mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-26 06:22:26 +01:00
Value Reorganization (#19879)
Deletes the worths files and moves them to their values instead, ctrl + click will now go to the correct definition in VSCode. No user facing changes.
This commit is contained in:
@@ -87,6 +87,9 @@
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var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons. Also used for bullet protection in armor.
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var/weight = 20 // Determines blunt damage/throwforce for weapons, and whether it can be flipped. Check DEFAULT_TABLE_FLIP_WEIGHT if you want your materai to be tableflippable.
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/// The price value of the item
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var/value = 1
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// Noise when someone is faceplanted onto a table made of this material.
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var/tableslam_noise = 'sound/weapons/tablehit1.ogg'
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// Noise made when a simple door made of this material opens or closes.
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@@ -200,6 +203,11 @@
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multipart_reinf_icon = new(multipart_reinf_icon)
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multipart_reinf_icon.Blend(blend_colour, ICON_MULTIPLY)
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/material/Destroy(force)
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stack_trace("Someone tried to delete a /material.")
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. = ..()
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return QDEL_HINT_LETMELIVE //Materials cannot be deleted, as you cannot poof the concept out of existence
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// This is a placeholder for proper integration of windows/windoors into the system.
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/material/proc/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
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return 0
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@@ -279,6 +287,7 @@
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icon_colour = "#007A00"
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weight = 25
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hardness = 20
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value = 100
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stack_origin_tech = list(TECH_MATERIAL = 5)
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door_icon_base = "stone"
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golem = SPECIES_GOLEM_URANIUM
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@@ -289,6 +298,7 @@
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flags = MATERIAL_UNMELTABLE
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cut_delay = 60
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icon_colour = "#00FFE1"
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value = 170
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opacity = 0.4
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reflectivity = 0.6
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conductivity = 1
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@@ -307,6 +317,7 @@
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icon_colour = "#EDD12F"
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weight = 30
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hardness = 15
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value = 40
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conductivity = 41
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stack_origin_tech = list(TECH_MATERIAL = 4)
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sheet_singular_name = "ingot"
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@@ -318,6 +329,7 @@
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stack_type = /obj/item/stack/material/bronze
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weight = 30
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hardness = 50
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value = 25
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conductivity = 11
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icon_colour = "#EDD12F"
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stack_origin_tech = list(TECH_MATERIAL = 2)
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@@ -338,6 +350,7 @@
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icon_colour = "#D1E6E3"
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weight = 22
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hardness = 50
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value = 35
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conductivity = 63
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stack_origin_tech = list(TECH_MATERIAL = 3)
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sheet_singular_name = "ingot"
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@@ -352,6 +365,7 @@
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icon_colour = "#FC2BC5"
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shard_type = SHARD_SHARD
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hardness = 30
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value = 150
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stack_origin_tech = list(TECH_MATERIAL = 2, TECH_PHORON = 2)
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door_icon_base = "stone"
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sheet_singular_name = "crystal"
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@@ -400,6 +414,7 @@
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icon_colour = "#b4b1a6"
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weight = 26
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hardness = 70
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value = 4
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stack_type = /obj/item/stack/material/marble
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golem = SPECIES_GOLEM_MARBLE
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drop_sound = 'sound/items/drop/boots.ogg'
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@@ -418,6 +433,7 @@
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name = DEFAULT_WALL_MATERIAL
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stack_type = /obj/item/stack/material/steel
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integrity = 150
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value = 4
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conductivity = 11
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protectiveness = 10 // 33%
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wall_icon = 'icons/turf/smooth/composite_solid_color.dmi'
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@@ -439,6 +455,7 @@
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colour_blend = FALSE
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integrity = 100
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weight = 23
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value = 5
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// below is same as wood
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melting_point = T0C + 300
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ignition_point = T0C + 288
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@@ -456,6 +473,7 @@
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display_name = DEFAULT_WALL_MATERIAL
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stack_type = null
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shard_type = SHARD_NONE
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value = 0
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/material/plasteel
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name = MATERIAL_PLASTEEL
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@@ -468,6 +486,7 @@
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explosion_resistance = 25
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hardness = 80
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weight = 23
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value = 12
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protectiveness = 20 // 50%
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conductivity = 10
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stack_origin_tech = list(TECH_MATERIAL = 2)
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@@ -483,6 +502,7 @@
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conductivity = 2.38
