diff --git a/code/__defines/materials.dm b/code/__defines/materials.dm index ec665c37dd..38a84e7169 100644 --- a/code/__defines/materials.dm +++ b/code/__defines/materials.dm @@ -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" diff --git a/code/datums/autolathe/arms.dm b/code/datums/autolathe/arms.dm index b2bb0c98b7..951474062a 100644 --- a/code/datums/autolathe/arms.dm +++ b/code/datums/autolathe/arms.dm @@ -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)" diff --git a/code/datums/autolathe/devices.dm b/code/datums/autolathe/devices.dm index eed4839159..1196df5342 100644 --- a/code/datums/autolathe/devices.dm +++ b/code/datums/autolathe/devices.dm @@ -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" diff --git a/code/datums/autolathe/general.dm b/code/datums/autolathe/general.dm index 4be460a17d..d664e9fa19 100644 --- a/code/datums/autolathe/general.dm +++ b/code/datums/autolathe/general.dm @@ -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 diff --git a/code/datums/autolathe/tools.dm b/code/datums/autolathe/tools.dm index 9b88a496fa..be182c0713 100644 --- a/code/datums/autolathe/tools.dm +++ b/code/datums/autolathe/tools.dm @@ -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 diff --git a/code/defines/obj/weapon.dm b/code/defines/obj/weapon.dm index 5e4692557b..da096d8fca 100644 --- a/code/defines/obj/weapon.dm +++ b/code/defines/obj/weapon.dm @@ -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) diff --git a/code/game/gamemodes/nuclear/pinpointer.dm b/code/game/gamemodes/nuclear/pinpointer.dm index 22cf1f7290..aec6442f8d 100644 --- a/code/game/gamemodes/nuclear/pinpointer.dm +++ b/code/game/gamemodes/nuclear/pinpointer.dm @@ -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 diff --git a/code/game/gamemodes/objective.dm b/code/game/gamemodes/objective.dm index 326824ca77..2fb5c8aaf0 100644 --- a/code/game/gamemodes/objective.dm +++ b/code/game/gamemodes/objective.dm @@ -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]." diff --git a/code/game/machinery/bioprinter.dm b/code/game/machinery/bioprinter.dm index 5081a1b56e..fe2c027eb1 100644 --- a/code/game/machinery/bioprinter.dm +++ b/code/game/machinery/bioprinter.dm @@ -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() . = ..() diff --git a/code/game/machinery/camera/camera_assembly.dm b/code/game/machinery/camera/camera_assembly.dm index 5cec5a5b42..d8facf1726 100644 --- a/code/game/machinery/camera/camera_assembly.dm +++ b/code/game/machinery/camera/camera_assembly.dm @@ -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) diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm index 610879f327..299105b2c7 100644 --- a/code/game/machinery/doors/airlock.dm +++ b/code/game/machinery/doors/airlock.dm @@ -115,7 +115,7 @@ /obj/machinery/door/airlock/get_material() if(mineral) return get_material_by_name(mineral) - return get_material_by_name(DEFAULT_WALL_MATERIAL) + return get_material_by_name(MAT_STEEL) /obj/machinery/door/airlock/command name = "Command Airlock" @@ -954,7 +954,7 @@ About the new airlock wires panel: if (src.isElectrified()) if (istype(mover, /obj/item)) var/obj/item/i = mover - if (i.matter && (DEFAULT_WALL_MATERIAL in i.matter) && i.matter[DEFAULT_WALL_MATERIAL] > 0) + if (i.matter && (MAT_STEEL in i.matter) && i.matter[MAT_STEEL] > 0) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(5, 1, src) s.start() diff --git a/code/game/machinery/doors/airlock_electronics.dm b/code/game/machinery/doors/airlock_electronics.dm index 4393417e26..3d401fa0fb 100644 --- a/code/game/machinery/doors/airlock_electronics.dm +++ b/code/game/machinery/doors/airlock_electronics.dm @@ -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 diff --git a/code/game/machinery/doors/firedoor.dm b/code/game/machinery/doors/firedoor.dm index 1363148331..5b51e90c82 100644 --- a/code/game/machinery/doors/firedoor.dm +++ b/code/game/machinery/doors/firedoor.dm @@ -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) . = ..() diff --git a/code/game/machinery/fire_alarm.dm b/code/game/machinery/fire_alarm.dm index 6c5e6400d4..4f976ab64a 100644 --- a/code/game/machinery/fire_alarm.dm +++ b/code/game/machinery/fire_alarm.dm @@ -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" diff --git a/code/game/machinery/floor_light.dm b/code/game/machinery/floor_light.dm index b1211f1fd2..1bcb90a596 100644 --- a/code/game/machinery/floor_light.dm +++ b/code/game/machinery/floor_light.dm @@ -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 diff --git a/code/game/machinery/partslathe_vr.dm b/code/game/machinery/partslathe_vr.dm index c5ddcff900..733486b5de 100644 --- a/code/game/machinery/partslathe_vr.dm +++ b/code/game/machinery/partslathe_vr.dm @@ -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 diff --git a/code/game/machinery/pipe/pipelayer.dm b/code/game/machinery/pipe/pipelayer.dm index a7bc69794b..9e0d3702eb 100644 --- a/code/game/machinery/pipe/pipelayer.dm +++ b/code/game/machinery/pipe/pipelayer.dm @@ -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("[user] removes [amount_ejected] sheet\s of [DEFAULT_WALL_MATERIAL] from the \the [src].", - "You remove [amount_ejected] sheet\s of [DEFAULT_WALL_MATERIAL] from \the [src].") + user.visible_message("[user] removes [amount_ejected] sheet\s of [MAT_STEEL] from the \the [src].", + "You remove [amount_ejected] sheet\s of [MAT_STEEL] from \the [src].") return if(!metal && !on) to_chat(user, "\The [src] doesn't work without metal.") @@ -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, "\The [W] doesn't contain enough [DEFAULT_WALL_MATERIAL] to recycle.") + if(!W.matter || W.matter[MAT_STEEL] < pipe_cost * SHEET_MATERIAL_AMOUNT) + to_chat(user, "\The [W] doesn't contain enough [MAT_STEEL] to recycle.") else if(metal + pipe_cost > max_metal) to_chat(user, "\The [src] is full.") else @@ -102,7 +102,7 @@ to_chat(user, "You recycle \the [W].") 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, "Unable to load [W] - no metal found.") @@ -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 diff --git a/code/game/machinery/portable_turret.dm b/code/game/machinery/portable_turret.dm index c344a5e881..5bf026c234 100644 --- a/code/game/machinery/portable_turret.dm +++ b/code/game/machinery/portable_turret.dm @@ -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, "You add some metal armor to the interior frame.") @@ -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, "You add some metal armor to the exterior frame.") diff --git a/code/game/machinery/robot_fabricator.dm b/code/game/machinery/robot_fabricator.dm index 109e17d6a1..43c281e42e 100644 --- a/code/game/machinery/robot_fabricator.dm +++ b/code/game/machinery/robot_fabricator.dm @@ -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++ diff --git a/code/game/mecha/mech_fabricator.dm b/code/game/mecha/mech_fabricator.dm index 9452d4ddcc..34e20c2bf0 100644 --- a/code/game/mecha/mech_fabricator.dm +++ b/code/game/mecha/mech_fabricator.dm @@ -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, diff --git a/code/game/mecha/mech_prosthetics.dm b/code/game/mecha/mech_prosthetics.dm index f6695037b3..12f75f1c96 100644 --- a/code/game/mecha/mech_prosthetics.dm +++ b/code/game/mecha/mech_prosthetics.dm @@ -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 diff --git a/code/game/mecha/mecha_parts.dm b/code/game/mecha/mecha_parts.dm index e24bd04460..4be3c27d48 100644 --- a/code/game/mecha/mecha_parts.dm +++ b/code/game/mecha/mecha_parts.dm @@ -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 diff --git a/code/game/mecha/micro/mechfab_designs_vr.dm b/code/game/mecha/micro/mechfab_designs_vr.dm index 4ef7fa76e3..9542f758f4 100644 --- a/code/game/mecha/micro/mechfab_designs_vr.dm +++ b/code/game/mecha/micro/mechfab_designs_vr.dm @@ -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 +143,54 @@ 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 - materials = list(DEFAULT_WALL_MATERIAL = 12500) + materials = list(MAT_STEEL = 12500) /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 - materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2500) */ + materials = list(MAT_STEEL = 7000, MAT_GLASS = 2500) */ /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) - build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/medigun \ No newline at end of file + 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 diff --git a/code/game/objects/items/devices/advnifrepair.dm b/code/game/objects/items/devices/advnifrepair.dm index b3b54e56c7..913aad68ad 100644 --- a/code/game/objects/items/devices/advnifrepair.dm +++ b/code/game/objects/items/devices/advnifrepair.dm @@ -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 diff --git a/code/game/objects/items/devices/binoculars.dm b/code/game/objects/items/devices/binoculars.dm index ca28fe8df3..15995b15c6 100644 --- a/code/game/objects/items/devices/binoculars.dm +++ b/code/game/objects/items/devices/binoculars.dm @@ -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) diff --git a/code/game/objects/items/devices/body_snatcher_vr.dm b/code/game/objects/items/devices/body_snatcher_vr.dm index 8696c6166b..1da220c193 100644 --- a/code/game/objects/items/devices/body_snatcher_vr.dm +++ b/code/game/objects/items/devices/body_snatcher_vr.dm @@ -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() diff --git a/code/game/objects/items/devices/communicator/communicator.dm b/code/game/objects/items/devices/communicator/communicator.dm index 5a17860018..257694e66d 100644 --- a/code/game/objects/items/devices/communicator/communicator.dm +++ b/code/game/objects/items/devices/communicator/communicator.dm @@ -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 diff --git a/code/game/objects/items/devices/debugger.dm b/code/game/objects/items/devices/debugger.dm index 8c200977af..8bfcc03454 100644 --- a/code/game/objects/items/devices/debugger.dm +++ b/code/game/objects/items/devices/debugger.dm @@ -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 diff --git a/code/game/objects/items/devices/flashlight.dm b/code/game/objects/items/devices/flashlight.dm index 69dc2d26a3..9595f1ba80 100644 --- a/code/game/objects/items/devices/flashlight.dm +++ b/code/game/objects/items/devices/flashlight.dm @@ -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 diff --git a/code/game/objects/items/devices/gps.dm b/code/game/objects/items/devices/gps.dm index 360cbebd2c..4fb99a9fc0 100644 --- a/code/game/objects/items/devices/gps.dm +++ b/code/game/objects/items/devices/gps.dm @@ -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 diff --git a/code/game/objects/items/devices/laserpointer.dm b/code/game/objects/items/devices/laserpointer.dm index 810147dbc4..784fb4ced3 100644 --- a/code/game/objects/items/devices/laserpointer.dm +++ b/code/game/objects/items/devices/laserpointer.dm @@ -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 diff --git a/code/game/objects/items/devices/multitool.dm b/code/game/objects/items/devices/multitool.dm index 6c0319b991..6fe9aea398 100644 --- a/code/game/objects/items/devices/multitool.dm +++ b/code/game/objects/items/devices/multitool.dm @@ -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 diff --git a/code/game/objects/items/devices/powersink.dm b/code/game/objects/items/devices/powersink.dm index 64c312b914..809418b023 100644 --- a/code/game/objects/items/devices/powersink.dm +++ b/code/game/objects/items/devices/powersink.dm @@ -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 diff --git a/code/game/objects/items/devices/radio/electropack.dm b/code/game/objects/items/devices/radio/electropack.dm index cc555f8073..5cea839acb 100644 --- a/code/game/objects/items/devices/radio/electropack.dm +++ b/code/game/objects/items/devices/radio/electropack.dm @@ -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 diff --git a/code/game/objects/items/devices/radio/headset.dm b/code/game/objects/items/devices/radio/headset.dm index 7c64f1b203..258fa02632 100644 --- a/code/game/objects/items/devices/radio/headset.dm +++ b/code/game/objects/items/devices/radio/headset.dm @@ -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 diff --git a/code/game/objects/items/devices/radio/radio.dm b/code/game/objects/items/devices/radio/radio.dm index 5c16ecb340..5adca5dffb 100644 --- a/code/game/objects/items/devices/radio/radio.dm +++ b/code/game/objects/items/devices/radio/radio.dm @@ -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 diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm index c949884c6f..79f38554b8 100644 --- a/code/game/objects/items/devices/scanners.dm +++ b/code/game/objects/items/devices/scanners.dm @@ -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)) diff --git a/code/game/objects/items/devices/scanners_vr.dm b/code/game/objects/items/devices/scanners_vr.dm index 93a92f31a0..b0c928e5a2 100644 --- a/code/game/objects/items/devices/scanners_vr.dm +++ b/code/game/objects/items/devices/scanners_vr.dm @@ -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 diff --git a/code/game/objects/items/devices/suit_cooling.dm b/code/game/objects/items/devices/suit_cooling.dm index aae687a9cb..0e87e867c5 100644 --- a/code/game/objects/items/devices/suit_cooling.dm +++ b/code/game/objects/items/devices/suit_cooling.dm @@ -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? diff --git a/code/game/objects/items/devices/t_scanner.dm b/code/game/objects/items/devices/t_scanner.dm index bd96945fc6..415f22d8d8 100644 --- a/code/game/objects/items/devices/t_scanner.dm +++ b/code/game/objects/items/devices/t_scanner.dm @@ -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 diff --git a/code/game/objects/items/devices/taperecorder.dm b/code/game/objects/items/devices/taperecorder.dm index a778652686..a4ba173aed 100644 --- a/code/game/objects/items/devices/taperecorder.dm +++ b/code/game/objects/items/devices/taperecorder.dm @@ -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 diff --git a/code/game/objects/items/glassjar.dm b/code/game/objects/items/glassjar.dm index 1c066117a9..d10ff9468a 100644 --- a/code/game/objects/items/glassjar.dm +++ b/code/game/objects/items/glassjar.dm @@ -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() diff --git a/code/game/objects/items/robot/robot_parts.dm b/code/game/objects/items/robot/robot_parts.dm index 87361c2e05..ff9bbad216 100644 --- a/code/game/objects/items/robot/robot_parts.dm +++ b/code/game/objects/items/robot/robot_parts.dm @@ -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 diff --git a/code/game/objects/items/stacks/tiles/tile_types.dm b/code/game/objects/items/stacks/tiles/tile_types.dm index 145a67816e..5ae9b42007 100644 --- a/code/game/objects/items/stacks/tiles/tile_types.dm +++ b/code/game/objects/items/stacks/tiles/tile_types.dm @@ -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 diff --git a/code/game/objects/items/weapons/RCD.dm b/code/game/objects/items/weapons/RCD.dm index 05e4c2a7c6..08c2ba35d7 100644 --- a/code/game/objects/items/weapons/RCD.dm +++ b/code/game/objects/items/weapons/RCD.dm @@ -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 diff --git a/code/game/objects/items/weapons/RMS_vr.dm b/code/game/objects/items/weapons/RMS_vr.dm index 4ec4996bdd..60b314f97a 100644 --- a/code/game/objects/items/weapons/RMS_vr.dm +++ b/code/game/objects/items/weapons/RMS_vr.dm @@ -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, diff --git a/code/game/objects/items/weapons/canes.dm b/code/game/objects/items/weapons/canes.dm index 6e61e4669c..ff76a1cc4b 100644 --- a/code/game/objects/items/weapons/canes.dm +++ b/code/game/objects/items/weapons/canes.dm @@ -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 diff --git a/code/game/objects/items/weapons/circuitboards/circuitboards_vr.dm b/code/game/objects/items/weapons/circuitboards/circuitboards_vr.dm index 0084e69477..2311e48983 100644 --- a/code/game/objects/items/weapons/circuitboards/circuitboards_vr.dm +++ b/code/game/objects/items/weapons/circuitboards/circuitboards_vr.dm @@ -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) diff --git a/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm b/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm index 0648b58627..9d47a962e7 100644 --- a/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm +++ b/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm @@ -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() ..() diff --git a/code/game/objects/items/weapons/circuitboards/frame.dm b/code/game/objects/items/weapons/circuitboards/frame.dm index c1b88506db..56f1dac4d4 100644 --- a/code/game/objects/items/weapons/circuitboards/frame.dm +++ b/code/game/objects/items/weapons/circuitboards/frame.dm @@ -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) diff --git a/code/game/objects/items/weapons/circuitboards/machinery/engineering.dm b/code/game/objects/items/weapons/circuitboards/machinery/engineering.dm index 91aefbf6a5..39096d5e9c 100644 --- a/code/game/objects/items/weapons/circuitboards/machinery/engineering.dm +++ b/code/game/objects/items/weapons/circuitboards/machinery/engineering.dm @@ -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, diff --git a/code/game/objects/items/weapons/circuitboards/machinery/kitchen_appliances.dm b/code/game/objects/items/weapons/circuitboards/machinery/kitchen_appliances.dm index 1af9476aff..4343090655 100644 --- a/code/game/objects/items/weapons/circuitboards/machinery/kitchen_appliances.dm +++ b/code/game/objects/items/weapons/circuitboards/machinery/kitchen_appliances.dm @@ -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, diff --git a/code/game/objects/items/weapons/circuitboards/machinery/papershredder.dm b/code/game/objects/items/weapons/circuitboards/machinery/papershredder.dm index ef4575bafb..2b55db3adf 100644 --- a/code/game/objects/items/weapons/circuitboards/machinery/papershredder.dm +++ b/code/game/objects/items/weapons/circuitboards/machinery/papershredder.dm @@ -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, diff --git a/code/game/objects/items/weapons/ecigs.dm b/code/game/objects/items/weapons/ecigs.dm index 5e26bd6e10..a61f6837c3 100644 --- a/code/game/objects/items/weapons/ecigs.dm +++ b/code/game/objects/items/weapons/ecigs.dm @@ -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 diff --git a/code/game/objects/items/weapons/extinguisher.dm b/code/game/objects/items/weapons/extinguisher.dm index bf3295d631..82550df2ae 100644 --- a/code/game/objects/items/weapons/extinguisher.dm +++ b/code/game/objects/items/weapons/extinguisher.dm @@ -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' diff --git a/code/game/objects/items/weapons/flamethrower.dm b/code/game/objects/items/weapons/flamethrower.dm index ad23dc4f2a..8eba05ddd5 100644 --- a/code/game/objects/items/weapons/flamethrower.dm +++ b/code/game/objects/items/weapons/flamethrower.dm @@ -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 diff --git a/code/game/objects/items/weapons/handcuffs.dm b/code/game/objects/items/weapons/handcuffs.dm index e86a7406b0..f2cdabd5f8 100644 --- a/code/game/objects/items/weapons/handcuffs.dm +++ b/code/game/objects/items/weapons/handcuffs.dm @@ -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 diff --git a/code/game/objects/items/weapons/implants/implanter.dm b/code/game/objects/items/weapons/implants/implanter.dm index adb79364dc..606b707fce 100644 --- a/code/game/objects/items/weapons/implants/implanter.dm +++ b/code/game/objects/items/weapons/implants/implanter.dm @@ -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 diff --git a/code/game/objects/items/weapons/material/knives.dm b/code/game/objects/items/weapons/material/knives.dm index 0008ceb9b8..44ffb44e39 100644 --- a/code/game/objects/items/weapons/material/knives.dm +++ b/code/game/objects/items/weapons/material/knives.dm @@ -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' diff --git a/code/game/objects/items/weapons/material/material_armor.dm b/code/game/objects/items/weapons/material/material_armor.dm index 19028dcb71..7fb5efad6e 100644 --- a/code/game/objects/items/weapons/material/material_armor.dm +++ b/code/game/objects/items/weapons/material/material_armor.dm @@ -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" diff --git a/code/game/objects/items/weapons/material/material_weapons.dm b/code/game/objects/items/weapons/material/material_weapons.dm index 4948adf425..544706fb61 100644 --- a/code/game/objects/items/weapons/material/material_weapons.dm +++ b/code/game/objects/items/weapons/material/material_weapons.dm @@ -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? diff --git a/code/game/objects/items/weapons/material/twohanded.dm b/code/game/objects/items/weapons/material/twohanded.dm index c45e7125f5..00f2d406a0 100644 --- a/code/game/objects/items/weapons/material/twohanded.dm +++ b/code/game/objects/items/weapons/material/twohanded.dm @@ -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 diff --git a/code/game/objects/items/weapons/paint.dm b/code/game/objects/items/weapons/paint.dm index a52202e33b..91c173d530 100644 --- a/code/game/objects/items/weapons/paint.dm +++ b/code/game/objects/items/weapons/paint.dm @@ -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) diff --git a/code/game/objects/items/weapons/shields.dm b/code/game/objects/items/weapons/shields.dm index f2fb2d6d23..a2549b3279 100644 --- a/code/game/objects/items/weapons/shields.dm +++ b/code/game/objects/items/weapons/shields.dm @@ -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 diff --git a/code/game/objects/items/weapons/surgery_tools.dm b/code/game/objects/items/weapons/surgery_tools.dm index 368b0de98c..89e150330a 100644 --- a/code/game/objects/items/weapons/surgery_tools.dm +++ b/code/game/objects/items/weapons/surgery_tools.dm @@ -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 diff --git a/code/game/objects/items/weapons/teleportation.dm