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* De-hardcodes spawnDebris in windows, fixes a bunch of issues with windows. (#73274) ## About The Pull Request spawnDebris was being overridden by almost every type of window, I've set up some new vars for it to pull shard and its debris decal from so spawnDebris only needed to be set up once (+ once more for paper windows which are unique). Fixes an issue with reinforced plasma glass windows dropping regular glass when broken. Fixes an oversight where tram windows were dropping only 1 rod instead of 2 and dropping glass sheets instead of shards. Cleans up tram window code a bunch. ## Why It's Good For The Game Fixes several issues, cleans up code and cuts down on a lot of repeat code. ## Changelog 🆑 fix: Reinforced plasma windows will now drop plasma glass instead of regular glass when broken. fix: Tram windows drop the correct number of rods and a shard when broken instead of a sheet. code: Removed a ton of duplicate vars in tram window code and re-organize the file slightly. refactor: spawnDebris has been un-hardcoded and all (but one) override of it has been removed. /🆑 * De-hardcodes spawnDebris in windows, fixes a bunch of issues with windows. --------- Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
231 lines
8.7 KiB
Plaintext
231 lines
8.7 KiB
Plaintext
/*! Material datum
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Simple datum which is instanced once per type and is used for every object of said material. It has a variety of variables that define behavior. Subtyping from this makes it easier to create your own materials.
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*/
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/datum/material
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/// What the material is referred to as IC.
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var/name = "material"
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/// A short description of the material. Not used anywhere, yet...
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var/desc = "its..stuff."
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/// What the material is indexed by in the SSmaterials.materials list. Defaults to the type of the material.
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var/id
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///Base color of the material, is used for greyscale. Item isn't changed in color if this is null.
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///Deprecated, use greyscale_color instead.
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var/color
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///Determines the color palette of the material. Formatted the same as atom/var/greyscale_colors
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var/greyscale_colors
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///Base alpha of the material, is used for greyscale icons.
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var/alpha = 255
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///Starlight color of the material
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///This is the color of light it'll emit if its turf is transparent and over space
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var/starlight_color = COLOR_STARLIGHT
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///Bitflags that influence how SSmaterials handles this material.
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var/init_flags = MATERIAL_INIT_MAPLOAD
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///Materials "Traits". its a map of key = category | Value = Bool. Used to define what it can be used for
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var/list/categories = list()
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///The type of sheet this material creates. This should be replaced as soon as possible by greyscale sheets
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var/sheet_type
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///This is a modifier for force, and resembles the strength of the material
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var/strength_modifier = 1
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///This is a modifier for integrity, and resembles the strength of the material
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var/integrity_modifier = 1
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///This is the amount of value per 1 unit of the material
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var/value_per_unit = 0
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///Armor modifiers, multiplies an items normal armor vars by these amounts.
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var/armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, FIRE = 1, ACID = 1)
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///How beautiful is this material per unit.
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var/beauty_modifier = 0
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///Can be used to override the sound items make, lets add some SLOSHing.
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var/item_sound_override
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///Can be used to override the stepsound a turf makes. MORE SLOOOSH
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var/turf_sound_override
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///what texture icon state to overlay
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var/texture_layer_icon_state
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///a cached icon for the texture filter
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var/cached_texture_filter_icon
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///What type of shard the material will shatter to
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var/obj/item/shard_type
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///What type of debris the tile will leave behind when shattered.
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var/obj/effect/decal/debris_type
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/** Handles initializing the material.
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*
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* Arugments:
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* - _id: The ID the material should use. Overrides the existing ID.
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*/
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/datum/material/proc/Initialize(_id, ...)
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if(_id)
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id = _id
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else if(isnull(id))
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id = type
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if(texture_layer_icon_state)
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cached_texture_filter_icon = icon('icons/materials/composite.dmi', texture_layer_icon_state)
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return TRUE
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///This proc is called when the material is added to an object.
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/datum/material/proc/on_applied(atom/source, amount, material_flags)
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if(material_flags & MATERIAL_COLOR) //Prevent changing things with pre-set colors, to keep colored toolboxes their looks for example
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if(color) //Do we have a custom color?
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source.add_atom_colour(color, FIXED_COLOUR_PRIORITY)
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if(alpha)
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source.alpha = alpha
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if(texture_layer_icon_state)
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ADD_KEEP_TOGETHER(source, MATERIAL_SOURCE(src))
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source.add_filter("material_texture_[name]",1,layering_filter(icon=cached_texture_filter_icon,blend_mode=BLEND_INSET_OVERLAY))
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if(material_flags & MATERIAL_GREYSCALE)
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var/config_path = get_greyscale_config_for(source.greyscale_config)
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source.set_greyscale(greyscale_colors, config_path)
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if(alpha < 255)
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source.opacity = FALSE
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if(material_flags & MATERIAL_ADD_PREFIX)
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source.name = "[name] [source.name]"
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if(beauty_modifier)
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source.AddElement(/datum/element/beauty, beauty_modifier * amount)
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if(isobj(source)) //objs
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on_applied_obj(source, amount, material_flags)
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else if(istype(source, /turf)) //turfs
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on_applied_turf(source, amount, material_flags)
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source.mat_update_desc(src)
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///This proc is called when a material updates an object's description
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/atom/proc/mat_update_desc(datum/material/mat)
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return
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///This proc is called when the material is added to an object specifically.
