Makes burn_state use defines

This commit is contained in:
KorPhaeron
2015-12-13 05:36:55 -06:00
parent 1019b057c5
commit d8a37204e7
87 changed files with 179 additions and 174 deletions
+6 -6
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@@ -1,6 +1,6 @@
/obj/item/clothing
name = "clothing"
burn_state = 0 //Burnable
burn_state = FLAMMABLE
var/flash_protect = 0 //Malk: What level of bright light protection item has. 1 = Flashers, Flashes, & Flashbangs | 2 = Welding | -1 = OH GOD WELDING BURNT OUT MY RETINAS
var/tint = 0 //Malk: Sets the item's level of visual impairment tint, normally set to the same as flash_protect
var/up = 0 // but seperated to allow items to protect but not impair vision, like space helmets
@@ -25,7 +25,7 @@
w_class = 1
throwforce = 0
slot_flags = SLOT_EARS
burn_state = -1 //Not Burnable
burn_state = FIRE_PROOF
/obj/item/clothing/ears/earmuffs
name = "earmuffs"
@@ -35,7 +35,7 @@
flags = EARBANGPROTECT
strip_delay = 15
put_on_delay = 25
burn_state = 0 //Burnable
burn_state = FLAMMABLE
//Glasses
/obj/item/clothing/glasses
@@ -52,7 +52,7 @@
var/list/icon/current = list() //the current hud icons
strip_delay = 20
put_on_delay = 25
burn_state = -1 //Not Burnable
burn_state = FIRE_PROOF
/*
SEE_SELF // can see self, no matter what
SEE_MOBS // can see all mobs, no matter what
@@ -240,7 +240,7 @@ BLIND // can't see anything
strip_delay = 50
put_on_delay = 50
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
burn_state = -1 //Not Burnable
burn_state = FIRE_PROOF
/obj/item/clothing/suit/space
name = "space suit"
@@ -262,7 +262,7 @@ BLIND // can't see anything
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
strip_delay = 80
put_on_delay = 80
burn_state = -1 //Not Burnable
burn_state = FIRE_PROOF
//Under clothing
+5 -5
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@@ -6,7 +6,7 @@
siemens_coefficient = 0
permeability_coefficient = 0.05
item_color="yellow"
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/gloves/color/yellow/fake
desc = "These gloves will protect the wearer from electric shock. They don't feel like rubber..."
@@ -20,7 +20,7 @@
siemens_coefficient = 1 //Set to a default of 1, gets overridden in New()
permeability_coefficient = 0.05
item_color="yellow"
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/gloves/color/fyellow/New()
siemens_coefficient = pick(0,0.5,0.5,0.5,0.5,0.75,1.5)
@@ -35,7 +35,7 @@
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/gloves/color/black/hos
item_color = "hosred" //Exists for washing machines. Is not different from black gloves in any way.
@@ -71,7 +71,7 @@
desc = "These gloves will protect the wearer from electric shock."
siemens_coefficient = 0
permeability_coefficient = 0.05
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/gloves/color/rainbow
name = "rainbow gloves"
@@ -157,7 +157,7 @@
permeability_coefficient = 0.01
item_color="white"
transfer_prints = TRUE
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/gloves/color/latex/nitrile
name = "nitrile gloves"
@@ -21,7 +21,7 @@
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
burn_state = -1 //Not Burnable
burn_state = FIRE_PROOF
/obj/item/clothing/gloves/combat
name = "combat gloves"
@@ -35,4 +35,4 @@
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
+3 -3
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@@ -58,7 +58,7 @@
desc = "A collectable welding helmet. Now with 80% less lead! Not for actual welding. Any welding done while wearing this helmet is done so at the owner's own risk!"
icon_state = "welding"
item_state = "welding"
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/head/collectable/slime
name = "collectable slime hat"
@@ -111,11 +111,11 @@
desc = "Go Red! I mean Green! I mean Red! No Green!"
