diff --git a/code/defines/obj/weapon.dm b/code/defines/obj/weapon.dm index 8699f11920..482598027a 100644 --- a/code/defines/obj/weapon.dm +++ b/code/defines/obj/weapon.dm @@ -29,6 +29,7 @@ gender = PLURAL icon = 'icons/obj/items.dmi' icon_state = "soap" + flags = NOCONDUCT w_class = ITEMSIZE_SMALL slot_flags = SLOT_HOLSTER throwforce = 0 @@ -395,7 +396,7 @@ display_contents_with_number = 1 max_w_class = ITEMSIZE_NORMAL max_storage_space = 100 - + /obj/item/weapon/storage/part_replacer/adv name = "advanced rapid part exchange device" desc = "Special mechanical module made to store, sort, and apply standard machine parts. This one has a greatly upgraded storage capacity" diff --git a/code/game/objects/items/weapons/mop.dm b/code/game/objects/items/weapons/mop.dm index 0cfdd4792d..f8669aef9d 100644 --- a/code/game/objects/items/weapons/mop.dm +++ b/code/game/objects/items/weapons/mop.dm @@ -10,6 +10,7 @@ GLOBAL_LIST_BOILERPLATE(all_mops, /obj/item/weapon/mop) throw_speed = 5 throw_range = 10 w_class = ITEMSIZE_NORMAL + flags = NOCONDUCT attack_verb = list("mopped", "bashed", "bludgeoned", "whacked") var/mopping = 0 var/mopcount = 0 diff --git a/code/game/objects/items/weapons/stunbaton.dm b/code/game/objects/items/weapons/stunbaton.dm index 9d5a4a8671..371082f1f6 100644 --- a/code/game/objects/items/weapons/stunbaton.dm +++ b/code/game/objects/items/weapons/stunbaton.dm @@ -9,6 +9,7 @@ sharp = 0 edge = 0 throwforce = 7 + flags = NOCONDUCT w_class = ITEMSIZE_NORMAL origin_tech = list(TECH_COMBAT = 2) attack_verb = list("beaten") diff --git a/code/modules/food/food/drinks/bottle.dm b/code/modules/food/food/drinks/bottle.dm index 4888bc8124..0a56f946d5 100644 --- a/code/modules/food/food/drinks/bottle.dm +++ b/code/modules/food/food/drinks/bottle.dm @@ -178,6 +178,7 @@ throw_speed = 3 throw_range = 5 item_state = "beer" + flags = NOCONDUCT attack_verb = list("stabbed", "slashed", "attacked") sharp = 1 edge = 0 diff --git a/code/modules/hydroponics/grown.dm b/code/modules/hydroponics/grown.dm index 40236e42af..81018de61c 100644 --- a/code/modules/hydroponics/grown.dm +++ b/code/modules/hydroponics/grown.dm @@ -5,6 +5,7 @@ icon = 'icons/obj/hydroponics_products.dmi' icon_state = "blank" desc = "Nutritious! Probably." + flags = NOCONDUCT slot_flags = SLOT_HOLSTER var/plantname diff --git a/code/modules/hydroponics/grown_inedible.dm b/code/modules/hydroponics/grown_inedible.dm index aa054cae29..2b02116478 100644 --- a/code/modules/hydroponics/grown_inedible.dm +++ b/code/modules/hydroponics/grown_inedible.dm @@ -37,6 +37,7 @@ desc = "A reminder of meals gone by." icon = 'icons/obj/trash.dmi' icon_state = "corncob" + flags = NOCONDUCT w_class = ITEMSIZE_SMALL throwforce = 0 throw_speed = 4 @@ -55,6 +56,7 @@ desc = "A peel from a banana." icon = 'icons/obj/items.dmi' icon_state = "banana_peel" + flags = NOCONDUCT w_class = ITEMSIZE_SMALL throwforce = 0 throw_speed = 4 diff --git a/code/modules/library/lib_items.dm b/code/modules/library/lib_items.dm index 734a2bcfa5..3c7ebec377 100644 --- a/code/modules/library/lib_items.dm +++ b/code/modules/library/lib_items.dm @@ -141,6 +141,7 @@ icon_state ="book" throw_speed = 1 throw_range = 5 + flags = NOCONDUCT w_class = ITEMSIZE_NORMAL //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever) attack_verb = list("bashed", "whacked", "educated") var/dat // Actual page content diff --git a/code/modules/materials/materials.dm b/code/modules/materials/materials.dm index 2b89bdc0ac..babe7eba31 100644 --- a/code/modules/materials/materials.dm +++ b/code/modules/materials/materials.dm @@ -107,7 +107,7 @@ var/list/name_to_material var/explosion_resistance = 5 // Only used by walls currently. var/negation = 0 // Objects that respect this will randomly absorb impacts with this var as the percent chance. var/spatial_instability = 0 // Objects that have trouble staying in the same physical space by sheer laws of nature have this. Percent for respecting items to cause teleportation. - var/conductive = 1 // Objects with this var add CONDUCTS to flags on spawn. + var/conductive = 1 // Objects without this var add NOCONDUCT to flags on spawn. var/conductivity = null // How conductive the material is. Iron acts as the baseline, at 10. var/list/composite_material // If set, object matter var will be a list containing these values. var/luminescence @@ -259,6 +259,7 @@ var/list/name_to_material icon_colour = "#00FFE1" opacity = 0.4 reflectivity = 0.6 + conductive = 0 conductivity = 1 shard_type = SHARD_SHARD tableslam_noise = 'sound/effects/Glasshit.ogg' @@ -350,6 +351,7 @@ var/list/name_to_material weight = 22 hardness = 55 protectiveness = 5 // 20% + conductive = 0 conductivity = 5 door_icon_base = "stone" sheet_singular_name = "brick" @@ -485,6 +487,7 @@ var/list/name_to_material hardness = 30 weight = 15 protectiveness = 0 // 0% + conductive = 0 conductivity = 1 // Glass shards don't conduct. door_icon_base = "stone" destruction_desc = "shatters" @@ -626,6 +629,7 @@ var/list/name_to_material hardness = 10 weight = 12 protectiveness = 5 // 20% + conductive = 0 conductivity = 2 // For the sake of material armor diversity, we're gonna pretend this plastic is a good insulator. melting_point = T0C+371 //assuming heat resistant plastic stack_origin_tech = list(TECH_MATERIAL = 3) @@ -643,6 +647,7 @@ var/list/name_to_material stack_origin_tech = list(TECH_MATERIAL = 5) sheet_singular_name = "ingot" sheet_plural_name = "ingots" + conductivity = 100 /material/tritium name = "tritium" @@ -652,6 +657,7 @@ var/list/name_to_material sheet_singular_name = "ingot" sheet_plural_name = "ingots" is_fusion_fuel = 1 + conductive = 0 /material/deuterium name = "deuterium" @@ -661,6 +667,7 @@ var/list/name_to_material sheet_singular_name = "ingot" sheet_plural_name = "ingots" is_fusion_fuel = 1 + conductive = 0 /material/mhydrogen name = "mhydrogen" @@ -730,6 +737,7 @@ var/list/name_to_material icon_reinf = "reinf_metal" protectiveness = 60 integrity = 300 + conductive = 0 conductivity = 1.5 hardness = 90 shard_type = SHARD_SHARD @@ -758,6 +766,7 @@ var/list/name_to_material weight = 30 hardness = 45 negation = 2 + conductive = 0 conductivity = 5 reflectivity = 0.5 radiation_resistance = 20 @@ -813,6 +822,7 @@ var/list/name_to_material melting_point = T0C+300 sheet_singular_name = "blob" sheet_plural_name = "blobs" + conductive = 0 /material/resin/can_open_material_door(var/mob/living/user) var/mob/living/carbon/M = user @@ -833,6 +843,7 @@ var/list/name_to_material hardness = 15 weight = 18 protectiveness = 8 // 28% + conductive = 0 conductivity = 1 melting_point = T0C+300 //okay, not melting in this case, but hot enough