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eebb8b971c
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>
49 lines
1.3 KiB
Plaintext
49 lines
1.3 KiB
Plaintext
/obj/structure/easel
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name = "easel"
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desc = "Only for the finest of art!"
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icon = 'icons/obj/canvas.dmi'
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icon_state = "easel"
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density = TRUE
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build_amt = 5
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var/obj/item/canvas/painting = null
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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 = GET_SINGLETON(MATERIAL_WOOD)
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/obj/structure/easel/Destroy()
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painting = null
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UnregisterSignal(src, COMSIG_MOVABLE_MOVED)
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return ..()
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/*
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* Adding canvases.
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*/
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/obj/structure/easel/attackby(obj/item/attacking_item, mob/user, params)
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if(istype(attacking_item, /obj/item/canvas))
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var/obj/item/canvas/C = attacking_item
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if(user.unEquip(C))
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painting = C
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C.forceMove(get_turf(src))
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C.layer = layer + 0.1
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C.pixel_x = 0
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C.pixel_y = 0
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C.pixel_z = 0
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user.visible_message("<b>[user]</b> puts \the [C] on \the [src].", SPAN_NOTICE("You place \the [C] on \the [src]."))
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return TRUE
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if(attacking_item.tool_behaviour == TOOL_WRENCH)
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to_chat(user, SPAN_NOTICE("You dismantle \the [src]."))
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dismantle()
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return TRUE
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return ..()
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/*
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* Stick to the easel like glue.
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*/
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/obj/structure/easel/proc/move_painting()
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if(painting && Adjacent(painting)) // Only move if it's near us.
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painting.forceMove(get_turf(src))
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else
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painting = null
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