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Ghom 0b0c5ea91e Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## 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.
/🆑
2025-12-02 18:29:01 -05:00

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/obj/item/clothing/head/cone
desc = "This cone is trying to warn you of something!"
name = "warning cone"
icon = 'icons/obj/service/janitor.dmi'
worn_icon = 'icons/mob/clothing/head/utility.dmi'
icon_state = "cone"
inhand_icon_state = null
worn_y_offset = 1
force = 1
throwforce = 3
throw_speed = 2
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
attack_verb_continuous = list("warns", "cautions", "smashes")
attack_verb_simple = list("warn", "caution", "smash")
pickup_sound = 'sound/items/handling/materials/plastic_pick_up.ogg'
drop_sound = 'sound/items/handling/materials/plastic_drop.ogg'
resistance_flags = NONE
custom_materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 2)
/obj/item/clothing/head/cone/Initialize(mapload)
. = ..()
AddElement(/datum/element/floor_placeable)
/obj/item/clothing/head/cone/worn_overlays(mutable_appearance/standing, isinhands, icon_file)
. = ..()
if(!isinhands)
. += emissive_appearance(icon_file, "[icon_state]-emissive", src, alpha = src.alpha, effect_type = EMISSIVE_SPECULAR)