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Bubberstation/code/__DEFINES/~~bubber_defines/guns.dm
Roxy 5020cec410 Fix define sanity linter failures (#3209)
Fix all of the define sanity failures, either by adding an `#undef`
where needed or moving them to a file in `code/__DEFINES`

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2025-03-06 03:24:59 -05:00

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// open to suggestions on where to put these overrides
// hugely not a fan of this but we do what we gotta
/*
* gotta redefine EVERY goddamn ammo type irt to new mat costs for the ammobench's sake
* previously, SMALL_MATERIAL_AMOUNT was 100 units out of 2000 from a sheet (5%)
* so the old cost of SMALL_MATERIAL_AMOUNT * 5 was 500/2000 from a sheet (25%)
* experimental material balance PR makes it so that SMALL_MATERIAL_AMOUNT is actually 10 units out of 100 (10%)
* 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)
* 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
*/
#define AMMO_MATS_BASIC list( \
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 2, \
)
#define AMMO_MATS_AP list( \
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 1.6, \
/datum/material/titanium = SMALL_MATERIAL_AMOUNT * 0.4, \
)
#define AMMO_MATS_TEMP list( \
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 1.6, \
/datum/material/plasma = SMALL_MATERIAL_AMOUNT * 0.4, \
)
#define AMMO_MATS_EMP list( \
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 1.6, \
/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 0.4, \
)
#define AMMO_MATS_PHASIC list( \
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 1.6, \
/datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 0.4, \
)
#define AMMO_MATS_TRAC list( \
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 1.6, \
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 0.2, \
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 0.2, \
)
#define AMMO_MATS_HOMING list( \
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 1, \
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 0.2, \
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 0.2, \
/datum/material/plasma = SMALL_MATERIAL_AMOUNT * 0.2, \
/datum/material/diamond = SMALL_MATERIAL_AMOUNT * 0.2, \
/datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 0.2, \
)
// for .35 Sol Ripper
#define AMMO_MATS_RIPPER list( \
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 1.6, \
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.4, \
)
#define AMMO_MATS_SHOTGUN list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 4) // not quite as thick as a half-sheet
#define AMMO_MATS_SHOTGUN_FLECH list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 2,\
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 2)
#define AMMO_MATS_SHOTGUN_HIVE list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 2,\
/datum/material/plasma = SMALL_MATERIAL_AMOUNT * 1,\
/datum/material/silver = SMALL_MATERIAL_AMOUNT * 1)
#define AMMO_MATS_SHOTGUN_TIDE list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 2,\
/datum/material/plasma = SMALL_MATERIAL_AMOUNT * 1,\
/datum/material/gold = SMALL_MATERIAL_AMOUNT * 1)
#define AMMO_MATS_SHOTGUN_PLASMA list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 2,\
/datum/material/plasma = SMALL_MATERIAL_AMOUNT * 2)