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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` 
248 lines
9.7 KiB
Plaintext
248 lines
9.7 KiB
Plaintext
#define RND_SUBCATEGORY_WEAPONS_MEDICALAMMO "/Medical Ammunition"
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#define RND_MEDICALAMMO_UTILITY " (Utility)"
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//Upgrade Kit//
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/datum/design/medigun_speedkit
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name = "VeyMedical CWM-479 upgrade kit"
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desc = "An upgrade kit for the VeyMedical CWM-479 to have a higher-capacity internal cell, with increased recharger throughput."
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id = "medigun_speed"
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build_type = PROTOLATHE | AWAY_LATHE
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
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materials = list(
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/datum/material/uranium = SHEET_MATERIAL_AMOUNT * 2,
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/datum/material/glass = SHEET_MATERIAL_AMOUNT * 2,
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/datum/material/plasma = SHEET_MATERIAL_AMOUNT,
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/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
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)
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_EQUIPMENT_MEDICAL,
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)
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build_path = /obj/item/device/custom_kit/medigun_fastcharge
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/datum/design/medicell
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name = "Base Medicell Design"
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desc = "Hey, you shouldn't see this. Like... at all."
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build_type = PROTOLATHE | AWAY_LATHE
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_MEDICALAMMO,
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)
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//Tier 2 Medicells//
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/datum/design/medicell/brute2
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name = "Brute II Medicell"
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desc = "Gives cell-loaded mediguns improved brute damage healing functionality."
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id = "brute2medicell"
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materials = list(
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/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/silver = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/glass = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
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)
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build_path = /obj/item/weaponcell/medical/brute/tier_2
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/datum/design/medicell/burn2
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name = "Burn II Medicell"
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desc = "Gives cell-loaded mediguns improved burn damage healing functionality."
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id = "burn2medicell"
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materials = list(
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/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/silver = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/glass = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
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)
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build_path = /obj/item/weaponcell/medical/burn/tier_2
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/datum/design/medicell/toxin2
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name = "Toxin II Medicell"
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desc = "Gives cell-loaded mediguns improved toxin damage healing functionality."
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id = "toxin2medicell"
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materials = list(
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/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/silver = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/glass = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
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)
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build_path = /obj/item/weaponcell/medical/toxin/tier_2
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/datum/design/medicell/oxy2
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name = "Oxygen II Medicell"
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desc = "Gives cell-loaded mediguns improved oxygen deprivation healing functionality."
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id = "oxy2medicell"
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materials = list(
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/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/silver = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/glass = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
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)
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build_path = /obj/item/weaponcell/medical/oxygen/tier_2
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//Tier 3 Medicells//
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/datum/design/medicell/brute3
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name = "Brute III Medicell"
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desc = "Gives cell-loaded mediguns advanced brute damage healing functionality."
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id = "brute3medicell"
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materials = list(
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/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/glass = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/diamond = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3,
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)
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build_path = /obj/item/weaponcell/medical/brute/tier_3
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/datum/design/medicell/burn3
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name = "Burn III Medicell"
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desc = "Gives cell-loaded mediguns advanced burn damage healing functionality."
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id = "burn3medicell"
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materials = list(
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/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/glass = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/diamond = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3,
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)
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build_path = /obj/item/weaponcell/medical/burn/tier_3
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/datum/design/medicell/toxin3
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name = "Toxin III Medicell"
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desc = "Gives cell-loaded mediguns advanced toxin damage healing functionality."
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id = "toxin3medicell"
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materials = list(
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/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/glass = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/diamond = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3,
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)
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build_path = /obj/item/weaponcell/medical/toxin/tier_3
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/datum/design/medicell/oxy3
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name = "Oxygen III Medicell"
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desc = "Gives cell-loaded mediguns advanced oxygen deprivation healing functionality."
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id = "oxy3medicell"
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materials = list(
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/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/glass = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/diamond = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3,
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)
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build_path = /obj/item/weaponcell/medical/oxygen/tier_3
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//Utility Medicells
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/datum/design/medicell/utility
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name = "Utility Medicell"
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_MEDICALAMMO + RND_MEDICALAMMO_UTILITY,
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)
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/datum/design/medicell/utility/clot
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name = "Clotting Medicell"
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desc = "Gives cell-loaded mediguns projectile-based coagulation functionality."
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id = "clotmedicell"
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materials = list(
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/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
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/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/silver = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
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)
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build_path = /obj/item/weaponcell/medical/utility/clotting
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/datum/design/medicell/utility/temp
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name = "Temperature Adjustment Medicell"
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desc = "Gives cell loaded-mediguns projectile-based body temperature regulation functionality."
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id = "tempmedicell"
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materials = list(
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/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
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/datum/material/gold = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/silver = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/uranium = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
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)
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build_path = /obj/item/weaponcell/medical/utility/temperature
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/datum/design/medicell/utility/gown
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name = "Hardlight Gown Medicell"
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desc = "Gives cell-loaded mediguns projectile-based hardlight gown deployment functionality."
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id = "gownmedicell"
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materials = list(
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/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
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/datum/material/glass = SHEET_MATERIAL_AMOUNT,
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)
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build_path = /obj/item/weaponcell/medical/utility/hardlight_gown
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/datum/design/medicell/utility/bed
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name = "Hardlight Roller Bed Medicell"
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desc = "Gives cell-loaded mediguns projectile-based hardlight roller bed deployment functionality. Best used on already-horizontal patients."
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id = "bedmedicell"
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materials = list(
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/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
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/datum/material/glass = SHEET_MATERIAL_AMOUNT,
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/datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3,
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/datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3,
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)
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build_path = /obj/item/weaponcell/medical/utility/bed
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/datum/design/medicell/utility/salve
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name = "Empty Salve Medicell"
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desc = "An incomplete medicell that requires a leaf of aloe to fully realize its potential to provide projectile-embedding-based healing-over-time functionality."
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id = "salvemedicell"
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materials = list(
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/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
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/datum/material/glass = SHEET_MATERIAL_AMOUNT,
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)
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build_path = /obj/item/device/custom_kit/empty_cell
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/datum/design/medicell/utility/body
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name = "Empty Body Teleporter Medicell"
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desc = "An incomplete medicell that requires a bluespace slime extract in order to provide projectile-based corpse retrieval functionality."
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id = "bodymedicell"
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materials = list(
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/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
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/datum/material/glass = SHEET_MATERIAL_AMOUNT,
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/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/bluespace = SHEET_MATERIAL_AMOUNT,
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)
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build_path = /obj/item/device/custom_kit/empty_cell/body_teleporter
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/datum/design/medicell/utility/relocation
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name = "Oppressive Force Relocation Medicell"
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desc = "Gives cell-loaded mediguns projectile-based rubbernecker relocation functionality, by dumping them into the Medbay lobby via eigenstate manipulation. Only works in Medbay when fired by authorized users."
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id = "relocatemedicell"
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materials = list(
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/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/plastic = SHEET_MATERIAL_AMOUNT,
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/datum/material/glass = SHEET_MATERIAL_AMOUNT,
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/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/bluespace = SHEET_MATERIAL_AMOUNT * 3,
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)
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build_path = /obj/item/weaponcell/medical/utility/relocation
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#undef RND_SUBCATEGORY_WEAPONS_MEDICALAMMO
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#undef RND_MEDICALAMMO_UTILITY
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