Rename metal sheets to iron sheets (#56643)

It's a specific type of metal, it shouldnt just be called generic "metal".
The reagent, ore and material datum are already called iron.
This commit is contained in:
Fikou
2021-02-05 16:48:00 +01:00
committed by GitHub
parent 039abf2b07
commit 8d586a7cb0
155 changed files with 505 additions and 506 deletions
+1 -1
View File
@@ -47,7 +47,7 @@
broken = TRUE
/obj/structure/sign/barsign/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/metal(drop_location(), 2)
new /obj/item/stack/sheet/iron(drop_location(), 2)
new /obj/item/stack/cable_coil(drop_location(), 2)
qdel(src)
@@ -18,7 +18,7 @@
resistance_flags = FLAMMABLE
max_integrity = 100
integrity_failure = 0.35
var/buildstacktype = /obj/item/stack/sheet/metal
var/buildstacktype = /obj/item/stack/sheet/iron
var/buildstackamount = 2
var/bolts = TRUE
@@ -11,7 +11,7 @@
integrity_failure = 0.1
custom_materials = list(/datum/material/iron = 2000)
layer = OBJ_LAYER
var/buildstacktype = /obj/item/stack/sheet/metal
var/buildstacktype = /obj/item/stack/sheet/iron
var/buildstackamount = 1
var/item_chair = /obj/item/chair // if null it can't be picked up
+1 -1
View File
@@ -11,7 +11,7 @@
to_chat(user, "<span class='notice'>You start to take apart the chess piece.</span>")
if(!do_after(user, 0.5 SECONDS, target = src))
return TRUE
var/obj/item/stack/sheet/metal/metal_sheets = new (drop_location(), 2)
var/obj/item/stack/sheet/iron/metal_sheets = new (drop_location(), 2)
metal_sheets.add_fingerprint(user)
tool.play_tool_sound(src)
qdel(src)
@@ -32,7 +32,7 @@
var/close_sound = 'sound/machines/closet_close.ogg'
var/open_sound_volume = 35
var/close_sound_volume = 50
var/material_drop = /obj/item/stack/sheet/metal
var/material_drop = /obj/item/stack/sheet/iron
var/material_drop_amount = 2
var/delivery_icon = "deliverycloset" //which icon to use when packagewrapped. null to be unwrappable.
var/anchorable = TRUE
@@ -58,7 +58,7 @@
/obj/structure/closet/secure_closet/ert_engi/PopulateContents()
..()
new /obj/item/stack/sheet/plasteel(src, 50)
new /obj/item/stack/sheet/metal(src, 50)
new /obj/item/stack/sheet/iron(src, 50)
new /obj/item/stack/sheet/glass(src, 50)
new /obj/item/stack/sheet/mineral/sandbags(src, 30)
new /obj/item/clothing/shoes/magboots(src)
@@ -49,9 +49,9 @@
P.name = "\improper IOU"
P.info = "Sorry man, we needed the money so we sold your stash. It's ok, we'll double our money for sure this time!"
//Metal (common ore)
//Iron (common ore)
if(pickednum >= 2)
new /obj/item/stack/sheet/metal(src, rand(common_min, common_max))
new /obj/item/stack/sheet/iron(src, rand(common_min, common_max))
//Glass (common ore)
if(pickednum >= 5)
@@ -98,7 +98,7 @@
/obj/structure/closet/syndicate/resources/everything/PopulateContents()
var/list/resources = list(
/obj/item/stack/sheet/metal,
/obj/item/stack/sheet/iron,
/obj/item/stack/sheet/glass,
/obj/item/stack/sheet/mineral/gold,
/obj/item/stack/sheet/mineral/silver,
@@ -17,7 +17,7 @@
var/heat_proof_finished = 0 //whether to heat-proof the finished airlock
var/previous_assembly = /obj/structure/door_assembly
var/noglass = FALSE //airlocks with no glass version, also cannot be modified with sheets
var/material_type = /obj/item/stack/sheet/metal
var/material_type = /obj/item/stack/sheet/iron
var/material_amt = 4
/obj/structure/door_assembly/Initialize()
+1 -1
View File
@@ -147,7 +147,7 @@
if(disassembled)
new /obj/item/wallframe/extinguisher_cabinet(loc)
else
new /obj/item/stack/sheet/metal (loc, 2)
new /obj/item/stack/sheet/iron (loc, 2)
if(stored_extinguisher)
stored_extinguisher.forceMove(loc)
stored_extinguisher = null
+1 -1
View File
@@ -19,7 +19,7 @@
CanAtmosPass = ATMOS_PASS_DENSITY
flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
rad_insulation = RAD_MEDIUM_INSULATION
var/mineral = /obj/item/stack/sheet/metal
var/mineral = /obj/item/stack/sheet/iron
var/mineral_amount = 2
var/walltype = /turf/closed/wall
var/girder_type = /obj/structure/girder/displaced
+1 -1
View File
@@ -95,7 +95,7 @@
if(fireaxe && loc)
fireaxe.forceMove(loc)
fireaxe = null
new /obj/item/stack/sheet/metal(loc, 2)
new /obj/item/stack/sheet/iron(loc, 2)
qdel(src)
/obj/structure/fireaxecabinet/blob_act(obj/structure/blob/B)
+1 -1
View File
@@ -17,7 +17,7 @@
if(I.use_tool(src, user, 50))
user.visible_message("<span class='notice'>[user] disassembles [src]!</span>", "<span class='notice'>You break down [src] into scrap metal.</span>")
playsound(user, 'sound/items/deconstruct.ogg', 50, TRUE)
new/obj/item/stack/sheet/metal(drop_location())
new/obj/item/stack/sheet/iron(drop_location())
qdel(src)
return
..()
+8 -8
View File
@@ -1,7 +1,7 @@
/obj/structure/girder
name = "girder"
icon_state = "girder"
desc = "A large structural assembly made out of metal; It requires a layer of metal before it can be considered a wall."
