mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-16 12:07:48 +00:00
It's a specific type of metal, it shouldnt just be called generic "metal". The reagent, ore and material datum are already called iron.
520 lines
17 KiB
Plaintext
520 lines
17 KiB
Plaintext
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#define GIBTONITE_QUALITY_HIGH 3
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#define GIBTONITE_QUALITY_MEDIUM 2
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#define GIBTONITE_QUALITY_LOW 1
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#define ORESTACK_OVERLAYS_MAX 10
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/**********************Mineral ores**************************/
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/obj/item/stack/ore
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name = "rock"
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icon = 'icons/obj/mining.dmi'
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icon_state = "ore"
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inhand_icon_state = "ore"
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full_w_class = WEIGHT_CLASS_BULKY
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singular_name = "ore chunk"
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var/points = 0 //How many points this ore gets you from the ore redemption machine
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var/refined_type = null //What this ore defaults to being refined into
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var/mine_experience = 5 //How much experience do you get for mining this ore?
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novariants = TRUE // Ore stacks handle their icon updates themselves to keep the illusion that there's more going
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var/list/stack_overlays
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var/scan_state = "" //Used by mineral turfs for their scan overlay.
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var/spreadChance = 0 //Also used by mineral turfs for spreading veins
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/obj/item/stack/ore/update_overlays()
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. = ..()
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var/difference = min(ORESTACK_OVERLAYS_MAX, amount) - (LAZYLEN(stack_overlays)+1)
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if(difference == 0)
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return
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else if(difference < 0 && LAZYLEN(stack_overlays)) //amount < stack_overlays, remove excess.
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if (LAZYLEN(stack_overlays)-difference <= 0)
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stack_overlays = null
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else
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stack_overlays.len += difference
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else if(difference > 0) //amount > stack_overlays, add some.
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for(var/i in 1 to difference)
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var/mutable_appearance/newore = mutable_appearance(icon, icon_state)
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newore.pixel_x = rand(-8,8)
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newore.pixel_y = rand(-8,8)
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LAZYADD(stack_overlays, newore)
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if (stack_overlays)
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. += stack_overlays
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/obj/item/stack/ore/welder_act(mob/living/user, obj/item/I)
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..()
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if(!refined_type)
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return TRUE
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if(I.use_tool(src, user, 0, volume=50, amount=15))
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new refined_type(drop_location())
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use(1)
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return TRUE
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/obj/item/stack/ore/fire_act(exposed_temperature, exposed_volume)
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. = ..()
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if(isnull(refined_type))
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return
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else
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var/probability = (rand(0,100))/100
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var/burn_value = probability*amount
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var/amountrefined = round(burn_value, 1)
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if(amountrefined < 1)
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qdel(src)
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else
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new refined_type(drop_location(),amountrefined)
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qdel(src)
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/obj/item/stack/ore/uranium
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name = "uranium ore"
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icon_state = "Uranium ore"
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inhand_icon_state = "Uranium ore"
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singular_name = "uranium ore chunk"
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points = 30
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material_flags = MATERIAL_NO_EFFECTS
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mats_per_unit = list(/datum/material/uranium=MINERAL_MATERIAL_AMOUNT)
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refined_type = /obj/item/stack/sheet/mineral/uranium
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mine_experience = 6
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scan_state = "rock_Uranium"
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spreadChance = 5
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merge_type = /obj/item/stack/ore/uranium
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/obj/item/stack/ore/iron
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name = "iron ore"
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icon_state = "Iron ore"
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inhand_icon_state = "Iron ore"
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singular_name = "iron ore chunk"
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points = 1
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mats_per_unit = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT)
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refined_type = /obj/item/stack/sheet/iron
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mine_experience = 1
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scan_state = "rock_Iron"
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spreadChance = 20
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merge_type = /obj/item/stack/ore/iron
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/obj/item/stack/ore/glass
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name = "sand pile"
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icon_state = "Glass ore"
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inhand_icon_state = "Glass ore"
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singular_name = "sand pile"
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points = 1
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mats_per_unit = list(/datum/material/glass=MINERAL_MATERIAL_AMOUNT)
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refined_type = /obj/item/stack/sheet/glass
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w_class = WEIGHT_CLASS_TINY
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mine_experience = 0 //its sand
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merge_type = /obj/item/stack/ore/glass
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GLOBAL_LIST_INIT(sand_recipes, list(\
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new /datum/stack_recipe("sandstone", /obj/item/stack/sheet/mineral/sandstone, 1, 1, 50),\
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new /datum/stack_recipe("aesthetic volcanic floor tile", /obj/item/stack/tile/basalt, 2, 1, 50)\
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))
