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Bubberstation/code/game/objects/items/stacks/sheets/light.dm
coiax afb7ebd790 Tiles are now (mostly) pooled objects (#19112)
* Tiles are now (mostly) pooled objects

Floors no longer have a builtin_tile, but instead use PoolOrNew().

Also added a do-nothing SSpool so you can inspect the global pool.

* Entries for time keeping

* MORE STATISTICS

* Stat tracking, auto filling

* Code review I

* Code review II

* Code review III
2016-07-08 13:32:40 -04:00

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/obj/item/stack/light_w
name = "wired glass tile"
singular_name = "wired glass floor tile"
desc = "A glass tile, which is wired, somehow."
icon = 'icons/obj/tiles.dmi'
icon_state = "glass_wire"
w_class = 3
force = 3
throwforce = 5
throw_speed = 3
throw_range = 7
flags = CONDUCT
max_amount = 60
/obj/item/stack/light_w/attackby(obj/item/O, mob/user, params)
if(istype(O,/obj/item/weapon/wirecutters))
var/obj/item/stack/cable_coil/CC = new (user.loc)
CC.amount = 5
CC.add_fingerprint(user)
amount--
var/obj/item/stack/sheet/glass/G = new (user.loc)
G.add_fingerprint(user)
if(amount <= 0)
user.unEquip(src, 1)
qdel(src)
else if(istype(O, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = O
if (M.use(1))
use(1)
var/obj/item/L = PoolOrNew(/obj/item/stack/tile/light, user.loc)
user << "<span class='notice'>You make a light tile.</span>"
L.add_fingerprint(user)
else
user << "<span class='warning'>You need one metal sheet to finish the light tile!</span>"
else
return ..()