Use material defines more

This commit is contained in:
Chompstation Bot
2021-07-07 19:02:05 +00:00
parent 7e10238662
commit 287a5deee3
205 changed files with 4579 additions and 865 deletions

View File

@@ -1,6 +1,3 @@
#define DEFAULT_TABLE_MATERIAL "plastic"
#define DEFAULT_WALL_MATERIAL "steel"
#define MAT_IRON "iron"
#define MAT_MARBLE "marble"
#define MAT_STEEL "steel"
@@ -47,6 +44,9 @@
#define MAT_BOROSILICATE "borosilicate glass"
#define MAT_SANDSTONE "sandstone"
#define DEFAULT_TABLE_MATERIAL MAT_PLASTIC
#define DEFAULT_WALL_MATERIAL MAT_STEEL
#define SHARD_SHARD "shard"
#define SHARD_SHRAPNEL "shrapnel"
#define SHARD_STONE_PIECE "piece"

View File

@@ -74,13 +74,13 @@
name = "pistol magazine (.45 armor piercing)"
path =/obj/item/ammo_magazine/m45/ap
hidden = 1
resources = list(DEFAULT_WALL_MATERIAL = 500, MAT_PLASTEEL = 300)
resources = list(MAT_STEEL = 500, MAT_PLASTEEL = 300)
/datum/category_item/autolathe/arms/pistol_45hp
name = "pistol magazine (.45 hollowpoint)"
path =/obj/item/ammo_magazine/m45/hp
hidden = 1
resources = list(DEFAULT_WALL_MATERIAL = 500, MAT_PLASTIC = 200)
resources = list(MAT_STEEL = 500, MAT_PLASTIC = 200)
/datum/category_item/autolathe/arms/pistol_45uzi
name = "uzi magazine (.45)"

View File

@@ -30,7 +30,7 @@
name = "barbed wire"
path = /obj/item/weapon/material/barbedwire
hidden = 1
resources = list(DEFAULT_WALL_MATERIAL = 10000)
resources = list(MAT_STEEL = 10000)
/datum/category_item/autolathe/devices/electropack
name = "electropack"

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@@ -122,7 +122,7 @@
/datum/category_item/autolathe/general/idcard
name = "ID Card"
path = /obj/item/weapon/card/id
resources = list(DEFAULT_WALL_MATERIAL = 100, MAT_GLASS = 100, MAT_PLASTIC = 300)
resources = list(MAT_STEEL = 100, MAT_GLASS = 100, MAT_PLASTIC = 300)
man_rating = 2
/datum/category_item/autolathe/general/handcuffs

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@@ -56,6 +56,6 @@
/datum/category_item/autolathe/tools/spraynozzle
name = "spray nozzle"
path = /obj/item/weapon/reagent_containers/spray
resources = list(MAT_PLASTIC = 5000, DEFAULT_WALL_MATERIAL = 2000)
resources = list(MAT_PLASTIC = 5000, MAT_STEEL = 2000)
hidden = 1
man_rating = 2

View File

@@ -131,7 +131,7 @@
item_state = "radio"
throw_speed = 4
throw_range = 20
matter = list("metal" = 100
matter = list(MAT_STEEL = 100)
origin_tech = list(TECH_MAGNET = 2, TECH_ILLEGAL = 3)*/
/obj/item/weapon/SWF_uplink
@@ -150,7 +150,7 @@
w_class = ITEMSIZE_SMALL
throw_speed = 4
throw_range = 20
matter = list(DEFAULT_WALL_MATERIAL = 100)
matter = list(MAT_STEEL = 100)
origin_tech = list(TECH_MAGNET = 1)
drop_sound = 'sound/items/drop/device.ogg'
pickup_sound = 'sound/items/pickup/device.ogg'
@@ -215,7 +215,7 @@
icon_state = "power_mod"
item_state = "std_mod"
desc = "Heavy-duty switching circuits for power control."
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/module/id_auth
name = "\improper ID authentication module"
@@ -384,14 +384,14 @@
desc = "Used in the construction of computers and other devices with a interactive console."
icon_state = "screen"
origin_tech = list(TECH_MATERIAL = 1)
matter = list("glass" = 200)
matter = list(MAT_GLASS = 200)
/obj/item/weapon/stock_parts/capacitor
name = "capacitor"
desc = "A basic capacitor used in the construction of a variety of devices."
icon_state = "capacitor"
origin_tech = list(TECH_POWER = 1)
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50)
matter = list(MAT_STEEL = 50,MAT_GLASS = 50)
var/charge = 0
var/max_charge = 1000
@@ -416,28 +416,28 @@
desc = "A compact, high resolution scanning module used in the construction of certain devices."
icon_state = "scan_module"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
matter = list(MAT_STEEL = 50,MAT_GLASS = 20)
/obj/item/weapon/stock_parts/manipulator
name = "micro-manipulator"
desc = "A tiny little manipulator used in the construction of certain devices."
icon_state = "micro_mani"
origin_tech = list(TECH_MATERIAL = 1, TECH_DATA = 1)
matter = list(DEFAULT_WALL_MATERIAL = 30)
matter = list(MAT_STEEL = 30)
/obj/item/weapon/stock_parts/micro_laser
name = "micro-laser"
desc = "A tiny laser used in certain devices."
icon_state = "micro_laser"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20)
matter = list(MAT_STEEL = 10,MAT_GLASS = 20)
/obj/item/weapon/stock_parts/matter_bin
name = "matter bin"
desc = "A container for hold compressed matter awaiting re-construction."
icon_state = "matter_bin"
origin_tech = list(TECH_MATERIAL = 1)
matter = list(DEFAULT_WALL_MATERIAL = 80)
matter = list(MAT_STEEL = 80)
//Rank 2
@@ -447,7 +447,7 @@
icon_state = "capacitor_adv"
origin_tech = list(TECH_POWER = 3)
rating = 2
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50)
matter = list(MAT_STEEL = 50,MAT_GLASS = 50)
/obj/item/weapon/stock_parts/scanning_module/adv
name = "advanced scanning module"
@@ -455,7 +455,7 @@
icon_state = "scan_module_adv"
origin_tech = list(TECH_MAGNET = 3)
rating = 2
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
matter = list(MAT_STEEL = 50,MAT_GLASS = 20)
/obj/item/weapon/stock_parts/manipulator/nano
name = "nano-manipulator"
@@ -463,7 +463,7 @@
icon_state = "nano_mani"
origin_tech = list(TECH_MATERIAL = 3, TECH_DATA = 2)
rating = 2
matter = list(DEFAULT_WALL_MATERIAL = 30)
matter = list(MAT_STEEL = 30)
/obj/item/weapon/stock_parts/micro_laser/high
name = "high-power micro-laser"
@@ -471,7 +471,7 @@
icon_state = "high_micro_laser"
origin_tech = list(TECH_MAGNET = 3)
rating = 2
matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20)
matter = list(MAT_STEEL = 10,MAT_GLASS = 20)
/obj/item/weapon/stock_parts/matter_bin/adv
name = "advanced matter bin"
@@ -479,7 +479,7 @@
icon_state = "advanced_matter_bin"
origin_tech = list(TECH_MATERIAL = 3)
rating = 2
matter = list(DEFAULT_WALL_MATERIAL = 80)
matter = list(MAT_STEEL = 80)
//Rating 3
@@ -489,7 +489,7 @@
icon_state = "capacitor_super"
origin_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4)
rating = 3
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50)
matter = list(MAT_STEEL = 50,MAT_GLASS = 50)
/obj/item/weapon/stock_parts/scanning_module/phasic
name = "phasic scanning module"
@@ -497,7 +497,7 @@
icon_state = "scan_module_phasic"
origin_tech = list(TECH_MAGNET = 5)
rating = 3
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
matter = list(MAT_STEEL = 50,MAT_GLASS = 20)
/obj/item/weapon/stock_parts/manipulator/pico
name = "pico-manipulator"
@@ -505,7 +505,7 @@
icon_state = "pico_mani"
origin_tech = list(TECH_MATERIAL = 5, TECH_DATA = 2)
rating = 3
matter = list(DEFAULT_WALL_MATERIAL = 30)
matter = list(MAT_STEEL = 30)
/obj/item/weapon/stock_parts/micro_laser/ultra
name = "ultra-high-power micro-laser"
@@ -513,7 +513,7 @@
desc = "A tiny laser used in certain devices."
origin_tech = list(TECH_MAGNET = 5)
rating = 3
matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20)
matter = list(MAT_STEEL = 10,MAT_GLASS = 20)
/obj/item/weapon/stock_parts/matter_bin/super
name = "super matter bin"
@@ -521,7 +521,7 @@
icon_state = "super_matter_bin"
origin_tech = list(TECH_MATERIAL = 5)
rating = 3
matter = list(DEFAULT_WALL_MATERIAL = 80)
matter = list(MAT_STEEL = 80)
// Rating 4 - Anomaly
@@ -531,7 +531,7 @@
icon_state = "capacitor_hyper"
origin_tech = list(TECH_POWER = 6, TECH_MATERIAL = 5, TECH_BLUESPACE = 1, TECH_ARCANE = 1)
rating = 4
matter = list(DEFAULT_WALL_MATERIAL = 80, MAT_GLASS = 40)
matter = list(MAT_STEEL = 80, MAT_GLASS = 40)
/obj/item/weapon/stock_parts/scanning_module/hyper
name = "quantum scanning module"
@@ -539,7 +539,7 @@
icon_state = "scan_module_hyper"
origin_tech = list(TECH_MAGNET = 6, TECH_BLUESPACE = 1, TECH_ARCANE = 1)
rating = 4
matter = list(DEFAULT_WALL_MATERIAL = 100,"glass" = 40)
matter = list(MAT_STEEL = 100,MAT_GLASS = 40)
/obj/item/weapon/stock_parts/manipulator/hyper
name = "planck-manipulator"
@@ -547,7 +547,7 @@
icon_state = "hyper_mani"
origin_tech = list(TECH_MATERIAL = 6, TECH_DATA = 3, TECH_ARCANE = 1)
rating = 4
matter = list(DEFAULT_WALL_MATERIAL = 30)
matter = list(MAT_STEEL = 30)
/obj/item/weapon/stock_parts/micro_laser/hyper
name = "hyper-power micro-laser"
@@ -555,7 +555,7 @@
desc = "A tiny laser used in certain devices."
origin_tech = list(TECH_MAGNET = 6, TECH_ARCANE = 1)
rating = 4
matter = list(DEFAULT_WALL_MATERIAL = 30, MAT_GLASS = 40)
matter = list(MAT_STEEL = 30, MAT_GLASS = 40)
/obj/item/weapon/stock_parts/matter_bin/hyper
name = "hyper matter bin"
@@ -563,7 +563,7 @@
icon_state = "hyper_matter_bin"
origin_tech = list(TECH_MATERIAL = 6, TECH_ARCANE = 1)
rating = 4
matter = list(DEFAULT_WALL_MATERIAL = 100)
matter = list(MAT_STEEL = 100)
// Rating 5 - Precursor
@@ -573,7 +573,7 @@
icon_state = "capacitor_omni"
origin_tech = list(TECH_POWER = 7, TECH_MATERIAL = 6, TECH_BLUESPACE = 3, TECH_PRECURSOR = 1)
rating = 5
matter = list(DEFAULT_WALL_MATERIAL = 80, MAT_GLASS = 40)
matter = list(MAT_STEEL = 80, MAT_GLASS = 40)
/obj/item/weapon/stock_parts/scanning_module/omni
name = "omni-scanning module"
@@ -581,7 +581,7 @@
icon_state = "scan_module_omni"
origin_tech = list(TECH_MAGNET = 7, TECH_BLUESPACE = 3, TECH_PRECURSOR = 1)
rating = 5
matter = list(DEFAULT_WALL_MATERIAL = 100,"glass" = 40)
matter = list(MAT_STEEL = 100,MAT_GLASS = 40)
/obj/item/weapon/stock_parts/manipulator/omni
name = "omni-manipulator"
@@ -589,7 +589,7 @@
icon_state = "omni_mani"
origin_tech = list(TECH_MATERIAL = 7, TECH_DATA = 4, TECH_PRECURSOR = 1)
rating = 5
matter = list(DEFAULT_WALL_MATERIAL = 30)
matter = list(MAT_STEEL = 30)
/obj/item/weapon/stock_parts/micro_laser/omni
name = "omni-power micro-laser"
@@ -597,7 +597,7 @@
desc = "A strange laser used in certain devices."
origin_tech = list(TECH_MAGNET = 7, TECH_PRECURSOR = 1)
rating = 5
matter = list(DEFAULT_WALL_MATERIAL = 30, MAT_GLASS = 40)
matter = list(MAT_STEEL = 30, MAT_GLASS = 40)
/obj/item/weapon/stock_parts/matter_bin/omni
name = "omni-matter bin"
@@ -605,7 +605,7 @@
icon_state = "omni_matter_bin"
origin_tech = list(TECH_MATERIAL = 7, TECH_PRECURSOR = 1)
rating = 5
matter = list(DEFAULT_WALL_MATERIAL = 100)
matter = list(MAT_STEEL = 100)
// Subspace stock parts
@@ -615,49 +615,49 @@
icon_state = "subspace_ansible"
desc = "A compact module capable of sensing extradimensional activity."
origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 5 ,TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
matter = list(MAT_STEEL = 30,MAT_GLASS = 10)
/obj/item/weapon/stock_parts/subspace/sub_filter
name = "hyperwave filter"
icon_state = "hyperwave_filter"
desc = "A tiny device capable of filtering and converting super-intense radiowaves."
origin_tech = list(TECH_DATA = 4, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
matter = list(MAT_STEEL = 30,MAT_GLASS = 10)
/obj/item/weapon/stock_parts/subspace/amplifier
name = "subspace amplifier"
icon_state = "subspace_amplifier"
desc = "A compact micro-machine capable of amplifying weak subspace transmissions."
origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
matter = list(MAT_STEEL = 30,MAT_GLASS = 10)
/obj/item/weapon/stock_parts/subspace/treatment
name = "subspace treatment disk"
icon_state = "treatment_disk"
desc = "A compact micro-machine capable of stretching out hyper-compressed radio waves."
origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 2, TECH_MATERIAL = 5, TECH_BLUESPACE = 2)
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
matter = list(MAT_STEEL = 30,MAT_GLASS = 10)
/obj/item/weapon/stock_parts/subspace/analyzer
name = "subspace wavelength analyzer"
icon_state = "wavelength_analyzer"
desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths."
origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
matter = list(MAT_STEEL = 30,MAT_GLASS = 10)
/obj/item/weapon/stock_parts/subspace/crystal
name = "ansible crystal"
icon_state = "ansible_crystal"
desc = "A crystal made from pure glass used to transmit laser databursts to subspace."
origin_tech = list(TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
matter = list("glass" = 50)
matter = list(MAT_GLASS = 50)
/obj/item/weapon/stock_parts/subspace/transmitter
name = "subspace transmitter"
icon_state = "subspace_transmitter"
desc = "A large piece of equipment used to open a window into the subspace dimension."
origin_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 5, TECH_BLUESPACE = 3)
matter = list(DEFAULT_WALL_MATERIAL = 50)
matter = list(MAT_STEEL = 50)
/obj/item/weapon/ectoplasm
name = "ectoplasm"
@@ -681,7 +681,7 @@
icon = 'icons/obj/stock_parts.dmi'
icon_state = "gear"
origin_tech = list(TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 50)
matter = list(MAT_STEEL = 50)
/obj/item/weapon/stock_parts/motor
name = "motor"
@@ -689,7 +689,7 @@
icon = 'icons/obj/stock_parts.dmi'
icon_state = "motor"
origin_tech = list(TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 60, "glass" = 10)
matter = list(MAT_STEEL = 60, MAT_GLASS = 10)
/obj/item/weapon/stock_parts/spring
name = "spring"
@@ -697,4 +697,4 @@
icon = 'icons/obj/stock_parts.dmi'
icon_state = "spring"
origin_tech = list(TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 40)
matter = list(MAT_STEEL = 40)

