mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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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:
@@ -94,6 +94,13 @@
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apply_colour = 1
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no_variants = FALSE
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/obj/item/stack/material/lead
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name = "lead"
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icon_state = "sheet-adamantine"
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default_type = "lead"
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apply_colour = 1
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no_variants = TRUE
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/obj/item/stack/material/sandstone
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name = "sandstone brick"
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icon_state = "sheet-sandstone"
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@@ -99,6 +99,7 @@ var/list/name_to_material
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var/conductivity = null // How conductive the material is. Iron acts as the baseline, at 10.
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var/list/composite_material // If set, object matter var will be a list containing these values.
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var/luminescence
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var/radiation_resistance = 20 // Radiation resistance, used in calculating how much radiation a material absorbs. Equivlent to weight, but does not affect weaponry.
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// Placeholder vars for the time being, todo properly integrate windows/light tiles/rods.
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var/created_window
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@@ -236,6 +237,7 @@ var/list/name_to_material
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weight = 22
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stack_origin_tech = list(TECH_MATERIAL = 5)
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door_icon_base = "stone"
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radiation_resistance = 80 //dense, so it's okay-ish as rad shielding.
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/material/diamond
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name = "diamond"
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@@ -261,6 +263,7 @@ var/list/name_to_material
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stack_origin_tech = list(TECH_MATERIAL = 4)
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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radiation_resistance = 120 //gold is dense.
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/material/gold/bronze //placeholder for ashtrays
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name = "bronze"
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@@ -276,7 +279,7 @@ var/list/name_to_material
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stack_origin_tech = list(TECH_MATERIAL = 3)
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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radiation_resistance = 22
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//R-UST port
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/material/supermatter
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name = "supermatter"
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@@ -337,6 +340,7 @@ var/list/name_to_material
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door_icon_base = "stone"
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sheet_singular_name = "brick"
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sheet_plural_name = "bricks"
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radiation_resistance = 22
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/material/stone/marble
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name = "marble"
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@@ -345,6 +349,7 @@ var/list/name_to_material
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hardness = 100
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integrity = 201 //hack to stop kitchen benches being flippable, todo: refactor into weight system
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stack_type = /obj/item/stack/material/marble
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radiation_resistance = 26
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/material/steel
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name = DEFAULT_WALL_MATERIAL
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@@ -391,6 +396,7 @@ var/list/name_to_material
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conductivity = 13 // For the purposes of balance.
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stack_origin_tech = list(TECH_MATERIAL = 2)
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composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
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radiation_resistance = 60 //Plasteel is presumably dense and is the dominant material used in the engine. Still not great.
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// Very rare alloy that is reflective, should be used sparingly.
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/material/durasteel
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@@ -408,6 +414,7 @@ var/list/name_to_material
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reflectivity = 0.7 // Not a perfect mirror, but close.
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stack_origin_tech = list(TECH_MATERIAL = 8)
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composite_material = list("plasteel" = SHEET_MATERIAL_AMOUNT, "diamond" = SHEET_MATERIAL_AMOUNT) //shrug
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radiation_resistance = 120 //it reflects XRAY LASERS.
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/material/plasteel/titanium
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name = "titanium"
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@@ -436,6 +443,7 @@ var/list/name_to_material
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window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
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created_window = /obj/structure/window/basic
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rod_product = /obj/item/stack/material/glass/reinforced
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radiation_resistance = 15
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/material/glass/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
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@@ -527,6 +535,7 @@ var/list/name_to_material
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created_window = /obj/structure/window/reinforced
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wire_product = null
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rod_product = null
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radiation_resistance = 30
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/material/glass/phoron
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name = "borosilicate glass"
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@@ -554,6 +563,7 @@ var/list/name_to_material
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stack_origin_tech = list(TECH_MATERIAL = 2)
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composite_material = list() //todo
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rod_product = null
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radiation_resistance = 30
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/material/plastic
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name = "plastic"
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@@ -568,6 +578,7 @@ var/list/name_to_material
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conductivity = 2 // For the sake of material armor diversity, we're gonna pretend this plastic is a good insulator.
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melting_point = T0C+371 //assuming heat resistant plastic
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stack_origin_tech = list(TECH_MATERIAL = 3)
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radiation_resistance = 12
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/material/plastic/holographic
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name = "holoplastic"
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@@ -618,6 +629,7 @@ var/list/name_to_material
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stack_origin_tech = list(TECH_MATERIAL = 2)
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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radiation_resistance = 27
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/material/iron
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name = "iron"
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@@ -627,6 +639,17 @@ var/list/name_to_material
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conductivity = 10
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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radiation_resistance = 22
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/material/lead
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name = "lead"
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stack_type = /obj/item/stack/material/lead
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icon_colour = "#273956"
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weight = 35
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conductivity = 10
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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radiation_resistance = 350 //actual radiation shielding, yay...
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// Adminspawn only, do not let anyone get this.
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/material/alienalloy
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@@ -640,6 +663,7 @@ var/list/name_to_material
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hardness = 500
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weight = 500
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protectiveness = 80 // 80%
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radiation_resistance = 500
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// Likewise.
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/material/alienalloy/elevatorium
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@@ -697,6 +721,7 @@ var/list/name_to_material
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destruction_desc = "splinters"
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sheet_singular_name = "plank"
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sheet_plural_name = "planks"
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radiation_resistance = 18
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/material/wood/log
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name = MAT_LOG
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@@ -739,7 +764,7 @@ var/list/name_to_material
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stack_origin_tech = list(TECH_MATERIAL = 1)
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door_icon_base = "wood"
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destruction_desc = "crumples"
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radiation_resistance = 1
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/material/snow
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name = MAT_SNOW
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stack_type = /obj/item/stack/material/snow
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@@ -756,7 +781,7 @@ var/list/name_to_material
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destruction_desc = "crumples"
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sheet_singular_name = "pile"
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sheet_plural_name = "pile" //Just a bigger pile
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radiation_resistance = 1
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/material/cloth //todo
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name = "cloth"
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stack_origin_tech = list(TECH_MATERIAL = 2)
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