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0b0c5ea91e
## About The Pull Request Extends the part of the crafting unit test that ensures consistency between the total mats of the components of a recipe (or rather, the result of said recipe) and a generic instance of the same type as its result, previously only implemented on food recipes. ## Why It's Good For The Game This ensures a degree of consistency with the material composition of various objects in the game. I couldn't do it in the original PR as that one was too big already and it took months to get it merged, and have the relative bugs fixed. Currently a WIP as I slowly deal with the unit test reports. ## Changelog 🆑 refactor: Follow-up to the crafting/material refactor from months ago. All objects crafted with stacks now inherit their mat composition (not necessarily the effects and color) by default, while previously only a few things like chair, sinks and toilets did. Report any object looking or behaving weirdly as a result. fix: The material composition of ammo boxes is no longer a 1/10 of what it's supposed to be. It was a shitty hack to make it harder to recycle empty ammo boxes. Instead, they lose materials as they're emptied now. /🆑
31 lines
1.0 KiB
Plaintext
31 lines
1.0 KiB
Plaintext
/obj/item/clothing/head/cone
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desc = "This cone is trying to warn you of something!"
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name = "warning cone"
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icon = 'icons/obj/service/janitor.dmi'
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worn_icon = 'icons/mob/clothing/head/utility.dmi'
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icon_state = "cone"
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inhand_icon_state = null
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worn_y_offset = 1
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force = 1
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throwforce = 3
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throw_speed = 2
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throw_range = 5
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w_class = WEIGHT_CLASS_SMALL
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attack_verb_continuous = list("warns", "cautions", "smashes")
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attack_verb_simple = list("warn", "caution", "smash")
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pickup_sound = 'sound/items/handling/materials/plastic_pick_up.ogg'
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drop_sound = 'sound/items/handling/materials/plastic_drop.ogg'
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resistance_flags = NONE
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custom_materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 2)
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/obj/item/clothing/head/cone/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/floor_placeable)
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/obj/item/clothing/head/cone/worn_overlays(mutable_appearance/standing, isinhands, icon_file)
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. = ..()
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if(!isinhands)
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. += emissive_appearance(icon_file, "[icon_state]-emissive", src, alpha = src.alpha, effect_type = EMISSIVE_SPECULAR)
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