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@@ -7,7 +7,7 @@
item_state = "electronic"
throw_speed = 4
throw_range = 20
matter = list(DEFAULT_WALL_MATERIAL = 500)
matter = list(MAT_STEEL = 500)
preserve_item = 1
var/obj/item/weapon/disk/nuclear/the_disk = null
var/active = 0

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@@ -728,28 +728,28 @@ var/global/list/all_objectives = list()
/datum/objective/heist/salvage/choose_target()
switch(rand(1,8))
if(1)
target = DEFAULT_WALL_MATERIAL
target = MAT_STEEL
target_amount = 300
if(2)
target = "glass"
target = MAT_GLASS
target_amount = 200
if(3)
target = "plasteel"
target = MAT_PLASTEEL
target_amount = 100
if(4)
target = "phoron"
target = MAT_PHORON
target_amount = 100
if(5)
target = "silver"
target = MAT_SILVER
target_amount = 50
if(6)
target = "gold"
target = MAT_GOLD
target_amount = 20
if(7)
target = "uranium"
target = MAT_URANIUM
target_amount = 20
if(8)
target = "diamond"
target = MAT_DIAMOND
target_amount = 20
explanation_text = "Ransack the station and escape with [target_amount] [target]."

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@@ -335,7 +335,7 @@
circuit = /obj/item/weapon/circuitboard/roboprinter
var/matter_amount_per_sheet = 10
var/matter_type = DEFAULT_WALL_MATERIAL
var/matter_type = MAT_STEEL
/obj/machinery/organ_printer/robot/full/New()
. = ..()

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@@ -6,7 +6,7 @@
w_class = ITEMSIZE_SMALL
anchored = 0
matter = list(DEFAULT_WALL_MATERIAL = 700,"glass" = 300)
matter = list(MAT_STEEL = 700,MAT_GLASS = 300)
// Motion, EMP-Proof, X-Ray
var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/material/osmium, /obj/item/weapon/stock_parts/scanning_module)

File diff suppressed because it is too large Load Diff

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@@ -4,7 +4,7 @@
icon_state = "door_electronics"
w_class = ITEMSIZE_SMALL //It should be tiny! -Agouri
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50)
matter = list(MAT_STEEL = 50,MAT_GLASS = 50)
req_one_access = list(access_engine, access_talon) // Access to unlock the device, ignored if emagged //VOREStation Edit - Add talon
var/list/apply_any_access = list(access_engine) // Can apply any access, not just their own

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@@ -78,7 +78,7 @@
. = ..()
/obj/machinery/door/firedoor/get_material()
return get_material_by_name(DEFAULT_WALL_MATERIAL)
return get_material_by_name(MAT_STEEL)
/obj/machinery/door/firedoor/examine(mob/user)
. = ..()

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@@ -187,7 +187,7 @@ Just a object used in constructing fire alarms
icon_state = "door_electronics"
desc = "A circuit. It has a label on it, it says \"Can handle heat levels up to 40 degrees celsius!\""
w_class = ITEMSIZE_SMALL
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
*/
/obj/machinery/partyalarm
name = "\improper PARTY BUTTON"

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@@ -11,7 +11,7 @@ var/list/floor_light_cache = list()
idle_power_usage = 2
active_power_usage = 20
power_channel = LIGHT
matter = list(DEFAULT_WALL_MATERIAL = 2500, "glass" = 2750)
matter = list(MAT_STEEL = 2500, MAT_GLASS = 2750)
var/on
var/damaged

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@@ -28,8 +28,8 @@
active_power_usage = 5000
// Amount of materials we can store total
var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0)
var/list/storage_capacity = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0)
var/list/materials = list(MAT_STEEL = 0, MAT_GLASS = 0)
var/list/storage_capacity = list(MAT_STEEL = 0, MAT_GLASS = 0)
var/obj/item/weapon/circuitboard/copy_board // Inserted board
@@ -61,7 +61,7 @@
var/mb_rating = 0
for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
mb_rating += M.rating
storage_capacity[DEFAULT_WALL_MATERIAL] = mb_rating * 16000
storage_capacity[MAT_STEEL] = mb_rating * 16000
storage_capacity["glass"] = mb_rating * 8000
var/T = 0
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
@@ -209,7 +209,7 @@
material = lowertext(material)
var/mattype
switch(material)
if(DEFAULT_WALL_MATERIAL)
if(MAT_STEEL)
mattype = /obj/item/stack/material/steel
if("glass")
mattype = /obj/item/stack/material/glass