icon_state = "thunderdome"
item_state = "thunderdome"
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/head/collectable/swat
name = "collectable SWAT helmet"
desc = "That's not real blood. That's red paint." //Reference to the actual description
icon_state = "swat"
item_state = "swat"
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
+1 -1
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@@ -9,7 +9,7 @@
armor = list(melee = 15, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20)
flags_inv = 0
action_button_name = "Toggle Helmet Light"
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/head/hardhat/attack_self(mob/user)
if(!isturf(user.loc))
+1 -1
View File
@@ -11,7 +11,7 @@
heat_protection = HEAD
max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
strip_delay = 60
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
flags_cover = HEADCOVERSEYES
+1 -1
View File
@@ -222,7 +222,7 @@
throw_range = 5
w_class = 2
attack_verb = list("warned", "cautioned", "smashed")
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/head/santa
name = "santa hat"
+1 -1
View File
@@ -25,7 +25,7 @@
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
action_button_name = "Toggle Welding Helmet"
visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/head/welding/attack_self()
toggle()
+1 -1
View File
@@ -12,7 +12,7 @@
action_button_name = "Adjust Breath Mask"
ignore_maskadjust = 0
flags_cover = MASKCOVERSMOUTH
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/mask/breath/attack_self(mob/user)
adjustmask(user)
+8 -8
View File
@@ -9,7 +9,7 @@
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
// **** Welding gas mask ****
@@ -73,7 +73,7 @@
icon_state = "clown"
item_state = "clown_hat"
flags_cover = MASKCOVERSEYES
burn_state = 0 //Burnable
burn_state = FLAMMABLE
/obj/item/clothing/mask/gas/clown_hat/attack_self(mob/user)
@@ -98,7 +98,7 @@
icon_state = "sexyclown"
item_state = "sexyclown"
flags_cover = MASKCOVERSEYES
burn_state = 0 //Burnable
burn_state = FLAMMABLE
/obj/item/clothing/mask/gas/mime
name = "mime mask"
@@ -107,7 +107,7 @@
icon_state = "mime"
item_state = "mime"
flags_cover = MASKCOVERSEYES
burn_state = 0 //Burnable
burn_state = FLAMMABLE
/obj/item/clothing/mask/gas/monkeymask
name = "monkey mask"
@@ -116,7 +116,7 @@
icon_state = "monkeymask"
item_state = "monkeymask"
flags_cover = MASKCOVERSEYES
burn_state = 0 //Burnable
burn_state = FLAMMABLE
/obj/item/clothing/mask/gas/sexymime
name = "sexy mime mask"
@@ -125,7 +125,7 @@
icon_state = "sexymime"
item_state = "sexymime"
flags_cover = MASKCOVERSEYES
burn_state = 0 //Burnable
burn_state = FLAMMABLE
/obj/item/clothing/mask/gas/death_commando
name = "Death Commando Mask"
@@ -136,7 +136,7 @@
name = "cyborg visor"
desc = "Beep boop."
icon_state = "death"
burn_state = 0 //Burnable
burn_state = FLAMMABLE
/obj/item/clothing/mask/gas/owl_mask
name = "owl mask"
@@ -144,7 +144,7 @@
icon_state = "owl"
flags = MASKINTERNALS
flags_cover = MASKCOVERSEYES
burn_state = 0 //Burnable
burn_state = FLAMMABLE
/obj/item/clothing/mask/gas/carp
name = "carp mask"
+1 -1
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@@ -8,7 +8,7 @@
action_button_name = "Toggle Magboots"
strip_delay = 70
put_on_delay = 70
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
origin_tech = "magnets=2"
/obj/item/clothing/shoes/magboots/verb/toggle()
+4 -4
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@@ -15,7 +15,7 @@
permeability_coefficient = 0.05
flags = NOSLIP
origin_tech = "syndicate=3"
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/shoes/sneakers/mime
name = "mime shoes"
@@ -29,7 +29,7 @@
item_state = "jackboots"
armor = list(melee = 25, bullet = 25, laser = 25, energy = 25, bomb = 50, bio = 10, rad = 0)
strip_delay = 70
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/shoes/combat/swat //overpowered boots for death squads
name = "\improper SWAT boots"
@@ -60,7 +60,7 @@
slowdown = SHOES_SLOWDOWN+1
strip_delay = 50
put_on_delay = 50
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/shoes/galoshes/dry
name = "absorbent galoshes"
@@ -96,7 +96,7 @@
item_color = "hosred"
strip_delay = 50
put_on_delay = 50
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/shoes/winterboots
name = "winter boots"
+3 -3
View File
@@ -7,7 +7,7 @@
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
strip_delay = 60
put_on_delay = 40
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/suit/armor/vest
name = "armor"
@@ -46,7 +46,7 @@
cold_protection = CHEST|GROIN|ARMS|HANDS
heat_protection = CHEST|GROIN|ARMS|HANDS
strip_delay = 70
burn_state = 0 //Burnable
burn_state = FLAMMABLE
/obj/item/clothing/suit/armor/vest/warden/alt
name = "warden's armored jacket"
@@ -119,7 +119,7 @@
desc = "An armored vest with a detective's badge on it."
