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
+1 -1
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
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@@ -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
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@@ -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