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@@ -62,8 +62,8 @@
var/answer = tgui_alert(user, "Do you want to eject all the metal in \the [src]?", "Eject?", list("Yes","No"))
if(answer == "Yes")
var/amount_ejected = eject_metal()
user.visible_message("<span class='notice'>[user] removes [amount_ejected] sheet\s of [DEFAULT_WALL_MATERIAL] from the \the [src].</span>",
"<span class='notice'>You remove [amount_ejected] sheet\s of [DEFAULT_WALL_MATERIAL] from \the [src].</span>")
user.visible_message("<span class='notice'>[user] removes [amount_ejected] sheet\s of [MAT_STEEL] from the \the [src].</span>",
"<span class='notice'>You remove [amount_ejected] sheet\s of [MAT_STEEL] from \the [src].</span>")
return
if(!metal && !on)
to_chat(user, "<span class='warning'>\The [src] doesn't work without metal.</span>")
@@ -92,8 +92,8 @@
return
if(istype(W, /obj/item/pipe))
// NOTE - We must check for matter, otherwise the (free) pipe dispenser can be used to get infinite steel.
if(!W.matter || W.matter[DEFAULT_WALL_MATERIAL] < pipe_cost * SHEET_MATERIAL_AMOUNT)
to_chat(user, "<span class='warning'>\The [W] doesn't contain enough [DEFAULT_WALL_MATERIAL] to recycle.</span>")
if(!W.matter || W.matter[MAT_STEEL] < pipe_cost * SHEET_MATERIAL_AMOUNT)
to_chat(user, "<span class='warning'>\The [W] doesn't contain enough [MAT_STEEL] to recycle.</span>")
else if(metal + pipe_cost > max_metal)
to_chat(user, "<span class='notice'>\The [src] is full.</span>")
else
@@ -102,7 +102,7 @@
to_chat(user, "<span class='notice'>You recycle \the [W].</span>")
qdel(W)
return
if(istype(W, /obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL)
if(istype(W, /obj/item/stack/material) && W.get_material_name() == MAT_STEEL)
var/result = load_metal(W)
if(isnull(result))
to_chat(user, "<span class='warning'>Unable to load [W] - no metal found.</span>")
@@ -145,7 +145,7 @@
/obj/machinery/pipelayer/proc/eject_metal()
var/amount_ejected = 0
while (metal >= 1)
var/datum/material/M = get_material_by_name(DEFAULT_WALL_MATERIAL)
var/datum/material/M = get_material_by_name(MAT_STEEL)
var/obj/item/stack/material/S = new M.stack_type(get_turf(src))
S.amount = min(metal, S.max_amount)
metal -= S.amount
@@ -177,7 +177,7 @@
var/obj/item/pipe/P = new pi_type(w_turf, p_type, p_dir)
P.setPipingLayer(p_layer)
// We used metal to make these, so should be reclaimable!
P.matter = list(DEFAULT_WALL_MATERIAL = pipe_cost * SHEET_MATERIAL_AMOUNT)
P.matter = list(MAT_STEEL = pipe_cost * SHEET_MATERIAL_AMOUNT)
P.attackby(W , src)
return 1

View File

@@ -959,7 +959,7 @@
return
if(1)
if(istype(I, /obj/item/stack/material) && I.get_material_name() == DEFAULT_WALL_MATERIAL)
if(istype(I, /obj/item/stack/material) && I.get_material_name() == MAT_STEEL)
var/obj/item/stack/M = I
if(M.use(2))
to_chat(user, "<span class='notice'>You add some metal armor to the interior frame.</span>")
@@ -1045,7 +1045,7 @@
//attack_hand() removes the prox sensor
if(6)
if(istype(I, /obj/item/stack/material) && I.get_material_name() == DEFAULT_WALL_MATERIAL)
if(istype(I, /obj/item/stack/material) && I.get_material_name() == MAT_STEEL)
var/obj/item/stack/M = I
if(M.use(2))
to_chat(user, "<span class='notice'>You add some metal armor to the exterior frame.</span>")

View File

@@ -12,7 +12,7 @@
active_power_usage = 10000
/obj/machinery/robotic_fabricator/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, /obj/item/stack/material) && O.get_material_name() == DEFAULT_WALL_MATERIAL)
if(istype(O, /obj/item/stack/material) && O.get_material_name() == MAT_STEEL)
var/obj/item/stack/M = O
if(metal_amount < 150000.0)
var/count = 0
@@ -22,7 +22,7 @@
if(!M.get_amount())
return
while(metal_amount < 150000 && M.amount)
metal_amount += O.matter[DEFAULT_WALL_MATERIAL] /*O:height * O:width * O:length * 100000.0*/
metal_amount += O.matter[MAT_STEEL] /*O:height * O:width * O:length * 100000.0*/
M.use(1)
count++

View File

@@ -35,19 +35,19 @@
var/loading_icon_state = "mechfab-idle"
var/list/materials = list(
DEFAULT_WALL_MATERIAL = 0,
"glass" = 0,
"plastic" = 0,
MAT_STEEL = 0,
MAT_GLASS = 0,
MAT_PLASTIC = 0,
MAT_GRAPHITE = 0,
MAT_PLASTEEL = 0,
"gold" = 0,
"silver" = 0,
MAT_GOLD = 0,
MAT_SILVER = 0,
MAT_LEAD = 0,
"osmium" = 0,
"diamond" = 0,
MAT_OSMIUM = 0,
MAT_DIAMOND = 0,
MAT_DURASTEEL = 0,
"phoron" = 0,
"uranium" = 0,
MAT_PHORON = 0,
MAT_URANIUM = 0,
MAT_VERDANTIUM = 0,
MAT_MORPHIUM = 0,
MAT_METALHYDROGEN = 0,

View File

@@ -19,19 +19,19 @@
loading_icon_state = "prosfab_loading"
materials = list(
DEFAULT_WALL_MATERIAL = 0,
"glass" = 0,
"plastic" = 0,
MAT_STEEL = 0,
MAT_GLASS = 0,
MAT_PLASTIC = 0,
MAT_GRAPHITE = 0,
MAT_PLASTEEL = 0,
"gold" = 0,
"silver" = 0,
MAT_GLASS = 0,
MAT_SILVER = 0,
MAT_LEAD = 0,
"osmium" = 0,
"diamond" = 0,
MAT_OSMIUM = 0,
MAT_DIAMOND = 0,
MAT_DURASTEEL = 0,
"phoron" = 0,
"uranium" = 0,
MAT_PHORON = 0,
MAT_URANIUM = 0,
MAT_VERDANTIUM = 0,
MAT_MORPHIUM = 0)
res_max_amount = 200000

View File

@@ -211,42 +211,42 @@
name="Phazon Torso"
icon_state = "phazon_harness"
//construction_time = 300
//construction_cost = list(DEFAULT_WALL_MATERIAL=35000,"glass"=10000,"phoron"=20000)
//construction_cost = list(MAT_STEEL=35000,"glass"=10000,"phoron"=20000)
origin_tech = list(TECH_DATA = 5, TECH_MATERIAL = 7, TECH_BLUESPACE = 6, TECH_POWER = 6)
/obj/item/mecha_parts/part/phazon_head
name="Phazon Head"
icon_state = "phazon_head"
//construction_time = 200
//construction_cost = list(DEFAULT_WALL_MATERIAL=15000,"glass"=5000,"phoron"=10000)
//construction_cost = list(MAT_STEEL=15000,"glass"=5000,"phoron"=10000)
origin_tech = list(TECH_DATA = 4, TECH_MATERIAL = 5, TECH_MAGNET = 6)
/obj/item/mecha_parts/part/phazon_left_arm
name="Phazon Left Arm"
icon_state = "phazon_l_arm"
//construction_time = 200
//construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000)
//construction_cost = list(MAT_STEEL=20000,"phoron"=10000)
origin_tech = list(TECH_MATERIAL = 5, TECH_BLUESPACE = 2, TECH_MAGNET = 2)
/obj/item/mecha_parts/part/phazon_right_arm
name="Phazon Right Arm"
icon_state = "phazon_r_arm"
//construction_time = 200
//construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000)
//construction_cost = list(MAT_STEEL=20000,"phoron"=10000)
origin_tech = list(TECH_MATERIAL = 5, TECH_BLUESPACE = 2, TECH_MAGNET = 2)
/obj/item/mecha_parts/part/phazon_left_leg
name="Phazon Left Leg"
icon_state = "phazon_l_leg"
//construction_time = 200
//construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000)
//construction_cost = list(MAT_STEEL=20000,"phoron"=10000)
origin_tech = list(TECH_MATERIAL = 5, TECH_BLUESPACE = 3, TECH_MAGNET = 3)
/obj/item/mecha_parts/part/phazon_right_leg
name="Phazon Right Leg"
icon_state = "phazon_r_leg"
//construction_time = 200
//construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000)
//construction_cost = list(MAT_STEEL=20000,"phoron"=10000)
origin_tech = list(TECH_MATERIAL = 5, TECH_BLUESPACE = 3, TECH_MAGNET = 3)
///////// Odysseus
@@ -299,7 +299,7 @@
icon_state = "odysseus_armour"
origin_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3)
construction_time = 200
construction_cost = list(DEFAULT_WALL_MATERIAL=15000)*/
construction_cost = list(MAT_STEEL=15000)*/
////////// Janus