desc = "A large structural assembly made out of metal; It requires a layer of iron before it can be considered a wall."
anchored = TRUE
density = TRUE
var/state = GIRDER_NORMAL
@@ -40,7 +40,7 @@
to_chat(user, "<span class='notice'>You start slicing apart the girder...</span>")
if(W.use_tool(src, user, 40, volume=100))
to_chat(user, "<span class='notice'>You slice apart the girder.</span>")
var/obj/item/stack/sheet/metal/M = new (loc, 2)
var/obj/item/stack/sheet/iron/M = new (loc, 2)
M.add_fingerprint(user)
qdel(src)
@@ -90,10 +90,10 @@
return
var/obj/item/stack/sheet/S = W
if(istype(S, /obj/item/stack/sheet/metal))
if(istype(S, /obj/item/stack/sheet/iron))
if(state == GIRDER_DISPLACED)
if(S.get_amount() < 2)
to_chat(user, "<span class='warning'>You need two sheets of metal to create a false wall!</span>")
to_chat(user, "<span class='warning'>You need two sheets of iron to create a false wall!</span>")
return
to_chat(user, "<span class='notice'>You start building a false wall...</span>")
if(do_after(user, 20*platingmodifier, target = src))
@@ -105,11 +105,11 @@
transfer_fingerprints_to(F)
qdel(src)
else if(state == GIRDER_REINF)
to_chat(user, "<span class='warning'>You can't finish a reinforced girder with regular metal. You need a plasteel sheet for that.</span>")
to_chat(user, "<span class='warning'>You can't finish a reinforced girder with regular iron. You need a plasteel sheet for that.</span>")
return
else
if(S.get_amount() < 2)
to_chat(user, "<span class='warning'>You need two sheets of metal to finish a wall!</span>")
to_chat(user, "<span class='warning'>You need two sheets of iron to finish a wall!</span>")
return
to_chat(user, "<span class='notice'>You start adding plating...</span>")
if (do_after(user, 40*platingmodifier, target = src))
@@ -234,7 +234,7 @@
return
state = GIRDER_DISASSEMBLED
to_chat(user, "<span class='notice'>You disassemble the girder.</span>")
var/obj/item/stack/sheet/metal/M = new (loc, 2)
var/obj/item/stack/sheet/iron/M = new (loc, 2)
M.add_fingerprint(user)
qdel(src)
return TRUE
@@ -305,7 +305,7 @@
/obj/structure/girder/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
var/remains = pick(/obj/item/stack/rods, /obj/item/stack/sheet/metal)
var/remains = pick(/obj/item/stack/rods, /obj/item/stack/sheet/iron)
new remains(loc)
qdel(src)
+1 -1
View File
@@ -1,5 +1,5 @@
/obj/structure/grille
desc = "A flimsy framework of metal rods."
desc = "A flimsy framework of iron rods."
