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Materials Repath (#22388)
Soft-ish port of https://github.com/NebulaSS13/Nebula/pull/540. Except we call them singletons. Repaths all materials as singletons instead of datums, and replaces material defines from strings to paths so that we can just run GET_SINGLETON instead of needing to use SSMaterials. This is Step One. This PR has no player-facing changes. changes: - refactor: "Repaths /material to /singleton/material." - refactor: "Replaces all material string defines to path defines, replacing SSmaterials procs w/ GET_SINGLETON instead." - refactor: "Removes all material var edited objects from all maps, adding new presets where necessary." - refactor: "Updates recipes unit test to run all recipes against all material singletons." --------- Signed-off-by: Batrachophreno <Batrochophreno@gmail.com> Co-authored-by: kano-dot <bhutanlikanoxy@gmail.com>
This commit is contained in:
co-authored by
kano-dot
parent
2e61d8fd15
commit
eebb8b971c
@@ -10,7 +10,7 @@
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/obj/structure/easel/Initialize(ml, _mat, _reinf_mat)
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. = ..()
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RegisterSignal(src, COMSIG_MOVABLE_MOVED, PROC_REF(move_painting))
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material = SSmaterials.get_material_by_name(MATERIAL_WOOD)
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material = GET_SINGLETON(MATERIAL_WOOD)
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/obj/structure/easel/Destroy()
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painting = null
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@@ -18,7 +18,7 @@
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var/created_window = /obj/structure/window/basic
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var/is_reinforced = 0
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var/list/construction_options = list("One Direction", "Full Window")
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default_type = "glass"
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default_type = MATERIAL_GLASS
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icon_has_variants = TRUE
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drop_sound = 'sound/items/drop/glass_sheet.ogg'
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pickup_sound = 'sound/items/pickup/glass_sheet.ogg'
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@@ -112,7 +112,7 @@
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name = "reinforced glass"
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singular_name = "reinforced glass sheet"
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icon_state = "sheet-rglass"
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default_type = "reinforced glass"
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default_type = MATERIAL_GLASS_REINFORCED
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created_window = /obj/structure/window/reinforced
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is_reinforced = 1
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construction_options = list("One Direction", "Full Window", "Windoor")
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@@ -127,7 +127,7 @@
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icon = 'icons/obj/item/stacks/tiles.dmi'
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icon_state = "glass_wire"
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created_window = null
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default_type = "wired glass"
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default_type = MATERIAL_GLASS_WIRED
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construction_options = list()
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icon_has_variants = FALSE
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@@ -160,7 +160,7 @@
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singular_name = "phoron glass sheet"
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icon_state = "sheet-phoronglass"
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created_window = /obj/structure/window/borosilicate
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default_type = "phoron glass"
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default_type = MATERIAL_GLASS_PHORON
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icon_has_variants = FALSE
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/*
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@@ -170,7 +170,7 @@
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name = "reinforced phoron glass"
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singular_name = "reinforced phoron glass sheet"
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icon_state = "sheet-phoronrglass"
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default_type = "reinforced phoron glass"
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default_type = MATERIAL_GLASS_REINFORCED_PHORON
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created_window = /obj/structure/window/borosilicate/reinforced
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is_reinforced = 1
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icon_has_variants = FALSE
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@@ -19,14 +19,14 @@
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name = "human skin"
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desc = "The by-product of human farming."
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singular_name = "human skin piece"
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default_type = "human hide"
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default_type = MATERIAL_HIDE_HUMAN
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/obj/item/stack/material/animalhide/corgi
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name = "corgi hide"
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desc = "The by-product of corgi farming."
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singular_name = "corgi hide piece"
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icon_state = "sheet-corgi"
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default_type = "corgi hide"
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default_type = MATERIAL_HIDE_CORGI
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icon_has_variants = FALSE
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/obj/item/stack/material/animalhide/cat
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@@ -34,7 +34,7 @@
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desc = "The by-product of cat farming."
