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* De-hardcodes spawnDebris in windows, fixes a bunch of issues with windows. (#73274) ## About The Pull Request spawnDebris was being overridden by almost every type of window, I've set up some new vars for it to pull shard and its debris decal from so spawnDebris only needed to be set up once (+ once more for paper windows which are unique). Fixes an issue with reinforced plasma glass windows dropping regular glass when broken. Fixes an oversight where tram windows were dropping only 1 rod instead of 2 and dropping glass sheets instead of shards. Cleans up tram window code a bunch. ## Why It's Good For The Game Fixes several issues, cleans up code and cuts down on a lot of repeat code. ## Changelog 🆑 fix: Reinforced plasma windows will now drop plasma glass instead of regular glass when broken. fix: Tram windows drop the correct number of rods and a shard when broken instead of a sheet. code: Removed a ton of duplicate vars in tram window code and re-organize the file slightly. refactor: spawnDebris has been un-hardcoded and all (but one) override of it has been removed. /🆑 * De-hardcodes spawnDebris in windows, fixes a bunch of issues with windows. --------- Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
176 lines
6.8 KiB
Plaintext
176 lines
6.8 KiB
Plaintext
/** Materials made from other materials.
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*/
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/datum/material/alloy
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name = "alloy"
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desc = "A material composed of two or more other materials."
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init_flags = NONE
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/// The materials this alloy is made from weighted by their ratios.
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var/list/composition = null
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/// Breakdown flags required to reduce this alloy to its component materials.
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var/req_breakdown_flags = BREAKDOWN_ALLOYS
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/datum/material/alloy/return_composition(amount=1, breakdown_flags)
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if(req_breakdown_flags & !(breakdown_flags & req_breakdown_flags))
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return ..()
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. = list()
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var/list/cached_comp = composition
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for(var/comp_mat in cached_comp)
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var/datum/material/component_material = GET_MATERIAL_REF(comp_mat)
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var/list/component_composition = component_material.return_composition(cached_comp[comp_mat], breakdown_flags)
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for(var/comp_comp_mat in component_composition)
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.[comp_comp_mat] += component_composition[comp_comp_mat] * amount
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/** Plasteel
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*
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* An alloy of iron and plasma.
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* Applies a significant slowdown effect to any and all items that contain it.
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*/
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/datum/material/alloy/plasteel
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name = "plasteel"
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desc = "The heavy duty result of infusing iron with plasma."
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color = "#706374"
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greyscale_colors = "#706374"
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init_flags = MATERIAL_INIT_MAPLOAD
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value_per_unit = 0.135
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strength_modifier = 1.25
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integrity_modifier = 1.5 // Heavy duty.
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armor_modifiers = list(MELEE = 1.4, BULLET = 1.4, LASER = 1.1, ENERGY = 1.1, BOMB = 1.5, BIO = 1, FIRE = 1.1, ACID = 1)
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sheet_type = /obj/item/stack/sheet/plasteel
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categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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composition = list(/datum/material/iron=1, /datum/material/plasma=1)
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/datum/material/alloy/plasteel/on_applied_obj(obj/item/target_item, amount, material_flags)
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. = ..()
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if(!istype(target_item))
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return
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target_item.slowdown += MATERIAL_SLOWDOWN_PLASTEEL * amount / MINERAL_MATERIAL_AMOUNT
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/datum/material/alloy/plasteel/on_removed_obj(obj/item/target_item, amount, material_flags)
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. = ..()
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if(!istype(target_item))
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return
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target_item.slowdown -= MATERIAL_SLOWDOWN_PLASTEEL * amount / MINERAL_MATERIAL_AMOUNT
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/** Plastitanium
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*
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* An alloy of titanium and plasma.
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*/
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/datum/material/alloy/plastitanium
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name = "plastitanium"
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desc = "The extremely heat resistant result of infusing titanium with plasma."
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color = "#3a313a"
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greyscale_colors = "#3a313a"
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init_flags = MATERIAL_INIT_MAPLOAD
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value_per_unit = 0.225
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strength_modifier = 0.9 // It's a lightweight alloy.
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integrity_modifier = 1.3
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armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.4, ENERGY = 1.4, BOMB = 1.1, BIO = 1.2, FIRE = 1.5, ACID = 1)
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sheet_type = /obj/item/stack/sheet/mineral/plastitanium
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categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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composition = list(/datum/material/titanium=1, /datum/material/plasma=1)
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/** Plasmaglass
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*
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* An alloy of silicate and plasma.