View File

@@ -8,52 +8,52 @@
id = "gopher_chassis"
build_path = /obj/item/mecha_parts/micro/chassis/gopher
time = 3
materials = list(DEFAULT_WALL_MATERIAL = 7000)
materials = list(MAT_STEEL = 7000)
/datum/design/item/mechfab/gopher/torso
name = "Gopher Torso"
id = "gopher_torso"
build_path = /obj/item/mecha_parts/micro/part/gopher_torso
materials = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 5250)
materials = list(MAT_STEEL = 15000, MAT_GLASS = 5250)
/datum/design/item/mechfab/gopher/left_arm
name = "Gopher Left Arm"
id = "gopher_left_arm"
build_path = /obj/item/mecha_parts/micro/part/gopher_left_arm
materials = list(DEFAULT_WALL_MATERIAL = 8750)
materials = list(MAT_STEEL = 8750)
/datum/design/item/mechfab/gopher/right_arm
name = "Gopher Right Arm"
id = "gopher_right_arm"
build_path = /obj/item/mecha_parts/micro/part/gopher_right_arm
materials = list(DEFAULT_WALL_MATERIAL = 8750)
materials = list(MAT_STEEL = 8750)
/datum/design/item/mechfab/gopher/left_leg
name = "Gopher Left Leg"
id = "gopher_left_leg"
build_path = /obj/item/mecha_parts/micro/part/gopher_left_leg
materials = list(DEFAULT_WALL_MATERIAL = 12500)
materials = list(MAT_STEEL = 12500)
/datum/design/item/mechfab/gopher/right_leg
name = "Gopher Right Leg"
id = "gopher_right_leg"
build_path = /obj/item/mecha_parts/micro/part/gopher_right_leg
materials = list(DEFAULT_WALL_MATERIAL = 12500)
materials = list(MAT_STEEL = 12500)
/datum/design/item/mecha/drill/micro
name = "Micro Drill" //CHOMPedit
id = "micro_drill"
build_path = /obj/item/mecha_parts/mecha_equipment/tool/drill/micro
time = 5
materials = list(DEFAULT_WALL_MATERIAL = 2500)
materials = list(MAT_STEEL = 2500)
/datum/design/item/mecha/hydraulic_clamp/micro
name = "Mounted micro ore box" //CHOMPedit
id = "ore_scoop"
build_path = /obj/item/mecha_parts/mecha_equipment/tool/micro/orescoop
time = 5
materials = list(DEFAULT_WALL_MATERIAL = 2500)
materials = list(MAT_STEEL = 2500)
/datum/design/item/mechfab/polecat
category = list("Polecat")
@@ -64,44 +64,44 @@
id = "polecat_chassis"
build_path = /obj/item/mecha_parts/micro/chassis/polecat
time = 3
materials = list(DEFAULT_WALL_MATERIAL = 7000)
materials = list(MAT_STEEL = 7000)
/datum/design/item/mechfab/polecat/torso
name = "Polecat Torso"
id = "polecat_torso"
build_path = /obj/item/mecha_parts/micro/part/polecat_torso
materials = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 5250)
materials = list(MAT_STEEL = 15000, MAT_GLASS = 5250)
/datum/design/item/mechfab/polecat/left_arm
name = "Polecat Left Arm"
id = "polecat_left_arm"
build_path = /obj/item/mecha_parts/micro/part/polecat_left_arm
materials = list(DEFAULT_WALL_MATERIAL = 8750)
materials = list(MAT_STEEL = 8750)
/datum/design/item/mechfab/polecat/right_arm
name = "Polecat Right Arm"
id = "polecat_right_arm"
build_path = /obj/item/mecha_parts/micro/part/polecat_right_arm
materials = list(DEFAULT_WALL_MATERIAL = 8750)
materials = list(MAT_STEEL = 8750)
/datum/design/item/mechfab/polecat/left_leg
name = "Polecat Left Leg"
id = "polecat_left_leg"
build_path = /obj/item/mecha_parts/micro/part/polecat_left_leg
materials = list(DEFAULT_WALL_MATERIAL = 12500)
materials = list(MAT_STEEL = 12500)
/datum/design/item/mechfab/polecat/right_leg
name = "Polecat Right Leg"
id = "polecat_right_leg"
build_path = /obj/item/mecha_parts/micro/part/polecat_right_leg
materials = list(DEFAULT_WALL_MATERIAL = 12500)
materials = list(MAT_STEEL = 12500)
/datum/design/item/mechfab/polecat/armour
name = "Polecat Armour Plates"
id = "polecat_armour"
build_path = /obj/item/mecha_parts/micro/part/polecat_armour
time = 25
materials = list(DEFAULT_WALL_MATERIAL = 12500, "plastic" = 7500)
materials = list(MAT_STEEL = 12500, MAT_PLASTIC = 7500)
/datum/design/item/mecha/taser/micro
name = "\improper TS-12 \"Suppressor\" integrated micro taser" //CHOMPedit
@@ -118,7 +118,7 @@
name = "\improper PC-20 \"Lance\" micro laser cannon" //CHOMPedit
id = "micro_laser_heavy"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 1000, "diamond" = 2000)
materials = list(MAT_STEEL = 10000, MAT_GLASS = 1000, MAT_DIAMOND = 2000)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/microheavy
/datum/design/item/mecha/weapon/grenade_launcher/micro
@@ -143,54 +143,66 @@
id = "weasel_chassis"
build_path = /obj/item/mecha_parts/micro/chassis/weasel
time = 3
materials = list(DEFAULT_WALL_MATERIAL = 7000)
materials = list(MAT_STEEL = 7000)
/datum/design/item/mechfab/weasel/torso
name = "Weasel Torso"
id = "weasel_torso"
build_path = /obj/item/mecha_parts/micro/part/weasel_torso
materials = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 5250)
materials = list(MAT_STEEL = 15000, MAT_GLASS = 5250)
/datum/design/item/mechfab/weasel/left_arm
name = "Weasel Left Arm"
id = "weasel_left_arm"
build_path = /obj/item/mecha_parts/micro/part/weasel_left_arm
materials = list(DEFAULT_WALL_MATERIAL = 8750)
materials = list(MAT_STEEL = 8750)
/datum/design/item/mechfab/weasel/right_arm
name = "Weasel Right Arm"
id = "weasel_right_arm"
build_path = /obj/item/mecha_parts/micro/part/weasel_right_arm
materials = list(DEFAULT_WALL_MATERIAL = 8750)
materials = list(MAT_STEEL = 8750)
/datum/design/item/mechfab/weasel/left_leg
name = "Weasel Left Leg"
id = "weasel_left_leg"
build_path = /obj/item/mecha_parts/micro/part/weasel_left_leg
materials = list(DEFAULT_WALL_MATERIAL = 12500)
materials = list(MAT_STEEL = 12500)
/datum/design/item/mechfab/weasel/right_leg
name = "Weasel Right Leg"
id = "weasel_right_leg"
build_path = /obj/item/mecha_parts/micro/part/weasel_right_leg
<<<<<<< HEAD
materials = list(DEFAULT_WALL_MATERIAL = 12500)
||||||| parent of 8ab34365f1... Merge pull request #10852 from VOREStation/Arokha/matdefs
materials = list(DEFAULT_WALL_MATERIAL = 12500)*/
=======
materials = list(MAT_STEEL = 12500)*/
>>>>>>> 8ab34365f1... Merge pull request #10852 from VOREStation/Arokha/matdefs
/datum/design/item/mechfab/weasel/tri_leg
name = "Weasel Tri Leg"
id = "weasel_right_leg"
build_path = /obj/item/mecha_parts/micro/part/weasel_tri_leg
materials = list(DEFAULT_WALL_MATERIAL = 27500)
materials = list(MAT_STEEL = 27500)
/datum/design/item/mechfab/weasel/head
name = "Weasel Head"
id = "weasel_head"
build_path = /obj/item/mecha_parts/micro/part/weasel_head
<<<<<<< HEAD
materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2500) */
||||||| parent of 8ab34365f1... Merge pull request #10852 from VOREStation/Arokha/matdefs
materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2500)
=======
materials = list(MAT_STEEL = 7000, MAT_GLASS = 2500)
>>>>>>> 8ab34365f1... Merge pull request #10852 from VOREStation/Arokha/matdefs
/datum/design/item/mecha/medigun //Who the fuck thought it was a good idea to put this here?
name = "BL-3/P directed restoration system"
desc = "A portable medical system used to treat external injuries from afar."
id = "mech_medigun"
req_tech = list(TECH_MATERIAL = 5, TECH_COMBAT = 5, TECH_BIO = 6)
materials = list(DEFAULT_WALL_MATERIAL = 8000, "gold" = 2000, "silver" = 1750, "diamond" = 1500, "phoron" = 4000)
materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_SILVER = 1750, MAT_DIAMOND = 1500, MAT_PHORON = 4000)
build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/medigun

View File

@@ -10,7 +10,7 @@
w_class = ITEMSIZE_SMALL
throw_speed = 5
throw_range = 10
matter = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 6000)
matter = list(MAT_STEEL = 4000, MAT_GLASS = 6000)
origin_tech = list(TECH_MAGNET = 5, TECH_BLUESPACE = 5, TECH_MATERIAL = 5, TECH_ENGINEERING = 5, TECH_DATA = 5)
var/datum/reagents/supply
var/efficiency = 15 //How many units reagent per 1 unit nanopaste

View File

@@ -9,7 +9,7 @@
throw_range = 15
throw_speed = 3
//matter = list("metal" = 50,"glass" = 50)
//matter = list(MAT_STEEL = 50,MAT_GLASS = 50)
/obj/item/device/binoculars/attack_self(mob/user)

View File

@@ -7,7 +7,7 @@
item_state = "healthanalyzer"
slot_flags = SLOT_BELT
w_class = ITEMSIZE_SMALL
matter = list(DEFAULT_WALL_MATERIAL = 200)
matter = list(MAT_STEEL = 200)
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2, TECH_ILLEGAL = 1)
/obj/item/device/bodysnatcher/New()

View File

@@ -26,7 +26,7 @@ var/global/list/obj/item/device/communicator/all_communicators = list()
show_messages = 1
origin_tech = list(TECH_ENGINEERING = 2, TECH_MAGNET = 2, TECH_BLUESPACE = 2, TECH_DATA = 2)
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
matter = list(MAT_STEEL = 30,MAT_GLASS = 10)
var/video_range = 3
var/obj/machinery/camera/communicator/video_source // Their camera