icon_state = "detective-armor"
allowed = list(/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
burn_state = 0 //Burnable
burn_state = FLAMMABLE
//Reactive armor
+2 -2
View File
@@ -8,7 +8,7 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
unacidable = 1
burn_state = -1 //Not Burnable
burn_state = FIRE_PROOF
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
/obj/item/clothing/suit/bio_suit
@@ -28,7 +28,7 @@
strip_delay = 70
put_on_delay = 70
unacidable = 1
burn_state = -1 //Not Burnable
burn_state = FIRE_PROOF
//Standard biosuit, orange stripe
/obj/item/clothing/head/bio_hood/general
+1 -1
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@@ -100,7 +100,7 @@
item_state = "hazard"
blood_overlay_type = "armor"
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/device/t_scanner,)
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
//Lawyer
/obj/item/clothing/suit/toggle/lawyer
+4 -4
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@@ -16,7 +16,7 @@
blood_overlay_type = "armor"
body_parts_covered = CHEST
allowed = list (/obj/item/weapon/gun/energy/laser/bluetag)
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/suit/redtag
name = "red laser tag armor"
@@ -26,7 +26,7 @@
blood_overlay_type = "armor"
body_parts_covered = CHEST
allowed = list (/obj/item/weapon/gun/energy/laser/redtag)
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/*
* Costume
@@ -91,7 +91,7 @@
w_class = 3
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/suit/hastur
name = "\improper Hastur's robe"
@@ -290,7 +290,7 @@
desc = "Pompadour not included."
icon_state = "leatherjacket"
item_state = "hostrench"
burn_state = -1 //Not Burnable
burn_state = FIRE_PROOF
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/weapon/gun/projectile/automatic/pistol,/obj/item/weapon/gun/projectile/revolver,/obj/item/weapon/gun/projectile/revolver/detective)
+5 -5
View File
@@ -28,7 +28,7 @@
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
strip_delay = 60
put_on_delay = 60
burn_state = -1 //Not Burnable
burn_state = FIRE_PROOF
/obj/item/clothing/suit/fire/firefighter
icon_state = "firesuit"
@@ -66,7 +66,7 @@
strip_delay = 70
put_on_delay = 70
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
burn_state = -1 //Not Burnable
burn_state = FIRE_PROOF
/obj/item/clothing/suit/bomb_suit
name = "bomb suit"
@@ -87,7 +87,7 @@
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
strip_delay = 70
put_on_delay = 70
burn_state = -1 //Not Burnable
burn_state = FIRE_PROOF
/obj/item/clothing/head/bomb_hood/security
@@ -112,7 +112,7 @@
strip_delay = 60
put_on_delay = 60
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
burn_state = -1 //Not Burnable
burn_state = FIRE_PROOF
/obj/item/clothing/suit/radiation
name = "radiation suit"
@@ -130,4 +130,4 @@
strip_delay = 60
put_on_delay = 60
flags_inv = HIDEJUMPSUIT
burn_state = -1 //Not Burnable
burn_state = FIRE_PROOF
+5 -5
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@@ -8,7 +8,7 @@
strip_delay = 50
put_on_delay = 50
unacidable = 1
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/head/wizard/red
name = "red wizard hat"
@@ -64,7 +64,7 @@
strip_delay = 50
put_on_delay = 50
unacidable = 1
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/suit/wizrobe/red
name = "red wizard robe"
@@ -118,7 +118,7 @@
permeability_coefficient = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
unacidable = 0
burn_state = 0 //Burnable
burn_state = FLAMMABLE
/obj/item/clothing/head/wizard/marisa/fake
name = "witch hat"
@@ -128,7 +128,7 @@
permeability_coefficient = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
unacidable = 0
burn_state = 0 //Burnable
burn_state = FLAMMABLE
/obj/item/clothing/suit/wizrobe/marisa/fake
name = "witch robe"
@@ -139,4 +139,4 @@
permeability_coefficient = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
unacidable = 0
burn_state = 0 //Burnable
burn_state = FLAMMABLE
+1 -1
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@@ -11,7 +11,7 @@
random_sensor = 0
var/list/clothing_choices = list()
var/malfunctioning = 0
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/under/chameleon/New()
..()
+1 -1
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@@ -15,7 +15,7 @@
icon_state = "black"
item_state = "bl_suit"
item_color = "black"
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/under/color/grey
name = "grey jumpsuit"
@@ -6,7 +6,7 @@
item_state = "gy_suit"
item_color = "chief"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/under/rank/atmospheric_technician
desc = "It's a jumpsuit worn by atmospheric technicians."
