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Fix all of the define sanity failures, either by adding an `#undef` where needed or moving them to a file in `code/__DEFINES` 
73 lines
3.0 KiB
Plaintext
73 lines
3.0 KiB
Plaintext
// open to suggestions on where to put these overrides
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// hugely not a fan of this but we do what we gotta
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/*
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* gotta redefine EVERY goddamn ammo type irt to new mat costs for the ammobench's sake
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* previously, SMALL_MATERIAL_AMOUNT was 100 units out of 2000 from a sheet (5%)
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* so the old cost of SMALL_MATERIAL_AMOUNT * 5 was 500/2000 from a sheet (25%)
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* experimental material balance PR makes it so that SMALL_MATERIAL_AMOUNT is actually 10 units out of 100 (10%)
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* which made it so that the old assumed value of SMALL_MATERIAL_AMOUNT * 5 is 50/100 (50% of a sheet for a single bullet) (suboptimal)
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* these updated, more consistent defines make it so that a single round's total materials should total 20% of a sheet, or 2 SMALL_MATERIAL_AMOUNT
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*/
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#define AMMO_MATS_BASIC list( \
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/datum/material/iron = SMALL_MATERIAL_AMOUNT * 2, \
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)
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#define AMMO_MATS_AP list( \
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/datum/material/iron = SMALL_MATERIAL_AMOUNT * 1.6, \
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/datum/material/titanium = SMALL_MATERIAL_AMOUNT * 0.4, \
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)
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#define AMMO_MATS_TEMP list( \
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/datum/material/iron = SMALL_MATERIAL_AMOUNT * 1.6, \
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/datum/material/plasma = SMALL_MATERIAL_AMOUNT * 0.4, \
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)
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#define AMMO_MATS_EMP list( \
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/datum/material/iron = SMALL_MATERIAL_AMOUNT * 1.6, \
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/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 0.4, \
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)
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#define AMMO_MATS_PHASIC list( \
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/datum/material/iron = SMALL_MATERIAL_AMOUNT * 1.6, \
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/datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 0.4, \
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)
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#define AMMO_MATS_TRAC list( \
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/datum/material/iron = SMALL_MATERIAL_AMOUNT * 1.6, \
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/datum/material/silver = SMALL_MATERIAL_AMOUNT * 0.2, \
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/datum/material/gold = SMALL_MATERIAL_AMOUNT * 0.2, \
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)
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#define AMMO_MATS_HOMING list( \
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/datum/material/iron = SMALL_MATERIAL_AMOUNT * 1, \
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/datum/material/silver = SMALL_MATERIAL_AMOUNT * 0.2, \
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/datum/material/gold = SMALL_MATERIAL_AMOUNT * 0.2, \
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/datum/material/plasma = SMALL_MATERIAL_AMOUNT * 0.2, \
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/datum/material/diamond = SMALL_MATERIAL_AMOUNT * 0.2, \
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/datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 0.2, \
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)
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// for .35 Sol Ripper
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#define AMMO_MATS_RIPPER list( \
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/datum/material/iron = SMALL_MATERIAL_AMOUNT * 1.6, \
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/datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.4, \
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)
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#define AMMO_MATS_SHOTGUN list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 4) // not quite as thick as a half-sheet
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#define AMMO_MATS_SHOTGUN_FLECH list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 2,\
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/datum/material/glass = SMALL_MATERIAL_AMOUNT * 2)
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#define AMMO_MATS_SHOTGUN_HIVE list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 2,\
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/datum/material/plasma = SMALL_MATERIAL_AMOUNT * 1,\
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/datum/material/silver = SMALL_MATERIAL_AMOUNT * 1)
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#define AMMO_MATS_SHOTGUN_TIDE list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 2,\
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/datum/material/plasma = SMALL_MATERIAL_AMOUNT * 1,\
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/datum/material/gold = SMALL_MATERIAL_AMOUNT * 1)
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#define AMMO_MATS_SHOTGUN_PLASMA list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 2,\
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/datum/material/plasma = SMALL_MATERIAL_AMOUNT * 2)
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