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icon_state = "sheet-cat"
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singular_name = "cat hide piece"
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default_type = "cat hide"
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default_type = MATERIAL_HIDE_CAT
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icon_has_variants = FALSE
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/obj/item/stack/material/animalhide/monkey
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@@ -42,7 +42,7 @@
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desc = "The by-product of monkey farming."
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singular_name = "monkey hide piece"
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icon_state = "sheet-monkey"
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default_type = "monkey hide"
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default_type = MATERIAL_HIDE_MONKEY
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icon_has_variants = FALSE
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/obj/item/stack/material/animalhide/lizard
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@@ -50,7 +50,7 @@
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desc = "Sssssss..."
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singular_name = "lizard skin piece"
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icon_state = "sheet-lizard"
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default_type = "lizard hide"
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default_type = MATERIAL_HIDE_LIZARD
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icon_has_variants = FALSE
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hide_type = "scales"
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@@ -59,7 +59,7 @@
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desc = "A hide without fur or scales. Can be tanned into leather."
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singular_name = "bare hide piece"
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icon_state = "sheet-hairlesshide"
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default_type = "bare hide"
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default_type = MATERIAL_HIDE_BARE
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bare = TRUE
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/obj/item/stack/material/animalhide/barehide/mechanics_hints(mob/user, distance, is_adjacent)
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@@ -71,7 +71,7 @@
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desc = "This leather has been cleaned but still needs to be dried."
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singular_name = "wet leather piece"
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icon_state = "sheet-wetleather"
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default_type = "wet leather"
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default_type = MATERIAL_WET_LEATHER
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icon_has_variants = TRUE
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bare = TRUE
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var/wetness = 30 //Reduced when exposed to high temperautres or manually dried with a welding tool.
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@@ -10,7 +10,7 @@
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/obj/item/material/butterflyconstruction/attackby(obj/item/attacking_item, mob/user)
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if(attacking_item.tool_behaviour == TOOL_SCREWDRIVER)
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to_chat(user, "You finish the concealed blade weapon.")
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new /obj/item/material/knife/butterfly(user.loc, material.name)
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new /obj/item/material/knife/butterfly(user.loc, material.type)
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qdel(src)
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return
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@@ -36,7 +36,7 @@
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if(istype(attacking_item, /obj/item/material/butterflyblade))
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var/obj/item/material/butterflyblade/B = attacking_item
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to_chat(user, "You attach the two concealed blade parts.")
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var/finished = new /obj/item/material/butterflyconstruction(user.loc, B.material.name)
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var/finished = new /obj/item/material/butterflyconstruction(user.loc, B.material.type)
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qdel(attacking_item)
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qdel(src)
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user.put_in_hands(finished)
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@@ -72,7 +72,7 @@
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var/obj/item/finished
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if(istype(attacking_item, /obj/item/material/shard) || istype(attacking_item, /obj/item/material/spearhead))
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var/obj/item/material/tmp_shard = attacking_item
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finished = new /obj/item/material/twohanded/spear(get_turf(user), tmp_shard.material.name)
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finished = new /obj/item/material/twohanded/spear(get_turf(user), tmp_shard.material.type)
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to_chat(user, SPAN_NOTICE("You fasten \the [attacking_item] to the top of the rod with the cable."))
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else if(attacking_item.tool_behaviour == TOOL_WIRECUTTER)
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finished = new /obj/item/melee/baton/cattleprod(get_turf(user), forward_cable_color)
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@@ -101,14 +101,14 @@
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attack_verb = list("hit", "bludgeoned", "whacked", "bonked")
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force_divisor = 0.1
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thrown_force_divisor = 0.1
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default_material = "wood"
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default_material = MATERIAL_WOOD
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/obj/item/material/shaft/attackby(obj/item/attacking_item, mob/user)
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..()
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var/obj/item/finished
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if(istype(attacking_item, /obj/item/material/spearhead))
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var/obj/item/material/spearhead/tip = attacking_item
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finished = new /obj/item/material/twohanded/pike(get_turf(user), tip.material.name)
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finished = new /obj/item/material/twohanded/pike(get_turf(user), tip.material.type)
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to_chat(user, SPAN_NOTICE("You attach \the [attacking_item] to the top of \the [src]."))