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/obj/item/stack/ore/glass/get_main_recipes()
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. = ..()
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. += GLOB.sand_recipes
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/obj/item/stack/ore/glass/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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if(..() || !ishuman(hit_atom))
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return
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var/mob/living/carbon/human/C = hit_atom
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if(C.is_eyes_covered())
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C.visible_message("<span class='danger'>[C]'s eye protection blocks the sand!</span>", "<span class='warning'>Your eye protection blocks the sand!</span>")
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return
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C.adjust_blurriness(6)
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C.adjustStaminaLoss(15)//the pain from your eyes burning does stamina damage
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C.add_confusion(5)
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to_chat(C, "<span class='userdanger'>\The [src] gets into your eyes! The pain, it burns!</span>")
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qdel(src)
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/obj/item/stack/ore/glass/ex_act(severity, target)
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if (severity == EXPLODE_NONE)
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return
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qdel(src)
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/obj/item/stack/ore/glass/basalt
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name = "volcanic ash"
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icon_state = "volcanic_sand"
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inhand_icon_state = "volcanic_sand"
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singular_name = "volcanic ash pile"
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mine_experience = 0
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merge_type = /obj/item/stack/ore/glass/basalt
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/obj/item/stack/ore/plasma
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name = "plasma ore"
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icon_state = "Plasma ore"
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inhand_icon_state = "Plasma ore"
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singular_name = "plasma ore chunk"
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points = 15
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mats_per_unit = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT)
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refined_type = /obj/item/stack/sheet/mineral/plasma
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mine_experience = 5
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scan_state = "rock_Plasma"
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spreadChance = 8
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merge_type = /obj/item/stack/ore/plasma
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/obj/item/stack/ore/plasma/welder_act(mob/living/user, obj/item/I)
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to_chat(user, "<span class='warning'>You can't hit a high enough temperature to smelt [src] properly!</span>")
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return TRUE
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/obj/item/stack/ore/silver
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name = "silver ore"
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icon_state = "Silver ore"
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inhand_icon_state = "Silver ore"
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singular_name = "silver ore chunk"
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points = 16
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mine_experience = 3
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mats_per_unit = list(/datum/material/silver=MINERAL_MATERIAL_AMOUNT)
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refined_type = /obj/item/stack/sheet/mineral/silver
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scan_state = "rock_Silver"
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spreadChance = 5
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merge_type = /obj/item/stack/ore/silver
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/obj/item/stack/ore/gold
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name = "gold ore"
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icon_state = "Gold ore"
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inhand_icon_state = "Gold ore"
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singular_name = "gold ore chunk"
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points = 18
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mine_experience = 5
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mats_per_unit = list(/datum/material/gold=MINERAL_MATERIAL_AMOUNT)
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refined_type = /obj/item/stack/sheet/mineral/gold
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scan_state = "rock_Gold"
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spreadChance = 5
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merge_type = /obj/item/stack/ore/gold
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/obj/item/stack/ore/diamond
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name = "diamond ore"
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icon_state = "Diamond ore"
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inhand_icon_state = "Diamond ore"
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singular_name = "diamond ore chunk"
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points = 50
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mats_per_unit = list(/datum/material/diamond=MINERAL_MATERIAL_AMOUNT)
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refined_type = /obj/item/stack/sheet/mineral/diamond
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mine_experience = 10
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scan_state = "rock_Diamond"
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merge_type = /obj/item/stack/ore/diamond
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/obj/item/stack/ore/bananium
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name = "bananium ore"
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icon_state = "Bananium ore"
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inhand_icon_state = "Bananium ore"
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singular_name = "bananium ore chunk"
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points = 60
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mats_per_unit = list(/datum/material/bananium=MINERAL_MATERIAL_AMOUNT)
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refined_type = /obj/item/stack/sheet/mineral/bananium
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mine_experience = 15
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scan_state = "rock_Bananium"
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merge_type = /obj/item/stack/ore/bananium
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/obj/item/stack/ore/titanium
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name = "titanium ore"
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icon_state = "Titanium ore"
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inhand_icon_state = "Titanium ore"
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singular_name = "titanium ore chunk"
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points = 50
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mats_per_unit = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT)
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refined_type = /obj/item/stack/sheet/mineral/titanium
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mine_experience = 3
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scan_state = "rock_Titanium"
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spreadChance = 5
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merge_type = /obj/item/stack/ore/titanium
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/obj/item/stack/ore/slag
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name = "slag"
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desc = "Completely useless."
