL_CLOTH_PURPLE
display_name = "purple"
use_name = "purple cloth"
icon_colour = "#9C56C4"
@@ -902,7 +865,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cloth_blue
name = "blue"
name = MATERIAL_CLOTH_BLUE
display_name = "blue"
use_name = "blue cloth"
icon_colour = "#6B6FE3"
@@ -913,7 +876,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cloth_beige
name = "beige"
name = MATERIAL_CLOTH_BEIGE
display_name = "beige"
use_name = "beige cloth"
icon_colour = "#E8E7C8"
@@ -924,7 +887,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cloth_lime
name = "lime"
name = MATERIAL_CLOTH_LIME
display_name = "lime"
use_name = "lime cloth"
icon_colour = "#62E36C"
@@ -935,7 +898,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/hide //TODO make different hides somewhat different among them
name = "hide"
name = MATERIAL_HIDE
stack_origin_tech = list(TECH_MATERIAL = 2)
stack_type = /obj/item/stack/material/animalhide
door_icon_base = "wood"
@@ -949,38 +912,38 @@ var/list/name_to_material
golem = "Homunculus"
/material/hide/corgi
name = "corgi hide"
name = MATERIAL_HIDE_CORGI
stack_type = /obj/item/stack/material/animalhide/corgi
icon_colour = "#F9A635"
/material/hide/cat
name = "cat hide"
name = MATERIAL_HIDE_CAT
stack_type = /obj/item/stack/material/animalhide/cat
icon_colour = "#444444"
/material/hide/monkey
name = "monkey hide"
name = MATERIAL_HIDE_MONKEY
stack_type = /obj/item/stack/material/animalhide/monkey
icon_colour = "#914800"
/material/hide/lizard
name = "lizard hide"
name = MATERIAL_HIDE_LIZARD
stack_type = /obj/item/stack/material/animalhide/lizard
icon_colour = "#34AF10"
/material/hide/xeno
name = "alien hide"
name = MATERIAL_HIDE_ALIEN
stack_type = /obj/item/stack/material/animalhide/xeno
icon_colour = "#525288"
protectiveness = 10 // 33%
/material/hide/human
name = "human hide"
name = MATERIAL_HIDE_HUMAN
stack_type = /obj/item/stack/material/animalhide/human
icon_colour = "#833C00"
/material/bone
name = "bone"
name = MATERIAL_BONE
icon_colour = "#e3dac9"
icon_base = "stone"
icon_reinf = "reinf_stone"
@@ -995,14 +958,14 @@ var/list/name_to_material
golem = "Homunculus"
/material/bone/necromancer
name = "cursed bone"
name = MATERIAL_BONE_CURSED
weight = 20
integrity = 150
hardness = 60
protectiveness = 20 // 50%
/material/vaurca
name = "alien biomass"
name = MATERIAL_VAURCA
display_name = "alien biomass"
stack_type = null
icon_colour = "#1C7400"
@@ -1016,7 +979,7 @@ var/list/name_to_material
conductivity = 10
/material/shuttle
name = "shuttle"
name = MATERIAL_SHUTTLE
display_name = "spaceship alloy"
stack_type = null
icon_colour = "#6C7364"
@@ -1029,7 +992,7 @@ var/list/name_to_material
protectiveness = 80 // 80%
/material/shuttle/skrell
name = "skrell"
name = MATERIAL_SHUTTLE_SKRELL
display_name = "superadvanced alloy"
icon_colour = null
icon_base = "skrell"
+7 -7
View File
@@ -17,13 +17,13 @@
var/list/resource_field = list()
var/ore_types = list(
"iron" = /obj/item/ore/iron,
"uranium" = /obj/item/ore/uranium,
"gold" = /obj/item/ore/gold,
"silver" = /obj/item/ore/silver,
"diamond" = /obj/item/ore/diamond,
"phoron" = /obj/item/ore/phoron,
"osmium" = /obj/item/ore/osmium,
MATERIAL_IRON = /obj/item/ore/iron,
MATERIAL_URANIUM = /obj/item/ore/uranium,
MATERIAL_GOLD = /obj/item/ore/gold,
MATERIAL_SILVER = /obj/item/ore/silver,
MATERIAL_DIAMOND = /obj/item/ore/diamond,
MATERIAL_PHORON = /obj/item/ore/phoron,
MATERIAL_OSMIUM = /obj/item/ore/osmium,
"hydrogen" = /obj/item/ore/hydrogen,
"silicates" = /obj/item/ore/glass,
"carbonaceous rock" = /obj/item/ore/coal
+2 -2
View File
@@ -396,7 +396,7 @@
if(can_make % 2 > 0)
can_make--
var/material/M = get_material_by_name(O.compresses_to)
var/material/M = SSmaterials.get_material_by_name(O.compresses_to)
if(!istype(M) || !can_make || ores_stored[metal] < 1)
continue
@@ -413,7 +413,7 @@
else if(ores_processing[metal] == 1 && O.smelts_to) //Smelting.