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if(finished)
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user.drop_from_inventory(src,finished)
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@@ -130,8 +130,7 @@
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attack_verb = list("attacked", "poked")
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force_divisor = 0.1
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thrown_force_divisor = 0.1
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default_material = "steel"
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default_material = MATERIAL_STEEL
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/obj/item/material/woodenshield
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name = "shield donut"
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@@ -140,14 +139,14 @@
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icon_state = "shield_fitting_inner"
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force_divisor = 0.1
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thrown_force_divisor = 0.1
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default_material = "wood"
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default_material = MATERIAL_WOOD
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/obj/item/material/woodenshield/attackby(obj/item/attacking_item, mob/user)
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..()
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var/obj/item/finished
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if(istype(attacking_item, /obj/item/material/shieldbits))
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var/obj/item/material/woodenshield/donut = attacking_item
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finished = new /obj/item/shield/buckler(get_turf(user), donut.material.name)
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finished = new /obj/item/shield/buckler(get_turf(user), donut.material.type)
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to_chat(user, SPAN_NOTICE("You attach \the [attacking_item] to \the [src]."))
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if(finished)
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user.drop_from_inventory(src)
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@@ -164,7 +163,7 @@
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icon_state = "shield_fitting_outer"
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force_divisor = 0.1
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thrown_force_divisor = 0.1
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default_material = "steel"
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default_material = MATERIAL_STEEL
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/obj/item/woodcirclet
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name = "wood circlet"
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@@ -20,7 +20,7 @@
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/obj/item/material/ashtray/persistent_objects_get_content()
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var/list/content = list()
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content["fill_count"] = length(contents)
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content["material"] = material.name
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content["material"] = material.type
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return content
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/obj/item/material/ashtray/persistent_objects_apply_content(content, x, y, z)
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@@ -6,7 +6,7 @@
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item_state = "metalbat"
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throwforce = 7
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attack_verb = list("smashed", "beaten", "slammed", "smacked", "struck", "battered", "bonked")
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default_material = "wood"
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default_material = MATERIAL_WOOD
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force_divisor = 1.1 // 22 when wielded with weight 20 (steel)
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unwielded_force_divisor = 0.7 // 15 when unwielded based on above.
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slot_flags = SLOT_BACK
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@@ -224,7 +224,7 @@
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icon_state = "rolling_pin"
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item_state = "rolling_pin"
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attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
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default_material = "wood"
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default_material = MATERIAL_WOOD
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force_divisor = 0.7 // 10 when wielded with weight 15 (wood)
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thrown_force_divisor = 1 // as above
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use_material_name = TRUE
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@@ -22,7 +22,7 @@ Protectiveness | Armor %
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/obj/item/clothing/suit/armor/material
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name = "armor"
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default_material = DEFAULT_WALL_MATERIAL
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default_material = MATERIAL_STEEL
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/obj/item/clothing/suit/armor/material/makeshift
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name = "sheet armor"
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@@ -37,10 +37,10 @@ Protectiveness | Armor %
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pocket_slots = 1
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/obj/item/clothing/suit/armor/material/makeshift/plasteel
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default_material = "plasteel"
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default_material = MATERIAL_PLASTEEL
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/obj/item/clothing/suit/armor/material/makeshift/glass
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default_material = "glass"
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default_material = MATERIAL_GLASS
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/obj/item/material/armor_plating
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name = "armor plating"
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@@ -75,7 +75,7 @@ Protectiveness | Armor %
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to_chat(user, SPAN_WARNING("Both plates need to be the same type of material."))