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icon_state = "slag"
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inhand_icon_state = "slag"
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singular_name = "slag chunk"
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merge_type = /obj/item/stack/ore/slag
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/obj/item/gibtonite
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name = "gibtonite ore"
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desc = "Extremely explosive if struck with mining equipment, Gibtonite is often used by miners to speed up their work by using it as a mining charge. This material is illegal to possess by unauthorized personnel under space law."
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icon = 'icons/obj/mining.dmi'
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icon_state = "Gibtonite ore"
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inhand_icon_state = "Gibtonite ore"
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w_class = WEIGHT_CLASS_BULKY
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throw_range = 0
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var/primed = FALSE
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var/det_time = 100
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var/quality = GIBTONITE_QUALITY_LOW //How pure this gibtonite is, determines the explosion produced by it and is derived from the det_time of the rock wall it was taken from, higher value = better
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var/attacher = "UNKNOWN"
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var/det_timer
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/obj/item/gibtonite/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/two_handed, require_twohands=TRUE)
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/obj/item/gibtonite/Destroy()
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qdel(wires)
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wires = null
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return ..()
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/obj/item/gibtonite/attackby(obj/item/I, mob/user, params)
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if(!wires && istype(I, /obj/item/assembly/igniter))
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user.visible_message("<span class='notice'>[user] attaches [I] to [src].</span>", "<span class='notice'>You attach [I] to [src].</span>")
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wires = new /datum/wires/explosive/gibtonite(src)
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attacher = key_name(user)
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qdel(I)
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add_overlay("Gibtonite_igniter")
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return
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if(wires && !primed)
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if(is_wire_tool(I))
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wires.interact(user)
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return
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if(I.tool_behaviour == TOOL_MINING || istype(I, /obj/item/resonator) || I.force >= 10)
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GibtoniteReaction(user)
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return
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if(primed)
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if(istype(I, /obj/item/mining_scanner) || istype(I, /obj/item/t_scanner/adv_mining_scanner) || I.tool_behaviour == TOOL_MULTITOOL)
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primed = FALSE
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if(det_timer)
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deltimer(det_timer)
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user.visible_message("<span class='notice'>The chain reaction stopped! ...The ore's quality looks diminished.</span>", "<span class='notice'>You stopped the chain reaction. ...The ore's quality looks diminished.</span>")
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icon_state = "Gibtonite ore"
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quality = GIBTONITE_QUALITY_LOW
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return
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..()
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/obj/item/gibtonite/attack_self(user)
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if(wires)
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wires.interact(user)
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else
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..()
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/obj/item/gibtonite/bullet_act(obj/projectile/P)
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GibtoniteReaction(P.firer)
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. = ..()
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/obj/item/gibtonite/ex_act()
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GibtoniteReaction(null, 1)
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/obj/item/gibtonite/proc/GibtoniteReaction(mob/user, triggered_by = 0)
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if(!primed)
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primed = TRUE
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playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,TRUE)
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icon_state = "Gibtonite active"
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var/notify_admins = FALSE
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if(z != 5)//Only annoy the admins ingame if we're triggered off the mining zlevel
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notify_admins = TRUE
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if(triggered_by == 1)
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log_bomber(null, "An explosion has primed a", src, "for detonation", notify_admins)
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else if(triggered_by == 2)
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var/turf/bombturf = get_turf(src)
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if(notify_admins)
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message_admins("A signal has triggered a [name] to detonate at [ADMIN_VERBOSEJMP(bombturf)]. Igniter attacher: [ADMIN_LOOKUPFLW(attacher)]")
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var/bomb_message = "A signal has primed a [name] for detonation at [AREACOORD(bombturf)]. Igniter attacher: [key_name(attacher)]."
