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Make clothing racks and retail shelves craftable (#21434)
Allows the clothing rack and retail shelf to be crafted. Additionally it fixes the duplicate rods from taking apart tables and the racks giving rods when they should give plastic.
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@@ -140,6 +140,8 @@
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recipes += new /datum/stack_recipe_list("[display_name] recipes",
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list(
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new /datum/stack_recipe("plastic rack", /obj/structure/table/rack, BUILD_AMT, time = 5, one_per_turf = 1, on_floor = 1),
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new /datum/stack_recipe("clothing rack", /obj/structure/table/rack/clothing, BUILD_AMT, time = 5, one_per_turf = 1, on_floor = 1),
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new /datum/stack_recipe("retail shelf", /obj/structure/table/rack/retail_shelf, BUILD_AMT, time = 5, one_per_turf = 1, on_floor = 1),
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new /datum/stack_recipe("plastic crate", /obj/structure/closet/crate/plastic, BUILD_AMT, one_per_turf = 1, on_floor = 1),
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new /datum/stack_recipe("plastic bag", /obj/item/storage/bag/plasticbag, 3, on_floor = 1),
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new /datum/stack_recipe("IV bag", /obj/item/reagent_containers/blood/empty, 4, on_floor = 0),
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@@ -9,6 +9,7 @@
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can_reinforce = 0
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flipped = -1
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table_mat = DEFAULT_TABLE_MATERIAL
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dismantle_mat = /obj/item/stack/material/plastic
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/obj/structure/table/rack/New()
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..()
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@@ -26,6 +26,7 @@
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var/manipulating = 0
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var/material/reinforced = null
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var/obj/item/stack/dismantle_mat = /obj/item/stack/rods
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// Gambling tables. I'd prefer reinforced with carpet/felt/cloth/whatever, but AFAIK it's either harder or impossible to get /obj/item/stack/material of those.
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// Convert if/when you can easily get stacks of these.
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@@ -269,7 +270,7 @@
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return
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user.visible_message("\The [user] dismantles \the [src].",
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SPAN_NOTICE("You dismantle \the [src]."))
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new /obj/item/stack/rods(src.loc, 2)
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new dismantle_mat(src.loc)
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qdel(src)
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// Returns a list of /obj/item/material/shard objects that were created as a result of this table's breakage.
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@@ -298,9 +299,7 @@
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if(carpeted && (full_return || prob(50))) // Higher chance to get the carpet back intact, since there's no non-intact option
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new /obj/item/stack/tile/carpet(src.loc)
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if(full_return || prob(20))
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new /obj/item/stack/rods(src.loc, 2)
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else
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new /obj/item/stack/rods(src.loc)
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new dismantle_mat(src.loc)
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qdel(src)
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return shards
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