View File

@@ -16,7 +16,7 @@
throw_speed = 3
desc = "You can use this on airlocks or APCs to try to hack them without cutting wires."
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
matter = list(MAT_STEEL = 50,MAT_GLASS = 20)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage

View File

@@ -5,7 +5,7 @@
icon_state = "flashlight"
w_class = ITEMSIZE_SMALL
slot_flags = SLOT_BELT
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
matter = list(MAT_STEEL = 50,MAT_GLASS = 20)
action_button_name = "Toggle Flashlight"
light_system = MOVABLE_LIGHT_DIRECTIONAL
@@ -261,7 +261,7 @@
slot_flags = SLOT_BELT
w_class = ITEMSIZE_SMALL
attack_verb = list ("smacked", "thwacked", "thunked")
matter = list(DEFAULT_WALL_MATERIAL = 200,"glass" = 50)
matter = list(MAT_STEEL = 200,MAT_GLASS = 50)
hitsound = "swing_hit"
/obj/item/device/flashlight/drone

View File

@@ -8,7 +8,7 @@ var/list/GPS_list = list()
w_class = ITEMSIZE_TINY
slot_flags = SLOT_BELT
origin_tech = list(TECH_MATERIAL = 2, TECH_BLUESPACE = 2, TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 500)
matter = list(MAT_STEEL = 500)
var/gps_tag = "GEN0"
var/emped = FALSE

View File

@@ -6,7 +6,7 @@
item_state = "pen"
var/pointer_icon_state
slot_flags = SLOT_BELT
matter = list("glass" = 500,"metal" = 500)
matter = list(MAT_GLASS = 500, MAT_STEEL = 500)
w_class = 2 //Increased to 2, because diodes are w_class 2. Conservation of matter.
origin_tech = list(TECH_MAGNET = 2, TECH_COMBAT = 1)
var/turf/pointer_loc

View File

@@ -17,7 +17,7 @@
drop_sound = 'sound/items/drop/multitool.ogg'
pickup_sound = 'sound/items/pickup/multitool.ogg'
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
matter = list(MAT_STEEL = 50,MAT_GLASS = 20)
var/mode_index = 1
var/toolmode = MULTITOOL_MODE_STANDARD

View File

@@ -9,7 +9,7 @@
throw_speed = 1
throw_range = 2
matter = list(DEFAULT_WALL_MATERIAL = 750)
matter = list(MAT_STEEL = 750)
origin_tech = list(TECH_POWER = 3, TECH_ILLEGAL = 5)
var/drain_rate = 1500000 // amount of power to drain per tick

View File

@@ -11,7 +11,7 @@
slot_flags = SLOT_BACK
w_class = ITEMSIZE_HUGE
matter = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 2500)
matter = list(MAT_STEEL = 10000,MAT_GLASS = 2500)
var/code = 2

View File

@@ -4,7 +4,7 @@
var/radio_desc = ""
icon_state = "headset"
item_state = null //To remove the radio's state
matter = list(DEFAULT_WALL_MATERIAL = 75)
matter = list(MAT_STEEL = 75)
subspace_transmission = 1
canhear_range = 0 // can't hear headsets from very far away
slot_flags = SLOT_EARS

View File

@@ -61,7 +61,7 @@ var/global/list/default_medbay_channels = list(
var/bs_tx_preload_id
var/bs_rx_preload_id
matter = list("glass" = 25,DEFAULT_WALL_MATERIAL = 75)
matter = list(MAT_GLASS = 25,MAT_STEEL = 75)
var/const/FREQ_LISTENING = 1
var/list/internal_channels

View File

@@ -21,7 +21,7 @@ HALOGEN COUNTER - Radcount on mobs
w_class = ITEMSIZE_SMALL
throw_speed = 5
throw_range = 10
matter = list(DEFAULT_WALL_MATERIAL = 200)
matter = list(MAT_STEEL = 200)
origin_tech = list(TECH_MAGNET = 1, TECH_BIO = 1)
var/mode = 1;
var/advscan = 0
@@ -337,7 +337,7 @@ HALOGEN COUNTER - Radcount on mobs
throw_speed = 4
throw_range = 20
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
matter = list(MAT_STEEL = 30,MAT_GLASS = 20)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
@@ -375,7 +375,7 @@ HALOGEN COUNTER - Radcount on mobs
throw_speed = 4
throw_range = 20
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
matter = list(MAT_STEEL = 30,MAT_GLASS = 20)
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
var/details = 0
@@ -435,7 +435,7 @@ HALOGEN COUNTER - Radcount on mobs
throwforce = 5
throw_speed = 4
throw_range = 20
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
matter = list(MAT_STEEL = 30,MAT_GLASS = 20)
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
var/details = 0
@@ -481,7 +481,7 @@ HALOGEN COUNTER - Radcount on mobs
throwforce = 0
throw_speed = 3
throw_range = 7
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
matter = list(MAT_STEEL = 30,MAT_GLASS = 20)
/obj/item/device/slime_scanner/attack(mob/living/M as mob, mob/living/user as mob)
if(!istype(M, /mob/living/simple_mob/slime/xenobio))

View File

@@ -12,7 +12,7 @@ var/global/mob/living/carbon/human/dummy/mannequin/sleevemate_mob
w_class = ITEMSIZE_SMALL
throw_speed = 5
throw_range = 10
matter = list(DEFAULT_WALL_MATERIAL = 200)
matter = list(MAT_STEEL = 200)
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
var/datum/mind/stored_mind

View File

@@ -13,7 +13,7 @@
throw_range = 4
action_button_name = "Toggle Heatsink"
matter = list("steel" = 15000, "glass" = 3500)
matter = list(MAT_STEEL = 15000, MAT_GLASS = 3500)
origin_tech = list(TECH_MAGNET = 2, TECH_MATERIAL = 2)
var/on = 0 //is it turned on?

View File

@@ -7,7 +7,7 @@
item_state = "t-ray"
slot_flags = SLOT_BELT
w_class = ITEMSIZE_SMALL
matter = list(DEFAULT_WALL_MATERIAL = 150)
matter = list(MAT_STEEL = 150)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
var/scan_range = 1
@@ -135,14 +135,14 @@
/obj/item/device/t_scanner/upgraded
name = "Upgraded T-ray Scanner"
desc = "An upgraded version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
matter = list(DEFAULT_WALL_MATERIAL = 500, PHORON = 150)
matter = list(MAT_STEEL = 500, PHORON = 150)
origin_tech = list(TECH_MAGNET = 4, TECH_ENGINEERING = 5)
scan_range = 3
/obj/item/device/t_scanner/advanced
name = "Advanced T-ray Scanner"
desc = "An advanced version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
matter = list(DEFAULT_WALL_MATERIAL = 1500, PHORON = 200, SILVER = 250)
matter = list(MAT_STEEL = 1500, PHORON = 200, SILVER = 250)
origin_tech = list(TECH_MAGNET = 7, TECH_ENGINEERING = 7, TECH_MATERIAL = 6)
scan_range = 7

View File

@@ -5,7 +5,7 @@
item_state = "analyzer"
w_class = ITEMSIZE_SMALL
matter = list(DEFAULT_WALL_MATERIAL = 60,"glass" = 30)
matter = list(MAT_STEEL = 60,MAT_GLASS = 30)
var/emagged = 0.0
var/recording = 0.0
@@ -361,7 +361,7 @@
icon_state = "tape_white"
item_state = "analyzer"
w_class = ITEMSIZE_TINY
matter = list(DEFAULT_WALL_MATERIAL=20, "glass"=5)
matter = list(MAT_STEEL=20, MAT_GLASS=5)
force = 1
throwforce = 0
var/max_capacity = 1800

View File

@@ -10,7 +10,7 @@
icon = 'icons/obj/items.dmi'
icon_state = "jar"
w_class = ITEMSIZE_SMALL
matter = list("glass" = 200)
matter = list(MAT_GLASS = 200)
flags = NOBLUDGEON
var/list/accept_mobs = list(/mob/living/simple_mob/animal/passive/lizard, /mob/living/simple_mob/animal/passive/mouse, /mob/living/simple_mob/animal/sif/leech, /mob/living/simple_mob/animal/sif/frostfly, /mob/living/simple_mob/animal/sif/glitterfly)
var/contains = 0 // 0 = nothing, 1 = money, 2 = animal, 3 = spiderling
@@ -134,7 +134,7 @@
/obj/item/glass_jar/fish/plastic
name = "plastic tank"
desc = "A large plastic tank."
matter = list("plastic" = 4000)
matter = list(MAT_PLASTIC = 4000)
/obj/item/glass_jar/fish/update_icon() // Also updates name and desc
underlays.Cut()

View File

@@ -100,7 +100,7 @@
/obj/item/robot_parts/robot_suit/attackby(obj/item/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
if(istype(W, /obj/item/stack/material) && W.get_material_name() == MAT_STEEL && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
var/obj/item/stack/material/M = W
if (M.use(1))
var/obj/item/weapon/secbot_assembly/ed209_assembly/B = new /obj/item/weapon/secbot_assembly/ed209_assembly

View File

@@ -169,21 +169,21 @@
name = "steel floor tile"
singular_name = "steel floor tile"
icon_state = "tile_steel"
matter = list("plasteel" = SHEET_MATERIAL_AMOUNT / 4)
matter = list(MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT / 4)
no_variants = FALSE
/obj/item/stack/tile/floor/steel
name = "steel floor tile"
singular_name = "steel floor tile"
icon_state = "tile_steel"
matter = list("plasteel" = SHEET_MATERIAL_AMOUNT / 4)
matter = list(MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT / 4)
no_variants = FALSE
/obj/item/stack/tile/floor/white
name = "white floor tile"
singular_name = "white floor tile"
icon_state = "tile_white"
matter = list("plastic" = SHEET_MATERIAL_AMOUNT / 4)
matter = list(MAT_PLASTIC = SHEET_MATERIAL_AMOUNT / 4)
no_variants = FALSE
/obj/item/stack/tile/floor/yellow
@@ -197,14 +197,14 @@
name = "dark floor tile"
singular_name = "dark floor tile"
icon_state = "tile_steel"
matter = list("plasteel" = SHEET_MATERIAL_AMOUNT / 4)
matter = list(MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT / 4)
no_variants = FALSE
/obj/item/stack/tile/floor/freezer
name = "freezer floor tile"
singular_name = "freezer floor tile"
icon_state = "tile_freezer"
matter = list("plastic" = SHEET_MATERIAL_AMOUNT / 4)
matter = list(MAT_PLASTIC = SHEET_MATERIAL_AMOUNT / 4)
no_variants = FALSE
/obj/item/stack/tile/floor/cyborg