b/code/game/objects/items/weapons/teleportation.dm index 2d189c3ad2..5d9efa2ad7 100644 --- a/code/game/objects/items/weapons/teleportation.dm +++ b/code/game/objects/items/weapons/teleportation.dm @@ -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) diff --git a/code/game/objects/items/weapons/tools/crowbar.dm b/code/game/objects/items/weapons/tools/crowbar.dm index de84168ddf..0d34937656 100644 --- a/code/game/objects/items/weapons/tools/crowbar.dm +++ b/code/game/objects/items/weapons/tools/crowbar.dm @@ -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' diff --git a/code/game/objects/items/weapons/tools/crowbar_vr.dm b/code/game/objects/items/weapons/tools/crowbar_vr.dm index 51e0755f8a..b376c15af8 100644 --- a/code/game/objects/items/weapons/tools/crowbar_vr.dm +++ b/code/game/objects/items/weapons/tools/crowbar_vr.dm @@ -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 diff --git a/code/game/objects/items/weapons/tools/screwdriver.dm b/code/game/objects/items/weapons/tools/screwdriver.dm index e29245ec2f..d1be9f9ae6 100644 --- a/code/game/objects/items/weapons/tools/screwdriver.dm +++ b/code/game/objects/items/weapons/tools/screwdriver.dm @@ -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 diff --git a/code/game/objects/items/weapons/tools/weldingtool.dm b/code/game/objects/items/weapons/tools/weldingtool.dm index 8e62410e68..34a824112c 100644 --- a/code/game/objects/items/weapons/tools/weldingtool.dm +++ b/code/game/objects/items/weapons/tools/weldingtool.dm @@ -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 diff --git a/code/game/objects/items/weapons/tools/wirecutters.dm b/code/game/objects/items/weapons/tools/wirecutters.dm index 16b193e1bb..ea9a0c47d5 100644 --- a/code/game/objects/items/weapons/tools/wirecutters.dm +++ b/code/game/objects/items/weapons/tools/wirecutters.dm @@ -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' diff --git a/code/game/objects/items/weapons/tools/wrench.dm b/code/game/objects/items/weapons/tools/wrench.dm index 6372d54ad6..052eae0d2c 100644 --- a/code/game/objects/items/weapons/tools/wrench.dm +++ b/code/game/objects/items/weapons/tools/wrench.dm @@ -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 diff --git a/code/game/objects/items/weapons/traps.dm b/code/game/objects/items/weapons/traps.dm index c583ce1eef..d3f9ce5ed2 100644 --- a/code/game/objects/items/weapons/traps.dm +++ b/code/game/objects/items/weapons/traps.dm @@ -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 diff --git a/code/game/objects/items/weapons/trays.dm b/code/game/objects/items/weapons/trays.dm index 3215af0a10..e16dbbf88a 100644 --- a/code/game/objects/items/weapons/trays.dm +++ b/code/game/objects/items/weapons/trays.dm @@ -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' diff --git a/code/game/objects/structures/girders.dm b/code/game/objects/structures/girders.dm index 79c6023ff5..39d30dabfb 100644 --- a/code/game/objects/structures/girders.dm +++ b/code/game/objects/structures/girders.dm @@ -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 diff --git a/code/game/objects/structures/simple_doors.dm b/code/game/objects/structures/simple_doors.dm index 6fe2aa384a..c0385b3132 100644 --- a/code/game/objects/structures/simple_doors.dm +++ b/code/game/objects/structures/simple_doors.dm @@ -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 diff --git a/code/game/objects/structures/stool_bed_chair_nest/bed.dm b/code/game/objects/structures/stool_bed_chair_nest/bed.dm index d6694fb551..bf9f6ecf2f 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/bed.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/bed.dm @@ -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) diff --git a/code/game/objects/structures/stool_bed_chair_nest/chairs_vr.dm b/code/game/objects/structures/stool_bed_chair_nest/chairs_vr.dm index 0d5f8f45a5..7f9e62075e 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/chairs_vr.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/chairs_vr.dm @@ -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) diff --git a/code/game/objects/structures/stool_bed_chair_nest/stools.dm b/code/game/objects/structures/stool_bed_chair_nest/stools.dm index 48cd83a03d..5f77d31022 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/stools.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/stools.dm @@ -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) diff --git a/code/modules/assembly/assembly.dm b/code/modules/assembly/assembly.dm index 8cb1f9c0e5..1a0b58bdc9 100644 --- a/code/modules/assembly/assembly.dm +++ b/code/modules/assembly/assembly.dm @@ -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 diff --git a/code/modules/assembly/igniter.dm b/code/modules/assembly/igniter.dm index a53fbad0ec..8b45b84084 100644 --- a/code/modules/assembly/igniter.dm +++ b/code/modules/assembly/igniter.dm @@ -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 diff --git a/code/modules/assembly/infrared.dm b/code/modules/assembly/infrared.dm index b9a8302aa1..67bf2c851c 100644 --- a/code/modules/assembly/infrared.dm +++ b/code/modules/assembly/infrared.dm @@ -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 diff --git a/code/modules/assembly/mousetrap.dm b/code/modules/assembly/mousetrap.dm index 7dc4ac7166..31f4ca5244 100644 --- a/code/modules/assembly/mousetrap.dm +++ b/code/modules/assembly/mousetrap.dm @@ -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 diff --git a/code/modules/assembly/proximity.dm b/code/modules/assembly/proximity.dm index 566ba320e4..cc74445993 100644 --- a/code/modules/assembly/proximity.dm +++ b/code/modules/assembly/proximity.dm @@ -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 diff --git a/code/modules/assembly/signaler.dm b/code/modules/assembly/signaler.dm index 91cea6b775..daca806f2d 100644 --- a/code/modules/assembly/signaler.dm +++ b/code/modules/assembly/signaler.dm @@ -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 diff --git a/code/modules/assembly/timer.dm b/code/modules/assembly/timer.dm index 5a0109a031..33fefb58bf 100644 --- a/code/modules/assembly/timer.dm +++ b/code/modules/assembly/timer.dm @@ -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 diff --git a/code/modules/assembly/voice.dm b/code/modules/assembly/voice.dm index e0d383e223..66026a7993 100644 --- a/code/modules/assembly/voice.dm +++ b/code/modules/assembly/voice.dm @@ -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 diff --git a/code/modules/clothing/glasses/glasses.dm b/code/modules/clothing/glasses/glasses.dm index bd08560380..a659a02322 100644 --- a/code/modules/clothing/glasses/glasses.dm +++ b/code/modules/clothing/glasses/glasses.dm @@ -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 diff --git a/code/modules/clothing/gloves/miscellaneous.dm b/code/modules/clothing/gloves/miscellaneous.dm index e2029c3c49..3abb4c223f 100644 --- a/code/modules/clothing/gloves/miscellaneous.dm +++ b/code/modules/clothing/gloves/miscellaneous.dm @@ -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 diff --git a/code/modules/clothing/head/misc.dm b/code/modules/clothing/head/misc.dm index 0d567bb7e8..8636b5b606 100644 --- a/code/modules/clothing/head/misc.dm +++ b/code/modules/clothing/head/misc.dm @@ -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" diff --git a/code/modules/clothing/head/misc_special.dm b/code/modules/clothing/head/misc_special.dm index f2465ab58c..780333ae7e 100644 --- a/code/modules/clothing/head/misc_special.dm +++ b/code/modules/clothing/head/misc_special.dm @@ -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) diff --git a/code/modules/clothing/rings/material.dm b/code/modules/clothing/rings/material.dm index 355d6acf58..3607b6bc8a 100644 --- a/code/modules/clothing/rings/material.dm +++ b/code/modules/clothing/rings/material.dm @@ -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) diff --git a/code/modules/clothing/spacesuits/breaches.dm b/code/modules/clothing/spacesuits/breaches.dm index 12bd3e7f0b..6f23f2b57f 100644 --- a/code/modules/clothing/spacesuits/breaches.dm +++ b/code/modules/clothing/spacesuits/breaches.dm @@ -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 diff --git a/code/modules/clothing/spacesuits/rig/modules/modules.dm b/code/modules/clothing/spacesuits/rig/modules/modules.dm index dc8a31c8e6..fe2176215a 100644 --- a/code/modules/clothing/spacesuits/rig/modules/modules.dm +++ b/code/modules/clothing/spacesuits/rig/modules/modules.dm @@ -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 diff --git a/code/modules/clothing/under/accessories/accessory.dm b/code/modules/clothing/under/accessories/accessory.dm index 668c3e272c..3b4001154c 100644 --- a/code/modules/clothing/under/accessories/accessory.dm +++ b/code/modules/clothing/under/accessories/accessory.dm @@ -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) diff --git a/code/modules/clothing/under/accessories/accessory_vr.dm b/code/modules/clothing/under/accessories/accessory_vr.dm index 9cb4a6dab0..aa76755117 100644 --- a/code/modules/clothing/under/accessories/accessory_vr.dm +++ b/code/modules/clothing/under/accessories/accessory_vr.dm @@ -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." diff --git a/code/modules/detectivework/tools/uvlight.dm b/code/modules/detectivework/tools/uvlight.dm index c59b3cb578..ba316f8997 100644 --- a/code/modules/detectivework/tools/uvlight.dm +++ b/code/modules/detectivework/tools/uvlight.dm @@ -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() diff --git a/code/modules/economy/mint.dm b/code/modules/economy/mint.dm index e3e72693fe..8417663150 100644 --- a/code/modules/economy/mint.dm +++ b/code/modules/economy/mint.dm @@ -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("Choose") dat += text("
Iron inserted: [amt_iron] ") - if (chosen == DEFAULT_WALL_MATERIAL) + if (chosen == MAT_STEEL) dat += text("chosen") else dat += text("Choose") @@ -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) diff --git a/code/modules/food/drinkingglass/drinkingglass.dm b/code/modules/food/drinkingglass/drinkingglass.dm index a83c869495..1ef6ebfdcd 100644 --- a/code/modules/food/drinkingglass/drinkingglass.dm +++ b/code/modules/food/drinkingglass/drinkingglass.dm @@ -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) . = ..() diff --git a/code/modules/food/drinkingglass/glass_types.dm b/code/modules/food/drinkingglass/glass_types.dm index a0d484ddab..a05216ea1e 100644 --- a/code/modules/food/drinkingglass/glass_types.dm +++ b/code/modules/food/drinkingglass/glass_types.dm @@ -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) \ No newline at end of file + matter = list(MAT_GLASS = 50) \ No newline at end of file diff --git a/code/modules/food/drinkingglass/metaglass.dm b/code/modules/food/drinkingglass/metaglass.dm index 0301170db4..b8167f10bb 100644 --- a/code/modules/food/drinkingglass/metaglass.dm +++ b/code/modules/food/drinkingglass/metaglass.dm @@ -6,7 +6,7 @@ volume = 30 unacidable = 1 //glass center_of_mass = list("x"=16, "y"=10) - matter = list("glass" = 500) + matter = list(MAT_GLASS = 500) icon = 'icons/obj/drinks.dmi' /obj/item/weapon/reagent_containers/food/drinks/metaglass/metapint diff --git a/code/modules/food/drinkingglass/serving_glasses.dm b/code/modules/food/drinkingglass/serving_glasses.dm index 16c0c15cc9..70135477eb 100644 --- a/code/modules/food/drinkingglass/serving_glasses.dm +++ b/code/modules/food/drinkingglass/serving_glasses.dm @@ -6,7 +6,7 @@ filling_states = list(10, 20, 30, 40, 50, 60, 70, 80, 90, 100) volume = 120 possible_transfer_amounts = list(5,15,30) - matter = list("glass" = 50) + matter = list(MAT_GLASS = 50) /obj/item/weapon/reagent_containers/food/drinks/glass2/pitcher name = "plastic pitcher" @@ -16,5 +16,5 @@ filling_states = list(15, 30, 50, 70, 85, 100) volume = 120 possible_transfer_amounts = list(5,15,30) - matter = list("plastic" = 50) + matter = list(MAT_PLASTIC = 50) \ No newline at end of file diff --git a/code/modules/food/drinkingglass/shaker.dm b/code/modules/food/drinkingglass/shaker.dm index 2cde81d562..1fa37e0b67 100644 --- a/code/modules/food/drinkingglass/shaker.dm +++ b/code/modules/food/drinkingglass/shaker.dm @@ -5,7 +5,7 @@ icon_state = "fitness-cup_black" base_icon = "fitness-cup" volume = 100 - matter = list("plastic" = 2000) + matter = list(MAT_PLASTIC = 2000) filling_states = list(10,20,30,40,50,60,70,80,90,100) possible_transfer_amounts = list(5, 10, 15, 25) rim_pos = null // no fruit slices diff --git a/code/modules/food/food/drinks/drinkingglass.dm b/code/modules/food/food/drinks/drinkingglass.dm index b818663d86..92609ebbd4 100644 --- a/code/modules/food/food/drinks/drinkingglass.dm +++ b/code/modules/food/food/drinks/drinkingglass.dm @@ -8,7 +8,7 @@ volume = 30 unacidable = 1 //glass center_of_mass = list("x"=16, "y"=10) - matter = list("glass" = 500) + matter = list(MAT_GLASS = 500) /obj/item/weapon/reagent_containers/food/drinks/drinkingglass/on_reagent_change() if (!length(reagents?.reagent_list)) @@ -101,7 +101,7 @@ icon_state = "shotglass" amount_per_transfer_from_this = 10 volume = 10 - matter = list("glass" = 175) + matter = list(MAT_GLASS = 175) /obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass/on_reagent_change() cut_overlays() @@ -125,7 +125,7 @@ desc = "Big enough to contain enough protein to get perfectly swole. Don't mind the bits." icon_state = "fitness-cup_black" volume = 100 - matter = list("plastic" = 2000) + matter = list(MAT_PLASTIC = 2000) /obj/item/weapon/reagent_containers/food/drinks/drinkingglass/fitnessflask/Initialize() . = ..() diff --git a/code/modules/integrated_electronics/core/printer.dm b/code/modules/integrated_electronics/core/printer.dm index 173e81adea..9970f1dd5f 100644 --- a/code/modules/integrated_electronics/core/printer.dm +++ b/code/modules/integrated_electronics/core/printer.dm @@ -36,7 +36,7 @@ /obj/item/device/integrated_circuit_printer/attackby(var/obj/item/O, var/mob/user) if(istype(O,/obj/item/stack/material)) var/obj/item/stack/material/stack = O - if(stack.material.name == DEFAULT_WALL_MATERIAL) + if(stack.material.name == MAT_STEEL) if(debug) to_chat(user, span("warning", "\The [src] does not need any material.")) return diff --git a/code/modules/materials/materials/glass.dm b/code/modules/materials/materials/glass.dm index 6ce5434bcf..dd1f09821e 100644 --- a/code/modules/materials/materials/glass.dm +++ b/code/modules/materials/materials/glass.dm @@ -106,7 +106,7 @@ hardness = 40 weight = 30 stack_origin_tech = list(TECH_MATERIAL = 2) - composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2, "glass" = SHEET_MATERIAL_AMOUNT) + composite_material = list(MAT_STEEL = SHEET_MATERIAL_AMOUNT / 2, MAT_GLASS = SHEET_MATERIAL_AMOUNT) window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2) created_window = /obj/structure/window/reinforced created_fulltile_window = /obj/structure/window/reinforced/full @@ -139,5 +139,5 @@ hardness = 40 weight = 30 stack_origin_tech = list(TECH_MATERIAL = 2) - composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2, "borosilicate glass" = SHEET_MATERIAL_AMOUNT) + composite_material = list(MAT_STEEL = SHEET_MATERIAL_AMOUNT / 2, "borosilicate glass" = SHEET_MATERIAL_AMOUNT) rod_product = null diff --git a/code/modules/materials/materials/glass_vr.dm b/code/modules/materials/materials/glass_vr.dm index 9d7cd81879..d20e0575f3 100644 --- a/code/modules/materials/materials/glass_vr.dm +++ b/code/modules/materials/materials/glass_vr.dm @@ -13,7 +13,7 @@ created_fulltile_window = /obj/structure/window/titanium/full wire_product = null rod_product = /obj/item/stack/material/glass/titanium - composite_material = list(MAT_TITANIUM = SHEET_MATERIAL_AMOUNT, "glass" = SHEET_MATERIAL_AMOUNT) + composite_material = list(MAT_TITANIUM = SHEET_MATERIAL_AMOUNT, MAT_GLASS = SHEET_MATERIAL_AMOUNT) /datum/material/glass/plastaniumglass name = MAT_PLASTITANIUMGLASS @@ -30,4 +30,4 @@ created_fulltile_window = /obj/structure/window/plastitanium/full wire_product = null rod_product = /obj/item/stack/material/glass/plastitanium - composite_material = list(MAT_PLASTITANIUM = SHEET_MATERIAL_AMOUNT, "glass" = SHEET_MATERIAL_AMOUNT) + composite_material = list(MAT_PLASTITANIUM = SHEET_MATERIAL_AMOUNT, MAT_GLASS = SHEET_MATERIAL_AMOUNT) diff --git a/code/modules/materials/materials/holographic.dm b/code/modules/materials/materials/holographic.dm index ff6474ec1e..1d2501fa63 100644 --- a/code/modules/materials/materials/holographic.dm +++ b/code/modules/materials/materials/holographic.dm @@ -1,6 +1,6 @@ /datum/material/steel/holographic - name = "holo" + DEFAULT_WALL_MATERIAL - display_name = DEFAULT_WALL_MATERIAL + name = "holo" + MAT_STEEL + display_name = MAT_STEEL stack_type = null shard_type = SHARD_NONE diff --git a/code/modules/materials/materials/metals/plasteel.dm b/code/modules/materials/materials/metals/plasteel.dm index 6fc7ed29de..0c436efded 100644 --- a/code/modules/materials/materials/metals/plasteel.dm +++ b/code/modules/materials/materials/metals/plasteel.dm @@ -12,7 +12,7 @@ protectiveness = 20 // 50% 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 + composite_material = list(MAT_STEEL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo supply_conversion_value = 6 /datum/material/plasteel/generate_recipes() diff --git a/code/modules/materials/materials/metals/steel.dm b/code/modules/materials/materials/metals/steel.dm index d8836af8c7..ca63d24b9c 100644 --- a/code/modules/materials/materials/metals/steel.dm +++ b/code/modules/materials/materials/metals/steel.dm @@ -1,5 +1,5 @@ /datum/material/steel - name = DEFAULT_WALL_MATERIAL + name = MAT_STEEL stack_type = /obj/item/stack/material/steel integrity = 150 conductivity = 11 // Assuming this is carbon steel, it would actually be slightly less conductive than iron, but lets ignore that. diff --git a/code/modules/materials/sheets/_sheets.dm b/code/modules/materials/sheets/_sheets.dm index 7572d0e654..ddc815bbae 100644 --- a/code/modules/materials/sheets/_sheets.dm +++ b/code/modules/materials/sheets/_sheets.dm @@ -13,7 +13,7 @@ slot_r_hand_str = 'icons/mob/items/righthand_material.dmi', ) - var/default_type = DEFAULT_WALL_MATERIAL + var/default_type = MAT_STEEL var/datum/material/material var/perunit = SHEET_MATERIAL_AMOUNT var/apply_colour //temp pending icon rewrite @@ -26,7 +26,7 @@ randpixel_xy() if(!default_type) - default_type = DEFAULT_WALL_MATERIAL + default_type = MAT_STEEL material = get_material_by_name("[default_type]") if(!material) return INITIALIZE_HINT_QDEL diff --git a/code/modules/materials/sheets/metals/metal.dm b/code/modules/materials/sheets/metals/metal.dm index bbad559c12..1994b58c21 100644 --- a/code/modules/materials/sheets/metals/metal.dm +++ b/code/modules/materials/sheets/metals/metal.dm @@ -1,7 +1,7 @@ /obj/item/stack/material/steel - name = DEFAULT_WALL_MATERIAL + name = MAT_STEEL icon_state = "sheet-refined" - default_type = DEFAULT_WALL_MATERIAL + default_type = MAT_STEEL no_variants = FALSE apply_colour = TRUE diff --git a/code/modules/materials/sheets/metals/rods.dm b/code/modules/materials/sheets/metals/rods.dm index 42aff5d096..318ec68626 100644 --- a/code/modules/materials/sheets/metals/rods.dm +++ b/code/modules/materials/sheets/metals/rods.dm @@ -10,7 +10,7 @@ throw_range = 20 drop_sound = 'sound/items/drop/metalweapon.ogg' pickup_sound = 'sound/items/pickup/metalweapon.ogg' - matter = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2) + matter = list(MAT_STEEL = SHEET_MATERIAL_AMOUNT / 2) max_amount = 60 attack_verb = list("hit", "bludgeoned", "whacked") diff --git a/code/modules/mining/alloys.dm b/code/modules/mining/alloys.dm index 5601a586a1..219a2becdb 100644 --- a/code/modules/mining/alloys.dm +++ b/code/modules/mining/alloys.dm @@ -30,7 +30,7 @@ product = /obj/item/stack/material/plasteel /datum/alloy/steel - metaltag = DEFAULT_WALL_MATERIAL + metaltag = MAT_STEEL requires = list( "carbon" = 1, "hematite" = 1 diff --git a/code/modules/mining/drilling/scanner.dm b/code/modules/mining/drilling/scanner.dm index 0c8c30e126..302216b8d4 100644 --- a/code/modules/mining/drilling/scanner.dm +++ b/code/modules/mining/drilling/scanner.dm @@ -5,7 +5,7 @@ icon_state = "deep_scan_device" item_state = "electronic" origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1) - matter = list(DEFAULT_WALL_MATERIAL = 150) + matter = list(MAT_STEEL = 150) var/scan_time = 2 SECONDS var/range = 2 var/exact = FALSE @@ -74,7 +74,7 @@ desc = "An advanced device used to locate ore deep underground." description_info = "This scanner has variable range, you can use the Set Scanner Range verb, or alt+click the device. Drills dig in 5x5." origin_tech = list(TECH_MAGNET = 4, TECH_ENGINEERING = 4) - matter = list(DEFAULT_WALL_MATERIAL = 150) + matter = list(MAT_STEEL = 150) scan_time = 0.5 SECONDS exact = TRUE diff --git a/code/modules/mining/mine_items.dm b/code/modules/mining/mine_items.dm index e43a6e8d9b..dc12d0c61a 100644 --- a/code/modules/mining/mine_items.dm +++ b/code/modules/mining/mine_items.dm @@ -19,7 +19,7 @@ icon_state = "pickaxe" item_state = "jackhammer" w_class = ITEMSIZE_LARGE - matter = list(DEFAULT_WALL_MATERIAL = 3750) + matter = list(MAT_STEEL = 3750) var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO var/sand_dig = FALSE // does this thing dig sand? origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1) @@ -122,7 +122,7 @@ item_state = "shovel" w_class = ITEMSIZE_NORMAL origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1) - matter = list(DEFAULT_WALL_MATERIAL = 50) + matter = list(MAT_STEEL = 50) attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked") sharp = 0 edge = 1 diff --git a/code/modules/mining/shelter_atoms_vr.dm b/code/modules/mining/shelter_atoms_vr.dm index 563154e475..433ab5f342 100644 --- a/code/modules/mining/shelter_atoms_vr.dm +++ b/code/modules/mining/shelter_atoms_vr.dm @@ -202,7 +202,7 @@ GLOBAL_LIST_EMPTY(unique_deployable) icon_state = "table" /obj/structure/table/survival_pod/New() - material = get_material_by_name(DEFAULT_WALL_MATERIAL) + material = get_material_by_name(MAT_STEEL) verbs -= /obj/structure/table/verb/do_flip verbs -= /obj/structure/table/proc/do_put ..