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return
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//TODO: Possible better animations
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var/obj/item/clothing/suit/armor/material/makeshift/new_armor = new(src.loc, src.material.name)
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var/obj/item/clothing/suit/armor/material/makeshift/new_armor = new(src.loc, src.material)
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user.drop_from_inventory(src,new_armor)
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user.drop_from_inventory(second_plate,new_armor)
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user.put_in_hands(new_armor)
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@@ -116,7 +116,7 @@ Protectiveness | Armor %
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var/obj/item/stack/material/S = attacking_item
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if(S.use(2))
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to_chat(user, SPAN_NOTICE("You apply some [S.material.use_name] to \the [src]. "))
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var/obj/item/clothing/head/helmet/material/makeshift/helmet = new(null, S.material.name)
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var/obj/item/clothing/head/helmet/material/makeshift/helmet = new(null, S.material.type)
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user.put_in_hands(helmet)
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user.drop_from_inventory(src)
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qdel(src)
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@@ -129,7 +129,7 @@ Protectiveness | Armor %
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/obj/item/clothing/head/helmet/material
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name = "helmet"
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flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR
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default_material = DEFAULT_WALL_MATERIAL
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default_material = MATERIAL_STEEL
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has_storage = FALSE
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/obj/item/clothing/head/helmet/material/makeshift
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@@ -141,7 +141,7 @@ Protectiveness | Armor %
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contained_sprite = 1
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/obj/item/clothing/head/helmet/material/makeshift/plasteel
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default_material = "plasteel"
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default_material = MATERIAL_PLASTEEL
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/obj/item/clothing/suit/armor/material/makeshift/trenchcoat
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name = "armored trenchcoat"
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@@ -156,7 +156,7 @@ Protectiveness | Armor %
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var/obj/item/clothing/suit/storage/toggle/trench/kelly = attacking_item
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user.drop_from_inventory(src)
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user.drop_from_inventory(kelly)
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var/obj/item/clothing/suit/armor/material/makeshift/trenchcoat/new_armor = new(null, src.material.name)
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var/obj/item/clothing/suit/armor/material/makeshift/trenchcoat/new_armor = new(null, src.material.type)
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user.put_in_hands(new_armor)
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qdel(src)
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qdel(kelly)
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@@ -20,8 +20,8 @@
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var/max_force = 40 //any damage above this is added to armor penetration value
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var/max_pen = 100 //any penetration above this value is ignored
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var/thrown_force_divisor = 0.5
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var/default_material = DEFAULT_WALL_MATERIAL
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var/material/material
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var/default_material = MATERIAL_STEEL
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var/singleton/material/material
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var/drops_debris = TRUE
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/// Multiplies the amount this item is worth with the following calculation: material.value * worth_multiplier
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@@ -59,7 +59,7 @@
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throwforce = round(material.get_blunt_damage()*thrown_force_divisor)
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/obj/item/material/proc/set_material(var/new_material)
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material = SSmaterials.get_material_by_name(new_material)
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material = GET_SINGLETON(new_material)
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if(!material)
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qdel(src)
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else
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@@ -14,7 +14,7 @@
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thrown_force_divisor = 0.4 // 4 with weight 15 (glass)
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item_state = "shard-glass"
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attack_verb = list("stabbed", "slashed", "sliced", "cut")
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default_material = "glass"
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default_material = MATERIAL_GLASS
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unbreakable = 1 //It's already broken.