name = "grille"
icon = 'icons/obj/structures.dmi'
icon_state = "grille"
@@ -30,7 +30,7 @@
visible_message("<span class='notice'>[user] slices apart \the [src].</span>",
"<span class='notice'>You cut \the [src] apart with \the [I].</span>",
"<span class='hear'>You hear welding.</span>")
new /obj/item/stack/sheet/metal(src.loc, 4)
new /obj/item/stack/sheet/iron(src.loc, 4)
qdel(src)
return
else
@@ -142,7 +142,7 @@
var/obj/F = new /obj/structure/kitchenspike_frame(src.loc)
transfer_fingerprints_to(F)
else
new /obj/item/stack/sheet/metal(src.loc, 4)
new /obj/item/stack/sheet/iron(src.loc, 4)
new /obj/item/stack/rods(loc, 4)
qdel(src)
@@ -2,7 +2,7 @@
//machineryness
/obj/structure/mineral_door
name = "metal door"
name = "iron door"
density = TRUE
anchored = TRUE
opacity = TRUE
@@ -23,7 +23,7 @@
var/openSound = 'sound/effects/stonedoor_openclose.ogg'
var/closeSound = 'sound/effects/stonedoor_openclose.ogg'
var/sheetType = /obj/item/stack/sheet/metal //what we're made of
var/sheetType = /obj/item/stack/sheet/iron //what we're made of
var/sheetAmount = 7 //how much we drop when deconstructed
/obj/structure/mineral_door/Initialize()
+2 -2
View File
@@ -102,7 +102,7 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
/obj/structure/bodycontainer/deconstruct(disassembled = TRUE)
if (!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/metal (loc, 5)
new /obj/item/stack/sheet/iron (loc, 5)
recursive_organ_check(src)
qdel(src)
@@ -327,7 +327,7 @@ GLOBAL_LIST_EMPTY(crematoriums)
return ..()
/obj/structure/tray/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/metal (loc, 2)
new /obj/item/stack/sheet/iron (loc, 2)
qdel(src)
/obj/structure/tray/attack_paw(mob/user)
+1 -1
View File
@@ -86,7 +86,7 @@
/obj/structure/noticeboard/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/metal (loc, 1)
new /obj/item/stack/sheet/iron (loc, 1)
qdel(src)
// Notice boards for the heads of staff (plus the qm)
+2 -2
View File
@@ -10,9 +10,9 @@
var/finished = FALSE
var/admin = FALSE //Can't be rotated or deconstructed
var/can_rotate = TRUE
var/framebuildstacktype = /obj/item/stack/sheet/metal
var/framebuildstacktype = /obj/item/stack/sheet/iron
var/framebuildstackamount = 5
var/buildstacktype = /obj/item/stack/sheet/metal
var/buildstacktype = /obj/item/stack/sheet/iron
var/buildstackamount = 0
var/list/allowed_projectile_typecache = list(/obj/projectile/beam)
var/rotation_angle = -1
+1 -1
View File
@@ -122,7 +122,7 @@
if(W.tool_behaviour == TOOL_CROWBAR && deconstruction_state == SHOWCASE_SCREWDRIVERED)
if(W.use_tool(src, user, 20, volume=100))
to_chat(user, "<span class='notice'>You start to crowbar the showcase apart...</span>")
new /obj/item/stack/sheet/metal(drop_location(), 4)
new /obj/item/stack/sheet/iron(drop_location(), 4)
qdel(src)
if(deconstruction_state == SHOWCASE_CONSTRUCTED && default_unfasten_wrench(user, W))
+1 -1
View File
@@ -165,7 +165,7 @@
return PROCESS_KILL
/obj/machinery/shower/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/metal(drop_location(), 3)
new /obj/item/stack/sheet/iron(drop_location(), 3)
qdel(src)
/obj/machinery/shower/proc/check_heat(mob/living/L)
+3 -3
View File
@@ -14,7 +14,7 @@
/obj/structure/table
name = "table"
desc = "A square piece of metal standing on four metal legs. It can not move."
desc = "A square piece of iron standing on four metal legs. It can not move."
icon = 'icons/obj/smooth_structures/table.dmi'
icon_state = "table-0"
base_icon_state = "table"
@@ -24,7 +24,7 @@
layer = TABLE_LAYER
var/frame = /obj/structure/table_frame
var/framestack = /obj/item/stack/rods
var/buildstack = /obj/item/stack/sheet/metal
var/buildstack = /obj/item/stack/sheet/iron
var/busy = FALSE
var/buildstackamount = 1
var/framestackamount = 2
@@ -693,7 +693,7 @@
/obj/item/rack_parts/attackby(obj/item/W, mob/user, params)
if (W.tool_behaviour == TOOL_WRENCH)
new /obj/item/stack/sheet/metal(user.loc)
new /obj/item/stack/sheet/iron(user.loc)
qdel(src)
else
. = ..()
@@ -108,7 +108,7 @@
for(var/X in src)
var/obj/item/I = X
I.forceMove(loc)
new /obj/item/stack/sheet/metal (loc, 2)
new /obj/item/stack/sheet/iron (loc, 2)
qdel(src)
#undef TANK_DISPENSER_CAPACITY
+2 -2
View File
@@ -9,7 +9,7 @@
var/cistern = 0 //if the cistern bit is open
var/w_items = 0 //the combined w_class of all the items in the cistern
var/mob/living/swirlie = null //the mob being given a swirlie
var/buildstacktype = /obj/item/stack/sheet/metal //they're metal now, shut up
var/buildstacktype = /obj/item/stack/sheet/iron //they're iron now, shut up
var/buildstackamount = 1
/obj/structure/toilet/Initialize()
@@ -255,7 +255,7 @@
///What kind of reagent is produced by this sink by default? (We now have actual plumbing, Arcane, August 2020)
var/dispensedreagent = /datum/reagent/water
///Material to drop when broken or deconstructed.
var/buildstacktype = /obj/item/stack/sheet/metal
var/buildstacktype = /obj/item/stack/sheet/iron
///Number of sheets of material to drop when broken or deconstructed.
var/buildstackamount = 1
///Does the sink have a water recycler to recollect it's water supply?