() @@ -253,7 +253,7 @@ GLOBAL_LIST_EMPTY(unique_deployable) icon_state = "bed" /obj/structure/bed/pod/New(var/newloc) - ..(newloc,DEFAULT_WALL_MATERIAL,"cotton") + ..(newloc,MAT_STEEL,"cotton") //Survival Storage Unit /obj/machinery/smartfridge/survival_pod diff --git a/code/modules/mob/living/bot/floorbot.dm b/code/modules/mob/living/bot/floorbot.dm index c433f64f85..f525230124 100644 --- a/code/modules/mob/living/bot/floorbot.dm +++ b/code/modules/mob/living/bot/floorbot.dm @@ -278,7 +278,7 @@ update_icons() else if(istype(A, /obj/item/stack/material) && amount + 4 <= maxAmount) var/obj/item/stack/material/M = A - if(M.get_material_name() == DEFAULT_WALL_MATERIAL) + if(M.get_material_name() == MAT_STEEL) visible_message("\The [src] begins to make tiles.") busy = 1 update_icons() diff --git a/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_blob.dm b/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_blob.dm index 93cc04b2db..6fc91490d3 100644 --- a/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_blob.dm +++ b/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_blob.dm @@ -239,7 +239,7 @@ /mob/living/simple_mob/protean_blob/Life() . = ..() if(. && istype(refactory) && humanform) - if(!healing && (human_brute || human_burn) && refactory.get_stored_material(DEFAULT_WALL_MATERIAL) >= 100) + if(!healing && (human_brute || human_burn) && refactory.get_stored_material(MAT_STEEL) >= 100) healing = humanform.add_modifier(/datum/modifier/protean/steel, origin = refactory) else if(healing && !(human_brute || human_burn)) healing.expire() diff --git a/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_powers.dm b/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_powers.dm index eedfa18460..474c38b848 100644 --- a/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_powers.dm +++ b/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_powers.dm @@ -28,13 +28,13 @@ //Organ is missing, needs restoring if(!organs_by_name[choice] || istype(organs_by_name[choice], /obj/item/organ/external/stump)) //allows limb stumps to regenerate like removed limbs. - if(refactory.get_stored_material(DEFAULT_WALL_MATERIAL) < PER_LIMB_STEEL_COST) + if(refactory.get_stored_material(MAT_STEEL) < PER_LIMB_STEEL_COST) to_chat(src,"You're missing that limb, and need to store at least [PER_LIMB_STEEL_COST] steel to regenerate it.") return var/regen = tgui_alert(src,"That limb is missing, do you want to regenerate it in exchange for [PER_LIMB_STEEL_COST] steel?","Regenerate limb?",list("Yes","No")) if(regen != "Yes") return - if(!refactory.use_stored_material(DEFAULT_WALL_MATERIAL,PER_LIMB_STEEL_COST)) + if(!refactory.use_stored_material(MAT_STEEL,PER_LIMB_STEEL_COST)) return if(organs_by_name[choice]) var/obj/item/organ/external/oldlimb = organs_by_name[choice] @@ -244,7 +244,7 @@ return //Not enough resources (AND spends the resources, should be the last check) - if(!refactory.use_stored_material(DEFAULT_WALL_MATERIAL,refactory.max_storage)) + if(!refactory.use_stored_material(MAT_STEEL,refactory.max_storage)) to_chat(src, "You need to be maxed out on normal metal to do this!") return diff --git a/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_species.dm b/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_species.dm index 6eecee8a25..2a208e43c7 100755 --- a/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_species.dm +++ b/code/modules/mob/living/carbon/human/species/station/protean_vr/protean_species.dm @@ -244,7 +244,7 @@ CHOMP Station removal end*/ /datum/modifier/protean stacks = MODIFIER_STACK_FORBID var/material_use = METAL_PER_TICK - var/material_name = DEFAULT_WALL_MATERIAL + var/material_name = MAT_STEEL /datum/modifier/protean/on_applied() . = ..() diff --git a/code/modules/mob/living/silicon/robot/analyzer.dm b/code/modules/mob/living/silicon/robot/analyzer.dm index e946c7999c..6a24796d87 100644 --- a/code/modules/mob/living/silicon/robot/analyzer.dm +++ b/code/modules/mob/living/silicon/robot/analyzer.dm @@ -12,7 +12,7 @@ throw_speed = 5 throw_range = 10 origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 1, TECH_ENGINEERING = 2) - matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200) + matter = list(MAT_STEEL = 500, MAT_GLASS = 200) var/mode = 1; /obj/item/device/robotanalyzer/attack(mob/living/M as mob, mob/living/user as mob) diff --git a/code/modules/mob/living/silicon/robot/component.dm b/code/modules/mob/living/silicon/robot/component.dm index 2b626b1ce7..80f2120b98 100644 --- a/code/modules/mob/living/silicon/robot/component.dm +++ b/code/modules/mob/living/silicon/robot/component.dm @@ -212,7 +212,7 @@ name = "broken component" icon = 'icons/obj/robot_component.dmi' icon_state = "broken" - matter = list(DEFAULT_WALL_MATERIAL = 1000) + matter = list(MAT_STEEL = 1000) /obj/item/broken_device/random var/list/possible_icons = list("binradio_broken", diff --git a/code/modules/mob/living/silicon/robot/dogborg/dog_sleeper_vr.dm b/code/modules/mob/living/silicon/robot/dogborg/dog_sleeper_vr.dm index 81d5f10171..64283b7f92 100644 --- a/code/modules/mob/living/silicon/robot/dogborg/dog_sleeper_vr.dm +++ b/code/modules/mob/living/silicon/robot/dogborg/dog_sleeper_vr.dm @@ -622,7 +622,7 @@ if(istype(T,/obj/item/stack)) var/obj/item/stack/stack = T total_material *= stack.get_amount() - if(material == DEFAULT_WALL_MATERIAL) + if(material == MAT_STEEL) metal.add_charge(total_material) if(material == "glass") glass.add_charge(total_material) diff --git a/code/modules/organs/subtypes/nano.dm b/code/modules/organs/subtypes/nano.dm index a84573d35f..10d352ca46 100644 --- a/code/modules/organs/subtypes/nano.dm +++ b/code/modules/organs/subtypes/nano.dm @@ -102,7 +102,7 @@ organ_tag = O_FACT parent_organ = BP_TORSO - var/list/materials = list(DEFAULT_WALL_MATERIAL = 0) + var/list/materials = list(MAT_STEEL = 0) var/max_storage = 10000 /obj/item/organ/internal/nano/refactory/proc/get_stored_material(var/material) diff --git a/code/modules/paperwork/pen.dm b/code/modules/paperwork/pen.dm index 7b9455d824..8cb60d4405 100644 --- a/code/modules/paperwork/pen.dm +++ b/code/modules/paperwork/pen.dm @@ -20,7 +20,7 @@ w_class = ITEMSIZE_TINY throw_speed = 7 throw_range = 15 - matter = list(DEFAULT_WALL_MATERIAL = 10) + matter = list(MAT_STEEL = 10) var/colour = "black" //what colour the ink is! pressure_resistance = 2 drop_sound = 'sound/items/drop/accessory.ogg' diff --git a/code/modules/paperwork/photography.dm b/code/modules/paperwork/photography.dm index 6343cd0d19..f08d473757 100644 --- a/code/modules/paperwork/photography.dm +++ b/code/modules/paperwork/photography.dm @@ -128,7 +128,7 @@ var/global/photo_count = 0 item_state = "camera" w_class = ITEMSIZE_SMALL slot_flags = SLOT_BELT - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) var/pictures_max = 10 var/pictures_left = 10 var/on = 1 diff --git a/code/modules/paperwork/stamps.dm b/code/modules/paperwork/stamps.dm index c09c6a6929..a1bd068f64 100644 --- a/code/modules/paperwork/stamps.dm +++ b/code/modules/paperwork/stamps.dm @@ -9,7 +9,7 @@ slot_flags = SLOT_HOLSTER throw_speed = 7 throw_range = 15 - matter = list(DEFAULT_WALL_MATERIAL = 60) + matter = list(MAT_STEEL = 60) pressure_resistance = 2 attack_verb = list("stamped") drop_sound = 'sound/items/drop/device.ogg' diff --git a/code/modules/power/antimatter/shielding.dm b/code/modules/power/antimatter/shielding.dm index 428a95b365..8dfd12a296 100644 --- a/code/modules/power/antimatter/shielding.dm +++ b/code/modules/power/antimatter/shielding.dm @@ -194,7 +194,7 @@ throwforce = 5 throw_speed = 1 throw_range = 2 - matter = list(DEFAULT_WALL_MATERIAL = 100) + matter = list(MAT_STEEL = 100) /obj/item/device/am_shielding_container/attackby(var/obj/item/I, var/mob/user) if(istype(I, /obj/item/device/multitool) && istype(src.loc,/turf)) diff --git a/code/modules/power/cable.dm b/code/modules/power/cable.dm index d3e2ece04b..cdc7f4343a 100644 --- a/code/modules/power/cable.dm +++ b/code/modules/power/cable.dm @@ -503,7 +503,7 @@ var/list/possible_cable_coil_colours = list( w_class = ITEMSIZE_SMALL throw_speed = 2 throw_range = 5 - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20) + matter = list(MAT_STEEL = 50, MAT_GLASS = 20) slot_flags = SLOT_BELT item_state = "coil" attack_verb = list("whipped", "lashed", "disciplined", "flogged") @@ -948,7 +948,7 @@ var/list/possible_cable_coil_colours = list( w_class = ITEMSIZE_SMALL throw_speed = 2 throw_range = 5 - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20) + matter = list(MAT_STEEL = 50, MAT_GLASS = 20) slot_flags = SLOT_BELT attack_verb = list("whipped", "lashed", "disciplined", "flogged") stacktype = null diff --git a/code/modules/power/cell.dm b/code/modules/power/cell.dm index c2add958a3..aa37003520 100644 --- a/code/modules/power/cell.dm +++ b/code/modules/power/cell.dm @@ -24,7 +24,7 @@ var/charge_amount = 25 // How much power to give, if self_recharge is true. The number is in absolute cell charge, as it gets divided by CELLRATE later. var/last_use = 0 // A tracker for use in self-charging var/charge_delay = 0 // How long it takes for the cell to start recharging after last use - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50) + matter = list(MAT_STEEL = 700, MAT_GLASS = 50) drop_sound = 'sound/items/drop/component.ogg' pickup_sound = 'sound/items/pickup/component.ogg' diff --git a/code/modules/power/cells/device_cells.dm b/code/modules/power/cells/device_cells.dm index 383d087315..838ca7b478 100644 --- a/code/modules/power/cells/device_cells.dm +++ b/code/modules/power/cells/device_cells.dm @@ -10,7 +10,7 @@ throw_range = 7 maxcharge = 480 charge_amount = 5 - matter = list("metal" = 350, "glass" = 50) + matter = list(MAT_STEEL = 350, MAT_GLASS = 50) preserve_item = 1 //Yawn changes diff --git a/code/modules/power/cells/esoteric_cells.dm b/code/modules/power/cells/esoteric_cells.dm index e595a04a8c..a37fd22050 100644 --- a/code/modules/power/cells/esoteric_cells.dm +++ b/code/modules/power/cells/esoteric_cells.dm @@ -5,7 +5,7 @@ origin_tech = list(TECH_POWER = 2) icon_state = "exs_m" maxcharge = 10000 - matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_GLASS = 80, MAT_SILVER = 100) + matter = list(MAT_STEEL = 1000, MAT_GLASS = 80, MAT_SILVER = 100) self_recharge = TRUE charge_amount = 150 diff --git a/code/modules/power/cells/power_cells.dm b/code/modules/power/cells/power_cells.dm index 2cdbbc0ea8..09831fd42e 100644 --- a/code/modules/power/cells/power_cells.dm +++ b/code/modules/power/cells/power_cells.dm @@ -4,7 +4,7 @@ origin_tech = list(TECH_POWER = 0) icon_state = "s_st" maxcharge = 500 - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40) + matter = list(MAT_STEEL = 700, MAT_GLASS = 40) /obj/item/weapon/cell/crap/empty/New() ..() @@ -15,7 +15,7 @@ origin_tech = list(TECH_POWER = 0) icon_state = "meb_s_st" maxcharge = 600 //600 max charge / 100 charge per shot = six shots - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40) + matter = list(MAT_STEEL = 700, MAT_GLASS = 40) /obj/item/weapon/cell/secborg/empty/New() ..() @@ -27,14 +27,14 @@ origin_tech = list(TECH_POWER = 1) icon_state = "meb_b_st" maxcharge = 5000 - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50) + matter = list(MAT_STEEL = 700, MAT_GLASS = 50) /obj/item/weapon/cell/high name = "high-capacity power cell" origin_tech = list(TECH_POWER = 2) icon_state = "b_hi" maxcharge = 10000 - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60) + matter = list(MAT_STEEL = 700, MAT_GLASS = 60) /obj/item/weapon/cell/high/empty/New() ..() @@ -46,7 +46,7 @@ origin_tech = list(TECH_POWER = 5) icon_state = "b_sup" maxcharge = 20000 - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70) + matter = list(MAT_STEEL = 700, MAT_GLASS = 70) /obj/item/weapon/cell/super/empty/New() ..() @@ -58,7 +58,7 @@ origin_tech = list(TECH_POWER = 6) icon_state = "b_hy" maxcharge = 30000 - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80) + matter = list(MAT_STEEL = 700, MAT_GLASS = 80) /obj/item/weapon/cell/hyper/empty/New() ..() @@ -76,7 +76,7 @@ icon_state = "infinite_b" origin_tech = null maxcharge = 30000 //determines how badly mobs get shocked - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80) + matter = list(MAT_STEEL = 700, MAT_GLASS = 80) /obj/item/weapon/cell/infinite/check_charge() return 1 @@ -149,7 +149,7 @@ name = "miniature power cell" desc = "A tiny power cell with a very low power capacity. Used in light fixtures to power them in the event of an outage." maxcharge = 120 //Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell - matter = list("glass" = 20) + matter = list(MAT_GLASS = 20) icon_state = "meb_s_sup" w_class = ITEMSIZE_TINY diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm index 09761cfac8..44e1bc569a 100644 --- a/code/modules/power/lighting.dm +++ b/code/modules/power/lighting.dm @@ -902,7 +902,7 @@ var/global/list/light_type_cache = list() force = 2 throwforce = 5 w_class = ITEMSIZE_TINY - matter = list(DEFAULT_WALL_MATERIAL = 60) + matter = list(MAT_STEEL = 60) ///LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN var/status = LIGHT_OK @@ -939,7 +939,7 @@ var/global/list/light_type_cache = list() icon_state = "ltube" base_state = "ltube" item_state = "c_tube" - matter = list("glass" = 100) + matter = list(MAT_GLASS = 100) brightness_range = 7 brightness_power = 2 @@ -958,7 +958,7 @@ var/global/list/light_type_cache = list() icon_state = "lbulb" base_state = "lbulb" item_state = "contvapour" - matter = list("glass" = 100) + matter = list(MAT_GLASS = 100) brightness_range = 5 brightness_power = 1 brightness_color = LIGHT_COLOR_INCANDESCENT_BULB @@ -990,7 +990,7 @@ var/global/list/light_type_cache = list() icon_state = "fbulb" base_state = "fbulb" item_state = "egg4" - matter = list("glass" = 100) + matter = list(MAT_GLASS = 100) // update the icon state and description of the light /obj/item/weapon/light/update_icon() diff --git a/code/modules/power/singularity/emitter.dm b/code/modules/power/singularity/emitter.dm index f67fb4f4c4..903ac6100f 100644 --- a/code/modules/power/singularity/emitter.dm +++ b/code/modules/power/singularity/emitter.dm @@ -209,7 +209,7 @@ update_icon() // VOREStation Add 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/amt = CEILING(( initial(integrity) - integrity)/10, 1) if(!amt) to_chat(user, "\The [src] is already fully repaired.") diff --git a/code/modules/power/tesla/telsa_construction.dm b/code/modules/power/tesla/telsa_construction.dm index ba7b3c4d0e..498ee200d4 100644 --- a/code/modules/power/tesla/telsa_construction.dm +++ b/code/modules/power/tesla/telsa_construction.dm @@ -23,7 +23,7 @@ name = T_BOARD("grounding rod") build_path = /obj/machinery/power/grounding_rod 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() /datum/category_item/autolathe/engineering/grounding_rod diff --git a/code/modules/projectiles/ammunition.dm b/code/modules/projectiles/ammunition.dm index d55fe61684..2c0742c9f4 100644 --- a/code/modules/projectiles/ammunition.dm +++ b/code/modules/projectiles/ammunition.dm @@ -102,7 +102,7 @@ icon = 'icons/obj/ammo.dmi' slot_flags = SLOT_BELT item_state = "syringe_kit" - matter = list(DEFAULT_WALL_MATERIAL = 500) + matter = list(MAT_STEEL = 500) throwforce = 5 w_class = ITEMSIZE_SMALL throw_speed = 4 diff --git a/code/modules/projectiles/ammunition/magazines.dm b/code/modules/projectiles/ammunition/magazines.dm index 1d08811bae..41b000d82f 100644 --- a/code/modules/projectiles/ammunition/magazines.dm +++ b/code/modules/projectiles/ammunition/magazines.dm @@ -32,7 +32,7 @@ icon_state = "38" caliber = ".357" ammo_type = /obj/item/ammo_casing/a357 - matter = list(DEFAULT_WALL_MATERIAL = 1260) + matter = list(MAT_STEEL = 1260) max_ammo = 6 multiple_sprites = 1 @@ -43,7 +43,7 @@ desc = "A speedloader for .38 revolvers." icon_state = "38" caliber = ".38" - matter = list(DEFAULT_WALL_MATERIAL = 360) + matter = list(MAT_STEEL = 360) ammo_type = /obj/item/ammo_casing/a38 max_ammo = 6 multiple_sprites = 1 @@ -64,7 +64,7 @@ icon_state = "45" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/a45 - matter = list(DEFAULT_WALL_MATERIAL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal + matter = list(MAT_STEEL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal caliber = ".45" max_ammo = 7 multiple_sprites = 1 @@ -101,7 +101,7 @@ icon_state = "uzi45" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/a45 - matter = list(DEFAULT_WALL_MATERIAL = 1200) + matter = list(MAT_STEEL = 1200) caliber = ".45" max_ammo = 16 multiple_sprites = 1 @@ -114,7 +114,7 @@ icon_state = "tommy-mag" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/a45 - matter = list(DEFAULT_WALL_MATERIAL = 1500) + matter = list(MAT_STEEL = 1500) caliber = ".45" max_ammo = 20 @@ -131,7 +131,7 @@ w_class = ITEMSIZE_NORMAL // Bulky ammo doesn't fit in your pockets! mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/a45 - matter = list(DEFAULT_WALL_MATERIAL = 3750) + matter = list(MAT_STEEL = 3750) caliber = ".45" max_ammo = 50 @@ -148,7 +148,7 @@ desc = "A stripper clip for reloading .45 rounds into magazines." caliber = ".45" ammo_type = /obj/item/ammo_casing/a45 - matter = list(DEFAULT_WALL_MATERIAL = 675) // metal costs very roughly based around one .45 casing = 75 metal + matter = list(MAT_STEEL = 675) // metal costs very roughly based around one .45 casing = 75 metal max_ammo = 9 multiple_sprites = 1 @@ -168,7 +168,7 @@ name = "speedloader (.45)" icon_state = "45s" ammo_type = /obj/item/ammo_casing/a45 - matter = list(DEFAULT_WALL_MATERIAL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal + matter = list(MAT_STEEL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal caliber = ".45" max_ammo = 7 multiple_sprites = 1 @@ -214,7 +214,7 @@ icon_state = "9x19p_fullsize" origin_tech = list(TECH_COMBAT = 2) mag_type = MAGAZINE - matter = list(DEFAULT_WALL_MATERIAL = 600) + matter = list(MAT_STEEL = 600) caliber = "9mm" ammo_type = /obj/item/ammo_casing/a9mm max_ammo = 10 @@ -250,7 +250,7 @@ icon_state = "9x19p" origin_tech = list(TECH_COMBAT = 2) mag_type = MAGAZINE - matter = list(DEFAULT_WALL_MATERIAL = 480) + matter = list(MAT_STEEL = 480) caliber = "9mm" ammo_type = /obj/item/ammo_casing/a9mm max_ammo = 8 @@ -277,7 +277,7 @@ icon_state = "9mmt" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/a9mm - matter = list(DEFAULT_WALL_MATERIAL = 1200) + matter = list(MAT_STEEL = 1200) caliber = "9mm" max_ammo = 20 multiple_sprites = 1 @@ -300,14 +300,14 @@ /obj/item/ammo_magazine/m9mmt/ap name = "top mounted magazine (9mm armor piercing)" ammo_type = /obj/item/ammo_casing/a9mm/ap - matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_PLASTEEL = 2000) + matter = list(MAT_STEEL = 1000, MAT_PLASTEEL = 2000) /obj/item/ammo_magazine/m9mmp90 name = "large capacity top mounted magazine (9mm armor-piercing)" icon_state = "p90" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/a9mm/ap - matter = list(DEFAULT_WALL_MATERIAL = 3000) + matter = list(MAT_STEEL = 3000) caliber = "9mm" max_ammo = 50 multiple_sprites = 1 @@ -321,7 +321,7 @@ desc = "A stripper clip for reloading 9mm rounds into magazines." caliber = "9mm" ammo_type = /obj/item/ammo_casing/a9mm - matter = list(DEFAULT_WALL_MATERIAL = 540) // metal costs are very roughly based around one 9mm casing = 60 metal + matter = list(MAT_STEEL = 540) // metal costs are very roughly based around one 9mm casing = 60 metal max_ammo = 9 multiple_sprites = 1 @@ -342,7 +342,7 @@ icon_state = "S9mm" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/a9mm - matter = list(DEFAULT_WALL_MATERIAL = 1200) + matter = list(MAT_STEEL = 1200) caliber = "9mm" max_ammo = 21 origin_tech = list(TECH_COMBAT = 2, TECH_ILLEGAL = 1) @@ -352,7 +352,7 @@ desc = "A high capacity double stack magazine made specially for the Advanced SMG. Filled with 21 9mm armor piercing bullets." icon_state = "S9mm" ammo_type = /obj/item/ammo_casing/a9mm/ap - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) /obj/item/ammo_magazine/m9mmR/saber/empty initial_ammo = 0 @@ -365,7 +365,7 @@ origin_tech = list(TECH_COMBAT = 2) mag_type = MAGAZINE caliber = "10mm" - matter = list(DEFAULT_WALL_MATERIAL = 1500) + matter = list(MAT_STEEL = 1500) ammo_type = /obj/item/ammo_casing/a10mm max_ammo = 20 multiple_sprites = 1 @@ -379,7 +379,7 @@ desc = "A stripper clip for reloading 5mm rounds into magazines." caliber = "10mm" ammo_type = /obj/item/ammo_casing/a10mm - matter = list(DEFAULT_WALL_MATERIAL = 675) // metal costs are very roughly based around one 10mm casing = 75 metal + matter = list(MAT_STEEL = 675) // metal costs are very roughly based around one 10mm casing = 75 metal max_ammo = 9 multiple_sprites = 1 @@ -395,14 +395,14 @@ origin_tech = list(TECH_COMBAT = 2) mag_type = MAGAZINE caliber = "5.45mm" - matter = list(DEFAULT_WALL_MATERIAL = 1800) + matter = list(MAT_STEEL = 1800) ammo_type = /obj/item/ammo_casing/a545 max_ammo = 20 multiple_sprites = 1 /obj/item/ammo_magazine/m545/ext name = "extended magazine (5.45mm)" - matter = list(DEFAULT_WALL_MATERIAL = 2700) + matter = list(MAT_STEEL = 2700) max_ammo = 30 /obj/item/ammo_magazine/m545/empty @@ -438,7 +438,7 @@ /obj/item/ammo_magazine/m545/small name = "reduced magazine (5.45mm)" icon_state = "m545-small" - matter = list(DEFAULT_WALL_MATERIAL = 900) + matter = list(MAT_STEEL = 900) max_ammo = 10 /obj/item/ammo_magazine/m545/small/empty @@ -461,7 +461,7 @@ icon_state = "clip_rifle" caliber = "5.45mm" ammo_type = /obj/item/ammo_casing/a545 - matter = list(DEFAULT_WALL_MATERIAL = 450) // metal costs are very roughly based around one 10mm casing = 180 metal + matter = list(MAT_STEEL = 450) // metal costs are very roughly based around one 10mm casing = 180 metal max_ammo = 5 multiple_sprites = 1 @@ -483,7 +483,7 @@ origin_tech = list(TECH_COMBAT = 2) mag_type = MAGAZINE caliber = "5.45mm" - matter = list(DEFAULT_WALL_MATERIAL = 10000) + matter = list(MAT_STEEL = 10000) ammo_type = /obj/item/ammo_casing/a545 w_class = ITEMSIZE_NORMAL // This should NOT fit in your pocket!! max_ammo = 50 @@ -508,7 +508,7 @@ origin_tech = list(TECH_COMBAT = 2) mag_type = MAGAZINE caliber = ".44" - matter = list(DEFAULT_WALL_MATERIAL = 1260) + matter = list(MAT_STEEL = 1260) ammo_type = /obj/item/ammo_casing/a44 max_ammo = 7 multiple_sprites = 1 @@ -522,7 +522,7 @@ desc = "A stripper clip for reloading .44 rounds into magazines." caliber = ".44" ammo_type = /obj/item/ammo_casing/a44 - matter = list(DEFAULT_WALL_MATERIAL = 1620) // metal costs are very roughly based around one .50 casing = 180 metal + matter = list(MAT_STEEL = 1620) // metal costs are very roughly based around one .50 casing = 180 metal max_ammo = 9 multiple_sprites = 1 @@ -530,7 +530,7 @@ name = "speedloader (.44)" icon_state = "44" ammo_type = /obj/item/ammo_casing/a44 - matter = list(DEFAULT_WALL_MATERIAL = 1260) //metal costs are very roughly based around 1 .45 casing = 75 metal + matter = list(MAT_STEEL = 1260) //metal costs are very roughly based around 1 .45 casing = 75 metal caliber = ".44" max_ammo = 6 multiple_sprites = 1 @@ -555,7 +555,7 @@ icon_state = "m762-small" mag_type = MAGAZINE caliber = "7.62mm" - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) ammo_type = /obj/item/ammo_casing/a762 max_ammo = 10 multiple_sprites = 1 @@ -572,7 +572,7 @@ icon_state = "m762" mag_type = MAGAZINE caliber = "7.62mm" - matter = list(DEFAULT_WALL_MATERIAL = 4000) + matter = list(MAT_STEEL = 4000) ammo_type = /obj/item/ammo_casing/a762 max_ammo = 20 multiple_sprites = 1 @@ -589,7 +589,7 @@ icon_state = "gclip" mag_type = MAGAZINE caliber = "7.62mm" - matter = list(DEFAULT_WALL_MATERIAL = 1600) + matter = list(MAT_STEEL = 1600) ammo_type = /obj/item/ammo_casing/a762 max_ammo = 8 multiple_sprites = 1 @@ -606,7 +606,7 @@ icon_state = "clip_rifle" caliber = "7.62mm" ammo_type = /obj/item/ammo_casing/a762 - matter = list(DEFAULT_WALL_MATERIAL = 1000) // metal costs are very roughly based around one 7.62 casing = 200 metal + matter = list(MAT_STEEL = 1000) // metal costs are very roughly based around one 7.62 casing = 200 metal max_ammo = 5 multiple_sprites = 1 @@ -627,7 +627,7 @@ icon_state = "SVD" mag_type = MAGAZINE caliber = "7.62mm" - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) ammo_type = /obj/item/ammo_casing/a762 max_ammo = 10 multiple_sprites = 1 @@ -646,7 +646,7 @@ icon_state = "ashot-mag" mag_type = MAGAZINE caliber = "12g" - matter = list(DEFAULT_WALL_MATERIAL = 13000) + matter = list(MAT_STEEL = 13000) ammo_type = /obj/item/ammo_casing/a12g max_ammo = 24 multiple_sprites = 1 @@ -672,7 +672,7 @@ desc = "A color-coded metal clip for holding and quickly loading shotgun shells. This one is loaded with slugs." caliber = "12g" ammo_type = /obj/item/ammo_casing/a12g - matter = list(DEFAULT_WALL_MATERIAL = 1070) // slugs shells x2 + 350 metal for the clip itself. + matter = list(MAT_STEEL = 1070) // slugs shells x2 + 350 metal for the clip itself. max_ammo = 2 multiple_sprites = 1 @@ -681,14 +681,14 @@ icon_state = "12gclipshell" desc = "A color-coded metal clip for holding and quickly loading shotgun shells. This one is loaded with buckshot." ammo_type = /obj/item/ammo_casing/a12g/pellet - matter = list(DEFAULT_WALL_MATERIAL = 1070) // buckshot and slugs cost the same + matter = list(MAT_STEEL = 1070) // buckshot and slugs cost the same /obj/item/ammo_magazine/clip/c12g/beanbag name = "ammo clip (12g beanbag)" icon_state = "12gclipbean" desc = "A color-coded metal clip for holding and quickly loading shotgun shells. This one is loaded with beanbags." ammo_type = /obj/item/ammo_casing/a12g/beanbag - matter = list(DEFAULT_WALL_MATERIAL = 710) //beanbags x2 + 350 metal + matter = list(MAT_STEEL = 710) //beanbags x2 + 350 metal ///////// .75 Gyrojet ///////// @@ -712,6 +712,6 @@ caliber = "caps" color = "#FF0000" ammo_type = /obj/item/ammo_casing/cap - matter = list(DEFAULT_WALL_MATERIAL = 600) + matter = list(MAT_STEEL = 600) max_ammo = 7 multiple_sprites = 1 \ No newline at end of file diff --git a/code/modules/projectiles/ammunition/magnetic.dm b/code/modules/projectiles/ammunition/magnetic.dm index fc748b05df..ea0c995ac8 100644 --- a/code/modules/projectiles/ammunition/magnetic.dm +++ b/code/modules/projectiles/ammunition/magnetic.dm @@ -4,7 +4,7 @@ icon = 'icons/obj/ammo.dmi' icon_state = "caseless-mag" w_class = ITEMSIZE_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 1800) + matter = list(MAT_STEEL = 1800) origin_tech = list(TECH_COMBAT = 1) var/remaining = 9 preserve_item = 1 diff --git a/code/modules/projectiles/ammunition/rounds.dm b/code/modules/projectiles/ammunition/rounds.dm index 02d4b4aa5e..14d52325f7 100644 --- a/code/modules/projectiles/ammunition/rounds.dm +++ b/code/modules/projectiles/ammunition/rounds.dm @@ -27,7 +27,7 @@ desc = "A .357 bullet casing." caliber = ".357" projectile_type = /obj/item/projectile/bullet/pistol/strong - matter = list(DEFAULT_WALL_MATERIAL = 210) + matter = list(MAT_STEEL = 210) /* * .38 @@ -37,7 +37,7 @@ desc = "A .38 bullet casing." caliber = ".38" projectile_type = /obj/item/projectile/bullet/pistol - matter = list(DEFAULT_WALL_MATERIAL = 60) + matter = list(MAT_STEEL = 60) /obj/item/ammo_casing/a38/rubber desc = "A .38 rubber bullet casing." @@ -49,7 +49,7 @@ desc = "A .38 bullet casing fitted with a single-use ion pulse generator." icon_state = "empcasing" projectile_type = /obj/item/projectile/ion/small - matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100) + matter = list(MAT_STEEL = 130, MAT_URANIUM = 100) /* * .44 @@ -59,18 +59,18 @@ desc = "A .44 bullet casing." caliber = ".44" projectile_type = /obj/item/projectile/bullet/pistol/strong - matter = list(DEFAULT_WALL_MATERIAL = 210) + matter = list(MAT_STEEL = 210) /obj/item/ammo_casing/a44/rubber icon_state = "r-casing" desc = "A .44 rubber bullet casing." projectile_type = /obj/item/projectile/bullet/pistol/rubber/strong - matter = list(DEFAULT_WALL_MATERIAL = 60) + matter = list(MAT_STEEL = 60) /obj/item/ammo_casing/a44/rifle desc = "A proprietary Hedberg-Hammarstrom .44 bullet casing designed for use in revolving rifles." projectile_type = /obj/item/projectile/bullet/rifle/a44rifle - matter = list(DEFAULT_WALL_MATERIAL = 210) + matter = list(MAT_STEEL = 210) /* * .75 (aka Gyrojet Rockets, aka admin abuse) @@ -80,7 +80,7 @@ desc = "A .75 gyrojet rocket sheathe." caliber = ".75" projectile_type = /obj/item/projectile/bullet/gyro - matter = list(DEFAULT_WALL_MATERIAL = 4000) + matter = list(MAT_STEEL = 4000) /* * 9mm @@ -90,12 +90,12 @@ desc = "A 9mm bullet casing." caliber = "9mm" projectile_type = /obj/item/projectile/bullet/pistol - matter = list(DEFAULT_WALL_MATERIAL = 60) + matter = list(MAT_STEEL = 60) /obj/item/ammo_casing/a9mm/ap desc = "A 9mm armor-piercing bullet casing." projectile_type = /obj/item/projectile/bullet/pistol/ap - matter = list(DEFAULT_WALL_MATERIAL = 80) + matter = list(MAT_STEEL = 80) /obj/item/ammo_casing/a9mm/hp desc = "A 9mm hollow-point bullet casing." @@ -125,43 +125,43 @@ desc = "A .45 bullet casing." caliber = ".45" projectile_type = /obj/item/projectile/bullet/pistol/medium - matter = list(DEFAULT_WALL_MATERIAL = 75) + matter = list(MAT_STEEL = 75) /obj/item/ammo_casing/a45/ap desc = "A .45 Armor-Piercing bullet casing." icon_state = "r-casing" projectile_type = /obj/item/projectile/bullet/pistol/medium/ap - matter = list(DEFAULT_WALL_MATERIAL = 50, MAT_PLASTEEL = 25) + matter = list(MAT_STEEL = 50, MAT_PLASTEEL = 25) /obj/item/ammo_casing/a45/practice desc = "A .45 practice bullet casing." icon_state = "r-casing" projectile_type = /obj/item/projectile/bullet/practice - matter = list(DEFAULT_WALL_MATERIAL = 60) + matter = list(MAT_STEEL = 60) /obj/item/ammo_casing/a45/rubber desc = "A .45 rubber bullet casing." icon_state = "r-casing" projectile_type = /obj/item/projectile/bullet/pistol/rubber - matter = list(DEFAULT_WALL_MATERIAL = 60) + matter = list(MAT_STEEL = 60) /obj/item/ammo_casing/a45/flash desc = "A .45 flash shell casing." icon_state = "r-casing" projectile_type = /obj/item/projectile/energy/flash - matter = list(DEFAULT_WALL_MATERIAL = 60) + matter = list(MAT_STEEL = 60) /obj/item/ammo_casing/a45/emp name = ".45 haywire round" desc = "A .45 bullet casing fitted with a single-use ion pulse generator." projectile_type = /obj/item/projectile/ion/small icon_state = "empcasing" - matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100) + matter = list(MAT_STEEL = 130, MAT_URANIUM = 100) /obj/item/ammo_casing/a45/hp desc = "A .45 hollow-point bullet casing." projectile_type = /obj/item/projectile/bullet/pistol/medium/hp - matter = list(DEFAULT_WALL_MATERIAL = 60, MAT_PLASTIC = 15) + matter = list(MAT_STEEL = 60, MAT_PLASTIC = 15) /* * 10mm @@ -171,14 +171,14 @@ desc = "A 10mm bullet casing." caliber = "10mm" projectile_type = /obj/item/projectile/bullet/pistol/medium - matter = list(DEFAULT_WALL_MATERIAL = 75) + matter = list(MAT_STEEL = 75) /obj/item/ammo_casing/a10mm/emp name = "10mm haywire round" desc = "A 10mm bullet casing fitted with a single-use ion pulse generator." projectile_type = /obj/item/projectile/ion/small icon_state = "empcasing" - matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100) + matter = list(MAT_STEEL = 130, MAT_URANIUM = 100) /* * 12g (aka shotgun ammo) @@ -190,7 +190,7 @@ icon_state = "slshell" caliber = "12g" projectile_type = /obj/item/projectile/bullet/shotgun - matter = list(DEFAULT_WALL_MATERIAL = 360) + matter = list(MAT_STEEL = 360) /obj/item/ammo_casing/a12g/pellet name = "shotgun shell" @@ -203,21 +203,21 @@ desc = "A blank shell." icon_state = "blshell" projectile_type = /obj/item/projectile/bullet/blank - matter = list(DEFAULT_WALL_MATERIAL = 90) + matter = list(MAT_STEEL = 90) /obj/item/ammo_casing/a12g/practice name = "shotgun shell" desc = "A practice shell." icon_state = "pshell" projectile_type = /obj/item/projectile/bullet/practice - matter = list(DEFAULT_WALL_MATERIAL = 90) + matter = list(MAT_STEEL = 90) /obj/item/ammo_casing/a12g/beanbag name = "beanbag shell" desc = "A beanbag shell." icon_state = "bshell" projectile_type = /obj/item/projectile/bullet/shotgun/beanbag - matter = list(DEFAULT_WALL_MATERIAL = 180) + matter = list(MAT_STEEL = 180) //Can stun in one hit if aimed at the head, but //is blocked by clothing that stops tasers and is vulnerable to EMP @@ -226,7 +226,7 @@ desc = "A 12 gauge taser cartridge." icon_state = "stunshell" projectile_type = /obj/item/projectile/energy/electrode/stunshot - matter = list(DEFAULT_WALL_MATERIAL = 360, "glass" = 720) + matter = list(MAT_STEEL = 360, MAT_GLASS = 720) /obj/item/ammo_casing/a12g/stunshell/emp_act(severity) if(prob(100/severity)) BB = null @@ -238,7 +238,7 @@ desc = "A chemical shell used to signal distress or provide illumination." icon_state = "fshell" projectile_type = /obj/item/projectile/energy/flash/flare - matter = list(DEFAULT_WALL_MATERIAL = 90, "glass" = 90) + matter = list(MAT_STEEL = 90, MAT_GLASS = 90) /obj/item/ammo_casing/a12g/emp name = "ion shell" @@ -246,7 +246,7 @@ icon_state = "empshell" projectile_type = /obj/item/projectile/ion // projectile_type = /obj/item/projectile/bullet/shotgun/ion - matter = list(DEFAULT_WALL_MATERIAL = 360, "uranium" = 240) + matter = list(MAT_STEEL = 360, MAT_URANIUM = 240) /obj/item/ammo_casing/a12g/flechette name = "shotgun flechette" @@ -254,7 +254,7 @@ icon_state = "slshell" caliber = "12g" projectile_type = /obj/item/projectile/scatter/flechette - matter = list(DEFAULT_WALL_MATERIAL = 360, MAT_PLASTEEL = 100) + matter = list(MAT_STEEL = 360, MAT_PLASTEEL = 100) /* * 7.62mm @@ -265,23 +265,23 @@ caliber = "7.62mm" icon_state = "rifle-casing" projectile_type = /obj/item/projectile/bullet/rifle/a762 - matter = list(DEFAULT_WALL_MATERIAL = 200) + matter = list(MAT_STEEL = 200) /obj/item/ammo_casing/a762/ap desc = "A 7.62mm armor-piercing bullet casing." projectile_type = /obj/item/projectile/bullet/rifle/a762/ap - matter = list(DEFAULT_WALL_MATERIAL = 300) + matter = list(MAT_STEEL = 300) /obj/item/ammo_casing/a762/practice desc = "A 7.62mm practice bullet casing." icon_state = "rifle-casing" // Need to make an icon for these projectile_type = /obj/item/projectile/bullet/practice - matter = list(DEFAULT_WALL_MATERIAL = 90) + matter = list(MAT_STEEL = 90) /obj/item/ammo_casing/a762/blank desc = "A blank 7.62mm bullet casing." projectile_type = /obj/item/projectile/bullet/blank - matter = list(DEFAULT_WALL_MATERIAL = 90) + matter = list(MAT_STEEL = 90) /obj/item/ammo_casing/a762/hp desc = "A 7.62mm hollow-point bullet casing." @@ -300,7 +300,7 @@ icon_state = "lcasing" caliber = "14.5mm" projectile_type = /obj/item/projectile/bullet/rifle/a145 - matter = list(DEFAULT_WALL_MATERIAL = 1250) + matter = list(MAT_STEEL = 1250) /obj/item/ammo_casing/a145/highvel desc = "A 14.5mm sabot shell." @@ -319,23 +319,23 @@ caliber = "5.45mm" icon_state = "rifle-casing" projectile_type = /obj/item/projectile/bullet/rifle/a545 - matter = list(DEFAULT_WALL_MATERIAL = 180) + matter = list(MAT_STEEL = 180) /obj/item/ammo_casing/a545/ap desc = "A 5.45mm armor-piercing bullet casing." projectile_type = /obj/item/projectile/bullet/rifle/a545/ap - matter = list(DEFAULT_WALL_MATERIAL = 270) + matter = list(MAT_STEEL = 270) /obj/item/ammo_casing/a545/practice desc = "A 5.45mm practice bullet casing." icon_state = "rifle-casing" // Need to make an icon for these projectile_type = /obj/item/projectile/bullet/practice - matter = list(DEFAULT_WALL_MATERIAL = 90) + matter = list(MAT_STEEL = 90) /obj/item/ammo_casing/a545/blank desc = "A blank 5.45mm bullet casing." projectile_type = /obj/item/projectile/bullet/blank - matter = list(DEFAULT_WALL_MATERIAL = 90) + matter = list(MAT_STEEL = 90) /obj/item/ammo_casing/a545/hp desc = "A 5.45mm hollow-point bullet casing." @@ -354,7 +354,7 @@ caliber = "5mm caseless" icon_state = "casing" // Placeholder. Should probably be purple. projectile_type = /obj/item/projectile/bullet/pistol // Close enough to be comparable. - matter = list(DEFAULT_WALL_MATERIAL = 180) + matter = list(MAT_STEEL = 180) caseless = 1 /obj/item/ammo_casing/a5mmcaseless/stun @@ -371,7 +371,7 @@ icon_state = "rocketshell" projectile_type = /obj/item/projectile/bullet/srmrocket caliber = "rocket" - matter = list(DEFAULT_WALL_MATERIAL = 10000) + matter = list(MAT_STEEL = 10000) /obj/item/ammo_casing/cap name = "cap" @@ -380,7 +380,7 @@ icon_state = "r-casing" color = "#FF0000" projectile_type = /obj/item/projectile/bullet/pistol/cap - matter = list(DEFAULT_WALL_MATERIAL = 85) + matter = list(MAT_STEEL = 85) /obj/item/ammo_casing/spent // For simple hostile mobs only, so they don't cough up usable bullets when firing. This is for literally nothing else. icon_state = "s-casing-spent" diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index 5ddfb4b96a..5e551be0d4 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -39,7 +39,7 @@ icon_state = "detective" item_state = "gun" slot_flags = SLOT_BELT|SLOT_HOLSTER - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) w_class = ITEMSIZE_NORMAL throwforce = 5 throw_speed = 4 diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm index 96e4a1b42c..c19693207a 100644 --- a/code/modules/projectiles/guns/energy/laser.dm +++ b/code/modules/projectiles/guns/energy/laser.dm @@ -11,7 +11,7 @@ w_class = ITEMSIZE_HUGE //CHOMP Edit force = 10 origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2) - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) projectile_type = /obj/item/projectile/beam/midlaser one_handed_penalty = 30 @@ -266,7 +266,7 @@ item_state = "laser" desc = "Standard issue weapon of the Imperial Guard" origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2) - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) projectile_type = /obj/item/projectile/beam/lasertag/blue cell_type = /obj/item/weapon/cell/device/weapon/recharge battery_lock = 1 @@ -306,4 +306,4 @@ projectile_type = /obj/item/projectile/scatter/laser w_class = ITEMSIZE_HUGE //CHOMP Edit. - slot_flags = SLOT_BELT|SLOT_BACK //CHOMP Edit because you can still holster it despite it not fitting in a backpack. \ No newline at end of file + slot_flags = SLOT_BELT|SLOT_BACK //CHOMP Edit because you can still holster it despite it not fitting in a backpack. diff --git a/code/modules/projectiles/guns/energy/laser_vr.dm b/code/modules/projectiles/guns/energy/laser_vr.dm index 44aeea2149..3ac37978a4 100644 --- a/code/modules/projectiles/guns/energy/laser_vr.dm +++ b/code/modules/projectiles/guns/energy/laser_vr.dm @@ -43,7 +43,7 @@ w_class = ITEMSIZE_NORMAL force = 10 origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2) - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) fire_sound = 'sound/weapons/mandalorian.ogg' projectile_type = /obj/item/projectile/beam/imperial diff --git a/code/modules/projectiles/guns/energy/stun.dm b/code/modules/projectiles/guns/energy/stun.dm index cf16857c88..4e9ea51c07 100644 --- a/code/modules/projectiles/guns/energy/stun.dm +++ b/code/modules/projectiles/guns/energy/stun.dm @@ -49,7 +49,7 @@ w_class = ITEMSIZE_SMALL item_state = "crossbow" origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 2, TECH_ILLEGAL = 5) - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) slot_flags = SLOT_BELT | SLOT_HOLSTER silenced = 1 projectile_type = /obj/item/projectile/energy/bolt @@ -67,7 +67,7 @@ desc = "A weapon favored by mercenary infiltration teams." w_class = ITEMSIZE_LARGE force = 10 - matter = list(DEFAULT_WALL_MATERIAL = 200000) + matter = list(MAT_STEEL = 200000) slot_flags = SLOT_BELT projectile_type = /obj/item/projectile/energy/bolt/large diff --git a/code/modules/projectiles/guns/launcher/grenade_launcher.dm b/code/modules/projectiles/guns/launcher/grenade_launcher.dm index 275c9963a2..9359064cf6 100644 --- a/code/modules/projectiles/guns/launcher/grenade_launcher.dm +++ b/code/modules/projectiles/guns/launcher/grenade_launcher.dm @@ -15,7 +15,7 @@ var/obj/item/weapon/grenade/chambered var/list/grenades = new/list() var/max_grenades = 5 //holds this + one in the chamber - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) //revolves the magazine, allowing players to choose between multiple grenade types /obj/item/weapon/gun/launcher/grenade/proc/pump(mob/M as mob) diff --git a/code/modules/projectiles/guns/launcher/pneumatic.dm b/code/modules/projectiles/guns/launcher/pneumatic.dm index ccc72a248b..8372eb77b4 100644 --- a/code/modules/projectiles/guns/launcher/pneumatic.dm +++ b/code/modules/projectiles/guns/launcher/pneumatic.dm @@ -172,7 +172,7 @@ buildstate++ update_icon() return - else if(istype(W,/obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL) + else if(istype(W,/obj/item/stack/material) && W.get_material_name() == MAT_STEEL) if(buildstate == 2) var/obj/item/stack/material/M = W if(M.use(5)) diff --git a/code/modules/projectiles/guns/launcher/syringe_gun.dm b/code/modules/projectiles/guns/launcher/syringe_gun.dm index 3d60e22405..981e5c988b 100644 --- a/code/modules/projectiles/guns/launcher/syringe_gun.dm +++ b/code/modules/projectiles/guns/launcher/syringe_gun.dm @@ -4,7 +4,7 @@ icon = 'icons/obj/ammo.dmi' icon_state = "syringe-cartridge" var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot - matter = list(DEFAULT_WALL_MATERIAL = 125, "glass" = 375) + matter = list(MAT_STEEL = 125, MAT_GLASS = 375) slot_flags = SLOT_BELT | SLOT_EARS throwforce = 3 force = 3 @@ -68,7 +68,7 @@ item_state = "syringegun" w_class = ITEMSIZE_NORMAL force = 7 - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) slot_flags = SLOT_BELT fire_sound = 'sound/weapons/empty.ogg' diff --git a/code/modules/projectiles/guns/magnetic/magnetic_construction.dm b/code/modules/projectiles/guns/magnetic/magnetic_construction.dm index 5014b52718..9f81dbe4dc 100644 --- a/code/modules/projectiles/guns/magnetic/magnetic_construction.dm +++ b/code/modules/projectiles/guns/magnetic/magnetic_construction.dm @@ -12,7 +12,7 @@ if(istype(thing, /obj/item/stack/material) && construction_stage == 1) var/obj/item/stack/material/reinforcing = thing var/datum/material/reinforcing_with = reinforcing.get_material() - if(reinforcing_with.name == DEFAULT_WALL_MATERIAL) // Steel + if(reinforcing_with.name == MAT_STEEL) // Steel if(reinforcing.get_amount() < 5) to_chat(user, "You need at least 5 [reinforcing.singular_name]\s for this task.") return diff --git a/code/modules/projectiles/guns/projectile.dm b/code/modules/projectiles/guns/projectile.dm index 7f93579230..31ffe40e13 100644 --- a/code/modules/projectiles/guns/projectile.dm +++ b/code/modules/projectiles/guns/projectile.dm @@ -8,7 +8,7 @@ icon_state = "revolver" origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2) w_class = ITEMSIZE_NORMAL - matter = list(DEFAULT_WALL_MATERIAL = 1000) + matter = list(MAT_STEEL = 1000) recoil = 1 projectile_type = /obj/item/projectile/bullet/pistol/strong //Only used for chameleon guns diff --git a/code/modules/projectiles/guns/projectile/automatic_vr.dm b/code/modules/projectiles/guns/projectile/automatic_vr.dm index 1d9ff09255..e2a9cb435d 100644 --- a/code/modules/projectiles/guns/projectile/automatic_vr.dm +++ b/code/modules/projectiles/guns/projectile/automatic_vr.dm @@ -201,7 +201,7 @@ icon_state = "smg" origin_tech = list(TECH_COMBAT = 2) mag_type = MAGAZINE - matter = list(DEFAULT_WALL_MATERIAL = 1800) + matter = list(MAT_STEEL = 1800) caliber = "9mm" ammo_type = /obj/item/ammo_casing/a9mm max_ammo = 30 diff --git a/code/modules/projectiles/guns/projectile/revolver_vr.dm b/code/modules/projectiles/guns/projectile/revolver_vr.dm index 8eff9739bf..cc12c6248f 100644 --- a/code/modules/projectiles/guns/projectile/revolver_vr.dm +++ b/code/modules/projectiles/guns/projectile/revolver_vr.dm @@ -80,7 +80,7 @@ icon_state = "9x19p" origin_tech = list(TECH_COMBAT = 2) mag_type = MAGAZINE - matter = list(DEFAULT_WALL_MATERIAL = 480) + matter = list(MAT_STEEL = 480) caliber = ".380" ammo_type = /obj/item/ammo_casing/a380 max_ammo = 8 @@ -103,7 +103,7 @@ icon = 'icons/obj/ammo_vr.dmi' icon_state = "s357" caliber = ".44" - matter = list(DEFAULT_WALL_MATERIAL = 1260) + matter = list(MAT_STEEL = 1260) ammo_type = /obj/item/ammo_casing/a44 max_ammo = 6 multiple_sprites = 1 diff --git a/code/modules/reagents/reagent_containers/glass.dm b/code/modules/reagents/reagent_containers/glass.dm index d25bd55d88..fc37770284 100644 --- a/code/modules/reagents/reagent_containers/glass.dm +++ b/code/modules/reagents/reagent_containers/glass.dm @@ -159,7 +159,7 @@ icon_state = "beaker" item_state = "beaker" center_of_mass = list("x" = 15,"y" = 11) - matter = list("glass" = 500) + matter = list(MAT_GLASS = 500) drop_sound = 'sound/items/drop/glass.ogg' pickup_sound = 'sound/items/pickup/glass.ogg' @@ -211,7 +211,7 @@ desc = "A large beaker." icon_state = "beakerlarge" center_of_mass = list("x" = 16,"y" = 11) - matter = list("glass" = 5000) + matter = list(MAT_GLASS = 5000) volume = 120 amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5,10,15,25,30,60,120) @@ -222,7 +222,7 @@ desc = "A cryostasis beaker that allows for chemical storage without reactions." icon_state = "beakernoreact" center_of_mass = list("x" = 16,"y" = 13) - matter = list("glass" = 500) + matter = list(MAT_GLASS = 500) volume = 60 amount_per_transfer_from_this = 10 flags = OPENCONTAINER | NOREACT @@ -232,7 +232,7 @@ desc = "A bluespace beaker, powered by experimental bluespace technology." icon_state = "beakerbluespace" center_of_mass = list("x" = 16,"y" = 11) - matter = list("glass" = 5000) + matter = list(MAT_GLASS = 5000) volume = 300 amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5,10,15,25,30,60,120,300) @@ -243,7 +243,7 @@ desc = "A small glass vial." icon_state = "vial" center_of_mass = list("x" = 15,"y" = 9) - matter = list("glass" = 250) + matter = list(MAT_GLASS = 250) volume = 30 w_class = ITEMSIZE_TINY amount_per_transfer_from_this = 10 @@ -264,7 +264,7 @@ icon_state = "bucket" item_state = "bucket" center_of_mass = list("x" = 16,"y" = 10) - matter = list(DEFAULT_WALL_MATERIAL = 200) + matter = list(MAT_STEEL = 200) w_class = ITEMSIZE_NORMAL amount_per_transfer_from_this = 20 possible_transfer_amounts = list(10,20,30,60,120) @@ -288,7 +288,7 @@ user.drop_from_inventory(src) qdel(src) return - else if(istype(D, /obj/item/stack/material) && D.get_material_name() == DEFAULT_WALL_MATERIAL) + else if(istype(D, /obj/item/stack/material) && D.get_material_name() == MAT_STEEL) var/obj/item/stack/material/M = D if (M.use(1)) var/obj/item/weapon/secbot_assembly/edCLN_assembly/B = new /obj/item/weapon/secbot_assembly/edCLN_assembly @@ -322,7 +322,7 @@ icon_state = "woodbucket" item_state = "woodbucket" center_of_mass = list("x" = 16,"y" = 8) - matter = list("wood" = 50) + matter = list(MAT_WOOD = 50) w_class = ITEMSIZE_LARGE amount_per_transfer_from_this = 20 possible_transfer_amounts = list(10,20,30,60,120) @@ -358,7 +358,7 @@ name = "water-cooler bottle" icon = 'icons/obj/vending.dmi' icon_state = "water_cooler_bottle" - matter = list("glass" = 2000) + matter = list(MAT_GLASS = 2000) w_class = ITEMSIZE_NORMAL amount_per_transfer_from_this = 20 possible_transfer_amounts = list(10,20,30,60,120) diff --git a/code/modules/reagents/reagent_containers/spray.dm b/code/modules/reagents/reagent_containers/spray.dm index 28585ff5fe..237e9a4070 100644 --- a/code/modules/reagents/reagent_containers/spray.dm +++ b/code/modules/reagents/reagent_containers/spray.dm @@ -6,7 +6,7 @@ item_state = "cleaner" center_of_mass = list("x" = 16,"y" = 10) flags = OPENCONTAINER|NOBLUDGEON - matter = list("glass" = 300, DEFAULT_WALL_MATERIAL = 300) + matter = list(MAT_GLASS = 300, MAT_STEEL = 300) slot_flags = SLOT_BELT throwforce = 3 w_class = ITEMSIZE_SMALL diff --git a/code/modules/reagents/reagent_containers/syringes.dm b/code/modules/reagents/reagent_containers/syringes.dm index f05edfd7e1..c8fc2ea379 100644 --- a/code/modules/reagents/reagent_containers/syringes.dm +++ b/code/modules/reagents/reagent_containers/syringes.dm @@ -12,7 +12,7 @@ item_state = "syringe_0" icon_state = "0" center_of_mass = list("x" = 16,"y" = 14) - matter = list("glass" = 150) + matter = list(MAT_GLASS = 150) amount_per_transfer_from_this = 5 possible_transfer_amounts = null volume = 15 diff --git a/code/modules/recycling/disposal-construction.dm b/code/modules/recycling/disposal-construction.dm index a336d4c0e8..957d7662c3 100644 --- a/code/modules/recycling/disposal-construction.dm +++ b/code/modules/recycling/disposal-construction.dm @@ -10,7 +10,7 @@ anchored = 0 density = 0 pressure_resistance = 5*ONE_ATMOSPHERE - matter = list(DEFAULT_WALL_MATERIAL = 1850) + matter = list(MAT_STEEL = 1850) level = 2 var/sortType = "" var/ptype = 0 diff --git a/code/modules/research/circuitprinter.dm b/code/modules/research/circuitprinter.dm index 3e3207fdb9..f793c0318a 100644 --- a/code/modules/research/circuitprinter.dm +++ b/code/modules/research/circuitprinter.dm @@ -16,7 +16,7 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid). var/mat_efficiency = 1 var/speed = 1 - materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, MAT_PLASTEEL = 0, "plastic" = 0, MAT_GRAPHITE = 0, "gold" = 0, "silver" = 0, "osmium" = 0, MAT_LEAD = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0, MAT_DURASTEEL = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0, MAT_METALHYDROGEN = 0, MAT_SUPERMATTER = 0) + materials = list(MAT_STEEL = 0, MAT_GLASS = 0, MAT_PLASTEEL = 0, MAT_PLASTIC = 0, MAT_GRAPHITE = 0, MAT_GOLD = 0, MAT_SILVER = 0, MAT_OSMIUM = 0, MAT_LEAD = 0, MAT_PHORON = 0, MAT_URANIUM = 0, MAT_DIAMOND = 0, MAT_DURASTEEL = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0, MAT_METALHYDROGEN = 0, MAT_SUPERMATTER = 0) hidden_materials = list(MAT_PLASTEEL, MAT_DURASTEEL, MAT_GRAPHITE, MAT_VERDANTIUM, MAT_MORPHIUM, MAT_METALHYDROGEN, MAT_SUPERMATTER) diff --git a/code/modules/research/designs/HUDs.dm b/code/modules/research/designs/HUDs.dm index 4a6648f26a..d1e7541f0f 100644 --- a/code/modules/research/designs/HUDs.dm +++ b/code/modules/research/designs/HUDs.dm @@ -1,7 +1,7 @@ // HUDs /datum/design/item/hud - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + materials = list(MAT_STEEL = 50, MAT_GLASS = 50) /datum/design/item/hud/AssembleDesignName() ..() @@ -42,6 +42,6 @@ name = "graviton visor" id = "graviton_goggles" req_tech = list(TECH_MAGNET = 5, TECH_ENGINEERING = 3, TECH_BLUESPACE = 3, TECH_PHORON = 3) - materials = list(MAT_PLASTEEL = 2000, "glass" = 3000, MAT_PHORON = 1500) + materials = list(MAT_PLASTEEL = 2000, MAT_GLASS = 3000, MAT_PHORON = 1500) build_path = /obj/item/clothing/glasses/graviton sort_string = "EAAAE" \ No newline at end of file diff --git a/code/modules/research/designs/HUDs_vr.dm b/code/modules/research/designs/HUDs_vr.dm index aef8b12b0c..961c151443 100644 --- a/code/modules/research/designs/HUDs_vr.dm +++ b/code/modules/research/designs/HUDs_vr.dm @@ -2,6 +2,6 @@ name = "AR glasses" id = "omnihud" req_tech = list(TECH_MAGNET = 4, TECH_COMBAT = 3, TECH_BIO = 3) - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 1000) + materials = list(MAT_STEEL = 1000, MAT_GLASS = 1000) build_path = /obj/item/clothing/glasses/omnihud sort_string = "EAAVA" \ No newline at end of file diff --git a/code/modules/research/designs/ai_holders.dm b/code/modules/research/designs/ai_holders.dm index 7cf36c5bb6..2f1fe24c12 100644 --- a/code/modules/research/designs/ai_holders.dm +++ b/code/modules/research/designs/ai_holders.dm @@ -8,7 +8,7 @@ id = "mmi" req_tech = list(TECH_DATA = 2, TECH_BIO = 3) build_type = PROTOLATHE | PROSFAB - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500) + materials = list(MAT_STEEL = 1000, MAT_GLASS = 500) build_path = /obj/item/device/mmi category = list("Misc") sort_string = "SAAAA" @@ -18,7 +18,7 @@ id = "posibrain" req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 6, TECH_BLUESPACE = 2, TECH_DATA = 4) build_type = PROTOLATHE | PROSFAB - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 500, "phoron" = 500, "diamond" = 100) + materials = list(MAT_STEEL = 2000, MAT_GLASS = 1000, MAT_SILVER = 1000, MAT_GOLD = 500, MAT_PHORON = 500, MAT_DIAMOND = 100) build_path = /obj/item/device/mmi/digital/posibrain category = list("Misc") sort_string = "SAAAB" @@ -28,7 +28,7 @@ id = "dronebrain" req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 5, TECH_DATA = 4) build_type = PROTOLATHE | PROSFAB - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 500) + materials = list(MAT_STEEL = 2000, MAT_GLASS = 1000, MAT_SILVER = 1000, MAT_GOLD = 500) build_path = /obj/item/device/mmi/digital/robot category = list("Misc") sort_string = "SAAAC" @@ -37,7 +37,7 @@ name = "'pAI', personal artificial intelligence device" id = "paicard" req_tech = list(TECH_DATA = 2) - materials = list("glass" = 500, DEFAULT_WALL_MATERIAL = 500) + materials = list(MAT_GLASS = 500, MAT_STEEL = 500) build_path = /obj/item/device/paicard sort_string = "SBAAA" @@ -46,6 +46,6 @@ desc = "Allows for the construction of an intelliCore." id = "intellicore" req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 4) - materials = list("glass" = 1000, "gold" = 200) + materials = list(MAT_GLASS = 1000, MAT_GOLD = 200) build_path = /obj/item/device/aicard sort_string = "SCAAA" \ No newline at end of file diff --git a/code/modules/research/designs/bag_of_holding.dm b/code/modules/research/designs/bag_of_holding.dm index 673977d370..6f5a70adc6 100644 --- a/code/modules/research/designs/bag_of_holding.dm +++ b/code/modules/research/designs/bag_of_holding.dm @@ -9,7 +9,7 @@ desc = "For the most tenacious miners, a bag with incomprehensible depth!" id = "ore_holding" req_tech = list(TECH_BLUESPACE = 2, TECH_MATERIAL = 3) - materials = list("gold" = 1000, "diamond" = 500, "uranium" = 250) // Less expensive since it can only hold ores + materials = list(MAT_GOLD = 1000, MAT_DIAMOND = 500, MAT_URANIUM = 250) // Less expensive since it can only hold ores build_path = /obj/item/weapon/storage/bag/ore/holding sort_string = "QAAAA" @@ -18,7 +18,7 @@ desc = "Using localized pockets of bluespace this bag prototype offers incredible storage capacity with the contents weighting nothing. It's a shame the bag itself is pretty heavy." id = "bag_holding" req_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 6) - materials = list("gold" = 3000, "diamond" = 1500, "uranium" = 250) + materials = list(MAT_GOLD = 3000, MAT_DIAMOND = 1500, MAT_URANIUM = 250) build_path = /obj/item/weapon/storage/backpack/holding sort_string = "QAAAA" @@ -27,7 +27,7 @@ desc = "A minaturized prototype of the popular Bag of Holding, the Dufflebag of Holding is, functionally, identical to the bag of holding, but comes in a more stylish and compact form." id = "dufflebag_holding" req_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 6) - materials = list("gold" = 3000, "diamond" = 1500, "uranium" = 250) + materials = list(MAT_GOLD = 3000, MAT_DIAMOND = 1500, MAT_URANIUM = 250) build_path = /obj/item/weapon/storage/backpack/holding/duffle sort_string = "QAAAB" diff --git a/code/modules/research/designs/beakers.dm b/code/modules/research/designs/beakers.dm index fe231699d5..0b3c359d39 100644 --- a/code/modules/research/designs/beakers.dm +++ b/code/modules/research/designs/beakers.dm @@ -8,7 +8,7 @@ desc = "A cryostasis beaker that allows for chemical storage without reactions. Can hold up to 50 units." id = "splitbeaker" req_tech = list(TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000) + materials = list(MAT_STEEL = 3000) build_path = /obj/item/weapon/reagent_containers/glass/beaker/noreact sort_string = "IAAAA" @@ -17,6 +17,6 @@ desc = "A bluespace beaker, powered by experimental bluespace technology and Element Cuban combined with the Compound Pete. Can hold up to 300 units." id = "bluespacebeaker" req_tech = list(TECH_BLUESPACE = 2, TECH_MATERIAL = 6) - materials = list(DEFAULT_WALL_MATERIAL = 3000, "phoron" = 3000, "diamond" = 500) + materials = list(MAT_STEEL = 3000, MAT_PHORON = 3000, MAT_DIAMOND = 500) build_path = /obj/item/weapon/reagent_containers/glass/beaker/bluespace sort_string = "IAAAB" \ No newline at end of file diff --git a/code/modules/research/designs/bio_devices.dm b/code/modules/research/designs/bio_devices.dm index 8762364105..27f1e0a556 100644 --- a/code/modules/research/designs/bio_devices.dm +++ b/code/modules/research/designs/bio_devices.dm @@ -1,5 +1,5 @@ /datum/design/item/biotech - materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 20) + materials = list(MAT_STEEL = 30, MAT_GLASS = 20) /datum/design/item/biotech/AssembleDesignName() ..() @@ -39,7 +39,7 @@ desc = "A hand-held scanner able to diagnose robotic injuries." id = "robot_scanner" req_tech = list(TECH_MAGNET = 3, TECH_BIO = 2, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200) + materials = list(MAT_STEEL = 500, MAT_GLASS = 200) build_path = /obj/item/device/robotanalyzer sort_string = "JAACA" @@ -47,7 +47,7 @@ desc = "A tube of paste containing swarms of repair nanites. Very effective in repairing robotic machinery." id = "nanopaste" req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000) + materials = list(MAT_STEEL = 7000, MAT_GLASS = 7000) build_path = /obj/item/stack/nanopaste sort_string = "JAACB" @@ -55,7 +55,7 @@ desc = "A device capable of quickly scanning all relevant data about a plant." id = "plant_analyzer" req_tech = list(TECH_MAGNET = 2, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 500) + materials = list(MAT_STEEL = 500, MAT_GLASS = 500) build_path = /obj/item/device/analyzer/plant_analyzer sort_string = "JAADA" diff --git a/code/modules/research/designs/bio_devices_vr.dm b/code/modules/research/designs/bio_devices_vr.dm index 253249b617..ee651b193e 100644 --- a/code/modules/research/designs/bio_devices_vr.dm +++ b/code/modules/research/designs/bio_devices_vr.dm @@ -2,7 +2,7 @@ name = "nanite implant framework" id = "nif" req_tech = list(TECH_MAGNET = 5, TECH_BLUESPACE = 5, TECH_MATERIAL = 5, TECH_ENGINEERING = 5, TECH_DATA = 5) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 8000, "uranium" = 6000, "diamond" = 6000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 8000, MAT_URANIUM = 6000, MAT_DIAMOND = 6000) build_path = /obj/item/device/nif sort_string = "JVAAA" @@ -10,7 +10,7 @@ name = "bioadaptive NIF" id = "bioadapnif" req_tech = list(TECH_MAGNET = 5, TECH_BLUESPACE = 5, TECH_MATERIAL = 5, TECH_ENGINEERING = 5, TECH_DATA = 5, TECH_BIO = 5) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 15000, "uranium" = 10000, "diamond" = 10000) + materials = list(MAT_STEEL = 10000, MAT_GLASS = 15000, MAT_URANIUM = 10000, MAT_DIAMOND = 10000) build_path = /obj/item/device/nif/bioadap sort_string = "JVAAB" @@ -18,6 +18,6 @@ name = "adv. NIF repair tool" id = "anrt" req_tech = list(TECH_MAGNET = 5, TECH_BLUESPACE = 5, TECH_MATERIAL = 5, TECH_ENGINEERING = 5, TECH_DATA = 5) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 3000, "uranium" = 2000, "diamond" = 2000) + materials = list(MAT_STEEL = 2000, MAT_GLASS = 3000, MAT_URANIUM = 2000, MAT_DIAMOND = 2000) build_path = /obj/item/device/nifrepairer sort_string = "JVABA" \ No newline at end of file diff --git a/code/modules/research/designs/circuit_assembly.dm b/code/modules/research/designs/circuit_assembly.dm index 0ce5d0ca8a..c637e450d2 100644 --- a/code/modules/research/designs/circuit_assembly.dm +++ b/code/modules/research/designs/circuit_assembly.dm @@ -9,7 +9,7 @@ desc = "A portable(ish) printer for modular machines." id = "ic_printer" req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 4, TECH_DATA = 5) - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MAT_STEEL = 10000) build_path = /obj/item/device/integrated_circuit_printer sort_string = "UAAAA" @@ -18,7 +18,7 @@ desc = "Allows the integrated circuit printer to create advanced circuits" id = "ic_printer_upgrade_adv" req_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 4) - materials = list(DEFAULT_WALL_MATERIAL = 2000) + materials = list(MAT_STEEL = 2000) build_path = /obj/item/weapon/disk/integrated_circuit/upgrade/advanced sort_string = "UBAAA" @@ -26,7 +26,7 @@ name = "Custom wirer tool" id = "wirer" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 2500) build_path = /obj/item/device/integrated_electronics/wirer sort_string = "UCAAA" @@ -34,7 +34,7 @@ name = "Custom circuit debugger tool" id = "debugger" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 2500) build_path = /obj/item/device/integrated_electronics/debugger sort_string = "UCBBB" @@ -49,7 +49,7 @@ desc = "A customizable assembly for simple, small devices." id = "assembly-small" req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MAT_STEEL = 10000) build_path = /obj/item/device/electronic_assembly sort_string = "UDAAA" @@ -58,7 +58,7 @@ desc = "A customizable assembly suited for more ambitious mechanisms." id = "assembly-medium" req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 20000) + materials = list(MAT_STEEL = 20000) build_path = /obj/item/device/electronic_assembly/medium sort_string = "UDAAB" @@ -67,7 +67,7 @@ desc = "A customizable assembly for large machines." id = "assembly-large" req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_POWER = 4) - materials = list(DEFAULT_WALL_MATERIAL = 40000) + materials = list(MAT_STEEL = 40000) build_path = /obj/item/device/electronic_assembly/large sort_string = "UDAAC" @@ -76,7 +76,7 @@ desc = "A customizable assembly optimized for autonomous devices." id = "assembly-drone" req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 4, TECH_POWER = 4) - materials = list(DEFAULT_WALL_MATERIAL = 30000) + materials = list(MAT_STEEL = 30000) build_path = /obj/item/device/electronic_assembly/drone sort_string = "UDAAD" @@ -85,7 +85,7 @@ desc = "An customizable assembly designed to interface with other devices." id = "assembly-device" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000) + materials = list(MAT_STEEL = 5000) build_path = /obj/item/device/assembly/electronic_assembly sort_string = "UDAAE" @@ -94,6 +94,6 @@ desc = "An customizable assembly for very small devices, implanted into living entities." id = "assembly-implant" req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_POWER = 3, TECH_BIO = 5) - materials = list(DEFAULT_WALL_MATERIAL = 2000) + materials = list(MAT_STEEL = 2000) build_path = /obj/item/weapon/implant/integrated_circuit sort_string = "UDAAF" \ No newline at end of file diff --git a/code/modules/research/designs/circuits/ai_modules.dm b/code/modules/research/designs/circuits/ai_modules.dm index 378a4fde0d..c9dc9b1942 100644 --- a/code/modules/research/designs/circuits/ai_modules.dm +++ b/code/modules/research/designs/circuits/ai_modules.dm @@ -1,6 +1,6 @@ /datum/design/aimodule build_type = IMPRINTER - materials = list("glass" = 2000, "gold" = 100) + materials = list(MAT_GLASS = 2000, MAT_GOLD = 100) /datum/design/aimodule/AssembleDesignName() name = "AI module design ([name])" diff --git a/code/modules/research/designs/circuits/circuits.dm b/code/modules/research/designs/circuits/circuits.dm index 506f1c42d5..4ec925ecac 100644 --- a/code/modules/research/designs/circuits/circuits.dm +++ b/code/modules/research/designs/circuits/circuits.dm @@ -5,7 +5,7 @@ CIRCUITS BELOW /datum/design/circuit build_type = IMPRINTER req_tech = list(TECH_DATA = 2) - materials = list("glass" = 2000) + materials = list(MAT_GLASS = 2000) chemicals = list("sacid" = 20) time = 5 @@ -493,7 +493,7 @@ CIRCUITS BELOW name = "'Durand' central control" id = "durand_main" req_tech = list(TECH_DATA = 4) - materials = list("glass" = 2000, MAT_GRAPHITE = 1250) + materials = list(MAT_GLASS = 2000, MAT_GRAPHITE = 1250) chemicals = list("sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha/durand/main sort_string = "NAADA" @@ -502,7 +502,7 @@ CIRCUITS BELOW name = "'Durand' peripherals control" id = "durand_peri" req_tech = list(TECH_DATA = 4) - materials = list("glass" = 2000, MAT_GRAPHITE = 1250) + materials = list(MAT_GLASS = 2000, MAT_GRAPHITE = 1250) chemicals = list("sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha/durand/peripherals sort_string = "NAADB" @@ -511,7 +511,7 @@ CIRCUITS BELOW name = "'Durand' weapon control and targeting" id = "durand_targ" req_tech = list(TECH_DATA = 4, TECH_COMBAT = 2) - materials = list("glass" = 2000, MAT_GRAPHITE = 1250) + materials = list(MAT_GLASS = 2000, MAT_GRAPHITE = 1250) chemicals = list("sacid" = 20) build_path = /obj/item/weapon/circuitboard/mecha/durand/targeting sort_string = "NAADC" @@ -578,7 +578,7 @@ CIRCUITS BELOW /datum/design/circuit/shield req_tech = list(TECH_BLUESPACE = 4, TECH_PHORON = 3) - materials = list("glass" = 2000, "gold" = 1000) + materials = list(MAT_GLASS = 2000, MAT_GOLD = 1000) /datum/design/circuit/shield/AssembleDesignName() name = "Shield generator circuit design ([name])" diff --git a/code/modules/research/designs/engineering.dm b/code/modules/research/designs/engineering.dm index 6a6dbc4e16..1ce4143981 100644 --- a/code/modules/research/designs/engineering.dm +++ b/code/modules/research/designs/engineering.dm @@ -9,7 +9,7 @@ desc = "A welding tool that generate fuel for itself." id = "expwelder" req_tech = list(TECH_ENGINEERING = 4, TECH_PHORON = 3, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120, "phoron" = 100) + materials = list(MAT_STEEL = 70, MAT_GLASS = 120, MAT_PHORON = 100) build_path = /obj/item/weapon/weldingtool/experimental sort_string = "NAAAA" @@ -18,7 +18,7 @@ desc = "A simple powered hand drill." id = "handdrill" req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 300, "silver" = 100) + materials = list(MAT_STEEL = 300, MAT_SILVER = 100) build_path = /obj/item/weapon/tool/screwdriver/power sort_string = "NAAAB" @@ -27,7 +27,7 @@ desc = "A set of jaws of life, compressed through the magic of science." id = "jawslife" req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 300, "silver" = 100) + materials = list(MAT_STEEL = 300, MAT_SILVER = 100) build_path = /obj/item/weapon/tool/crowbar/power sort_string = "NAAAC" // YW addition begins @@ -55,7 +55,7 @@ desc = "A counterpart to the rapid construction device that allows creating and placing atmospheric and disposal pipes." id = "rapidpipedispenser" req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_GLASS = 2000) + materials = list(MAT_STEEL = 4000, MAT_GLASS = 2000) build_path = /obj/item/weapon/pipe_dispenser sort_string = "NAAAD" @@ -70,7 +70,7 @@ desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes." id = "tscanner" req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 200) + materials = list(MAT_STEEL = 200) build_path = /obj/item/device/t_scanner sort_string = "NBAAA" @@ -79,7 +79,7 @@ desc = "An upgraded version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes." id = "upgradedtscanner" req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 4, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 500, "phoron" = 150) + materials = list(MAT_STEEL = 500, MAT_PHORON = 150) build_path = /obj/item/device/t_scanner/upgraded sort_string = "NBAAB" @@ -88,7 +88,7 @@ desc = "An advanced version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes." id = "advancedtscanner" req_tech = list(TECH_MAGNET = 6, TECH_ENGINEERING = 6, TECH_MATERIAL = 6) - materials = list(DEFAULT_WALL_MATERIAL = 1250, "phoron" = 500, "silver" = 50) + materials = list(MAT_STEEL = 1250, MAT_PHORON = 500, MAT_SILVER = 50) build_path = /obj/item/device/t_scanner/advanced sort_string = "NBAAC" @@ -97,6 +97,6 @@ desc = "A hand-held environmental scanner which reports current gas levels." id = "atmosanalyzer" req_tech = list(TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 200, "glass" = 100) + materials = list(MAT_STEEL = 200, MAT_GLASS = 100) build_path = /obj/item/device/analyzer sort_string = "NBABA" diff --git a/code/modules/research/designs/implants.dm b/code/modules/research/designs/implants.dm index 4c4b5ba801..2f9e4cc83d 100644 --- a/code/modules/research/designs/implants.dm +++ b/code/modules/research/designs/implants.dm @@ -1,7 +1,7 @@ // Implants /datum/design/item/implant - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + materials = list(MAT_STEEL = 50, MAT_GLASS = 50) /datum/design/item/implant/AssembleDesignName() ..