Merge remote-tracking branch 'upstream-polaris/master' into polaris-sync-2018-02-07

# Conflicts:
#	code/__defines/subsystems.dm
#	code/controllers/master_controller.dm
#	code/controllers/subsystems/atoms.dm
#	code/game/machinery/Sleeper.dm
#	code/game/machinery/doors/airlock.dm
#	code/game/machinery/vr_console.dm
#	code/game/objects/items/devices/communicator/phone.dm
#	code/game/turfs/flooring/flooring_decals.dm
#	code/modules/admin/admin_verbs.dm
#	code/modules/mob/living/carbon/carbon.dm
#	code/modules/multiz/movement.dm
#	code/modules/projectiles/gun.dm
#	code/modules/shuttles/shuttle.dm
#	code/modules/shuttles/shuttles_web.dm
#	icons/obj/doors/doormed.dmi
#	maps/southern_cross/items/headset_sc.dm
#	maps/southern_cross/southern_cross-3.dmm
#	vorestation.dme
This commit is contained in:
Leshana
2018-02-07 18:57:13 -05:00
179 changed files with 1959 additions and 1011 deletions

View File

@@ -94,6 +94,13 @@
apply_colour = 1
no_variants = FALSE
/obj/item/stack/material/lead
name = "lead"
icon_state = "sheet-adamantine"
default_type = "lead"
apply_colour = 1
no_variants = TRUE
/obj/item/stack/material/sandstone
name = "sandstone brick"
icon_state = "sheet-sandstone"

View File

@@ -99,6 +99,7 @@ var/list/name_to_material
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
var/radiation_resistance = 20 // Radiation resistance, used in calculating how much radiation a material absorbs. Equivlent to weight, but does not affect weaponry.
// Placeholder vars for the time being, todo properly integrate windows/light tiles/rods.
var/created_window
@@ -236,6 +237,7 @@ var/list/name_to_material
weight = 22
stack_origin_tech = list(TECH_MATERIAL = 5)
door_icon_base = "stone"
radiation_resistance = 80 //dense, so it's okay-ish as rad shielding.
/material/diamond
name = "diamond"
@@ -261,6 +263,7 @@ var/list/name_to_material
stack_origin_tech = list(TECH_MATERIAL = 4)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
radiation_resistance = 120 //gold is dense.
/material/gold/bronze //placeholder for ashtrays
name = "bronze"
@@ -276,7 +279,7 @@ var/list/name_to_material
stack_origin_tech = list(TECH_MATERIAL = 3)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
radiation_resistance = 22
//R-UST port
/material/supermatter
name = "supermatter"
@@ -337,6 +340,7 @@ var/list/name_to_material
door_icon_base = "stone"
sheet_singular_name = "brick"
sheet_plural_name = "bricks"
radiation_resistance = 22
/material/stone/marble
name = "marble"
@@ -345,6 +349,7 @@ var/list/name_to_material
hardness = 100
integrity = 201 //hack to stop kitchen benches being flippable, todo: refactor into weight system
stack_type = /obj/item/stack/material/marble
radiation_resistance = 26
/material/steel
name = DEFAULT_WALL_MATERIAL
@@ -391,6 +396,7 @@ var/list/name_to_material
conductivity = 13 // For the purposes of balance.
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
radiation_resistance = 60 //Plasteel is presumably dense and is the dominant material used in the engine. Still not great.
// Very rare alloy that is reflective, should be used sparingly.
/material/durasteel
@@ -408,6 +414,7 @@ var/list/name_to_material
reflectivity = 0.7 // Not a perfect mirror, but close.
stack_origin_tech = list(TECH_MATERIAL = 8)
composite_material = list("plasteel" = SHEET_MATERIAL_AMOUNT, "diamond" = SHEET_MATERIAL_AMOUNT) //shrug
radiation_resistance = 120 //it reflects XRAY LASERS.
/material/plasteel/titanium
name = "titanium"
@@ -436,6 +443,7 @@ var/list/name_to_material
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
created_window = /obj/structure/window/basic
rod_product = /obj/item/stack/material/glass/reinforced
radiation_resistance = 15
/material/glass/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
@@ -527,6 +535,7 @@ var/list/name_to_material
created_window = /obj/structure/window/reinforced
wire_product = null
rod_product = null
radiation_resistance = 30
/material/glass/phoron
name = "borosilicate glass"
@@ -554,6 +563,7 @@ var/list/name_to_material
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list() //todo
rod_product = null
radiation_resistance = 30
/material/plastic
name = "plastic"
@@ -568,6 +578,7 @@ var/list/name_to_material
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)
radiation_resistance = 12
/material/plastic/holographic
name = "holoplastic"
@@ -618,6 +629,7 @@ var/list/name_to_material
stack_origin_tech = list(TECH_MATERIAL = 2)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
radiation_resistance = 27
/material/iron
name = "iron"
@@ -627,6 +639,17 @@ var/list/name_to_material
conductivity = 10
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
radiation_resistance = 22
/material/lead
name = "lead"
stack_type = /obj/item/stack/material/lead
icon_colour = "#273956"
weight = 35
conductivity = 10
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
radiation_resistance = 350 //actual radiation shielding, yay...
// Adminspawn only, do not let anyone get this.
/material/alienalloy
@@ -640,6 +663,7 @@ var/list/name_to_material
hardness = 500
weight = 500
protectiveness = 80 // 80%
radiation_resistance = 500
// Likewise.
/material/alienalloy/elevatorium
@@ -697,6 +721,7 @@ var/list/name_to_material
destruction_desc = "splinters"
sheet_singular_name = "plank"
sheet_plural_name = "planks"
radiation_resistance = 18
/material/wood/log
name = MAT_LOG
@@ -739,7 +764,7 @@ var/list/name_to_material
stack_origin_tech = list(TECH_MATERIAL = 1)
door_icon_base = "wood"
destruction_desc = "crumples"
radiation_resistance = 1
/material/snow
name = MAT_SNOW
stack_type = /obj/item/stack/material/snow
@@ -756,7 +781,7 @@ var/list/name_to_material
destruction_desc = "crumples"
sheet_singular_name = "pile"
sheet_plural_name = "pile" //Just a bigger pile
radiation_resistance = 1
/material/cloth //todo
name = "cloth"
stack_origin_tech = list(TECH_MATERIAL = 2)