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*/
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/datum/material/alloy/plasmaglass
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name = "plasmaglass"
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desc = "Plasma-infused silicate. It is much more durable and heat resistant than either of its component materials."
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color = "#ff80f4"
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greyscale_colors = "#ff80f496"
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alpha = 150
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starlight_color = COLOR_STRONG_MAGENTA
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init_flags = MATERIAL_INIT_MAPLOAD
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integrity_modifier = 0.5
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armor_modifiers = list(MELEE = 0.8, BULLET = 0.8, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 1.2, FIRE = 2, ACID = 2)
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sheet_type = /obj/item/stack/sheet/plasmaglass
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shard_type = /obj/item/shard/plasma
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debris_type = /obj/effect/decal/cleanable/glass/plasma
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value_per_unit = 0.075
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categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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composition = list(/datum/material/glass=1, /datum/material/plasma=0.5)
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/** Titaniumglass
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*
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* An alloy of glass and titanium.
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*/
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/datum/material/alloy/titaniumglass
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name = "titanium glass"
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desc = "A specialized silicate-titanium alloy that is commonly used in shuttle windows."
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color = "#cfbee0"
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greyscale_colors = "#cfbee096"
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alpha = 150
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starlight_color = COLOR_COMMAND_BLUE
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init_flags = MATERIAL_INIT_MAPLOAD
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armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 0.8, ENERGY = 0.8, BOMB = 0.5, BIO = 1.2, FIRE = 0.8, ACID = 2)
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sheet_type = /obj/item/stack/sheet/titaniumglass
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shard_type = /obj/item/shard/titanium
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debris_type = /obj/effect/decal/cleanable/glass/titanium
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value_per_unit = 0.04
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categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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composition = list(/datum/material/glass=1, /datum/material/titanium=0.5)
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/** Plastitanium Glass
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*
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* An alloy of plastitanium and glass.
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*/
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/datum/material/alloy/plastitaniumglass
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name = "plastitanium glass"
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desc = "A specialized silicate-plastitanium alloy."
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color = "#5d3369"
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greyscale_colors = "#5d336996"
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starlight_color = COLOR_CENTCOM_BLUE
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alpha = 150
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init_flags = MATERIAL_INIT_MAPLOAD
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integrity_modifier = 1.1
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armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 1.2, ENERGY = 1.2, BOMB = 0.5, BIO = 1.2, FIRE = 2, ACID = 2)
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sheet_type = /obj/item/stack/sheet/plastitaniumglass
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shard_type = /obj/item/shard/plastitanium
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debris_type = /obj/effect/decal/cleanable/glass/plastitanium
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value_per_unit = 0.125
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categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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composition = list(/datum/material/glass=1, /datum/material/alloy/plastitanium=0.5)
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/** Alien Alloy
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*
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* Densified plasteel.
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* Applies a significant slowdown effect to anything that contains it.
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* Anything constructed from it can slowly regenerate.
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*/
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/datum/material/alloy/alien
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name = "alien alloy"
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desc = "An extremely dense alloy similar to plasteel in composition. It requires exotic metallurgical processes to create."
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color = "#6041aa"
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greyscale_colors = "#6041aa"
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init_flags = MATERIAL_INIT_MAPLOAD
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strength_modifier = 1.5 // It's twice the density of plasteel and just as durable. Getting hit with it is going to HURT.
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integrity_modifier = 1.5
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armor_modifiers = list(MELEE = 1.4, BULLET = 1.4, LASER = 1.2, ENERGY = 1.2, BOMB = 1.5, BIO = 1.2, FIRE = 1.2, ACID = 1.2)
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sheet_type = /obj/item/stack/sheet/mineral/abductor
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value_per_unit = 0.4
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categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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composition = list(/datum/material/iron=2, /datum/material/plasma=2)
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/datum/material/alloy/alien/on_applied_obj(obj/item/target_item, amount, material_flags)
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. = ..()
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target_item.AddElement(/datum/element/obj_regen, _rate=0.02) // 2% regen per tick.
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if(!istype(target_item))
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return
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target_item.slowdown += MATERIAL_SLOWDOWN_ALIEN_ALLOY * amount / MINERAL_MATERIAL_AMOUNT
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/datum/material/alloy/alien/on_removed_obj(obj/item/target_item, amount, material_flags)
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. = ..()
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target_item.RemoveElement(/datum/element/obj_regen, _rate=0.02)
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if(!istype(target_item))
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return
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target_item.slowdown -= MATERIAL_SLOWDOWN_ALIEN_ALLOY * amount / MINERAL_MATERIAL_AMOUNT
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