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hardness = 90
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weight = 25
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value = 10
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protectiveness = 25
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icon_base = "metal"
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door_icon_base = "metal"
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@@ -617,6 +637,7 @@
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tableslam_noise = 'sound/effects/glass_hit.ogg'
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hardness = 40
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weight = 30
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value = 2
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stack_origin_tech = list(TECH_MATERIAL = 2)
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composite_material = list(DEFAULT_WALL_MATERIAL = 1875, MATERIAL_GLASS = 3750)
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window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 5)
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@@ -630,6 +651,7 @@
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stack_type = /obj/item/stack/material/glass/phoronglass
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flags = MATERIAL_BRITTLE
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integrity = 100
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value = 30
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icon_colour = "#FC2BC5"
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stack_origin_tech = list(TECH_MATERIAL = 4)
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created_window = /obj/structure/window/borosilicate
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@@ -646,6 +668,7 @@
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created_window = /obj/structure/window/borosilicate/reinforced
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hardness = 40
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weight = 30
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value = 40
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rod_product = null
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/material/plastic
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@@ -682,6 +705,7 @@
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stack_type = /obj/item/stack/material/mhydrogen
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icon_colour = "#E6C5DE"
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stack_origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 6, TECH_MAGNET = 5)
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value = 100
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conductivity = 100
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golem = SPECIES_GOLEM_HYDROGEN
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is_fusion_fuel = TRUE
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@@ -691,6 +715,7 @@
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stack_type = /obj/item/stack/material/platinum
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icon_colour = "#9999FF"
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weight = 27
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value = 200
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conductivity = 9.43
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stack_origin_tech = list(TECH_MATERIAL = 2)
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sheet_singular_name = "ingot"
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@@ -701,6 +726,7 @@
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stack_type = /obj/item/stack/material/iron
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icon_colour = "#5C5454"
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weight = 22
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value = 5
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conductivity = 10
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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@@ -755,6 +781,7 @@
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hardness = 15
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weight = 18
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protectiveness = 8 // 28%
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value = 3
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conductivity = 1
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melting_point = T0C+300 //okay, not melting in this case, but hot enough to destroy wood
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ignition_point = T0C+288
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@@ -854,6 +881,7 @@
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display_name = "wood"
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stack_type = null
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shard_type = SHARD_NONE
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value = 0
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/material/cardboard
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name = MATERIAL_CARDBOARD
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@@ -864,6 +892,7 @@
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hardness = 1
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weight = 1
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protectiveness = 0 // 0%
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value = 0
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ignition_point = T0C+232 //"the temperature at which book-paper catches fire, and burns." close enough
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melting_point = T0C+232 //temperature at which cardboard walls would be destroyed
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stack_origin_tech = list(TECH_MATERIAL = 1)
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@@ -920,6 +949,7 @@
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flags = MATERIAL_PADDING
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hardness = 1
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weight = 1
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value = 3
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ignition_point = T0C+300
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melting_point = T0C+300
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protectiveness = 3 // 13%
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@@ -1048,6 +1078,7 @@
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golem = SPECIES_GOLEM_MEAT
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drop_sound = 'sound/items/drop/leather.ogg'
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pickup_sound = 'sound/items/pickup/leather.ogg'
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value = 5
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/material/hide/corgi
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name = MATERIAL_HIDE_CORGI
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@@ -1073,6 +1104,7 @@
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name = MATERIAL_HIDE_HUMAN
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stack_type = /obj/item/stack/material/animalhide/human
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icon_colour = "#833C00"
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value = 35
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/material/hide/barehide
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name = "bare hide"
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@@ -1092,6 +1124,7 @@
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weight = 10
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hardness = 20
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integrity = 70
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value = 5
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stack_origin_tech = list(TECH_MATERIAL = 2)
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door_icon_base = "stone"
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protectiveness = 10 // 33%
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@@ -1103,6 +1136,7 @@
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integrity = 150
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hardness = 60
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protectiveness = 20 // 50%
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value = 50
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/material/vaurca
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name = MATERIAL_VAURCA
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