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log_game(bomb_message)
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GLOB.bombers += bomb_message
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else
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user.visible_message("<span class='warning'>[user] strikes \the [src], causing a chain reaction!</span>", "<span class='danger'>You strike \the [src], causing a chain reaction.</span>")
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log_bomber(user, "has primed a", src, "for detonation", notify_admins)
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det_timer = addtimer(CALLBACK(src, .proc/detonate, notify_admins), det_time, TIMER_STOPPABLE)
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/obj/item/gibtonite/proc/detonate(notify_admins)
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if(primed)
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switch(quality)
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if(GIBTONITE_QUALITY_HIGH)
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explosion(src,2,4,9,adminlog = notify_admins)
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if(GIBTONITE_QUALITY_MEDIUM)
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explosion(src,1,2,5,adminlog = notify_admins)
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if(GIBTONITE_QUALITY_LOW)
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explosion(src,0,1,3,adminlog = notify_admins)
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qdel(src)
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/obj/item/stack/ore/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1)
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. = ..()
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pixel_x = base_pixel_x + rand(0, 16) - 8
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pixel_y = base_pixel_y + rand(0, 8) - 8
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/obj/item/stack/ore/ex_act(severity, target)
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if (!severity || severity >= 2)
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return
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qdel(src)
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/*****************************Coin********************************/
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// The coin's value is a value of it's materials.
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// Yes, the gold standard makes a come-back!
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// This is the only way to make coins that are possible to produce on station actually worth anything.
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/obj/item/coin
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icon = 'icons/obj/economy.dmi'
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name = "coin"
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icon_state = "coin"
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flags_1 = CONDUCT_1
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force = 1
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throwforce = 2
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w_class = WEIGHT_CLASS_TINY
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custom_materials = list(/datum/material/iron = 400)
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material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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var/string_attached
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var/list/sideslist = list("heads","tails")
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var/cooldown = 0
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var/value
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var/coinflip
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item_flags = NO_MAT_REDEMPTION //You know, it's kind of a problem that money is worth more extrinsicly than intrinsically in this universe.
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/obj/item/coin/Initialize()
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. = ..()
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coinflip = pick(sideslist)
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icon_state = "coin_[coinflip]"
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pixel_x = base_pixel_x + rand(0, 16) - 8
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pixel_y = base_pixel_y + rand(0, 8) - 8
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/obj/item/coin/set_custom_materials(list/materials, multiplier = 1)
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. = ..()
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value = 0
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for(var/i in custom_materials)
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var/datum/material/M = i
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value += M.value_per_unit * custom_materials[M]
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/obj/item/coin/get_item_credit_value()
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return value
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/obj/item/coin/suicide_act(mob/living/user)
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user.visible_message("<span class='suicide'>[user] contemplates suicide with \the [src]!</span>")
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if (!attack_self(user))
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user.visible_message("<span class='suicide'>[user] couldn't flip \the [src]!</span>")
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return SHAME
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addtimer(CALLBACK(src, .proc/manual_suicide, user), 10)//10 = time takes for flip animation
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return MANUAL_SUICIDE_NONLETHAL
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/obj/item/coin/proc/manual_suicide(mob/living/user)
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var/index = sideslist.Find(coinflip)
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if (index==2)//tails
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user.visible_message("<span class='suicide'>\the [src] lands on [coinflip]! [user] promptly falls over, dead!</span>")