var/can_make = Clamp(ores_stored[metal], 0, sheets_per_tick - sheets)
var/material/M = get_material_by_name(O.smelts_to)
var/material/M = SSmaterials.get_material_by_name(O.smelts_to)
if(!istype(M) || !can_make || ores_stored[metal] < 1)
continue
+11 -11
View File
@@ -27,7 +27,7 @@ var/global/list/ore_data = list()
/ore/uranium
name = ORE_URANIUM
display_name = "pitchblende"
smelts_to = "uranium"
smelts_to = MATERIAL_URANIUM
result_amount = 5
spread_chance = 15
ore = /obj/item/ore/uranium
@@ -42,8 +42,8 @@ var/global/list/ore_data = list()
/ore/hematite
name = ORE_IRON
display_name = "hematite"
smelts_to = "iron"
alloy = TRUE
smelts_to = MATERIAL_IRON
alloy = 1
result_amount = 5
spread_chance = 30
ore = /obj/item/ore/iron
@@ -53,8 +53,8 @@ var/global/list/ore_data = list()
/ore/coal
name = ORE_COAL
display_name = "raw carbon"
smelts_to = "plastic"
alloy = TRUE
smelts_to = MATERIAL_PLASTIC
alloy = 1
result_amount = 5
spread_chance = 35
ore = /obj/item/ore/coal
@@ -63,7 +63,7 @@ var/global/list/ore_data = list()
/ore/glass
name = ORE_SAND
display_name = "sand"
display_name = MATERIAL_GLASS
smelts_to = "glass"
compresses_to = "sandstone"
worth = 1
@@ -71,7 +71,7 @@ var/global/list/ore_data = list()
/ore/phoron
name = ORE_PHORON
display_name = "phoron crystals"
compresses_to = "phoron"
compresses_to = MATERIAL_PHORON
result_amount = 5
spread_chance = 25
ore = /obj/item/ore/phoron
@@ -88,7 +88,7 @@ var/global/list/ore_data = list()
/ore/silver
name = ORE_SILVER
display_name = "native silver"
smelts_to = "silver"
smelts_to = MATERIAL_SILVER
result_amount = 5
spread_chance = 15
ore = /obj/item/ore/silver
@@ -96,8 +96,8 @@ var/global/list/ore_data = list()
worth = 20
/ore/gold
smelts_to = ORE_GOLD
name = "gold"
smelts_to = MATERIAL_GOLD
display_name = "native gold"
result_amount = 5
spread_chance = 10
@@ -112,7 +112,7 @@ var/global/list/ore_data = list()
worth = 30
/ore/diamond
name = ORE_DIAMOND
name = "diamond"
display_name = "diamond"
compresses_to = "diamond"
result_amount = 5
@@ -135,7 +135,7 @@ var/global/list/ore_data = list()
worth = 15
/ore/hydrogen
name = ORE_HYDROGEN
name = "hydrogen"
display_name = "metallic hydrogen"
smelts_to = "tritium"
compresses_to = "mhydrogen"
@@ -716,7 +716,7 @@ var/global/list/golem_types = list("Coal Golem",
heat_level_2 = T0C+80
heat_level_3 = T0C+100
golem_designation = "plastic"
golem_designation = MATERIAL_PLASTIC
/datum/species/golem/plastic/handle_post_spawn(var/mob/living/carbon/human/H)
H.change_skin_color(171,171,171)
@@ -13,7 +13,7 @@
throw_speed = 5
throw_range = 10
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 1, TECH_ENGINEERING = 2)
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200)
matter = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 200)
var/mode = 1
/obj/item/device/robotanalyzer/attack(mob/living/M, mob/living/user)
+1 -1
View File
@@ -33,7 +33,7 @@
var/label = null
var/labels_left = 30
var/mode = 0 //off or on.
matter = list(DEFAULT_WALL_MATERIAL = 120, "glass" = 80)
matter = list(DEFAULT_WALL_MATERIAL = 120, MATERIAL_GLASS = 80)
/obj/item/hand_labeler/attack()
return
+1 -1
View File
@@ -481,7 +481,7 @@ obj/structure/cable/proc/cableColor(var/colorC)
w_class = 2.0
throw_speed = 2
throw_range = 5
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20)
flags = CONDUCT
slot_flags = SLOT_BELT
item_state = "coil"
+3 -3
View File
@@ -23,7 +23,7 @@
desc = "A replacement light tube."