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/datum/material/proc/on_applied_obj(obj/o, amount, material_flags)
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if(material_flags & MATERIAL_AFFECT_STATISTICS)
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var/new_max_integrity = CEILING(o.max_integrity * integrity_modifier, 1)
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o.modify_max_integrity(new_max_integrity)
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o.force *= strength_modifier
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o.throwforce *= strength_modifier
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o.set_armor(o.get_armor().generate_new_with_multipliers(armor_modifiers))
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if(!isitem(o))
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return
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var/obj/item/item = o
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if(material_flags & MATERIAL_GREYSCALE)
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var/worn_path = get_greyscale_config_for(item.greyscale_config_worn)
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var/lefthand_path = get_greyscale_config_for(item.greyscale_config_inhand_left)
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var/righthand_path = get_greyscale_config_for(item.greyscale_config_inhand_right)
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item.set_greyscale(
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new_worn_config = worn_path,
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new_inhand_left = lefthand_path,
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new_inhand_right = righthand_path
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)
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if(!item_sound_override)
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return
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item.hitsound = item_sound_override
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item.usesound = item_sound_override
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item.mob_throw_hit_sound = item_sound_override
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item.equip_sound = item_sound_override
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item.pickup_sound = item_sound_override
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item.drop_sound = item_sound_override
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/datum/material/proc/on_applied_turf(turf/T, amount, material_flags)
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if(isopenturf(T))
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if(turf_sound_override)
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var/turf/open/O = T
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O.footstep = turf_sound_override
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O.barefootstep = turf_sound_override
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O.clawfootstep = turf_sound_override
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O.heavyfootstep = turf_sound_override
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if(alpha < 255)
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T.AddElement(/datum/element/turf_z_transparency)
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setup_glow(T)
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return
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/datum/material/proc/setup_glow(turf/on)
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if(GET_TURF_PLANE_OFFSET(on) != GET_LOWEST_STACK_OFFSET(on.z)) // We ain't the bottom brother
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return
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// We assume no parallax means no space means no light
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if(SSmapping.level_trait(on.z, ZTRAIT_NOPARALLAX))
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return
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on.set_light(2, 0.75, starlight_color)
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/datum/material/proc/get_greyscale_config_for(datum/greyscale_config/config_path)
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if(!config_path)
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return
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for(var/datum/greyscale_config/path as anything in subtypesof(config_path))
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if(type != initial(path.material_skin))
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continue
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return path
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///This proc is called when the material is removed from an object.
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/datum/material/proc/on_removed(atom/source, amount, material_flags)
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if(material_flags & MATERIAL_COLOR) //Prevent changing things with pre-set colors, to keep colored toolboxes their looks for example
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if(color)
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source.remove_atom_colour(FIXED_COLOUR_PRIORITY, color)
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if(texture_layer_icon_state)
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source.remove_filter("material_texture_[name]")
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REMOVE_KEEP_TOGETHER(source, MATERIAL_SOURCE(src))
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source.alpha = initial(source.alpha)
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if(material_flags & MATERIAL_GREYSCALE)
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source.set_greyscale(initial(source.greyscale_colors), initial(source.greyscale_config))
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if(material_flags & MATERIAL_ADD_PREFIX)
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source.name = initial(source.name)
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if(beauty_modifier)
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source.RemoveElement(/datum/element/beauty, beauty_modifier * amount)
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if(isobj(source)) //objs
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on_removed_obj(source, amount, material_flags)
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if(istype(source, /turf)) //turfs
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on_removed_turf(source, amount, material_flags)
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///This proc is called when the material is removed from an object specifically.
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/datum/material/proc/on_removed_obj(obj/o, amount, material_flags)
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if(material_flags & MATERIAL_AFFECT_STATISTICS)
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var/new_max_integrity = initial(o.max_integrity)
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o.modify_max_integrity(new_max_integrity)
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o.force = initial(o.force)
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o.throwforce = initial(o.throwforce)
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if(isitem(o) && (material_flags & MATERIAL_GREYSCALE))
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var/obj/item/item = o
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item.set_greyscale(
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new_worn_config = initial(item.greyscale_config_worn),
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new_inhand_left = initial(item.greyscale_config_inhand_left),
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new_inhand_right = initial(item.greyscale_config_inhand_right)
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)
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/datum/material/proc/on_removed_turf(turf/T, amount, material_flags)
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if(alpha < 255)
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T.RemoveElement(/datum/element/turf_z_transparency)
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/**
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* This proc is called when the mat is found in an item that's consumed by accident. see /obj/item/proc/on_accidental_consumption.
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* Arguments
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* * M - person consuming the mat
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* * S - (optional) item the mat is contained in (NOT the item with the mat itself)
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*/
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/datum/material/proc/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
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return FALSE
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/** Returns the composition of this material.
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*
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* Mostly used for alloys when breaking down materials.
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*
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* Arguments:
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* - amount: The amount of the material to break down.
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* - breakdown_flags: Some flags dictating how exactly this material is being broken down.
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*/
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/datum/material/proc/return_composition(amount=1, breakdown_flags=NONE)
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return list((src) = amount) // Yes we need the parenthesis, without them BYOND stringifies src into "src" and things break.
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