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https://github.com/CHOMPStation2/CHOMPStation2.git
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These can't be material stacks if they don't have a material
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@@ -1,4 +1,4 @@
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/obj/item/stack/material/animalhide/human
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/obj/item/stack/animalhide/human
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name = "human skin"
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desc = "The by-product of human farming."
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singular_name = "human skin piece"
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@@ -6,63 +6,63 @@
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no_variants = FALSE
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drop_sound = 'sound/items/drop/clothing.ogg'
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/obj/item/stack/material/animalhide/human
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/obj/item/stack/animalhide/human
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amount = 50
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/obj/item/stack/material/animalhide/corgi
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/obj/item/stack/animalhide/corgi
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name = "corgi hide"
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desc = "The by-product of corgi farming."
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singular_name = "corgi hide piece"
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icon_state = "sheet-corgi"
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/obj/item/stack/material/animalhide/corgi
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/obj/item/stack/animalhide/corgi
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amount = 50
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/obj/item/stack/material/animalhide/cat
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/obj/item/stack/animalhide/cat
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name = "cat hide"
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desc = "The by-product of cat farming."
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singular_name = "cat hide piece"
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icon_state = "sheet-cat"
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/obj/item/stack/material/animalhide/cat
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/obj/item/stack/animalhide/cat
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amount = 50
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/obj/item/stack/material/animalhide/monkey
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/obj/item/stack/animalhide/monkey
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name = "monkey hide"
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desc = "The by-product of monkey farming."
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singular_name = "monkey hide piece"
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icon_state = "sheet-monkey"
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/obj/item/stack/material/animalhide/monkey
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/obj/item/stack/animalhide/monkey
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amount = 50
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/obj/item/stack/material/animalhide/lizard
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/obj/item/stack/animalhide/lizard
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name = "lizard skin"
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desc = "Sssssss..."
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singular_name = "lizard skin piece"
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icon_state = "sheet-lizard"
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/obj/item/stack/material/animalhide/lizard
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/obj/item/stack/animalhide/lizard
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amount = 50
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/obj/item/stack/material/animalhide/xeno
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/obj/item/stack/animalhide/xeno
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name = "alien hide"
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desc = "The skin of a terrible creature."
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singular_name = "alien hide piece"
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icon_state = "sheet-xeno"
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/obj/item/stack/material/animalhide/xeno
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/obj/item/stack/animalhide/xeno
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amount = 50
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//don't see anywhere else to put these, maybe together they could be used to make the xenos suit?
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/obj/item/stack/material/xenochitin
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/obj/item/stack/xenochitin
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name = "alien chitin"
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desc = "A piece of the hide of a terrible creature."
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singular_name = "alien hide piece"
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icon = 'icons/mob/alien.dmi'
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icon_state = "chitin"
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/obj/item/stack/material/xenochitin
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/obj/item/stack/xenochitin
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amount = 50
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/obj/item/xenos_claw
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@@ -77,17 +77,17 @@
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icon = 'icons/mob/alien.dmi'
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icon_state = "weed_extract"
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/obj/item/stack/material/hairlesshide
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/obj/item/stack/hairlesshide
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name = "hairless hide"
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desc = "This hide was stripped of it's hair, but still needs tanning."
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singular_name = "hairless hide piece"
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icon_state = "sheet-hairlesshide"
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no_variants = FALSE
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/obj/item/stack/material/hairlesshide
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/obj/item/stack/hairlesshide
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amount = 50
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/obj/item/stack/material/wetleather
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/obj/item/stack/wetleather
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name = "wet leather"
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desc = "This leather has been cleaned but still needs to be dried."
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singular_name = "wet leather piece"
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@@ -96,11 +96,11 @@
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var/drying_threshold_temperature = 500 //Kelvin to start drying
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no_variants = FALSE
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/obj/item/stack/material/wetleather
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/obj/item/stack/wetleather
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amount = 50
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//Step one - dehairing.
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/obj/item/stack/material/animalhide/attackby(obj/item/weapon/W as obj, mob/user as mob)
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/obj/item/stack/animalhide/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if( istype(W, /obj/item/weapon/material/knife) || \
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istype(W, /obj/item/weapon/material/twohanded/fireaxe) || \
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istype(W, /obj/item/weapon/material/knife/machete/hatchet) )
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@@ -110,13 +110,13 @@
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if(do_after(user,50))
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to_chat(usr, "<span class='notice'>You cut the hair from this [src.singular_name]</span>")
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//Try locating an exisitng stack on the tile and add to there if possible
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for(var/obj/item/stack/material/hairlesshide/HS in usr.loc)
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for(var/obj/item/stack/hairlesshide/HS in usr.loc)
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if(HS.amount < 50)
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HS.amount++
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src.use(1)
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break
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//If it gets to here it means it did not find a suitable stack on the tile.
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var/obj/item/stack/material/hairlesshide/HS = new(usr.loc)
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var/obj/item/stack/hairlesshide/HS = new(usr.loc)
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HS.amount = 1
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src.use(1)
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else
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@@ -126,7 +126,7 @@
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//Step two - washing..... it's actually in washing machine code.
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//Step three - drying
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/obj/item/stack/material/wetleather/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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/obj/item/stack/wetleather/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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..()
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if(exposed_temperature >= drying_threshold_temperature)
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wetness--
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