icon_state = "ltube_preset"//preset state for mapping
item_state = "c_tube"
matter = list("glass" = 100)
matter = list(MATERIAL_GLASS = 100)
brightness_range = 8
brightness_power = 0.8
lighttype = "tube"
@@ -64,7 +64,7 @@
desc = "A replacement light bulb."
icon_state = "lbulb_preset"//preset state for mapping
item_state = "contvapour"
matter = list("glass" = 100)
matter = list(MATERIAL_GLASS = 100)
brightness_range = 5
brightness_power = 0.75
brightness_color = LIGHT_COLOR_TUNGSTEN
@@ -103,7 +103,7 @@
desc = "A replacement fire bulb."
icon_state = "flight"
item_state = "egg_red"
matter = list("glass" = 100)
matter = list(MATERIAL_GLASS = 100)
brightness_range = 8
brightness_power = 0.8
randomize_range = FALSE
+3 -3
View File
@@ -32,7 +32,7 @@
/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, "uranium" = 600)
matter = list(DEFAULT_WALL_MATERIAL = 360, MATERIAL_URANIUM = 600)
/obj/item/ammo_magazine/c45
name = "ammunition Box (.45)"
@@ -381,7 +381,7 @@
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/shotgun
max_ammo = 8
matter = list("metal" = 2880)
matter = list(MATERIAL_STEEL = 2880)
multiple_sprites = 1
/obj/item/ammo_magazine/assault_shotgun/shells
@@ -399,7 +399,7 @@
name = "magazine (stun shells)"
icon_state = "csms"
ammo_type = /obj/item/ammo_casing/shotgun/stunshell
matter = list(DEFAULT_WALL_MATERIAL = 2880, "glass" = 5760)
matter = list(DEFAULT_WALL_MATERIAL = 2880, MATERIAL_GLASS = 5760)
/obj/item/ammo_magazine/minigun
name = "minigun magazine box (7.62mm)"
@@ -34,7 +34,7 @@
desc = "A .38 bullet casing fitted with a single-use ion pulse generator."
projectile_type = /obj/item/projectile/ion/small
icon_state = "empcasing"
matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
matter = list(DEFAULT_WALL_MATERIAL = 130, MATERIAL_URANIUM = 100)
/obj/item/ammo_casing/trod
desc = "hyperdense tungsten rod residue."
@@ -125,7 +125,7 @@
icon_state = "pshell"
spent_icon = "pshell-spent"
projectile_type = /obj/item/projectile/bullet/shotgun/practice
matter = list("metal" = 90)
matter = list(MATERIAL_STEEL = 90)
/obj/item/ammo_casing/shotgun/beanbag
name = "beanbag shell"
@@ -143,7 +143,7 @@
icon_state = "stunshell"
spent_icon = "stunshell-spent"
projectile_type = /obj/item/projectile/energy/electrode/stunshot
matter = list(DEFAULT_WALL_MATERIAL = 360, "glass" = 720)
matter = list(DEFAULT_WALL_MATERIAL = 360, MATERIAL_GLASS = 720)
/obj/item/ammo_casing/shotgun/stunshell/emp_act(severity)
if(prob(100/severity)) BB = null
@@ -156,7 +156,7 @@
icon_state = "fshell"
spent_icon = "fshell-spent"
projectile_type = /obj/item/projectile/energy/flash/flare
matter = list(DEFAULT_WALL_MATERIAL = 90, "glass" = 90)
matter = list(DEFAULT_WALL_MATERIAL = 90, MATERIAL_GLASS = 90)
/obj/item/ammo_casing/shotgun/incendiary
name = "incendiary shell"
@@ -172,7 +172,7 @@
icon_state = "empshell"
spent_icon = "empshell-spent"
projectile_type = /obj/item/projectile/ion
matter = list(DEFAULT_WALL_MATERIAL = 260, "uranium" = 200)
matter = list(DEFAULT_WALL_MATERIAL = 260, MATERIAL_URANIUM = 200)
/obj/item/ammo_casing/tranq
name = "PPS shell"
@@ -265,7 +265,7 @@
else
to_chat(user, "<span class='notice'>You need at least five segments of cable coil to complete this task.</span>")
return
else if(istype(W,/obj/item/stack/material) && W.get_material_name() == "plastic")
else if(istype(W,/obj/item/stack/material) && W.get_material_name() == MATERIAL_PLASTIC)
if(buildstate == 3)
var/obj/item/stack/material/P = W
if(P.use(3))
@@ -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, "glass" = 375)
matter = list(DEFAULT_WALL_MATERIAL = 125, MATERIAL_GLASS = 375)
flags = CONDUCT
slot_flags = SLOT_BELT | SLOT_EARS
throwforce = 3
@@ -198,7 +198,7 @@
fallback_specific_heat = 0.241
/datum/reagent/uranium
name ="Uranium"
name = "Uranium"
id = "uranium"
description = "A silvery-white metallic chemical element in the actinide series, weakly radioactive."
