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-Moves the seed-making code in the extractor to its own proc. This is used in the new portable seed extraction bags, which can be found in the hydroponics lockers.
-Makes grass a normal grown object, tiles are made via attackby. Removes the specialized code needed to handle harvesting floortiles. -Adjusts seed sprites in the .dmi to be consistent, and adds code to randomize their position on the map. -Adds biotech level 1 to wood tiles to match grass tiles. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5622 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -37,7 +37,7 @@
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throw_range = 20
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flags = FPRINT | TABLEPASS | CONDUCT
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max_amount = 60
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origin_tech = "biotech=1"
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/*
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* Carpets
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*/
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@@ -79,6 +79,23 @@
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w_class = 1
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can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/grown","/obj/item/seeds","/obj/item/weapon/grown")
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////////
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/obj/item/weapon/storage/bag/plants/portaseeder
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name = "portable seed extractor"
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desc = "For the enterprising botanist on the go. Less efficient than the stationary model, it creates one seed per plant."
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icon_state = "portaseeder"
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verb/dissolve_contents()
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set name = "Activate Seed Extraction"
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set category = "Object"
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set desc = "Activate to convert your plants into plantable seeds."
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for(var/obj/item/O in contents)
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seedify(O, 1)
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for(var/mob/M in range(1))
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if (M.s_active == src)
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src.close(M)
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// -----------------------------
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// Sheet Snatcher
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@@ -17,7 +17,7 @@
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new /obj/item/clothing/suit/apron(src)
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if(2)
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new /obj/item/clothing/suit/apron/overalls(src)
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new /obj/item/weapon/storage/bag/plants(src)
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new /obj/item/weapon/storage/bag/plants/portaseeder(src)
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new /obj/item/clothing/under/rank/hydroponics(src)
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new /obj/item/device/analyzer/plant_analyzer(src)
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new /obj/item/clothing/head/greenbandana(src)
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