View File

@@ -307,12 +307,12 @@
item_state = "rcdammo"
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 2)
matter = list(DEFAULT_WALL_MATERIAL = 30000,"glass" = 15000)
matter = list(DEFAULT_WALL_MATERIAL = 30000,MAT_GLASS = 15000)
var/remaining = RCD_MAX_CAPACITY / 3
/obj/item/weapon/rcd_ammo/large
name = "high-capacity matter cartridge"
desc = "Do not ingest."
matter = list(DEFAULT_WALL_MATERIAL = 45000,"glass" = 22500)
matter = list(DEFAULT_WALL_MATERIAL = 45000,MAT_GLASS = 22500)
origin_tech = list(TECH_MATERIAL = 4)
remaining = RCD_MAX_CAPACITY

View File

@@ -214,7 +214,7 @@
/obj/item/weapon/rms/attack_self(mob/user)
var/list/choices = list(
"Steel" = radial_image_steel,
"Glass" = radial_image_glass,
MAT_GLASS = radial_image_glass,
"Cloth" = radial_image_cloth,
"Plastic" = radial_image_plastic,
"Stone" = radial_image_stone,

View File

@@ -10,7 +10,7 @@
force = 5.0
throwforce = 7.0
w_class = ITEMSIZE_NORMAL
matter = list(DEFAULT_WALL_MATERIAL = 50)
matter = list(MAT_STEEL = 50)
attack_verb = list("bludgeoned", "whacked", "disciplined", "thrashed")
/obj/item/weapon/cane/crutch

View File

@@ -52,11 +52,11 @@
name = T_BOARD("timeclock")
build_path = /obj/machinery/computer/timeclock
board_type = new /datum/frame/frame_types/timeclock_terminal
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
// Board for the ID restorer in id_restorer_vr.dm
/obj/item/weapon/circuitboard/id_restorer
name = T_BOARD("ID restoration console")
build_path = /obj/machinery/computer/id_restorer
board_type = new /datum/frame/frame_types/id_restorer
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)

View File

@@ -36,7 +36,7 @@
name = T_BOARD("entertainment camera monitor")
build_path = /obj/machinery/computer/security/telescreen/entertainment
board_type = new /datum/frame/frame_types/display
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/security/telescreen/entertainment/New()
..()

View File

@@ -10,37 +10,37 @@
name = T_BOARD("guestpass console")
build_path = /obj/machinery/computer/guestpass
board_type = new /datum/frame/frame_types/guest_pass_console
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/status_display
name = T_BOARD("status display")
build_path = /obj/machinery/status_display
board_type = new /datum/frame/frame_types/display
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/ai_status_display
name = T_BOARD("ai status display")
build_path = /obj/machinery/ai_status_display
board_type = new /datum/frame/frame_types/display
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/newscaster
name = T_BOARD("newscaster")
build_path = /obj/machinery/newscaster
board_type = new /datum/frame/frame_types/newscaster
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/atm
name = T_BOARD("atm")
build_path = /obj/machinery/atm
board_type = new /datum/frame/frame_types/atm
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/request
name = T_BOARD("request console")
build_path = /obj/machinery/requests_console
board_type = new /datum/frame/frame_types/supply_request_console
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
//Alarm
@@ -48,31 +48,31 @@
name = T_BOARD("fire alarm")
build_path = /obj/machinery/firealarm
board_type = new /datum/frame/frame_types/fire_alarm
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/airalarm
name = T_BOARD("air alarm")
build_path = /obj/machinery/alarm
board_type = new /datum/frame/frame_types/air_alarm
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/intercom
name = T_BOARD("intercom")
build_path = /obj/item/device/radio/intercom
board_type = new /datum/frame/frame_types/intercom
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/keycard_auth
name = T_BOARD("keycard authenticator")
build_path = /obj/machinery/keycard_auth
board_type = new /datum/frame/frame_types/keycard_authenticator
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/geiger
name = T_BOARD("geiger counter")
build_path = /obj/item/device/geiger/wall
board_type = new /datum/frame/frame_types/geiger
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
//Computer
@@ -80,7 +80,7 @@
name = T_BOARD("holopad")
build_path = /obj/machinery/hologram/holopad
board_type = new /datum/frame/frame_types/holopad
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/weapon/circuitboard/scanner_console
name = T_BOARD("body scanner console")
@@ -100,7 +100,7 @@
name = T_BOARD("photocopier")
build_path = /obj/machinery/photocopier
board_type = new /datum/frame/frame_types/photocopier
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/weapon/stock_parts/scanning_module = 1,
/obj/item/weapon/stock_parts/motor = 1,
@@ -111,7 +111,7 @@
name = T_BOARD("fax")
build_path = /obj/machinery/photocopier/faxmachine
board_type = new /datum/frame/frame_types/fax
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/weapon/stock_parts/scanning_module = 1,
/obj/item/weapon/stock_parts/motor = 1,
@@ -152,7 +152,7 @@
name = T_BOARD("washing machine")
build_path = /obj/machinery/washing_machine
board_type = new /datum/frame/frame_types/washing_machine
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/weapon/stock_parts/motor = 1,
/obj/item/weapon/stock_parts/gear = 2)

View File

@@ -6,7 +6,7 @@
name = T_BOARD("pipe layer")
build_path = /obj/machinery/pipelayer
board_type = new /datum/frame/frame_types/machine
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/weapon/stock_parts/motor = 1,
/obj/item/weapon/stock_parts/gear = 1,

View File

@@ -4,7 +4,7 @@
build_path = /obj/machinery/microwave
board_type = new /datum/frame/frame_types/microwave
contain_parts = 0
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/weapon/stock_parts/console_screen = 1,
/obj/item/weapon/stock_parts/capacitor = 3, // Original Capacitor count was 1
@@ -17,7 +17,7 @@
desc = "The circuitboard for an oven."
build_path = /obj/machinery/appliance/cooker/oven
board_type = new /datum/frame/frame_types/oven
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/weapon/stock_parts/capacitor = 3,
/obj/item/weapon/stock_parts/scanning_module = 1,
@@ -67,7 +67,7 @@
name = T_BOARD("deluxe microwave")
build_path = /obj/machinery/microwave/advanced
board_type = new /datum/frame/frame_types/microwave
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/weapon/stock_parts/console_screen = 1,
/obj/item/weapon/stock_parts/motor = 1,

View File

@@ -6,7 +6,7 @@
name = T_BOARD("papershredder")
build_path = /obj/machinery/papershredder
board_type = new /datum/frame/frame_types/machine
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/weapon/stock_parts/motor = 1,
/obj/item/weapon/stock_parts/gear = 2,

View File

@@ -149,7 +149,7 @@
w_class = ITEMSIZE_TINY
icon = 'icons/obj/ecig.dmi'
icon_state = "ecartridge"
matter = list("metal" = 50, "glass" = 10)
matter = list(MAT_STEEL = 50, MAT_GLASS = 10)
volume = 20
flags = OPENCONTAINER

View File

@@ -10,7 +10,7 @@
throw_speed = 2
throw_range = 10
force = 10
matter = list(DEFAULT_WALL_MATERIAL = 90)
matter = list(MAT_STEEL = 90)
attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed")
drop_sound = 'sound/items/drop/gascan.ogg'
pickup_sound = 'sound/items/pickup/gascan.ogg'

View File

@@ -14,7 +14,7 @@
throw_range = 5
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_COMBAT = 1, TECH_PHORON = 1)
matter = list(DEFAULT_WALL_MATERIAL = 500)
matter = list(MAT_STEEL = 500)
var/status = 0
var/throw_amount = 100
var/lit = 0 //on or off

View File

@@ -10,7 +10,7 @@
throw_speed = 2
throw_range = 5
origin_tech = list(TECH_MATERIAL = 1)
matter = list(DEFAULT_WALL_MATERIAL = 500)
matter = list(MAT_STEEL = 500)
drop_sound = 'sound/items/drop/accessory.ogg'
pickup_sound = 'sound/items/pickup/accessory.ogg'
var/elastic

View File

@@ -6,7 +6,7 @@
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_SMALL
matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 1000)
matter = list(MAT_STEEL = 1000, MAT_GLASS = 1000)
var/obj/item/weapon/implant/imp = null
var/active = 1

View File

@@ -66,7 +66,7 @@
sharp = 1
edge = 1
force_divisor = 0.15 // 9 when wielded with hardness 60 (steel)
matter = list(DEFAULT_WALL_MATERIAL = 12000)
matter = list(MAT_STEEL = 12000)
origin_tech = list(TECH_MATERIAL = 1)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
drop_sound = 'sound/items/drop/knife.ogg'

View File

@@ -201,7 +201,7 @@ Protectiveness | Armor %
/obj/item/clothing/suit/armor/material
name = "armor"
default_material = DEFAULT_WALL_MATERIAL
default_material = MAT_STEEL
/obj/item/clothing/suit/armor/material/makeshift
name = "sheet armor"
@@ -401,7 +401,7 @@ Protectiveness | Armor %
/obj/item/clothing/head/helmet/material
name = "helmet"
flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR
default_material = DEFAULT_WALL_MATERIAL
default_material = MAT_STEEL
/obj/item/clothing/head/helmet/material/makeshift
name = "bucket"

View File

@@ -23,7 +23,7 @@
var/force_divisor = 0.5
var/thrown_force_divisor = 0.5
var/dulled_divisor = 0.5 //Just drops the damage by half
var/default_material = DEFAULT_WALL_MATERIAL
var/default_material = MAT_STEEL
var/datum/material/material
var/drops_debris = 1
var/named_from_material = 1 //YW EDIT, Does it prepend the material's name to it's name?