() diff --git a/code/modules/research/designs/implants_vr.dm b/code/modules/research/designs/implants_vr.dm index 7a27266e83..9812e0f192 100644 --- a/code/modules/research/designs/implants_vr.dm +++ b/code/modules/research/designs/implants_vr.dm @@ -2,7 +2,7 @@ name = "Backup implant" id = "implant_backup" req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 2, TECH_DATA = 4, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 2000) + materials = list(MAT_STEEL = 2000, MAT_GLASS = 2000) build_path = /obj/item/weapon/implantcase/backup sort_string = "MFAVA" @@ -10,16 +10,6 @@ name = "Size control implant" id = "implant_size" req_tech = list(TECH_MATERIAL = 3, TECH_BIO = 4, TECH_DATA = 4, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000) + materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000) build_path = /obj/item/weapon/implanter/sizecontrol sort_string = "MFAVB" - -/* Make language great again -/datum/design/item/implant/language - name = "Language implant" - id = "implant_language" - req_tech = list(TECH_MATERIAL = 5, TECH_BIO = 5, TECH_DATA = 4, TECH_ENGINEERING = 4) //This is not an easy to make implant. - materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000, "gold" = 2000, "diamond" = 3000) - build_path = /obj/item/weapon/implantcase/vrlanguage - sort_string = "MFAVC" -*/ \ No newline at end of file diff --git a/code/modules/research/designs/locator_devices.dm b/code/modules/research/designs/locator_devices.dm index b6f149393c..cdba0f6926 100644 --- a/code/modules/research/designs/locator_devices.dm +++ b/code/modules/research/designs/locator_devices.dm @@ -2,7 +2,7 @@ /datum/design/item/gps req_tech = list(TECH_MATERIAL = 2, TECH_DATA = 2, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 500) + materials = list(MAT_STEEL = 500) /datum/design/item/gps/AssembleDesignName() ..() @@ -67,7 +67,7 @@ desc = "Used to scan and locate signals on a particular frequency." id = "beacon_locator" req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 2, TECH_BLUESPACE = 3) - materials = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 500) + materials = list(MAT_STEEL = 1000,MAT_GLASS = 500) build_path = /obj/item/device/beacon_locator sort_string = "DBAAA" @@ -75,6 +75,6 @@ name = "Bluespace tracking beacon" id = "beacon" req_tech = list(TECH_BLUESPACE = 1) - materials = list (DEFAULT_WALL_MATERIAL = 20, "glass" = 10) + materials = list (MAT_STEEL = 20, MAT_GLASS = 10) build_path = /obj/item/device/radio/beacon sort_string = "DBABA" \ No newline at end of file diff --git a/code/modules/research/designs/medical.dm b/code/modules/research/designs/medical.dm index 13c7307d70..971798eed7 100644 --- a/code/modules/research/designs/medical.dm +++ b/code/modules/research/designs/medical.dm @@ -1,5 +1,5 @@ /datum/design/item/medical - materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 20) + materials = list(MAT_STEEL = 30, MAT_GLASS = 20) /datum/design/item/medical/AssembleDesignName() ..() @@ -12,7 +12,7 @@ desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks basic and could be improved." id = "scalpel_laser1" req_tech = list(TECH_BIO = 2, TECH_MATERIAL = 2, TECH_MAGNET = 2) - materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500) + materials = list(MAT_STEEL = 12500, MAT_GLASS = 7500) build_path = /obj/item/weapon/surgical/scalpel/laser1 sort_string = "KAAAA" @@ -21,7 +21,7 @@ desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks somewhat advanced." id = "scalpel_laser2" req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 4, TECH_MAGNET = 4) - materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2500) + materials = list(MAT_STEEL = 12500, MAT_GLASS = 7500, MAT_SILVER = 2500) build_path = /obj/item/weapon/surgical/scalpel/laser2 sort_string = "KAAAB" @@ -30,7 +30,7 @@ desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks to be the pinnacle of precision energy cutlery!" id = "scalpel_laser3" req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 6, TECH_MAGNET = 5) - materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2000, "gold" = 1500) + materials = list(MAT_STEEL = 12500, MAT_GLASS = 7500, MAT_SILVER = 2000, MAT_GOLD = 1500) build_path = /obj/item/weapon/surgical/scalpel/laser3 sort_string = "KAAAC" @@ -39,7 +39,7 @@ desc = "A true extension of the surgeon's body, this marvel instantly and completely prepares an incision allowing for the immediate commencement of therapeutic steps." id = "scalpel_manager" req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 7, TECH_MAGNET = 5, TECH_DATA = 4) - materials = list (DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 1500, "gold" = 1500, "diamond" = 750) + materials = list (MAT_STEEL = 12500, MAT_GLASS = 7500, MAT_SILVER = 1500, MAT_GOLD = 1500, MAT_DIAMOND = 750) build_path = /obj/item/weapon/surgical/scalpel/manager sort_string = "KAAAD" @@ -48,7 +48,7 @@ desc = "A strange development following the I.M.S., this heavy tool can split and open, or close and shut, intentional holes in bones." id = "advanced_saw" req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 7, TECH_MAGNET = 6, TECH_DATA = 5) - materials = list (DEFAULT_WALL_MATERIAL = 12500, MAT_PLASTIC = 800, "silver" = 1500, "gold" = 1500, MAT_OSMIUM = 1000) + materials = list (MAT_STEEL = 12500, MAT_PLASTIC = 800, MAT_SILVER = 1500, MAT_GOLD = 1500, MAT_OSMIUM = 1000) build_path = /obj/item/weapon/surgical/circular_saw/manager sort_string = "KAAAE" @@ -57,7 +57,7 @@ desc = "A modern and horrifying take on an ancient practice, this tool is capable of rapidly removing an organ from a hopefully willing patient, without damaging it." id = "organ_ripper" req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 5, TECH_MAGNET = 4, TECH_ILLEGAL = 3) - materials = list (DEFAULT_WALL_MATERIAL = 12500, MAT_PLASTIC = 8000, MAT_OSMIUM = 2500) + materials = list (MAT_STEEL = 12500, MAT_PLASTIC = 8000, MAT_OSMIUM = 2500) build_path = /obj/item/weapon/surgical/scalpel/ripper sort_string = "KAAAF" @@ -66,7 +66,7 @@ desc = "A miracle of modern science, this tool rapidly knits together bone, without the need for bone gel." id = "bone_clamp" req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 5, TECH_MAGNET = 4, TECH_DATA = 4) - materials = list (DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2500) + materials = list (MAT_STEEL = 12500, MAT_GLASS = 7500, MAT_SILVER = 2500) build_path = /obj/item/weapon/surgical/bone_clamp sort_string = "KAABA" @@ -75,7 +75,7 @@ desc = "A hand-held body scanner able to distinguish vital signs of the subject." id = "medical_analyzer" req_tech = list(TECH_MAGNET = 2, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 500) + materials = list(MAT_STEEL = 500, MAT_GLASS = 500) build_path = /obj/item/device/healthanalyzer sort_string = "KBAAA" @@ -84,7 +84,7 @@ desc = "A prototype version of the regular health analyzer, able to distinguish the location of more serious injuries as well as accurately determine radiation levels." id = "improved_analyzer" req_tech = list(TECH_MAGNET = 5, TECH_BIO = 6) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 1500) + materials = list(MAT_STEEL = 2000, MAT_GLASS = 1000, MAT_SILVER = 1000, MAT_GOLD = 1500) build_path = /obj/item/device/healthanalyzer/improved sort_string = "KBAAB" @@ -121,6 +121,6 @@ desc = "A more advanced version of the regular roller bed, with inbuilt surgical stabilisers and an improved folding system." id = "roller_bed" req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 3, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 2000, "phoron" = 2000) + materials = list(MAT_STEEL = 4000, MAT_GLASS = 2000, MAT_PHORON = 2000) build_path = /obj/item/roller/adv sort_string = "KCAAA" diff --git a/code/modules/research/designs/medical_vr.dm b/code/modules/research/designs/medical_vr.dm index 33e049e437..30641fbed2 100644 --- a/code/modules/research/designs/medical_vr.dm +++ b/code/modules/research/designs/medical_vr.dm @@ -17,7 +17,7 @@ name = "SleeveMate 3700" id = "sleevemate" req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000) + materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000) build_path = /obj/item/device/sleevemate sort_string = "KCAVA" @@ -26,7 +26,7 @@ desc = "This prototype hypospray is a sterile, air-needle autoinjector for rapid administration of drugs to patients." id = "protohypospray" req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_POWER = 2, TECH_BIO = 4, TECH_ILLEGAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 1500, "silver" = 2000, "gold" = 1500, "uranium" = 1000) + materials = list(MAT_STEEL = 500, MAT_GLASS = 1500, MAT_SILVER = 2000, MAT_GOLD = 1500, MAT_URANIUM = 1000) build_path = /obj/item/weapon/reagent_containers/hypospray/science sort_string = "KCAVB" @@ -41,7 +41,7 @@ name = "cell-loaded medigun" id = "cell_medigun" req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 4, TECH_POWER = 3, TECH_BIO = 5) - materials = list(DEFAULT_WALL_MATERIAL = 8000, "plastic" = 8000, "glass" = 5000, "silver" = 1000, "gold" = 1000, "uranium" = 1000) + materials = list(MAT_STEEL = 8000, MAT_PLASTIC = 8000, MAT_GLASS = 5000, MAT_SILVER = 1000, MAT_GOLD = 1000, MAT_URANIUM = 1000) build_path = /obj/item/weapon/gun/projectile/cell_loaded/medical sort_string = "KVAAA" @@ -49,7 +49,7 @@ name = "medical cell magazine" id = "cell_medigun_mag" req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 4, TECH_POWER = 3, TECH_BIO = 5) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "plastic" = 6000, "glass" = 3000, "silver" = 500, "gold" = 500) + materials = list(MAT_STEEL = 4000, MAT_PLASTIC = 6000, MAT_GLASS = 3000, MAT_SILVER = 500, MAT_GOLD = 500) build_path = /obj/item/ammo_magazine/cell_mag/medical sort_string = "KVBAA" @@ -57,7 +57,7 @@ name = "advanced medical cell magazine" id = "cell_medigun_mag_advanced" req_tech = list(TECH_MATERIAL = 7, TECH_MAGNET = 6, TECH_POWER = 4, TECH_BIO = 7) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "plastic" = 10000, "glass" = 5000, "silver" = 1500, "gold" = 1500, "diamond" = 5000) + materials = list(MAT_STEEL = 5000, MAT_PLASTIC = 10000, MAT_GLASS = 5000, MAT_SILVER = 1500, MAT_GOLD = 1500, MAT_DIAMOND = 5000) build_path = /obj/item/ammo_magazine/cell_mag/medical/advanced sort_string = "KVBAB" @@ -71,7 +71,7 @@ name = "BRUTE" id = "ml3m_cell_brute" req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000) build_path = /obj/item/ammo_casing/microbattery/medical/brute sort_string = "KVCAA" @@ -79,7 +79,7 @@ name = "BURN" id = "ml3m_cell_burn" req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000) build_path = /obj/item/ammo_casing/microbattery/medical/burn sort_string = "KVCAB" @@ -87,7 +87,7 @@ name = "STABILIZE" id = "ml3m_cell_stabilize" req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000) build_path = /obj/item/ammo_casing/microbattery/medical/stabilize sort_string = "KVCAC" @@ -97,7 +97,7 @@ name = "TOXIN" id = "ml3m_cell_toxin" req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 3, TECH_BIO = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500) build_path = /obj/item/ammo_casing/microbattery/medical/toxin sort_string = "KVCBA" @@ -105,7 +105,7 @@ name = "OMNI" id = "ml3m_cell_omni" req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 3, TECH_BIO = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500) build_path = /obj/item/ammo_casing/microbattery/medical/omni sort_string = "KVCBB" @@ -113,7 +113,7 @@ name = "ANTIRAD" id = "ml3m_cell_antirad" req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 3, TECH_BIO = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500) build_path = /obj/item/ammo_casing/microbattery/medical/antirad sort_string = "KVCBC" @@ -123,7 +123,7 @@ name = "BRUTE-II" id = "ml3m_cell_brute2" req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 1000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_GOLD = 1000) build_path = /obj/item/ammo_casing/microbattery/medical/brute2 sort_string = "KVCCA" @@ -131,7 +131,7 @@ name = "BURN-II" id = "ml3m_cell_burn2" req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 1000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_GOLD = 1000) build_path = /obj/item/ammo_casing/microbattery/medical/burn2 sort_string = "KVCCB" @@ -139,7 +139,7 @@ name = "STABILIZE-II" id = "ml3m_cell_stabilize2" req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "silver" = 1000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_SILVER = 1000) build_path = /obj/item/ammo_casing/microbattery/medical/stabilize2 sort_string = "KVCCC" @@ -147,7 +147,7 @@ name = "OMNI-II" id = "ml3m_cell_omni2" req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 1000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_URANIUM = 1000) build_path = /obj/item/ammo_casing/microbattery/medical/omni2 sort_string = "KVCCD" @@ -157,7 +157,7 @@ name = "TOXIN-II" id = "ml3m_cell_toxin2" req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 3, TECH_POWER = 3, TECH_BIO = 6) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 1000, "silver" = 1000, "diamond" = 500) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_URANIUM = 1000, MAT_SILVER = 1000, MAT_DIAMOND = 500) build_path = /obj/item/ammo_casing/microbattery/medical/toxin2 sort_string = "KVCDA" /* @@ -165,7 +165,7 @@ name = "HASTE" id = "ml3m_cell_haste" req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 3, TECH_POWER = 3, TECH_BIO = 6) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 1000, "silver" = 1000, "diamond" = 1000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_GOLD = 1000, MAT_SILVER = 1000, MAT_DIAMOND = 1000) build_path = /obj/item/ammo_casing/microbattery/medical/haste sort_string = "KVCDB" @@ -173,7 +173,7 @@ name = "RESIST" id = "ml3m_cell_resist" req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 3, TECH_POWER = 3, TECH_BIO = 6) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 1000, "uranium" = 1000, "diamond" = 1000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_GOLD = 1000, MAT_URANIUM = 1000, MAT_DIAMOND = 1000) build_path = /obj/item/ammo_casing/microbattery/medical/resist sort_string = "KVCDC" */ @@ -181,7 +181,7 @@ name = "CORPSE MEND" id = "ml3m_cell_corpse_mend" req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 3, TECH_POWER = 3, TECH_BIO = 6) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "phoron" = 3000, "diamond" = 3000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_PHORON = 3000, MAT_DIAMOND = 3000) build_path = /obj/item/ammo_casing/microbattery/medical/corpse_mend sort_string = "KVCDD" @@ -191,7 +191,7 @@ name = "BRUTE-III" id = "ml3m_cell_brute3" req_tech = list(TECH_MATERIAL = 7, TECH_MAGNET = 6, TECH_POWER = 5, TECH_BIO = 7, TECH_PRECURSOR = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "diamond" = 500, "verdantium" = 1000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_DIAMOND = 500, MAT_VERDANTIUM = 1000) build_path = /obj/item/ammo_casing/microbattery/medical/brute3 sort_string = "KVCEA" @@ -199,7 +199,7 @@ name = "BURN-III" id = "ml3m_cell_burn3" req_tech = list(TECH_MATERIAL = 7, TECH_MAGNET = 6, TECH_POWER = 5, TECH_BIO = 7, TECH_PRECURSOR = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "diamond" = 500, "verdantium" = 1000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_DIAMOND = 500, MAT_VERDANTIUM = 1000) build_path = /obj/item/ammo_casing/microbattery/medical/burn3 sort_string = "KVCEB" @@ -207,7 +207,7 @@ name = "TOXIN-III" id = "ml3m_cell_toxin3" req_tech = list(TECH_MATERIAL = 7, TECH_MAGNET = 6, TECH_POWER = 5, TECH_BIO = 7, TECH_ARCANE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "diamond" = 500, "verdantium" = 1000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_DIAMOND = 500, MAT_VERDANTIUM = 1000) build_path = /obj/item/ammo_casing/microbattery/medical/toxin3 sort_string = "KVCEC" @@ -215,7 +215,7 @@ name = "OMNI-III" id = "ml3m_cell_omni3" req_tech = list(TECH_MATERIAL = 7, TECH_MAGNET = 6, TECH_POWER = 5, TECH_BIO = 7, TECH_ARCANE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "diamond" = 500, "verdantium" = 1000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_DIAMOND = 500, MAT_VERDANTIUM = 1000) build_path = /obj/item/ammo_casing/microbattery/medical/omni3 sort_string = "KVCED" @@ -225,7 +225,7 @@ name = "SHRINK" id = "ml3m_cell_shrink" req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_BLUESPACE = 3, TECH_BIO = 5, TECH_ILLEGAL = 5) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 2000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_URANIUM = 2000) build_path = /obj/item/ammo_casing/microbattery/medical/shrink sort_string = "KVCOA" @@ -233,7 +233,7 @@ name = "GROW" id = "ml3m_cell_grow" req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_BLUESPACE = 3, TECH_BIO = 5, TECH_ILLEGAL = 5) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 2000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_URANIUM = 2000) build_path = /obj/item/ammo_casing/microbattery/medical/grow sort_string = "KVCOB" @@ -241,7 +241,7 @@ name = "NORMALSIZE" id = "ml3m_cell_normalsize" req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_BLUESPACE = 3, TECH_BIO = 5, TECH_ILLEGAL = 5) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 2000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_URANIUM = 2000) build_path = /obj/item/ammo_casing/microbattery/medical/normalsize sort_string = "KVCOC" */ diff --git a/code/modules/research/designs/mining_toys.dm b/code/modules/research/designs/mining_toys.dm index 1684889b8e..02237b829d 100644 --- a/code/modules/research/designs/mining_toys.dm +++ b/code/modules/research/designs/mining_toys.dm @@ -7,35 +7,35 @@ /datum/design/item/weapon/mining/drill id = "drill" req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1000) //expensive, but no need for miners. + materials = list(MAT_STEEL = 6000, MAT_GLASS = 1000) //expensive, but no need for miners. build_path = /obj/item/weapon/pickaxe/drill sort_string = "FAAAA" /datum/design/item/weapon/mining/jackhammer id = "jackhammer" req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "silver" = 500) + materials = list(MAT_STEEL = 2000, MAT_GLASS = 500, MAT_SILVER = 500) build_path = /obj/item/weapon/pickaxe/jackhammer sort_string = "FAAAB" /datum/design/item/weapon/mining/plasmacutter id = "plasmacutter" req_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 500, "gold" = 500, "phoron" = 500) + materials = list(MAT_STEEL = 1500, MAT_GLASS = 500, MAT_GOLD = 500, MAT_PHORON = 500) build_path = /obj/item/weapon/pickaxe/plasmacutter sort_string = "FAAAC" /datum/design/item/weapon/mining/pick_diamond id = "pick_diamond" req_tech = list(TECH_MATERIAL = 6) - materials = list("diamond" = 3000) + materials = list(MAT_DIAMOND = 3000) build_path = /obj/item/weapon/pickaxe/diamond sort_string = "FAAAD" /datum/design/item/weapon/mining/drill_diamond id = "drill_diamond" req_tech = list(TECH_MATERIAL = 6, TECH_POWER = 4, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000, "diamond" = 2000) + materials = list(MAT_STEEL = 3000, MAT_GLASS = 1000, MAT_DIAMOND = 2000) build_path = /obj/item/weapon/pickaxe/diamonddrill sort_string = "FAAAE" @@ -45,7 +45,7 @@ desc = "Used to check spatial depth and density of rock outcroppings." id = "depth_scanner" req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 1000) + materials = list(MAT_STEEL = 1000,MAT_GLASS = 1000) build_path = /obj/item/device/depth_scanner sort_string = "FBAAA" diff --git