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For a robust crafting system, I need a new materials framework. For a new materials framework, I need to clean up reagents. To clean up reagents, I need to pare down foods from reagent holders. To pare down foods from reagent holders, I need to port edibility components. To port edibility components, I need to port processing components. To port processing components, I need to port tool behaviors. This is all back-end code, no new features or functionality from this.
23 lines
650 B
Plaintext
23 lines
650 B
Plaintext
// This type of flooring cannot be altered short of being destroyed and rebuilt.
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// Use this to bypass the flooring system entirely ie. event areas, holodeck, etc.
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/turf/simulated/floor/fixed
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name = "floor"
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icon = 'icons/turf/flooring/tiles.dmi'
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icon_state = "tiled_preview"
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initial_flooring = null
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/turf/simulated/floor/fixed/attackby(obj/item/attacking_item, mob/user)
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if(istype(attacking_item, /obj/item/stack) && attacking_item.tool_behaviour != TOOL_CABLECOIL)
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return
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return ..()
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/turf/simulated/floor/fixed/update_icon()
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return
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/turf/simulated/floor/fixed/is_plating()
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return 0
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/turf/simulated/floor/fixed/set_flooring()
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return
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