View File

@@ -174,7 +174,7 @@
force_divisor = 0.3
force = 10
thrown_force_divisor = 1
default_material = "DEFAULT_WALL_MATERIAL"
default_material = "MAT_STEEL"
fragile = 0
sharp = 1
edge = 0

View File

@@ -9,7 +9,7 @@ var/global/list/cached_icons = list()
icon = 'icons/obj/items.dmi'
icon_state = "paint_neutral"
item_state = "paintcan"
matter = list(DEFAULT_WALL_MATERIAL = 200)
matter = list(MAT_STEEL = 200)
w_class = ITEMSIZE_NORMAL
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(10,20,30,60)

View File

@@ -68,7 +68,7 @@
throw_range = 4
w_class = ITEMSIZE_LARGE
origin_tech = list(TECH_MATERIAL = 2)
matter = list("glass" = 7500, DEFAULT_WALL_MATERIAL = 1000)
matter = list(MAT_GLASS = 7500, MAT_STEEL = 1000)
attack_verb = list("shoved", "bashed")
var/cooldown = 0 //shield bash cooldown. based on world.time

View File

@@ -41,7 +41,7 @@
name = "retractor"
desc = "Retracts stuff."
icon_state = "retractor"
matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000)
matter = list(MAT_STEEL = 10000, MAT_GLASS = 5000)
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
drop_sound = 'sound/items/drop/scrap.ogg'
@@ -52,7 +52,7 @@
name = "hemostat"
desc = "You think you have seen this before."
icon_state = "hemostat"
matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
matter = list(MAT_STEEL = 5000, MAT_GLASS = 2500)
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
attack_verb = list("attacked", "pinched")
drop_sound = 'sound/items/drop/scrap.ogg'
@@ -64,7 +64,7 @@
name = "cautery"
desc = "This stops bleeding."
icon_state = "cautery"
matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
matter = list(MAT_STEEL = 5000, MAT_GLASS = 2500)
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
attack_verb = list("burnt")
drop_sound = 'sound/items/drop/scrap.ogg'
@@ -77,7 +77,7 @@
desc = "You can drill using this item. You dig?"
icon_state = "drill"
hitsound = 'sound/weapons/circsawhit.ogg'
matter = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 10000)
matter = list(MAT_STEEL = 15000, MAT_GLASS = 10000)
force = 15.0
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
@@ -106,7 +106,7 @@
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000)
matter = list(MAT_STEEL = 10000, MAT_GLASS = 5000)
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
drop_sound = 'sound/items/drop/knife.ogg'
@@ -170,7 +170,7 @@
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
matter = list(DEFAULT_WALL_MATERIAL = 20000,"glass" = 10000)
matter = list(MAT_STEEL = 20000,MAT_GLASS = 10000)
attack_verb = list("attacked", "slashed", "sawed", "cut")
sharp = 1
edge = 1
@@ -184,7 +184,7 @@
damtype = SEARING
w_class = ITEMSIZE_LARGE
origin_tech = list(TECH_BIO = 4, TECH_MATERIAL = 6, TECH_MAGNET = 6)
matter = list(DEFAULT_WALL_MATERIAL = 12500)
matter = list(MAT_STEEL = 12500)
attack_verb = list("attacked", "slashed", "seared", "cut")
toolspeed = 0.75

View File

@@ -21,7 +21,7 @@
throw_speed = 4
throw_range = 20
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 400)
matter = list(MAT_STEEL = 400)
/obj/item/weapon/locator/attack_self(mob/user as mob)
user.set_machine(src)
@@ -127,7 +127,7 @@ Frequency:
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_MAGNET = 1, TECH_BLUESPACE = 3)
matter = list(DEFAULT_WALL_MATERIAL = 10000)
matter = list(MAT_STEEL = 10000)
preserve_item = 1
/obj/item/weapon/hand_tele/attack_self(mob/user as mob)

View File

@@ -14,7 +14,7 @@
item_state = "crowbar"
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 50)
matter = list(MAT_STEEL = 50)
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
usesound = 'sound/items/crowbar.ogg'
drop_sound = 'sound/items/drop/crowbar.ogg'

View File

@@ -14,7 +14,7 @@
item_state = "crowbar"
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 30)
matter = list(MAT_STEEL = 30)
attack_verb = list("whapped", "smacked", "swatted", "thwacked", "hit")
usesound = 'sound/items/crowbar.ogg'
toolspeed = 1

View File

@@ -17,7 +17,7 @@
usesound = 'sound/items/screwdriver.ogg'
drop_sound = 'sound/items/drop/screwdriver.ogg'
pickup_sound = 'sound/items/pickup/screwdriver.ogg'
matter = list(DEFAULT_WALL_MATERIAL = 75)
matter = list(MAT_STEEL = 75)
attack_verb = list("stabbed")
sharp = 1
toolspeed = 1
@@ -115,7 +115,7 @@
desc = "A simple powered hand drill. It's fitted with a screw bit."
icon_state = "drill_screw"
item_state = "drill"
matter = list(DEFAULT_WALL_MATERIAL = 150, MAT_SILVER = 50)
matter = list(MAT_STEEL = 150, MAT_SILVER = 50)
origin_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
slot_flags = SLOT_BELT
force = 8

View File

@@ -17,7 +17,7 @@
w_class = ITEMSIZE_SMALL
//Cost to make in the autolathe
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 30)
matter = list(MAT_STEEL = 70, MAT_GLASS = 30)
//R&D tech level
origin_tech = list(TECH_ENGINEERING = 1)
@@ -365,7 +365,7 @@
icon_state = "indwelder"
max_fuel = 40
origin_tech = list(TECH_ENGINEERING = 2, TECH_PHORON = 2)
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 60)
matter = list(MAT_STEEL = 70, MAT_GLASS = 60)
/obj/item/weapon/weldingtool/largetank/cyborg
name = "integrated welding tool"
@@ -379,7 +379,7 @@
max_fuel = 80
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_ENGINEERING = 3)
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120)
matter = list(MAT_STEEL = 70, MAT_GLASS = 120)
/obj/item/weapon/weldingtool/mini
name = "emergency welding tool"
@@ -441,7 +441,7 @@
max_fuel = 40
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_ENGINEERING = 4, TECH_PHORON = 3)
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120)
matter = list(MAT_STEEL = 70, MAT_GLASS = 120)
toolspeed = 0.5
change_icons = 0
flame_intensity = 3

View File

@@ -13,7 +13,7 @@
throw_range = 9
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 80)
matter = list(MAT_STEEL = 80)
attack_verb = list("pinched", "nipped")
hitsound = 'sound/items/wirecutter.ogg'
usesound = 'sound/items/wirecutter.ogg'

View File

@@ -11,7 +11,7 @@
throwforce = 7
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 150)
matter = list(MAT_STEEL = 150)
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
usesound = 'sound/items/ratchet.ogg'
toolspeed = 1
@@ -72,7 +72,7 @@
icon_state = "drill_bolt"
item_state = "drill"
usesound = 'sound/items/drill_use.ogg'
matter = list(DEFAULT_WALL_MATERIAL = 150, MAT_SILVER = 50)
matter = list(MAT_STEEL = 150, MAT_SILVER = 50)
origin_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
force = 8
w_class = ITEMSIZE_SMALL

View File

@@ -17,7 +17,7 @@
throwforce = 0
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_MATERIAL = 1)
matter = list(DEFAULT_WALL_MATERIAL = 18750)
matter = list(MAT_STEEL = 18750)
var/deployed = 0
var/camo_net = FALSE
var/stun_length = 0.25 SECONDS

View File

@@ -11,7 +11,7 @@
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_NORMAL
matter = list(DEFAULT_WALL_MATERIAL = 3000)
matter = list(MAT_STEEL = 3000)
var/list/carrying = list() // List of things on the tray. - Doohl
var/max_carry = 10
drop_sound = 'sound/items/trayhit1.ogg'

View File

@@ -10,7 +10,7 @@
var/displaced_health = 50
var/current_damage = 0
var/cover = 50 //how much cover the girder provides against projectiles.
var/default_material = DEFAULT_WALL_MATERIAL
var/default_material = MAT_STEEL
var/datum/material/girder_material
var/datum/material/reinf_material
var/reinforcing = 0

View File

@@ -33,7 +33,7 @@
/obj/structure/simple_door/proc/set_material(var/material_name)
if(!material_name)
material_name = DEFAULT_WALL_MATERIAL
material_name = MAT_STEEL
material = get_material_by_name(material_name)
if(!material)
return

View File

@@ -26,7 +26,7 @@
..(newloc)
color = null
if(!new_material)
new_material = DEFAULT_WALL_MATERIAL
new_material = MAT_STEEL
material = get_material_by_name(new_material)
if(!istype(material))
qdel(src)

View File

@@ -221,7 +221,7 @@
add_overlay(I)
/obj/structure/bed/chair/bay/comfy/captain/New(var/newloc, var/new_material, var/new_padding_material)
..(newloc, DEFAULT_WALL_MATERIAL, "blue")
..(newloc, MAT_STEEL, "blue")
/obj/structure/bed/chair/bay/shuttle
name = "shuttle seat"
@@ -233,7 +233,7 @@
var/padding = "blue"
/obj/structure/bed/chair/bay/shuttle/New(var/newloc, var/new_material, var/new_padding_material)
..(newloc, DEFAULT_WALL_MATERIAL, padding)
..(newloc, MAT_STEEL, padding)
/obj/structure/bed/chair/bay/shuttle/post_buckle_mob()
playsound(src,buckling_sound,75,1)

View File

@@ -21,7 +21,7 @@ var/global/list/stool_cache = list() //haha stool
/obj/item/weapon/stool/New(var/newloc, var/new_material, var/new_padding_material)
..(newloc)
if(!new_material)
new_material = DEFAULT_WALL_MATERIAL
new_material = MAT_STEEL
material = get_material_by_name(new_material)
if(new_padding_material)
padding_material = get_material_by_name(new_padding_material)