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user.adjustOxyLoss(200)
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user.death(0)
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user.set_suicide(TRUE)
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user.suicide_log()
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else
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user.visible_message("<span class='suicide'>\the [src] lands on [coinflip]! [user] keeps on living!</span>")
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/obj/item/coin/examine(mob/user)
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. = ..()
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. += "<span class='info'>It's worth [value] credit\s.</span>"
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/obj/item/coin/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/CC = W
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if(string_attached)
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to_chat(user, "<span class='warning'>There already is a string attached to this coin!</span>")
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return
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if (CC.use(1))
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add_overlay("coin_string_overlay")
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string_attached = 1
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to_chat(user, "<span class='notice'>You attach a string to the coin.</span>")
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else
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to_chat(user, "<span class='warning'>You need one length of cable to attach a string to the coin!</span>")
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return
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else
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..()
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/obj/item/coin/wirecutter_act(mob/living/user, obj/item/I)
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..()
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if(!string_attached)
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return TRUE
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new /obj/item/stack/cable_coil(drop_location(), 1)
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overlays = list()
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string_attached = null
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to_chat(user, "<span class='notice'>You detach the string from the coin.</span>")
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return TRUE
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/obj/item/coin/attack_self(mob/user)
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if(cooldown < world.time)
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if(string_attached) //does the coin have a wire attached
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to_chat(user, "<span class='warning'>The coin won't flip very well with something attached!</span>" )
|
|
return FALSE//do not flip the coin
|
|
cooldown = world.time + 15
|
|
flick("coin_[coinflip]_flip", src)
|
|
coinflip = pick(sideslist)
|
|
icon_state = "coin_[coinflip]"
|
|
playsound(user.loc, 'sound/items/coinflip.ogg', 50, TRUE)
|
|
var/oldloc = loc
|
|
sleep(15)
|
|
if(loc == oldloc && user && !user.incapacitated())
|
|
user.visible_message("<span class='notice'>[user] flips [src]. It lands on [coinflip].</span>", \
|
|
"<span class='notice'>You flip [src]. It lands on [coinflip].</span>", \
|
|
"<span class='hear'>You hear the clattering of loose change.</span>")
|
|
return TRUE//did the coin flip? useful for suicide_act
|
|
|
|
/obj/item/coin/gold
|
|
custom_materials = list(/datum/material/gold = 400)
|
|
|
|
/obj/item/coin/silver
|
|
custom_materials = list(/datum/material/silver = 400)
|
|
|
|
/obj/item/coin/diamond
|
|
custom_materials = list(/datum/material/diamond = 400)
|
|
|
|
/obj/item/coin/plasma
|
|
custom_materials = list(/datum/material/plasma = 400)
|
|
|
|
/obj/item/coin/uranium
|
|
custom_materials = list(/datum/material/uranium = 400)
|
|
|
|
/obj/item/coin/titanium
|
|
custom_materials = list(/datum/material/titanium = 400)
|
|
|
|
/obj/item/coin/bananium
|
|
custom_materials = list(/datum/material/bananium = 400)
|
|
|
|
/obj/item/coin/adamantine
|
|
custom_materials = list(/datum/material/adamantine = 400)
|
|
|
|
/obj/item/coin/mythril
|
|
custom_materials = list(/datum/material/mythril = 400)
|
|
|
|
/obj/item/coin/plastic
|
|
custom_materials = list(/datum/material/plastic = 400)
|
|
|
|
/obj/item/coin/runite
|
|
custom_materials = list(/datum/material/runite = 400)
|
|
|
|
/obj/item/coin/twoheaded
|
|
desc = "Hey, this coin's the same on both sides!"
|
|
sideslist = list("heads")
|
|
|
|
/obj/item/coin/antagtoken
|
|
name = "antag token"
|
|
desc = "A novelty coin that helps the heart know what hard evidence cannot prove."
|
|
icon_state = "coin_valid"
|
|
custom_materials = list(/datum/material/plastic = 400)
|
|
sideslist = list("valid", "salad")
|
|
material_flags = NONE
|
|
|
|
/obj/item/coin/iron
|
|
|
|
/obj/item/coin/gold/debug
|
|
custom_materials = list(/datum/material/gold = 400)
|
|
desc = "If you got this somehow, be aware that it will dust you. Almost certainly."
|
|
|
|
/obj/item/coin/gold/debug/attack_self(mob/user)
|
|
if(cooldown < world.time)
|
|
if(string_attached) //does the coin have a wire attached
|
|
to_chat(user, "<span class='warning'>The coin won't flip very well with something attached!</span>" )
|
|
return FALSE//do not flip the coin
|
|
cooldown = world.time + 15
|
|
flick("coin_[coinflip]_flip", src)
|
|
coinflip = pick(sideslist)
|
|
icon_state = "coin_[coinflip]"
|
|
playsound(user.loc, 'sound/items/coinflip.ogg', 50, TRUE)
|
|
var/oldloc = loc
|
|
sleep(15)
|
|
if(loc == oldloc && user && !user.incapacitated())
|
|
user.visible_message("<span class='notice'>[user] flips [src]. It lands on [coinflip].</span>", \
|
|
"<span class='notice'>You flip [src]. It lands on [coinflip].</span>", \
|
|
"<span class='hear'>You hear the clattering of loose change.</span>")
|
|
SSeconomy.fire()
|
|
to_chat(user,"<span class='bounty'>[SSeconomy.inflation_value()] is the inflation value.</span>")
|
|
return TRUE//did the coin flip? useful for suicide_act
|
|
|
|
#undef ORESTACK_OVERLAYS_MAX
|