@@ -14,7 +14,7 @@
icon_state = "atmos"
item_state = "atmos_suit"
item_color = "atmos"
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/under/rank/engineer
desc = "It's an orange high visibility jumpsuit worn by engineers. It has minor radiation shielding."
+4 -4
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@@ -37,7 +37,7 @@
item_state = "armor"
can_adjust = 0
strip_delay = 100
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/under/waiter
name = "waiter's outfit"
@@ -117,7 +117,7 @@
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
can_adjust = 0
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/under/acj
name = "administrative cybernetic jumpsuit"
@@ -134,7 +134,7 @@
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
can_adjust = 0
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/under/owl
name = "owl uniform"
@@ -359,7 +359,7 @@
body_parts_covered = CHEST|GROIN|ARMS
fitted = NO_FEMALE_UNIFORM
can_adjust = 0
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
/obj/item/clothing/under/sundress
name = "sundress"
+1 -1
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@@ -85,7 +85,7 @@
icon_state = "bronze"
item_color = "bronze"
materials = list(MAT_METAL=1000)
burn_state = -1 //Won't burn in fires
burn_state = FIRE_PROOF
//Pinning medals on people
/obj/item/clothing/tie/medal/attack(mob/living/carbon/human/M, mob/living/user)
+1 -1
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@@ -10,7 +10,7 @@
var/gulp_size = 5 //This is now officially broken ... need to think of a nice way to fix it.
possible_transfer_amounts = list(5,10,25)
volume = 50
burn_state = -1
burn_state = FIRE_PROOF
/obj/item/weapon/reagent_containers/food/drinks/New()
..()
@@ -6,7 +6,7 @@
icon_state = "glass_empty"
amount_per_transfer_from_this = 10
volume = 50
burn_state = 0 //Burnable
burn_state = FLAMMABLE
burntime = 5
spillable = 1
+1 -1
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@@ -4,7 +4,7 @@
/obj/item/weapon/reagent_containers/food
possible_transfer_amounts = list()
volume = 50 //Sets the default container amount for all food items.
burn_state = 0 //Burnable
burn_state = FLAMMABLE
/obj/item/weapon/reagent_containers/food/New()
..()
+1 -1
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@@ -21,7 +21,7 @@
O.vars[V] = original.vars[V]
if(istype(O))
O.burn_state = -1 // holoitems do not burn
O.burn_state = FIRE_PROOF // holoitems do not burn
if(nerf && istype(O,/obj/item))
var/obj/item/I = O
I.damtype = STAMINA // thou shalt not
+1 -1
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@@ -20,7 +20,7 @@
icon = 'icons/obj/hydroponics/harvest.dmi'
potency = -1
dried_type = -1 //bit different. saves us from having to define each stupid grown's dried_type as itself. If you don't want a plant to be driable (watermelons) set this to null in the time definition.
burn_state = 0 //Burnable
burn_state = FLAMMABLE
/obj/item/weapon/reagent_containers/food/snacks/grown/New(newloc, new_potency = 50)
..()
+1 -1
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@@ -5,7 +5,7 @@
/obj/item/weapon/grown // Grown weapons
name = "grown_weapon"
icon = 'icons/obj/hydroponics/harvest.dmi'
burn_state = 0 //Burnable
burn_state = FLAMMABLE
var/seed = null
var/plantname = ""
var/product //a type path
+1 -1
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@@ -7,7 +7,7 @@
icon = 'icons/obj/hydroponics/seeds.dmi'
icon_state = "seed" //Unknown plant seed - these shouldn't exist in-game.
w_class = 1 //Pocketable.
burn_state = 0 //Burnable
burn_state = FLAMMABLE
var/plantname = "Plants" //Name of plant when planted.
var/product //A type path. The thing that is created when the plant is harvested.
var/species = "" //Used to update icons. Should match the name in the sprites.