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drops_debris = FALSE
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drop_sound = 'sound/effects/glass_step.ogg'
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@@ -196,7 +196,7 @@
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/obj/item/material/sword_hilt/attackby(obj/item/attacking_item, mob/user)
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if(istype(attacking_item, /obj/item/material/sword_blade))
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var/obj/item/material/sword_blade/blade = attacking_item
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var/obj/item/material/sword/improvised_sword/new_sword = new(src.loc, blade.material.name)
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var/obj/item/material/sword/improvised_sword/new_sword = new(src.loc, blade.material.type)
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new_sword.hilt = src
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user.drop_from_inventory(src,new_sword)
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user.drop_from_inventory(blade,new_sword)
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@@ -219,7 +219,7 @@
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/obj/item/material/sword_blade/attackby(obj/item/attacking_item, mob/user)
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if(istype(attacking_item, /obj/item/material/sword_hilt))
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var/obj/item/material/sword_hilt/hilt = attacking_item
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var/obj/item/material/sword/improvised_sword/new_sword = new(src.loc, src.material.name)
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var/obj/item/material/sword/improvised_sword/new_sword = new(src.loc, src.material.type)
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new_sword.hilt = hilt.material
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new_sword.assignDescription()
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user.drop_from_inventory(src,new_sword)
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@@ -172,7 +172,7 @@
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w_class = WEIGHT_CLASS_HUGE
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icon_state = "offhand"
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name = "offhand"
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default_material = "placeholder"
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default_material = MATERIAL_STEEL
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drop_sound = null
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pickup_sound = null
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equip_sound = null
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@@ -258,7 +258,7 @@
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sharp = 0
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mob_throw_hit_sound = 'sound/weapons/pierce.ogg'
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attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
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default_material = "glass"
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default_material = MATERIAL_GLASS
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var/obj/item/grenade/explosive = null
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use_material_sound = FALSE
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worth_multiplier = 7 //blade + stuff
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@@ -290,7 +290,7 @@
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MA.layer = FLOAT_LAYER
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HS.AddOverlays(MA)
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HS.name = "[attacking_item.name] on a spear"
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HS.material = material.name
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HS.material = material.type
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qdel(src)
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return
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@@ -374,7 +374,7 @@
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attack_verb = list("chopped", "sliced", "shredded", "slashed", "cut", "ripped")
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can_embed = FALSE
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applies_material_colour = FALSE
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default_material = "steel"
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||||
default_material = MATERIAL_STEEL
|
||||
parry_chance = 5
|
||||
var/fuel_type = /singleton/reagent/fuel
|
||||
var/opendelay = 30 // How long it takes to perform a door opening action with this chainsaw, in seconds.
|
||||
@@ -418,7 +418,7 @@
|
||||
fuel_cost = 0.5
|
||||
unbreakable = TRUE
|
||||
parry_chance = 100 //Gotta punish those validhunters
|
||||
default_material = "plasteel"
|
||||
default_material = MATERIAL_PLASTEEL
|
||||
|
||||
/obj/item/material/twohanded/chainsaw/op/Initialize()
|
||||
. = ..()
|
||||
@@ -560,7 +560,7 @@
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
slot_flags = SLOT_BACK
|
||||
attack_verb = list("attacked", "poked", "jabbed", "gored", "stabbed")
|
||||
default_material = "steel"
|
||||
default_material = MATERIAL_STEEL
|
||||
reach = 2
|
||||
applies_material_colour = 0
|
||||
can_embed = 0
|
||||
@@ -599,7 +599,7 @@
|
||||
desc = "For the republic!"
|
||||
icon_state = "flag_biesel0"
|
||||
base_icon = "flag_biesel"
|
||||
default_material = "bronze"
|
||||
default_material = MATERIAL_STEEL
|
||||
can_embed = 1
|
||||
use_material_name = FALSE
|
||||
unbreakable = TRUE
|
||||
@@ -665,7 +665,7 @@
|
||||
edge = TRUE
|
||||
sharp = 1
|
||||
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
|
||||
default_material = "steel"
|
||||
default_material = MATERIAL_STEEL
|
||||
parry_chance = 60
|
||||
can_embed = 0
|
||||
worth_multiplier = 35
|
||||
|
||||
Reference in New Issue
Block a user