View File

@@ -4,7 +4,7 @@
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = ""
w_class = ITEMSIZE_SMALL
matter = list(DEFAULT_WALL_MATERIAL = 100)
matter = list(MAT_STEEL = 100)
throwforce = 2
throw_speed = 3
throw_range = 10

View File

@@ -3,7 +3,7 @@
desc = "A small electronic device able to ignite combustable substances."
icon_state = "igniter"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 500, MAT_GLASS = 50)
matter = list(MAT_STEEL = 500, MAT_GLASS = 50)
secured = 1
wires = WIRE_RECEIVE

View File

@@ -5,7 +5,7 @@
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
origin_tech = list(TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_GLASS = 500)
matter = list(MAT_STEEL = 1000, MAT_GLASS = 500)
wires = WIRE_PULSE

View File

@@ -3,7 +3,7 @@
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon_state = "mousetrap"
origin_tech = list(TECH_COMBAT = 1)
matter = list(DEFAULT_WALL_MATERIAL = 100)
matter = list(MAT_STEEL = 100)
var/armed = 0

View File

@@ -3,7 +3,7 @@
desc = "Used for scanning and alerting when someone enters a certain proximity."
icon_state = "prox"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 800, MAT_GLASS = 200)
matter = list(MAT_STEEL = 800, MAT_GLASS = 200)
wires = WIRE_PULSE
secured = 0

View File

@@ -4,7 +4,7 @@
icon_state = "signaller"
item_state = "signaler"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_GLASS = 200)
matter = list(MAT_STEEL = 1000, MAT_GLASS = 200)
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
secured = TRUE

View File

@@ -3,7 +3,7 @@
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
icon_state = "timer"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 500, MAT_GLASS = 50)
matter = list(MAT_STEEL = 500, MAT_GLASS = 50)
wires = WIRE_PULSE

View File

@@ -3,7 +3,7 @@
desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated."
icon_state = "voice"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 500, MAT_GLASS = 50)
matter = list(MAT_STEEL = 500, MAT_GLASS = 50)
var/listening = 0
var/recorded //the activation message

View File

@@ -344,7 +344,7 @@ BLIND // can't see anything
icon_state = "welding-g"
item_state_slots = list(slot_r_hand_str = "welding-g", slot_l_hand_str = "welding-g")
action_button_name = "Flip Welding Goggles"
matter = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 1000)
matter = list(MAT_STEEL = 1500, MAT_GLASS = 1000)
item_flags = AIRTIGHT
var/up = 0
flash_protection = FLASH_PROTECTION_MAJOR

View File

@@ -125,7 +125,7 @@
name = "knuckle dusters"
desc = "A pair of brass knuckles. Generally used to enhance the user's punches."
icon_state = "knuckledusters"
matter = list(DEFAULT_WALL_MATERIAL = 500)
matter = list(MAT_STEEL = 500)
attack_verb = list("punched", "beaten", "struck")
flags = THICKMATERIAL // Stops rings from increasing hit strength
siemens_coefficient = 1

View File

@@ -42,7 +42,7 @@
name = "magnetic 'pin'"
addblends = null
desc = "Finally, a hair pin even a Morpheus chassis can use."
matter = list(DEFAULT_WALL_MATERIAL = 10)
matter = list(MAT_STEEL = 10)
/obj/item/clothing/head/pin/flower
name = "red flower pin"

View File

@@ -18,7 +18,7 @@
desc = "A head-mounted face cover designed to protect the wearer completely from space-arc eye."
icon_state = "welding"
item_state_slots = list(slot_r_hand_str = "welding", slot_l_hand_str = "welding")
matter = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000)
matter = list(MAT_STEEL = 3000, MAT_GLASS = 1000)
var/up = 0
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)

View File

@@ -7,7 +7,7 @@
/obj/item/clothing/gloves/ring/material/New(var/newloc, var/new_material)
..(newloc)
if(!new_material)
new_material = DEFAULT_WALL_MATERIAL
new_material = MAT_STEEL
material = get_material_by_name(new_material)
if(!istype(material))
qdel(src)

View File

@@ -181,7 +181,7 @@ var/global/list/breach_burn_descriptors = list(
if(istype(W,/obj/item/stack/material))
var/repair_power = 0
switch(W.get_material_name())
if(DEFAULT_WALL_MATERIAL)
if(MAT_STEEL)
repair_power = 2
if("plastic")
repair_power = 1

View File

@@ -13,7 +13,7 @@
desc = "It looks pretty sciency."
icon = 'icons/obj/rig_modules.dmi'
icon_state = "module"
matter = list(DEFAULT_WALL_MATERIAL = 20000, "plastic" = 30000, "glass" = 5000)
matter = list(MAT_STEEL = 20000, MAT_PLASTIC = 30000, MAT_GLASS = 5000)
var/damage = 0
var/obj/item/weapon/rig/holder

View File

@@ -398,7 +398,7 @@
/obj/item/clothing/accessory/bracelet/material/New(var/newloc, var/new_material)
..(newloc)
if(!new_material)
new_material = DEFAULT_WALL_MATERIAL
new_material = MAT_STEEL
material = get_material_by_name(new_material)
if(!istype(material))
qdel(src)

View File

@@ -288,7 +288,7 @@
icon_state = "collar_holo"
item_state = "collar_holo"
overlay_state = "collar_holo"
matter = list(DEFAULT_WALL_MATERIAL = 50)
matter = list(MAT_STEEL = 50)
/obj/item/clothing/accessory/collar/holo/indigestible
desc = "A special variety of the holo-collar that seems to be made of a very durable fabric that fits around the neck."

View File

@@ -6,7 +6,7 @@
w_class = ITEMSIZE_SMALL
item_state = "electronic"
action_button_name = "Toggle UV light"
matter = list(DEFAULT_WALL_MATERIAL = 150)
matter = list(MAT_STEEL = 150)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
var/list/scanned = list()

View File

@@ -15,7 +15,7 @@
var/amt_uranium = 0
var/newCoins = 0 //how many coins the machine made in it's last load
var/processing = 0
var/chosen = DEFAULT_WALL_MATERIAL //which material will be used to make coins
var/chosen = MAT_STEEL //which material will be used to make coins
var/coinsToProduce = 10
@@ -50,7 +50,7 @@
amt_phoron += 100 * O.get_amount()
if("uranium")
amt_uranium += 100 * O.get_amount()
if(DEFAULT_WALL_MATERIAL)
if(MAT_STEEL)
amt_iron += 100 * O.get_amount()
else
processed = 0
@@ -79,7 +79,7 @@
else
dat += text("<A href='?src=\ref[src];choose=silver'>Choose</A>")
dat += text("<br><font color='#555555'><b>Iron inserted: </b>[amt_iron]</font> ")
if (chosen == DEFAULT_WALL_MATERIAL)
if (chosen == MAT_STEEL)
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=metal'>Choose</A>")
@@ -131,7 +131,7 @@
icon_state = "coinpress1"
var/obj/item/weapon/moneybag/M
switch(chosen)
if(DEFAULT_WALL_MATERIAL)
if(MAT_STEEL)
while(amt_iron > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)

View File

@@ -25,7 +25,7 @@
possible_transfer_amounts = list(5,10,15,30)
flags = OPENCONTAINER
matter = list("glass" = 60)
matter = list(MAT_GLASS = 60)
/obj/item/weapon/reagent_containers/food/drinks/glass2/examine(mob/M as mob)
. = ..()

View File

@@ -7,7 +7,7 @@
volume = 30
possible_transfer_amounts = list(5,10,15,30)
rim_pos = list(23,13,20) // y, x0, x1
matter = list("glass" = 60)
matter = list(MAT_GLASS = 60)
/obj/item/weapon/reagent_containers/food/drinks/glass2/rocks
name = "rocks glass"
@@ -17,7 +17,7 @@
volume = 20
possible_transfer_amounts = list(5,10,20)
rim_pos = list(21, 10, 23)
matter = list("glass" = 40)
matter = list(MAT_GLASS = 40)
/obj/item/weapon/reagent_containers/food/drinks/glass2/shake
name = "milkshake glass"
@@ -27,7 +27,7 @@
volume = 30
possible_transfer_amounts = list(5,10,15,30)
rim_pos = list(25, 13, 21)
matter = list("glass" = 30)
matter = list(MAT_GLASS = 30)
/obj/item/weapon/reagent_containers/food/drinks/glass2/cocktail
name = "cocktail glass"
@@ -37,7 +37,7 @@
volume = 15
possible_transfer_amounts = list(5,10,15)
rim_pos = list(22, 13, 21)
matter = list("glass" = 30)
matter = list(MAT_GLASS = 30)
/obj/item/weapon/reagent_containers/food/drinks/glass2/shot
name = "shot glass"
@@ -47,7 +47,7 @@
volume = 5
possible_transfer_amounts = list(1,2,5)
rim_pos = list(17, 13, 21)
matter = list("glass" = 10)
matter = list(MAT_GLASS = 10)
/obj/item/weapon/reagent_containers/food/drinks/glass2/pint
name = "pint glass"
@@ -57,7 +57,7 @@
volume = 60
possible_transfer_amounts = list(5,10,15,30,60)
rim_pos = list(25, 12, 21)
matter = list("glass" = 120)
matter = list(MAT_GLASS = 120)
/obj/item/weapon/reagent_containers/food/drinks/glass2/mug
name = "glass mug"
@@ -67,7 +67,7 @@
volume = 40
possible_transfer_amounts = list(5,10,20,40)
rim_pos = list(22, 12, 20)
matter = list("glass" = 80)
matter = list(MAT_GLASS = 80)
/obj/item/weapon/reagent_containers/food/drinks/glass2/wine
name = "wine glass"
@@ -77,4 +77,4 @@
volume = 25
possible_transfer_amounts = list(5, 10, 15, 25)
rim_pos = list(25, 12, 21)
matter = list("glass" = 50)
matter = list(MAT_GLASS = 50)

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