+2 -2
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@@ -17,7 +17,7 @@
anchored = 0
density = 1
opacity = 0
burn_state = 0 //Burnable
burn_state = FLAMMABLE
burntime = 30
var/state = 0
var/list/allowed_books = list(/obj/item/weapon/book, /obj/item/weapon/spellbook, /obj/item/weapon/storage/book) //Things allowed in the bookcase
@@ -167,7 +167,7 @@
throw_range = 5
w_class = 3 //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever)
attack_verb = list("bashed", "whacked", "educated")
burn_state = 0 //Burnable
burn_state = FLAMMABLE
var/dat //Actual page content
var/due_date = 0 //Game time in 1/10th seconds
var/author //Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
+1 -1
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@@ -8,7 +8,7 @@
force = 10
throwforce = 0
w_class = 4
burn_state = 0 //Burnable
burn_state = FLAMMABLE
burntime = 20
/obj/item/weapon/moneybag/attack_hand(mob/user)
+1 -1
View File
@@ -10,7 +10,7 @@
var/obj/item/weapon/pen/haspen //The stored pen.
var/obj/item/weapon/paper/toppaper //The topmost piece of paper.
slot_flags = SLOT_BELT
burn_state = 0 //Burnable
burn_state = FLAMMABLE
/obj/item/weapon/clipboard/New()
update_icon()
+1 -1
View File
@@ -5,7 +5,7 @@
icon_state = "folder"
w_class = 2
pressure_resistance = 2
burn_state = 0 //Burnable
burn_state = FLAMMABLE
/obj/item/weapon/folder/blue
desc = "A blue folder."
+3 -3
View File
@@ -18,7 +18,7 @@
pressure_resistance = 0
slot_flags = SLOT_HEAD
body_parts_covered = HEAD
burn_state = 0 //Burnable
burn_state = FLAMMABLE
burntime = 5
var/info //What's actually written on the paper.
@@ -40,7 +40,7 @@
/obj/item/weapon/paper/update_icon()
if(burn_state == 1)
if(burn_state == ON_FIRE)
icon_state = "paper_onfire"
return
if(info)
@@ -283,7 +283,7 @@
/obj/item/weapon/paper/attackby(obj/item/weapon/P, mob/living/carbon/human/user, params)
..()
if(burn_state == 1)
if(burn_state == ON_FIRE)
return
if(is_blind(user))
+1 -1
View File
@@ -8,7 +8,7 @@
throw_speed = 3
throw_range = 7
pressure_resistance = 8
burn_state = 0 //Burnable
burn_state = FLAMMABLE
var/amount = 30 //How much paper is in the bin.
var/list/papers = new/list() //List of papers put in the bin for reference.
+3 -3
View File
@@ -17,7 +17,7 @@
icon_state = "film"
item_state = "electropack"
w_class = 1
burn_state = 0 //Burnable
burn_state = FLAMMABLE
/*
* Photo
@@ -28,7 +28,7 @@
icon_state = "photo"
item_state = "paper"
w_class = 1
burn_state = 0 //Burnable
burn_state = FLAMMABLE
burntime = 5
var/icon/img //Big photo image
var/scribble //Scribble on the back.
@@ -94,7 +94,7 @@
icon_state = "album"
item_state = "briefcase"
can_hold = list(/obj/item/weapon/photo)
burn_state = 0 //Burnable
burn_state = FLAMMABLE
/*
* Camera
+1 -1
View File
@@ -117,7 +117,7 @@
flags = NOBLUDGEON
amount = 25
max_amount = 25
burn_state = 0 //burnable
burn_state = FLAMMABLE
/obj/item/stack/packageWrap/afterattack(obj/target, mob/user, proximity)
@@ -347,7 +347,7 @@
C.color = "#000080"
C.max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
C.heat_protection = C.body_parts_covered
C.burn_state = -1
C.burn_state = FIRE_PROOF
uses --
if(!uses)
qdel(src)