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Fixes Beaker Breaking (#7676)
Due to some of the, er, interesting decisions made when writing the code for beakers shattering when you throw them, not only was it possible to shatter containers made of non-glass materials into glass fragments - such as cryostasis and bluespace beakers, and wooden buckets - but most of the actual glass beakers were impossible to break with your bare hands. I have corrected both these issues in addition to making it possible for glass beakers that are tougher to still shatter even if you don't throw them with the force of a mass driver. And they make a noisy shatter sound now, too.
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@@ -15,7 +15,7 @@
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accuracy = 0.1
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w_class = 2
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flags = OPENCONTAINER
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var/fragile = 1 // most glassware is super fragile
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var/hardness = 1
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var/no_shatter = FALSE //does this container shatter?
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unacidable = 1 //glass doesn't dissolve in acid
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drop_sound = 'sound/items/drop/bottle.ogg'
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@@ -54,13 +54,20 @@
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/obj/item/reagent_containers/glass/throw_impact(atom/hit_atom, var/speed)
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. = ..()
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if(speed > fragile && !no_shatter)
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if(no_shatter)
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return
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if(speed >= hardness)
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shatter()
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return
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if(speed < hardness)
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if(prob(25 * (speed)))
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shatter()
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/obj/item/reagent_containers/glass/proc/shatter(var/mob/user)
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if(reagents.total_volume)
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reagents.splash(src.loc, reagents.total_volume) // splashes the mob holding it or the turf it's on
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audible_message("\The [src] shatters with a resounding crash!", "\The [src] breaks.")
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playsound(src, "shatter", 40, 1)
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new /obj/item/material/shard(loc, "glass")
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qdel(src)
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@@ -78,7 +85,7 @@
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update_name_label()
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return
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. = ..() // in the case of nitroglycerin, explode BEFORE it shatters
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if(!(W.flags & NOBLUDGEON) && fragile && (W.force > fragile))
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if(!(W.flags & NOBLUDGEON) && hardness && (W.force < hardness))
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shatter()
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return
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@@ -97,7 +104,7 @@
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center_of_mass = list("x" = 15,"y" = 11)
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matter = list("glass" = 500)
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drop_sound = 'sound/items/drop/glass.ogg'
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fragile = 4
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hardness = 3
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/obj/item/reagent_containers/glass/beaker/Initialize()
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. = ..()
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@@ -153,7 +160,7 @@
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amount_per_transfer_from_this = 10
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possible_transfer_amounts = list(5,10,15,25,30,60,120)
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flags = OPENCONTAINER
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fragile = 6 // a bit sturdier
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hardness = 4
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/obj/item/reagent_containers/glass/beaker/bowl
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name = "mixing bowl"
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@@ -178,7 +185,8 @@
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volume = 60
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amount_per_transfer_from_this = 10
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flags = OPENCONTAINER | NOREACT
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fragile = 0
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hardness = 0
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no_shatter = TRUE
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/obj/item/reagent_containers/glass/beaker/bluespace
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name = "bluespace beaker"
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@@ -190,7 +198,8 @@
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amount_per_transfer_from_this = 10
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possible_transfer_amounts = list(5,10,15,25,30,60,120,300)
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flags = OPENCONTAINER
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fragile = 0
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hardness = 0
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no_shatter = TRUE
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/obj/item/reagent_containers/glass/beaker/vial
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name = "vial"
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@@ -202,7 +211,7 @@
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amount_per_transfer_from_this = 10
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possible_transfer_amounts = list(5,10,15,25)
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flags = OPENCONTAINER
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fragile = 1
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hardness = 2
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/obj/item/reagent_containers/glass/beaker/cryoxadone
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/obj/item/reagent_containers/glass/beaker/cryoxadone/Initialize()
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@@ -235,7 +244,7 @@
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var/carving_weapon = /obj/item/wirecutters
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var/helmet_type = /obj/item/clothing/head/helmet/bucket
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no_shatter = TRUE
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fragile = 0
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hardness = 0
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/obj/item/reagent_containers/glass/bucket/attackby(var/obj/D, mob/user as mob)
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if(isprox(D))
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@@ -281,6 +290,7 @@ obj/item/reagent_containers/glass/bucket/wood
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icon_state = "woodbucket"
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item_state = "woodbucket"
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center_of_mass = list("x" = 16,"y" = 8)
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no_shatter = TRUE
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matter = list("wood" = 50)
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drop_sound = 'sound/items/drop/wooden.ogg'
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carving_weapon = /obj/item/material/hatchet
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@@ -11,7 +11,7 @@
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possible_transfer_amounts = list(5,10,15,25,30,60)
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flags = 0
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volume = 60
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fragile = 4
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hardness = 3
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var/list/reagents_to_add
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/obj/item/reagent_containers/glass/bottle/on_reagent_change()
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@@ -4,7 +4,8 @@
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possible_transfer_amounts = list(5,10,15,25,30,50,100)
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flags = OPENCONTAINER
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volume = 60
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fragile = 0 // do NOT shatter
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hardness = 0
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no_shatter = TRUE
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var/reagent = ""
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