reagent_state = SOLID
+4 -4
View File
@@ -1884,7 +1884,7 @@
name = "Goldschlager"
id = "goldschlager"
result = "goldschlager"
required_reagents = list("vodka" = 10, "gold" = 1)
required_reagents = list("vodka" = 10, MATERIAL_GOLD = 1)
mix_message = null
reaction_sound = 'sound/effects/pour.ogg'
result_amount = 10
@@ -1893,7 +1893,7 @@
name = "Patron"
id = "patron"
result = "patron"
required_reagents = list("tequilla" = 10, "silver" = 1)
required_reagents = list("tequilla" = 10, MATERIAL_SILVER = 1)
result_amount = 10
/datum/chemical_reaction/drink/bilk
@@ -3386,7 +3386,7 @@
name = "Transmutation: Gold"
id = "transmutation_gold"
result = null
required_reagents = list("aluminum" = 5, "silver" = 5)
required_reagents = list("aluminum" = 5, MATERIAL_SILVER = 5)
catalysts = list("philosopher_stone" = 1)
result_amount = 1
@@ -3400,7 +3400,7 @@
name = "Transmutation: Diamond"
id = "transmutation_diamond"
result = null
required_reagents = list("carbon" = 5, "gold" = 5)
required_reagents = list("carbon" = 5, MATERIAL_GOLD = 5)
catalysts = list("philosopher_stone" = 1)
result_amount = 1
@@ -15,7 +15,7 @@
item_state = "broken_beer" //Generic held-item sprite until unique ones are made.
force = 5
var/smash_duration = 5 //Directly relates to the 'weaken' duration. Lowered by armor (i.e. helmets)
matter = list("glass" = 800)
matter = list(MATERIAL_GLASS = 800)
var/obj/item/reagent_containers/glass/rag/rag = null
var/rag_underlay = "rag"
@@ -8,7 +8,7 @@
volume = 30
unacidable = 1 //glass
center_of_mass = list("x"=16, "y"=10)
matter = list("glass" = 300)
matter = list(MATERIAL_GLASS = 300)
on_reagent_change()
/*if(reagents.reagent_list.len > 1 )
@@ -5,7 +5,7 @@
desc = "A glass jar. You can put the lid back on and use it for other things."
icon = 'icons/obj/drinks.dmi'
icon_state = "jar"
matter = list("glass" = 5000)
matter = list(MATERIAL_GLASS = 5000)
center_of_mass = list("x"=15, "y"=8)
w_class = 3.0
amount_per_transfer_from_this = 20
@@ -96,7 +96,7 @@
icon_state = "beaker"
item_state = "beaker"
center_of_mass = list("x" = 15,"y" = 11)
matter = list("glass" = 500)
matter = list(MATERIAL_GLASS = 500)
drop_sound = 'sound/items/drop/glass.ogg'
fragile = 4
@@ -149,7 +149,7 @@
desc = "A large beaker."
icon_state = "beakerlarge"
center_of_mass = list("x" = 16,"y" = 11)
matter = list("glass" = 5000)
matter = list(MATERIAL_GLASS = 5000)
volume = 120
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,60,120)
@@ -175,7 +175,7 @@
desc = "A cryostasis beaker that allows for chemical storage without reactions."
icon_state = "beakernoreact"
center_of_mass = list("x" = 16,"y" = 13)
matter = list("glass" = 500)
matter = list(MATERIAL_GLASS = 500)
volume = 60
amount_per_transfer_from_this = 10
flags = OPENCONTAINER | NOREACT
@@ -186,7 +186,7 @@
desc = "A bluespace beaker, powered by experimental bluespace technology."
icon_state = "beakerbluespace"
center_of_mass = list("x" = 16,"y" = 11)
matter = list("glass" = 5000)
matter = list(MATERIAL_GLASS = 5000)
volume = 300
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,60,120,300)
@@ -198,7 +198,7 @@
desc = "A small glass vial."
icon_state = "vial"
center_of_mass = list("x" = 15,"y" = 9)
matter = list("glass" = 250)
matter = list(MATERIAL_GLASS = 250)
volume = 30
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25)

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