mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-14 03:12:30 +00:00
Refactored hitby to be in line with TG's version. Refactored item weight defines to a more clear naming scheme, also in line with TG's version. Refactored how the movement bumps are handled, ported signals to handle them, in preparation for the movement update. Fixed disposal hit bouncing the hitting atom on the wall. Items do not push other items anymore if they are tiny.
104 lines
2.3 KiB
Plaintext
104 lines
2.3 KiB
Plaintext
/obj/item/ore
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name = "rock"
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icon = 'icons/obj/item/ore.dmi'
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icon_state = "ore"
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randpixel = 8
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w_class = WEIGHT_CLASS_SMALL
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throwforce = 10
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var/datum/geosample/geologic_data
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var/material
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/obj/item/ore/uranium
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name = "pitchblende"
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icon_state = "ore_uranium"
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origin_tech = list(TECH_MATERIAL = 5)
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material = ORE_URANIUM
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/obj/item/ore/iron
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name = "hematite"
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icon_state = "ore_iron"
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origin_tech = list(TECH_MATERIAL = 1)
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material = ORE_IRON
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/obj/item/ore/coal
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name = "raw carbon"
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icon_state = "slag"
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origin_tech = list(TECH_MATERIAL = 1)
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material = ORE_COAL
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/obj/item/ore/glass
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name = "sand"
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icon_state = "ore_glass"
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origin_tech = list(TECH_MATERIAL = 1)
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material = ORE_SAND
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slot_flags = SLOT_HOLSTER
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// POCKET SAND!
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/obj/item/ore/glass/throw_impact(atom/hit_atom)
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..()
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var/mob/living/carbon/human/H = hit_atom
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if(istype(H) && H.has_eyes() && prob(85))
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to_chat(H, SPAN_DANGER("Some of \the [src] gets in your eyes!"))
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H.eye_blind += 5
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H.eye_blurry += 10
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qdel(src)
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/obj/item/ore/phoron
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name = "phoron crystals"
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icon_state = "ore_phoron"
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origin_tech = list(TECH_MATERIAL = 2, TECH_PHORON = 2)
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material = ORE_PHORON
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/obj/item/ore/silver
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name = "native silver ore"
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icon_state = "ore_silver"
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origin_tech = list(TECH_MATERIAL = 3)
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material = ORE_SILVER
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/obj/item/ore/gold
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name = "native gold ore"
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icon_state = "ore_gold"
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origin_tech = list(TECH_MATERIAL = 4)
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material = ORE_GOLD
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/obj/item/ore/diamond
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name = "diamonds"
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icon_state = "ore_diamond"
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origin_tech = list(TECH_MATERIAL = 6)
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material = ORE_DIAMOND
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/obj/item/ore/osmium
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name = "raw platinum"
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icon_state = "ore_platinum"
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material = ORE_PLATINUM
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/obj/item/ore/hydrogen
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name = "raw hydrogen"
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icon_state = "ore_hydrogen"
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material = ORE_HYDROGEN
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/obj/item/ore/aluminium
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name = "bauxite"
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icon_state = "ore_bauxite"
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material = ORE_BAUXITE
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/obj/item/ore/lead
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name = "galena"
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icon_state = "ore_galena"
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material = ORE_GALENA
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// maybe someone can think of a creative way to use slag
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// and make slagging shit not absolutely bomb mining - geeves
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/obj/item/ore/slag
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name = "Slag"
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desc = "Someone screwed up..."
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icon_state = "slag"
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material = null
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/obj/item/ore/attackby(obj/item/attacking_item, mob/user)
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if(istype(attacking_item,/obj/item/device/core_sampler))
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var/obj/item/device/core_sampler/C = attacking_item
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C.sample_item(src, user)
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else
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return ..()
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