Mass rename of 'metal' to steel, refactor of walls and falsewall mineral construction, refactor of materials and ores.

This commit is contained in:
Zuhayr
2015-04-22 21:27:45 +09:30
parent 12cb60daa3
commit dbf8e53020
104 changed files with 745 additions and 731 deletions

View File

@@ -7,7 +7,7 @@
slot_flags = SLOT_BELT|SLOT_BACK
w_class = 3
force = 10
matter = list("metal" = 2000)
matter = list("steel" = 2000)
origin_tech = "combat=3;magnets=2"
projectile_type = /obj/item/projectile/beam
fire_delay = 1 //rapid fire
@@ -106,7 +106,7 @@ obj/item/weapon/gun/energy/retro
desc = "Standard issue weapon of the Imperial Guard"
origin_tech = "combat=1;magnets=2"
self_recharge = 1
matter = list("metal" = 2000)
matter = list("steel" = 2000)
fire_sound = 'sound/weapons/Laser.ogg'
projectile_type = /obj/item/projectile/beam/lastertag/blue
var/required_vest

View File

@@ -37,7 +37,7 @@
icon_state = "crossbow"
w_class = 2.0
item_state = "crossbow"
matter = list("metal" = 2000)
matter = list("steel" = 2000)
origin_tech = "combat=2;magnets=2;syndicate=5"
slot_flags = SLOT_BELT
silenced = 1
@@ -56,5 +56,5 @@
desc = "A weapon favored by mercenary infiltration teams."
w_class = 4
force = 10
matter = list("metal" = 200000)
matter = list("steel" = 200000)
projectile_type = /obj/item/projectile/energy/bolt/large

View File

@@ -15,7 +15,7 @@
var/obj/item/weapon/grenade/chambered
var/list/grenades = new/list()
var/max_grenades = 5 //holds this + one in the chamber
matter = list("metal" = 2000)
matter = list("steel" = 2000)
//revolves the magazine, allowing players to choose between multiple grenade types
/obj/item/weapon/gun/launcher/grenade/proc/pump(mob/M as mob)
@@ -80,7 +80,7 @@
chambered.det_time = 10
chambered.activate(null)
return chambered
/obj/item/weapon/gun/launcher/grenade/handle_post_fire(mob/user)
message_admins("[key_name_admin(user)] fired a grenade ([chambered.name]) from a grenade launcher ([src.name]).")
log_game("[key_name_admin(user)] used a grenade ([chambered.name]).")

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@@ -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("metal" = 125, "glass" = 375)
matter = list("steel" = 125, "glass" = 375)
flags = CONDUCT
slot_flags = SLOT_BELT
throwforce = 3
@@ -53,10 +53,10 @@
if(L.can_inject())
if(syringe.reagents)
syringe.reagents.trans_to(L, 15)
syringe.break_syringe(iscarbon(hit_atom)? hit_atom : null)
syringe.update_icon()
icon_state = initial(icon_state) //reset icon state
update_icon()
@@ -67,15 +67,15 @@
item_state = "syringegun"
w_class = 3
force = 7
matter = list("metal" = 2000)
matter = list("steel" = 2000)
slot_flags = SLOT_BELT
fire_sound = 'sound/weapons/empty.ogg'
fire_sound_text = "a metallic thunk"
recoil = 0
release_force = 10
throw_distance = 10
var/list/darts = list()
var/max_darts = 1
var/obj/item/weapon/syringe_cartridge/next

View File

@@ -8,9 +8,9 @@
icon_state = "revolver"
origin_tech = "combat=2;materials=2"
w_class = 3
matter = list("metal" = 1000)
matter = list("steel" = 1000)
recoil = 1
var/caliber = "357" //determines which casings will fit
var/handle_casings = EJECT_CASINGS //determines how spent casings should be handled
var/load_method = SINGLE_CASING|SPEEDLOADER //1 = Single shells, 2 = box or quick loader, 3 = magazine
@@ -18,7 +18,7 @@
//For SINGLE_CASING or SPEEDLOADER guns
var/max_shells = 0 //the number of casings that will fit inside
var/ammo_type = null //the type of ammo that the gun comes preloaded with
var/ammo_type = null //the type of ammo that the gun comes preloaded with
var/list/loaded = list() //stored ammo
//For MAGAZINE guns
@@ -50,7 +50,7 @@
chambered = ammo_magazine.stored_ammo[1]
if(handle_casings != HOLD_CASINGS)
ammo_magazine.stored_ammo -= chambered
if (chambered)
return chambered.BB
return null
@@ -183,7 +183,7 @@
)
if(auto_eject_sound)
playsound(user, auto_eject_sound, 40, 1)
ammo_magazine.update_icon()
ammo_magazine.update_icon()
ammo_magazine = null
update_icon() //make sure to do this after unsetting ammo_magazine