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3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
261 lines
10 KiB
Plaintext
261 lines
10 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. Defaults to COLOR_STARLIGHT if not set
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var/starlight_color
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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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/// What type of ore is this material associated with? Used for mining, and not every material has one.
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var/obj/item/ore_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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///This is the minimum value of the material, used in the stock market for any mat that isn't set to null
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var/minimum_value_override = null
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///Is this material traded on the stock market?
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var/tradable = FALSE
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///If this material is tradable, what is the base quantity of the material on the stock market?
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var/tradable_base_quantity = 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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///How resistant the material is to rusting when applied to a turf
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var/mat_rust_resistance = RUST_RESISTANCE_ORGANIC
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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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/// How likely this mineral is to be found in a boulder during mining.
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var/mineral_rarity = MATERIAL_RARITY_COMMON
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/// How many points per units of ore does this grant?
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var/points_per_unit = 1
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/** Handles initializing the material.
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*
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* Arguments:
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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/turf/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 + "barefoot"
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O.clawfootstep = turf_sound_override + "claw"
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O.heavyfootstep = FOOTSTEP_GENERIC_HEAVY
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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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T.rust_resistance = mat_rust_resistance
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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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if(!starlight_color)
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on.RegisterSignal(SSdcs, COMSIG_STARLIGHT_COLOR_CHANGED, TYPE_PROC_REF(/turf, material_starlight_changed))
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RegisterSignal(on, COMSIG_QDELETING, PROC_REF(lit_turf_deleted))
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on.set_light(2, 1, starlight_color || GLOB.starlight_color, l_height = LIGHTING_HEIGHT_SPACE)
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/turf/proc/material_starlight_changed(datum/source, old_star, new_star)
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if(light_color == old_star)
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set_light_color(new_star)
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/datum/material/proc/lit_turf_deleted(turf/source)
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source.set_light(0, 0, null)
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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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// yeets glow
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T.UnregisterSignal(SSdcs, COMSIG_STARLIGHT_COLOR_CHANGED)
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T.set_light(0, 0, null)
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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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*/
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/datum/material/proc/return_composition(amount = 1)
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// Yes we need the parenthesis, without them BYOND stringifies src into "src" and things break.
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return list((src) = amount)
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