to destroy wood ignition_point = T0C+288 @@ -879,6 +890,7 @@ var/list/name_to_material hardness = 1 weight = 1 protectiveness = 0 // 0% + conductive = 0 ignition_point = T0C+232 //"the temperature at which book-paper catches fire, and burns." close enough melting_point = T0C+232 //temperature at which cardboard walls would be destroyed stack_origin_tech = list(TECH_MATERIAL = 1) @@ -930,6 +942,7 @@ var/list/name_to_material melting_point = T0C+300 protectiveness = 1 // 4% flags = MATERIAL_PADDING + conductive = 0 /material/cult name = "cult" @@ -940,6 +953,7 @@ var/list/name_to_material shard_type = SHARD_STONE_PIECE sheet_singular_name = "brick" sheet_plural_name = "bricks" + conductive = 0 /material/cult/place_dismantled_girder(var/turf/target) new /obj/structure/girder/cult(target, "cult") @@ -963,6 +977,7 @@ var/list/name_to_material ignition_point = T0C+300 melting_point = T0C+300 protectiveness = 3 // 13% + conductive = 0 /material/carpet name = "carpet" @@ -975,6 +990,7 @@ var/list/name_to_material sheet_singular_name = "tile" sheet_plural_name = "tiles" protectiveness = 1 // 4% + conductive = 0 /material/cotton name = "cotton" @@ -984,6 +1000,7 @@ var/list/name_to_material ignition_point = T0C+232 melting_point = T0C+300 protectiveness = 1 // 4% + conductive = 0 // This all needs to be OOP'd and use inheritence if its ever used in the future. /material/cloth_teal @@ -995,6 +1012,7 @@ var/list/name_to_material ignition_point = T0C+232 melting_point = T0C+300 protectiveness = 1 // 4% + conductive = 0 /material/cloth_black name = "black" @@ -1005,6 +1023,7 @@ var/list/name_to_material ignition_point = T0C+232 melting_point = T0C+300 protectiveness = 1 // 4% + conductive = 0 /material/cloth_green name = "green" @@ -1015,6 +1034,7 @@ var/list/name_to_material ignition_point = T0C+232 melting_point = T0C+300 protectiveness = 1 // 4% + conductive = 0 /material/cloth_puple name = "purple" @@ -1025,6 +1045,7 @@ var/list/name_to_material ignition_point = T0C+232 melting_point = T0C+300 protectiveness = 1 // 4% + conductive = 0 /material/cloth_blue name = "blue" @@ -1035,6 +1056,7 @@ var/list/name_to_material ignition_point = T0C+232 melting_point = T0C+300 protectiveness = 1 // 4% + conductive = 0 /material/cloth_beige name = "beige" @@ -1045,6 +1067,7 @@ var/list/name_to_material ignition_point = T0C+232 melting_point = T0C+300 protectiveness = 1 // 4% + conductive = 0 /material/cloth_lime name = "lime" @@ -1055,6 +1078,7 @@ var/list/name_to_material ignition_point = T0C+232 melting_point = T0C+300 protectiveness = 1 // 4% + conductive = 0 /material/toy_foam name = "foam" @@ -1067,3 +1091,7 @@ var/list/name_to_material hardness = 1 weight = 1 protectiveness = 0 // 0% +<<<<<<< HEAD +======= + conductive = 0 +>>>>>>> 8316113... Merge pull request #6393 from Nalarac/Conductivity diff --git a/code/modules/reagents/reagent_containers/glass.dm b/code/modules/reagents/reagent_containers/glass.dm index 0e1c74586e..92e01c8ede 100644 --- a/code/modules/reagents/reagent_containers/glass.dm +++ b/code/modules/reagents/reagent_containers/glass.dm @@ -14,7 +14,7 @@ possible_transfer_amounts = list(5,10,15,25,30,60) volume = 60 w_class = ITEMSIZE_SMALL - flags = OPENCONTAINER + flags = OPENCONTAINER | NOCONDUCT unacidable = 1 //glass doesn't dissolve in acid var/label_text = ""