a/code/modules/research/designs/misc.dm b/code/modules/research/designs/misc.dm index 7ec9bad2fa..169959bd11 100644 --- a/code/modules/research/designs/misc.dm +++ b/code/modules/research/designs/misc.dm @@ -8,7 +8,7 @@ name = "Communicator" id = "communicator" req_tech = list(TECH_DATA = 2, TECH_MAGNET = 2) - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 500) + materials = list(MAT_STEEL = 500, MAT_GLASS = 500) build_path = /obj/item/device/communicator sort_string = "TAAAA" @@ -17,7 +17,7 @@ desc = "Don't shine it in your eyes!" id = "laser_pointer" req_tech = list(TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 50) + materials = list(MAT_STEEL = 100, MAT_GLASS = 50) build_path = /obj/item/device/laser_pointer sort_string = "TAABA" @@ -25,7 +25,7 @@ name = "handheld translator" id = "translator" req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 3000) + materials = list(MAT_STEEL = 3000, MAT_GLASS = 3000) build_path = /obj/item/device/universal_translator sort_string = "TAACA" @@ -33,7 +33,7 @@ name = "earpiece translator" id = "ear_translator" req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 5) //It's been hella miniaturized. - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 2000, "gold" = 1000) + materials = list(MAT_STEEL = 2000, MAT_GLASS = 2000, MAT_GOLD = 1000) build_path = /obj/item/device/universal_translator/ear sort_string = "TAACB" @@ -42,7 +42,7 @@ desc = "A device to automatically replace lights. Refill with working lightbulbs." id = "light_replacer" req_tech = list(TECH_MAGNET = 3, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1500, "silver" = 150, "glass" = 3000) + materials = list(MAT_STEEL = 1500, MAT_SILVER = 150, MAT_GLASS = 3000) build_path = /obj/item/device/lightreplacer sort_string = "TAADA" @@ -51,7 +51,7 @@ desc = "Allows for deciphering the binary channel on-the-fly." id = "binaryencrypt" req_tech = list(TECH_ILLEGAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 300, "glass" = 300) + materials = list(MAT_STEEL = 300, MAT_GLASS = 300) build_path = /obj/item/device/encryptionkey/binary sort_string = "TBAAA" @@ -60,7 +60,7 @@ desc = "A kit of dangerous, high-tech equipment with changeable looks." id = "chameleon" req_tech = list(TECH_ILLEGAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 500) + materials = list(MAT_STEEL = 500) build_path = /obj/item/weapon/storage/box/syndie_kit/chameleon sort_string = "TBAAB" @@ -69,6 +69,6 @@ desc = "A marker that can be detected by shuttle landing systems." id = "bsflare" req_tech = list(TECH_DATA = 3, TECH_BLUESPACE = 4) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_GLASS = 2000, MAT_SILVER = 2000) + materials = list(MAT_STEEL = 4000, MAT_GLASS = 2000, MAT_SILVER = 2000) build_path = /obj/item/device/spaceflare sort_string = "TBAAC" diff --git a/code/modules/research/designs/misc_vr.dm b/code/modules/research/designs/misc_vr.dm index 859834b447..afb0df0062 100644 --- a/code/modules/research/designs/misc_vr.dm +++ b/code/modules/research/designs/misc_vr.dm @@ -2,7 +2,7 @@ name = "HYPER jumpsuit" id = "hfjumpsuit" req_tech = list(TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_GLASS = 1000) + materials = list(MAT_STEEL = 2000, MAT_GLASS = 1000) build_path = /obj/item/clothing/under/hyperfiber sort_string = "TAVAA" @@ -10,7 +10,7 @@ name = "Bluespace jumpsuit" id = "bsjumpsuit" req_tech = list(TECH_BLUESPACE = 2, TECH_MATERIAL = 3, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_GLASS = 4000) + materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000) build_path = /obj/item/clothing/under/hyperfiber/bluespace sort_string = "TAVAA" @@ -18,7 +18,7 @@ name = "Size gun" id = "sizegun" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000, MAT_GLASS = 2000) + materials = list(MAT_STEEL = 3000, MAT_GLASS = 2000) build_path = /obj/item/weapon/gun/energy/sizegun sort_string = "TAVBA" @@ -26,7 +26,7 @@ name = "Body Snatcher" id = "bodysnatcher" req_tech = list(TECH_MAGNET = 3, TECH_BIO = 3, TECH_ILLEGAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_GLASS = 4000, MAT_URANIUM = 2000) + materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000, MAT_URANIUM = 2000) build_path = /obj/item/device/bodysnatcher sort_string = "TBVAA" @@ -34,7 +34,7 @@ name = "Inducer (Scientific)" id = "inducersci" req_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 5, TECH_POWER = 6) - materials = list(DEFAULT_WALL_MATERIAL = 8000, MAT_GLASS = 2000, MAT_URANIUM = 4000, MAT_PHORON = 4000) + materials = list(MAT_STEEL = 8000, MAT_GLASS = 2000, MAT_URANIUM = 4000, MAT_PHORON = 4000) build_path = /obj/item/weapon/inducer/sci sort_string = "TCVAA" @@ -42,14 +42,14 @@ name = "Inducer (Industrial)" id = "inducerind" req_tech = list(TECH_BLUESPACE = 5, TECH_MATERIAL = 7, TECH_POWER = 7) - materials = list(DEFAULT_WALL_MATERIAL = 3000, MAT_GLASS = 2000, MAT_URANIUM = 2000, MAT_TITANIUM = 2000) + materials = list(MAT_STEEL = 3000, MAT_GLASS = 2000, MAT_URANIUM = 2000, MAT_TITANIUM = 2000) build_path = /obj/item/weapon/inducer/unloaded sort_string = "TCVAB" /datum/design/item/weapon/mining/mining_scanner id = "mining_scanner" req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 4, TECH_BLUESPACE = 1) - materials = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 500) + materials = list(MAT_STEEL = 1000,MAT_GLASS = 500) build_path = /obj/item/weapon/mining_scanner/advanced sort_string = "FBAAB" @@ -57,7 +57,7 @@ name = "PodZu Music Player" id = "walkpod" req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_GLASS = 2000) + materials = list(MAT_STEEL = 2000, MAT_GLASS = 2000) build_path = /obj/item/device/walkpod sort_string = "TCVAD" @@ -65,6 +65,6 @@ name = "BoomTown Cordless Speaker" id = "juke_remote" req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 4, TECH_BLUESPACE = 1) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_GLASS = 4000, MAT_URANIUM = 2000) + materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000, MAT_URANIUM = 2000) build_path = /obj/item/device/juke_remote sort_string = "TCVAE" diff --git a/code/modules/research/designs/modular_computer.dm b/code/modules/research/designs/modular_computer.dm index e78a776c1c..588f16357b 100644 --- a/code/modules/research/designs/modular_computer.dm +++ b/code/modules/research/designs/modular_computer.dm @@ -9,14 +9,14 @@ name = "basic hard drive" id = "hdd_basic" req_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 100) + materials = list(MAT_STEEL = 2000, MAT_GLASS = 100) build_path = /obj/item/weapon/computer_hardware/hard_drive/ sort_string = "VAAAA" /datum/design/item/modularcomponent/disk/advanced name = "advanced hard drive" id = "hdd_advanced" - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 200) + materials = list(MAT_STEEL = 4000, MAT_GLASS = 200) build_path = /obj/item/weapon/computer_hardware/hard_drive/advanced sort_string = "VAAAB" @@ -24,7 +24,7 @@ name = "super hard drive" id = "hdd_super" req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 400) + materials = list(MAT_STEEL = 8000, MAT_GLASS = 400) build_path = /obj/item/weapon/computer_hardware/hard_drive/super sort_string = "VAAAC" @@ -32,7 +32,7 @@ name = "cluster hard drive" id = "hdd_cluster" req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 16000, "glass" = 800) + materials = list(MAT_STEEL = 16000, MAT_GLASS = 800) build_path = /obj/item/weapon/computer_hardware/hard_drive/cluster sort_string = "VAAAD" @@ -40,7 +40,7 @@ name = "small hard drive" id = "hdd_small" req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 200) + materials = list(MAT_STEEL = 4000, MAT_GLASS = 200) build_path = /obj/item/weapon/computer_hardware/hard_drive/small sort_string = "VAAAE" @@ -48,7 +48,7 @@ name = "micro hard drive" id = "hdd_micro" req_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 100) + materials = list(MAT_STEEL = 2000, MAT_GLASS = 100) build_path = /obj/item/weapon/computer_hardware/hard_drive/micro sort_string = "VAAAF" @@ -58,7 +58,7 @@ name = "basic network card" id = "netcard_basic" req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 100) + materials = list(MAT_STEEL = 500, MAT_GLASS = 100) build_path = /obj/item/weapon/computer_hardware/network_card sort_string = "VBAAA" @@ -66,7 +66,7 @@ name = "advanced network card" id = "netcard_advanced" req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 200) + materials = list(MAT_STEEL = 1000, MAT_GLASS = 200) build_path = /obj/item/weapon/computer_hardware/network_card/advanced sort_string = "VBAAB" @@ -74,7 +74,7 @@ name = "wired network card" id = "netcard_wired" req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 400) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 400) build_path = /obj/item/weapon/computer_hardware/network_card/wired sort_string = "VBAAC" @@ -84,7 +84,7 @@ name = "standard battery module" id = "bat_normal" req_tech = list(TECH_POWER = 1, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 2000) + materials = list(MAT_STEEL = 2000) build_path = /obj/item/weapon/computer_hardware/battery_module sort_string = "VCAAA" @@ -92,7 +92,7 @@ name = "advanced battery module" id = "bat_advanced" req_tech = list(TECH_POWER = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000) + materials = list(MAT_STEEL = 4000) build_path = /obj/item/weapon/computer_hardware/battery_module/advanced sort_string = "VCAAB" @@ -100,7 +100,7 @@ name = "super battery module" id = "bat_super" req_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 8000) + materials = list(MAT_STEEL = 8000) build_path = /obj/item/weapon/computer_hardware/battery_module/super sort_string = "VCAAC" @@ -108,7 +108,7 @@ name = "ultra battery module" id = "bat_ultra" req_tech = list(TECH_POWER = 5, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 16000) + materials = list(MAT_STEEL = 16000) build_path = /obj/item/weapon/computer_hardware/battery_module/ultra sort_string = "VCAAD" @@ -116,7 +116,7 @@ name = "nano battery module" id = "bat_nano" req_tech = list(TECH_POWER = 1, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 2000) + materials = list(MAT_STEEL = 2000) build_path = /obj/item/weapon/computer_hardware/battery_module/nano sort_string = "VCAAE" @@ -124,7 +124,7 @@ name = "micro battery module" id = "bat_micro" req_tech = list(TECH_POWER = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000) + materials = list(MAT_STEEL = 4000) build_path = /obj/item/weapon/computer_hardware/battery_module/micro sort_string = "VCAAF" @@ -134,7 +134,7 @@ name = "computer processor unit" id = "cpu_normal" req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 8000) + materials = list(MAT_STEEL = 8000) build_path = /obj/item/weapon/computer_hardware/processor_unit sort_string = "VDAAA" @@ -142,7 +142,7 @@ name = "computer microprocessor unit" id = "cpu_small" req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000) + materials = list(MAT_STEEL = 4000) build_path = /obj/item/weapon/computer_hardware/processor_unit/small sort_string = "VDAAB" @@ -150,7 +150,7 @@ name = "computer photonic processor unit" id = "pcpu_normal" req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 32000, glass = 8000) + materials = list(MAT_STEEL = 32000, glass = 8000) build_path = /obj/item/weapon/computer_hardware/processor_unit/photonic sort_string = "VDAAC" @@ -158,7 +158,7 @@ name = "computer photonic microprocessor unit" id = "pcpu_small" req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 16000, glass = 4000) + materials = list(MAT_STEEL = 16000, glass = 4000) build_path = /obj/item/weapon/computer_hardware/processor_unit/photonic/small sort_string = "VDAAD" @@ -168,7 +168,7 @@ name = "RFID card slot" id = "cardslot" req_tech = list(TECH_DATA = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000) + materials = list(MAT_STEEL = 3000) build_path = /obj/item/weapon/computer_hardware/card_slot sort_string = "VEAAA" @@ -176,7 +176,7 @@ name = "nano printer" id = "nanoprinter" req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000) + materials = list(MAT_STEEL = 3000) build_path = /obj/item/weapon/computer_hardware/nano_printer sort_string = "VEAAB" @@ -184,7 +184,7 @@ name = "tesla link" id = "teslalink" req_tech = list(TECH_DATA = 2, TECH_POWER = 3, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MAT_STEEL = 10000) build_path = /obj/item/weapon/computer_hardware/tesla_link sort_string = "VEAAC" @@ -198,7 +198,7 @@ name = "basic data crystal" id = "portadrive_basic" req_tech = list(TECH_DATA = 1) - materials = list("glass" = 8000) + materials = list(MAT_GLASS = 8000) build_path = /obj/item/weapon/computer_hardware/hard_drive/portable sort_string = "VFAAA" @@ -206,7 +206,7 @@ name = "advanced data crystal" id = "portadrive_advanced" req_tech = list(TECH_DATA = 2) - materials = list("glass" = 16000) + materials = list(MAT_GLASS = 16000) build_path = /obj/item/weapon/computer_hardware/hard_drive/portable/advanced sort_string = "VFAAB" @@ -214,6 +214,6 @@ name = "super data crystal" id = "portadrive_super" req_tech = list(TECH_DATA = 4) - materials = list("glass" = 32000) + materials = list(MAT_GLASS = 32000) build_path = /obj/item/weapon/computer_hardware/hard_drive/portable/super sort_string = "VFAAC" diff --git a/code/modules/research/designs/pdas.dm b/code/modules/research/designs/pdas.dm index 78fd01ec23..c13d490493 100644 --- a/code/modules/research/designs/pdas.dm +++ b/code/modules/research/designs/pdas.dm @@ -5,7 +5,7 @@ desc = "Cheaper than whiny non-digital assistants." id = "pda" req_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + materials = list(MAT_STEEL = 50, MAT_GLASS = 50) build_path = /obj/item/device/pda sort_string = "WAAAA" @@ -13,7 +13,7 @@ /datum/design/item/pda_cartridge req_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + materials = list(MAT_STEEL = 50, MAT_GLASS = 50) /datum/design/item/pda_cartridge/AssembleDesignName() ..() diff --git a/code/modules/research/designs/power_cells.dm b/code/modules/research/designs/power_cells.dm index 9d9c654494..5251b6cbb4 100644 --- a/code/modules/research/designs/power_cells.dm +++ b/code/modules/research/designs/power_cells.dm @@ -20,7 +20,7 @@ build_type = PROTOLATHE | MECHFAB id = "basic_cell" req_tech = list(TECH_POWER = 1) - materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50) + materials = list(MAT_STEEL = 700, MAT_GLASS = 50) build_path = /obj/item/weapon/cell category = list("Misc") sort_string = "BAAAA" @@ -30,7 +30,7 @@ build_type = PROTOLATHE | MECHFAB id = "high_cell" req_tech = list(TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60) + materials = list(MAT_STEEL = 700, MAT_GLASS = 60) build_path = /obj/item/weapon/cell/high category = list("Misc") sort_string = "BAAAB" @@ -39,7 +39,7 @@ name = "super-capacity" id = "super_cell" req_tech = list(TECH_POWER = 3, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70) + materials = list(MAT_STEEL = 700, MAT_GLASS = 70) build_path = /obj/item/weapon/cell/super category = list("Misc") sort_string = "BAAAC" @@ -48,7 +48,7 @@ name = "hyper-capacity" id = "hyper_cell" req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 400, "gold" = 150, "silver" = 150, "glass" = 70) + materials = list(MAT_STEEL = 400, MAT_GOLD = 150, MAT_SILVER = 150, MAT_GLASS = 70) build_path = /obj/item/weapon/cell/hyper category = list("Misc") sort_string = "BAAAD" @@ -57,7 +57,7 @@ name = "device" build_type = PROTOLATHE id = "device" - materials = list(DEFAULT_WALL_MATERIAL = 350, "glass" = 25) + materials = list(MAT_STEEL = 350, MAT_GLASS = 25) build_path = /obj/item/weapon/cell/device category = list("Misc") sort_string = "BAABA" @@ -67,7 +67,7 @@ name = "device, advanced" build_type = PROTOLATHE id = "advance_device" - materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50) + materials = list(MAT_STEEL = 700, MAT_GLASS = 50) build_path = /obj/item/weapon/cell/device/weapon category = list("Misc") sort_string = "BAABB" @@ -76,7 +76,7 @@ name = "device, super" id = "super_device" req_tech = list(TECH_POWER = 3, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70, "gold" = 50, "silver" = 20) + materials = list(MAT_STEEL = 700, MAT_GLASS = 70, "gold" = 50, "silver" = 20) build_path = /obj/item/weapon/cell/device/super category = list("Misc") sort_string = "BAABC" @@ -85,7 +85,7 @@ name = "device, hyper" id = "hyper_device" req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1400, "glass" = 1400, "gold" = 150, "silver" = 150) + materials = list(MAT_STEEL = 1400, MAT_GLASS= 1400, "gold" = 150, "silver" = 150) build_path = /obj/item/weapon/cell/device/hyper category = list("Misc") sort_string = "BAABD" @@ -95,7 +95,7 @@ req_tech = list(TECH_POWER = 8, TECH_MATERIAL = 7, TECH_ARCANE = 2, TECH_PHORON = 4, TECH_PRECURSOR = 2) build_type = PROTOLATHE id = "omni-device" - materials = list(DEFAULT_WALL_MATERIAL = 1700, "glass" = 550, MAT_DURASTEEL = 230, MAT_MORPHIUM = 320, MAT_METALHYDROGEN = 600, MAT_URANIUM = 60, MAT_VERDANTIUM = 150, MAT_PHORON = 900) + materials = list(MAT_STEEL = 1700, MAT_GLASS = 550, MAT_DURASTEEL = 230, MAT_MORPHIUM = 320, MAT_METALHYDROGEN = 600, MAT_URANIUM = 60, MAT_VERDANTIUM = 150, MAT_PHORON = 900) build_path = /obj/item/weapon/cell/device/weapon/recharge/alien/omni category = list("Misc") sort_string = "BAABE" diff --git a/code/modules/research/designs/stock_parts.dm b/code/modules/research/designs/stock_parts.dm index 18e3c01616..f8a03b1604 100644 --- a/code/modules/research/designs/stock_parts.dm +++ b/code/modules/research/designs/stock_parts.dm @@ -19,35 +19,35 @@ /datum/design/item/stock_part/basic_matter_bin id = "basic_matter_bin" req_tech = list(TECH_MATERIAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 80) + materials = list(MAT_STEEL = 80) build_path = /obj/item/weapon/stock_parts/matter_bin sort_string = "AAAAA" /datum/design/item/stock_part/adv_matter_bin id = "adv_matter_bin" req_tech = list(TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 80) + materials = list(MAT_STEEL = 80) build_path = /obj/item/weapon/stock_parts/matter_bin/adv sort_string = "AAAAB" /datum/design/item/stock_part/super_matter_bin id = "super_matter_bin" req_tech = list(TECH_MATERIAL = 5) - materials = list(DEFAULT_WALL_MATERIAL = 80) + materials = list(MAT_STEEL = 80) build_path = /obj/item/weapon/stock_parts/matter_bin/super sort_string = "AAAAC" /datum/design/item/stock_part/hyper_matter_bin id = "hyper_matter_bin" req_tech = list(TECH_MATERIAL = 6, TECH_ARCANE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_VERDANTIUM = 60, MAT_DURASTEEL = 75) + materials = list(MAT_STEEL = 200, MAT_VERDANTIUM = 60, MAT_DURASTEEL = 75) build_path = /obj/item/weapon/stock_parts/matter_bin/hyper sort_string = "AAAAD" /datum/design/item/stock_part/omni_matter_bin id = "omni_matter_bin" req_tech = list(TECH_MATERIAL = 7, TECH_PRECURSOR = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_PLASTEEL = 100, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100) + materials = list(MAT_STEEL = 2000, MAT_PLASTEEL = 100, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100) build_path = /obj/item/weapon/stock_parts/matter_bin/omni sort_string = "AAAAE" @@ -56,35 +56,35 @@ /datum/design/item/stock_part/micro_mani id = "micro_mani" req_tech = list(TECH_MATERIAL = 1, TECH_DATA = 1) - materials = list(DEFAULT_WALL_MATERIAL = 30) + materials = list(MAT_STEEL = 30) build_path = /obj/item/weapon/stock_parts/manipulator sort_string = "AAABA" /datum/design/item/stock_part/nano_mani id = "nano_mani" req_tech = list(TECH_MATERIAL = 3, TECH_DATA = 2) - materials = list(DEFAULT_WALL_MATERIAL = 30) + materials = list(MAT_STEEL = 30) build_path = /obj/item/weapon/stock_parts/manipulator/nano sort_string = "AAABB" /datum/design/item/stock_part/pico_mani id = "pico_mani" req_tech = list(TECH_MATERIAL = 5, TECH_DATA = 2) - materials = list(DEFAULT_WALL_MATERIAL = 30) + materials = list(MAT_STEEL = 30) build_path = /obj/item/weapon/stock_parts/manipulator/pico sort_string = "AAABC" /datum/design/item/stock_part/hyper_mani id = "hyper_mani" req_tech = list(TECH_MATERIAL = 6, TECH_DATA = 3, TECH_ARCANE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_VERDANTIUM = 50, MAT_DURASTEEL = 50) + materials = list(MAT_STEEL = 200, MAT_VERDANTIUM = 50, MAT_DURASTEEL = 50) build_path = /obj/item/weapon/stock_parts/manipulator/hyper sort_string = "AAABD" /datum/design/item/stock_part/omni_mani id = "omni_mani" req_tech = list(TECH_MATERIAL = 7, TECH_DATA = 4, TECH_PRECURSOR = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_PLASTEEL = 500, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100) + materials = list(MAT_STEEL = 2000, MAT_PLASTEEL = 500, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100) build_path = /obj/item/weapon/stock_parts/manipulator/omni sort_string = "AAABE" @@ -93,35 +93,35 @@ /datum/design/item/stock_part/basic_capacitor id = "basic_capacitor" req_tech = list(TECH_POWER = 1) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + materials = list(MAT_STEEL = 50, MAT_GLASS = 50) build_path = /obj/item/weapon/stock_parts/capacitor sort_string = "AAACA" /datum/design/item/stock_part/adv_capacitor id = "adv_capacitor" req_tech = list(TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + materials = list(MAT_STEEL = 50, MAT_GLASS = 50) build_path = /obj/item/weapon/stock_parts/capacitor/adv sort_string = "AAACB" /datum/design/item/stock_part/super_capacitor id = "super_capacitor" req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, "gold" = 20) + materials = list(MAT_STEEL = 50, MAT_GLASS = 50, MAT_GOLD = 20) build_path = /obj/item/weapon/stock_parts/capacitor/super sort_string = "AAACC" /datum/design/item/stock_part/hyper_capacitor id = "hyper_capacitor" req_tech = list(TECH_POWER = 6, TECH_MATERIAL = 5, TECH_BLUESPACE = 1, TECH_ARCANE = 1) - materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_GLASS = 100, MAT_VERDANTIUM = 30, MAT_DURASTEEL = 25) + materials = list(MAT_STEEL = 200, MAT_GLASS = 100, MAT_VERDANTIUM = 30, MAT_DURASTEEL = 25) build_path = /obj/item/weapon/stock_parts/capacitor/hyper sort_string = "AAACD" /datum/design/item/stock_part/omni_capacitor id = "omni_capacitor" req_tech = list(TECH_POWER = 7, TECH_MATERIAL = 6, TECH_BLUESPACE = 3, TECH_PRECURSOR = 1) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_DIAMOND = 1000, MAT_GLASS = 1000, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100) + materials = list(MAT_STEEL = 2000, MAT_DIAMOND = 1000, MAT_GLASS = 1000, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100) build_path = /obj/item/weapon/stock_parts/capacitor/omni sort_string = "AAACE" @@ -130,35 +130,35 @@ /datum/design/item/stock_part/basic_sensor id = "basic_sensor" req_tech = list(TECH_MAGNET = 1) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20) + materials = list(MAT_STEEL = 50, MAT_GLASS = 20) build_path = /obj/item/weapon/stock_parts/scanning_module sort_string = "AAADA" /datum/design/item/stock_part/adv_sensor id = "adv_sensor" req_tech = list(TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20) + materials = list(MAT_STEEL = 50, MAT_GLASS = 20) build_path = /obj/item/weapon/stock_parts/scanning_module/adv sort_string = "AAADB" /datum/design/item/stock_part/phasic_sensor id = "phasic_sensor" req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20, "silver" = 10) + materials = list(MAT_STEEL = 50, MAT_GLASS = 20, MAT_SILVER = 10) build_path = /obj/item/weapon/stock_parts/scanning_module/phasic sort_string = "AAADC" /datum/design/item/stock_part/hyper_sensor id = "hyper_sensor" req_tech = list(TECH_MAGNET = 6, TECH_MATERIAL = 4, TECH_ARCANE = 1) - materials = list(DEFAULT_WALL_MATERIAL = 50, MAT_GLASS = 20, MAT_SILVER = 50, MAT_VERDANTIUM = 40, MAT_DURASTEEL = 50) + materials = list(MAT_STEEL = 50, MAT_GLASS = 20, MAT_SILVER = 50, MAT_VERDANTIUM = 40, MAT_DURASTEEL = 50) build_path = /obj/item/weapon/stock_parts/scanning_module/hyper sort_string = "AAADD" /datum/design/item/stock_part/omni_sensor id = "omni_sensor" req_tech = list(TECH_MAGNET = 7, TECH_MATERIAL = 5, TECH_PRECURSOR = 1) - materials = list(DEFAULT_WALL_MATERIAL = 1000, MAT_PLASTEEL = 500, MAT_GLASS = 750, MAT_SILVER = 500, MAT_MORPHIUM = 60, MAT_DURASTEEL = 100) + materials = list(MAT_STEEL = 1000, MAT_PLASTEEL = 500, MAT_GLASS = 750, MAT_SILVER = 500, MAT_MORPHIUM = 60, MAT_DURASTEEL = 100) build_path = /obj/item/weapon/stock_parts/scanning_module/omni sort_string = "AAADE" @@ -167,35 +167,35 @@ /datum/design/item/stock_part/basic_micro_laser id = "basic_micro_laser" req_tech = list(TECH_MAGNET = 1) - materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20) + materials = list(MAT_STEEL = 10, MAT_GLASS = 20) build_path = /obj/item/weapon/stock_parts/micro_laser sort_string = "AAAEA" /datum/design/item/stock_part/high_micro_laser id = "high_micro_laser" req_tech = list(TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20) + materials = list(MAT_STEEL = 10, MAT_GLASS = 20) build_path = /obj/item/weapon/stock_parts/micro_laser/high sort_string = "AAAEB" /datum/design/item/stock_part/ultra_micro_laser id = "ultra_micro_laser" req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 5) - materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20, "uranium" = 10) + materials = list(MAT_STEEL = 10, MAT_GLASS = 20, MAT_URANIUM = 10) build_path = /obj/item/weapon/stock_parts/micro_laser/ultra sort_string = "AAAEC" /datum/design/item/stock_part/hyper_micro_laser id = "hyper_micro_laser" req_tech = list(TECH_MAGNET = 6, TECH_MATERIAL = 6, TECH_ARCANE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_GLASS = 20, MAT_URANIUM = 30, MAT_VERDANTIUM = 50, MAT_DURASTEEL = 100) + materials = list(MAT_STEEL = 200, MAT_GLASS = 20, MAT_URANIUM = 30, MAT_VERDANTIUM = 50, MAT_DURASTEEL = 100) build_path = /obj/item/weapon/stock_parts/micro_laser/hyper sort_string = "AAAED" /datum/design/item/stock_part/omni_micro_laser id = "omni_micro_laser" req_tech = list(TECH_MAGNET = 7, TECH_MATERIAL = 7, TECH_PRECURSOR = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_GLASS = 500, MAT_URANIUM = 2000, MAT_MORPHIUM = 50, MAT_DURASTEEL = 100) + materials = list(MAT_STEEL = 2000, MAT_GLASS = 500, MAT_URANIUM = 2000, MAT_MORPHIUM = 50, MAT_DURASTEEL = 100) build_path = /obj/item/weapon/stock_parts/micro_laser/omni sort_string = "AAAEE" @@ -207,7 +207,7 @@ desc = "Special mechanical module made to store, sort, and apply standard machine parts." id = "rped" req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 5000) + materials = list(MAT_STEEL = 15000, MAT_GLASS = 5000) build_path = /obj/item/weapon/storage/part_replacer sort_string = "ABAAA" @@ -216,6 +216,6 @@ desc = "Special mechanical module made to store, sort, and apply standard machine parts. This one has a greatly upgraded storage capacity." id = "arped" req_tech = list(TECH_ENGINEERING = 5, TECH_MATERIAL = 5) - materials = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 10000) + materials = list(MAT_STEEL = 30000, MAT_GLASS = 10000) build_path = /obj/item/weapon/storage/part_replacer/adv sort_string = "ABAAB" \ No newline at end of file diff --git a/code/modules/research/designs/subspace_parts.dm b/code/modules/research/designs/subspace_parts.dm index 0fcc0e20e0..7df051ce47 100644 --- a/code/modules/research/designs/subspace_parts.dm +++ b/code/modules/research/designs/subspace_parts.dm @@ -7,48 +7,48 @@ /datum/design/item/stock_part/subspace/subspace_ansible id = "s-ansible" req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 80, "silver" = 20) + materials = list(MAT_STEEL = 80, MAT_SILVER = 20) build_path = /obj/item/weapon/stock_parts/subspace/ansible sort_string = "RAAAA" /datum/design/item/stock_part/subspace/hyperwave_filter id = "s-filter" req_tech = list(TECH_DATA = 3, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 40, "silver" = 10) + materials = list(MAT_STEEL = 40, MAT_SILVER = 10) build_path = /obj/item/weapon/stock_parts/subspace/sub_filter sort_string = "RAAAB" /datum/design/item/stock_part/subspace/subspace_amplifier id = "s-amplifier" req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10, "gold" = 30, "uranium" = 15) + materials = list(MAT_STEEL = 10, MAT_GOLD = 30, MAT_URANIUM = 15) build_path = /obj/item/weapon/stock_parts/subspace/amplifier sort_string = "RAAAC" /datum/design/item/stock_part/subspace/subspace_treatment id = "s-treatment" req_tech = list(TECH_DATA = 3, TECH_MAGNET = 2, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10, "silver" = 20) + materials = list(MAT_STEEL = 10, MAT_SILVER = 20) build_path = /obj/item/weapon/stock_parts/subspace/treatment sort_string = "RAAAD" /datum/design/item/stock_part/subspace/subspace_analyzer id = "s-analyzer" req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10, "gold" = 15) + materials = list(MAT_STEEL = 10, MAT_GOLD = 15) build_path = /obj/item/weapon/stock_parts/subspace/analyzer sort_string = "RAAAE" /datum/design/item/stock_part/subspace/subspace_crystal id = "s-crystal" req_tech = list(TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list("glass" = 1000, "silver" = 20, "gold" = 20) + materials = list(MAT_GLASS = 1000, MAT_SILVER = 20, MAT_GOLD = 20) build_path = /obj/item/weapon/stock_parts/subspace/crystal sort_string = "RAAAF" /datum/design/item/stock_part/subspace/subspace_transmitter id = "s-transmitter" req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 5, TECH_BLUESPACE = 3) - materials = list("glass" = 100, "silver" = 10, "uranium" = 15) + materials = list(MAT_GLASS = 100, MAT_SILVER = 10, MAT_URANIUM = 15) build_path = /obj/item/weapon/stock_parts/subspace/transmitter sort_string = "RAAAG" \ No newline at end of file diff --git a/code/modules/research/designs/tech_disks.dm b/code/modules/research/designs/tech_disks.dm index 70f6ed0022..2d8eda13fd 100644 --- a/code/modules/research/designs/tech_disks.dm +++ b/code/modules/research/designs/tech_disks.dm @@ -7,7 +7,7 @@ desc = "Produce additional disks for storing device designs." id = "design_disk" req_tech = list(TECH_DATA = 1) - materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10) + materials = list(MAT_STEEL = 30, MAT_GLASS = 10) build_path = /obj/item/weapon/disk/design_disk sort_string = "CAAAA" @@ -16,6 +16,6 @@ desc = "Produce additional disks for storing technology data." id = "tech_disk" req_tech = list(TECH_DATA = 1) - materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10) + materials = list(MAT_STEEL = 30, MAT_GLASS = 10) build_path = /obj/item/weapon/disk/tech_disk sort_string = "CAAAB" \ No newline at end of file diff --git a/code/modules/research/designs/uncommented.dm b/code/modules/research/designs/uncommented.dm index f83e3a685b..81df7b8d86 100644 --- a/code/modules/research/designs/uncommented.dm +++ b/code/modules/research/designs/uncommented.dm @@ -10,7 +10,7 @@ name = "loyalty" id = "implant_loyal" req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000) + materials = list(MAT_STEEL = 7000, MAT_GLASS = 7000) build_path = /obj/item/weapon/implantcase/loyalty" /datum/design/rust_core_control @@ -19,7 +19,7 @@ id = "rust_core_control" req_tech = list("programming" = 4, "engineering" = 4) build_type = IMPRINTER - materials = list("glass" = 2000, "sacid" = 20) + materials = list(MAT_GLASS = 2000, "sacid" = 20) build_path = "/obj/item/weapon/circuitboard/rust_core_control" /datum/design/rust_fuel_control @@ -28,7 +28,7 @@ id = "rust_fuel_control" req_tech = list("programming" = 4, "engineering" = 4) build_type = IMPRINTER - materials = list("glass" = 2000, "sacid" = 20) + materials = list(MAT_GLASS = 2000, "sacid" = 20) build_path = "/obj/item/weapon/circuitboard/rust_fuel_control" /datum/design/rust_fuel_port @@ -37,7 +37,7 @@ id = "rust_fuel_port" req_tech = list("engineering" = 4, "materials" = 5) build_type = IMPRINTER - materials = list("glass" = 2000, "sacid" = 20, "uranium" = 3000) + materials = list(MAT_GLASS = 2000, "sacid" = 20, MAT_URANIUM = 3000) build_path = "/obj/item/weapon/module/rust_fuel_port" /datum/design/rust_fuel_compressor @@ -46,7 +46,7 @@ id = "rust_fuel_compressor" req_tech = list("materials" = 6, "phorontech" = 4) build_type = IMPRINTER - materials = list("glass" = 2000, "sacid" = 20, "phoron" = 3000, "diamond" = 1000) + materials = list(MAT_GLASS = 2000, "sacid" = 20, MAT_PHORON = 3000, MAT_DIAMOND = 1000) build_path = "/obj/item/weapon/module/rust_fuel_compressor" /datum/design/rust_core @@ -55,7 +55,7 @@ id = "pacman" req_tech = list(bluespace = 3, phorontech = 4, magnets = 5, powerstorage = 6) build_type = IMPRINTER - materials = list("glass" = 2000, "sacid" = 20, "phoron" = 3000, "diamond" = 2000) + materials = list(MAT_GLASS = 2000, "sacid" = 20, MAT_PHORON = 3000, MAT_DIAMOND = 2000) build_path = "/obj/item/weapon/circuitboard/rust_core" /datum/design/rust_injector @@ -64,6 +64,6 @@ id = "pacman" req_tech = list(powerstorage = 3, engineering = 4, phorontech = 4, materials = 6) build_type = IMPRINTER - materials = list("glass" = 2000, "sacid" = 20, "phoron" = 3000, "uranium" = 2000) + materials = list(MAT_GLASS = 2000, "sacid" = 20, MAT_PHORON = 3000, MAT_URANIUM = 2000) build_path = "/obj/item/weapon/circuitboard/rust_core" */ diff --git a/code/modules/research/designs/weapons.dm b/code/modules/research/designs/weapons.dm index e2e74e0d9a..99fb699c9c 100644 --- a/code/modules/research/designs/weapons.dm +++ b/code/modules/research/designs/weapons.dm @@ -22,21 +22,21 @@ /datum/design/item/weapon/energy/stunrevolver id = "stunrevolver" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000) + materials = list(MAT_STEEL = 4000) build_path = /obj/item/weapon/gun/energy/stunrevolver sort_string = "MAAAA" /datum/design/item/weapon/energy/nuclear_gun id = "nuclear_gun" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "uranium" = 500) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 1000, "uranium" = 500) build_path = /obj/item/weapon/gun/energy/gun/nuclear sort_string = "MAAAB" /datum/design/item/weapon/energy/phoronpistol id = "ppistol" req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "phoron" = 3000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 1000, "phoron" = 3000) build_path = /obj/item/weapon/gun/energy/toxgun sort_string = "MAAAC" @@ -44,7 +44,7 @@ desc = "The lasing medium of this prototype is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core." id = "lasercannon" 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, "diamond" = 2000) build_path = /obj/item/weapon/gun/energy/lasercannon sort_string = "MAAAD" @@ -59,14 +59,14 @@ desc = "A gun that shoots high-powered glass-encased energy temperature bullets." id = "temp_gun" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 500, "silver" = 3000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 500, "silver" = 3000) build_path = /obj/item/weapon/gun/energy/temperature sort_string = "MAAAF" /datum/design/item/weapon/energy/flora_gun id = "flora_gun" req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "uranium" = 500) + materials = list(MAT_STEEL = 2000, MAT_GLASS = 500, "uranium" = 500) build_path = /obj/item/weapon/gun/energy/floragun sort_string = "MAAAG" @@ -80,7 +80,7 @@ id = "smg" desc = "An advanced 9mm SMG with a reflective laser optic." req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 8000, "silver" = 2000, "diamond" = 1000) + materials = list(MAT_STEEL = 8000, "silver" = 2000, "diamond" = 1000) build_path = /obj/item/weapon/gun/projectile/automatic/advanced_smg sort_string = "MABAA" @@ -95,7 +95,7 @@ id = "ammo_9mm" desc = "A 21 round magazine for an advanced 9mm SMG." req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 3750, "silver" = 100) // Requires silver for proprietary magazines! Or something. + materials = list(MAT_STEEL = 3750, "silver" = 100) // Requires silver for proprietary magazines! Or something. build_path = /obj/item/ammo_magazine/m9mmAdvanced sort_string = "MABBA" @@ -104,7 +104,7 @@ desc = "A stunning shell for a shotgun." id = "stunshell" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 4000) + materials = list(MAT_STEEL = 4000) build_path = /obj/item/weapon/storage/box/stunshells sort_string = "MABBB" @@ -113,7 +113,7 @@ desc = "An electromagnetic shell for a shotgun." id = "empshell" req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_URANIUM = 1000) + materials = list(MAT_STEEL = 4000, MAT_URANIUM = 1000) build_path = /obj/item/weapon/storage/box/empshells sort_string = "MABBC" @@ -127,28 +127,28 @@ /datum/design/item/weapon/phase/phase_pistol id = "phasepistol" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000) + materials = list(MAT_STEEL = 4000) build_path = /obj/item/weapon/gun/energy/phasegun/pistol sort_string = "MACAA" /datum/design/item/weapon/phase/phase_carbine id = "phasecarbine" req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1500) + materials = list(MAT_STEEL = 6000, MAT_GLASS = 1500) build_path = /obj/item/weapon/gun/energy/phasegun sort_string = "MACAB" /datum/design/item/weapon/phase/phase_rifle id = "phaserifle" req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2000, "silver" = 500) + materials = list(MAT_STEEL = 7000, MAT_GLASS = 2000, "silver" = 500) build_path = /obj/item/weapon/gun/energy/phasegun/rifle sort_string = "MACAC" /datum/design/item/weapon/phase/phase_cannon id = "phasecannon" req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_POWER = 4) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "silver" = 1000, "diamond" = 750) + materials = list(MAT_STEELL = 10000, MAT_GLASS = 2000, "silver" = 1000, "diamond" = 750) build_path = /obj/item/weapon/gun/energy/phasegun/cannon sort_string = "MACAD" */ //VOREStation Removal End // Chomp Edit : uncomment those weapons @@ -158,7 +158,7 @@ /datum/design/item/weapon/rapidsyringe id = "rapidsyringe" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 1000) build_path = /obj/item/weapon/gun/launcher/syringe/rapid sort_string = "MADAA" @@ -166,7 +166,7 @@ desc = "A gun that fires small hollow chemical-payload darts." id = "dartgun_r" req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_BIO = 4, TECH_MAGNET = 3, TECH_ILLEGAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "gold" = 5000, "silver" = 2500, "glass" = 750) + materials = list(MAT_STEEL = 5000, "gold" = 5000, "silver" = 2500, MAT_GLASS = 750) build_path = /obj/item/weapon/gun/projectile/dartgun/research sort_string = "MADAB" @@ -174,14 +174,14 @@ desc = "An advanced chem spraying device." id = "chemsprayer" req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 1000) build_path = /obj/item/weapon/reagent_containers/spray/chemsprayer sort_string = "MADAC" /datum/design/item/weapon/fuelrod id = "fuelrod_gun" req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_PHORON = 4, TECH_ILLEGAL = 5, TECH_MAGNET = 5) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "gold" = 500, "silver" = 500, "uranium" = 1000, "phoron" = 3000, "diamond" = 1000) + materials = list(MAT_STEEL = 10000, MAT_GLASS = 2000, "gold" = 500, "silver" = 500, "uranium" = 1000, "phoron" = 3000, "diamond" = 1000) build_path = /obj/item/weapon/gun/magnetic/fuelrod sort_string = "MADAD" @@ -190,35 +190,35 @@ /datum/design/item/weapon/ammo/dartgunmag_small id = "dartgun_mag_s" req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 300, "gold" = 100, "silver" = 100, "glass" = 300) + materials = list(MAT_STEEL = 300, "gold" = 100, "silver" = 100, MAT_GLASS = 300) build_path = /obj/item/ammo_magazine/chemdart/small sort_string = "MADBA" /datum/design/item/weapon/ammo/dartgun_ammo_small id = "dartgun_ammo_s" req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 50, "gold" = 30, "silver" = 30, "glass" = 50) + materials = list(MAT_STEEL = 50, "gold" = 30, "silver" = 30, MAT_GLASS = 50) build_path = /obj/item/ammo_casing/chemdart/small sort_string = "MADBB" /datum/design/item/weapon/ammo/dartgunmag_med id = "dartgun_mag_m" req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 150, "silver" = 150, "diamond" = 200, "glass" = 400) + materials = list(MAT_STEEL = 500, "gold" = 150, "silver" = 150, "diamond" = 200, MAT_GLASS = 400) build_path = /obj/item/ammo_magazine/chemdart sort_string = "MADBC" /datum/design/item/weapon/ammo/dartgun_ammo_med id = "dartgun_ammo_m" req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 80, "gold" = 40, "silver" = 40, "glass" = 60) + materials = list(MAT_STEEL = 80, "gold" = 40, "silver" = 40, MAT_GLASS = 60) build_path = /obj/item/ammo_casing/chemdart sort_string = "MADBD" /datum/design/item/weapon/ammo/flechette id = "magnetic_ammo" req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_MAGNET = 4) - materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 300, "glass" = 150, MAT_PHORON = 100) + materials = list(MAT_STEEL = 500, "gold" = 300, MAT_GLASS = 150, MAT_PHORON = 100) build_path = /obj/item/weapon/magnetic_ammo sort_string = "MADBE" @@ -232,7 +232,7 @@ name = "Portable Energy Blade" id = "chargesword" req_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 4, TECH_ENGINEERING = 5, TECH_ILLEGAL = 4, TECH_ARCANE = 1) - materials = list(MAT_PLASTEEL = 3500, "glass" = 1000, MAT_LEAD = 2250, MAT_METALHYDROGEN = 500) + materials = list(MAT_PLASTEEL = 3500, MAT_GLASS = 1000, MAT_LEAD = 2250, MAT_METALHYDROGEN = 500) build_path = /obj/item/weapon/melee/energy/sword/charge sort_string = "MBAAA" @@ -252,6 +252,6 @@ /datum/design/item/weapon/grenade/large_grenade id = "large_Grenade" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000) + materials = list(MAT_STEEL = 3000) build_path = /obj/item/weapon/grenade/chem_grenade/large sort_string = "MCAAA" diff --git a/code/modules/research/designs/weapons_vr.dm b/code/modules/research/designs/weapons_vr.dm index 9d23776b04..0373c43a23 100644 --- a/code/modules/research/designs/weapons_vr.dm +++ b/code/modules/research/designs/weapons_vr.dm @@ -13,7 +13,7 @@ desc = "The 'Protector' is an advanced energy gun that cannot be fired in lethal mode on low security alert levels, but features DNA locking and a powerful stun." id = "protector" req_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 2000, "silver" = 1000) + materials = list(MAT_STEEL = 4000, MAT_GLASS = 2000, MAT_SILVER = 1000) build_path = /obj/item/weapon/gun/energy/gun/protector sort_string = "MAAVA" @@ -21,7 +21,7 @@ desc = "A 'Sickshot' is a 4-shot energy revolver that causes nausea and confusion." id = "sickshot" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_MAGNET = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 2000) + materials = list(MAT_STEEL = 3000, MAT_GLASS = 2000) build_path = /obj/item/weapon/gun/energy/sickshot sort_string = "MAAVB" @@ -29,7 +29,7 @@ desc = "The \"Varmint Catcher\" is an energy net projector designed to immobilize dangerous wildlife." id = "netgun" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 3000) + materials = list(MAT_STEEL = 6000, MAT_GLASS = 3000) build_path = /obj/item/weapon/gun/energy/netgun sort_string = "MAAVC" @@ -39,7 +39,7 @@ desc = "With the 'Pummeler', punt anyone you don't like out of the room!" id = "pummeler" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_MAGNET = 5) - materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 3000, "uranium" = 1000) + materials = list(MAT_STEEL = 3000, MAT_GLASS = 3000, MAT_URANIUM = 1000) build_path = /obj/item/weapon/gun/energy/pummeler sort_string = "MADVA" @@ -53,7 +53,7 @@ name = "Advanced anti-particle rifle" id = "advparticle" req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 5, TECH_POWER = 3, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "gold" = 1000, "uranium" = 750) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 1000, MAT_GOLD = 1000, MAT_URANIUM = 750) build_path = /obj/item/weapon/gun/energy/particle/advanced sort_string = "MAAUA" @@ -61,7 +61,7 @@ name = "Anti-particle cannon" id = "particlecannon" req_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 5, TECH_POWER = 4, TECH_MAGNET = 4) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 1500, "gold" = 2000, "uranium" = 1000, "diamond" = 2000) + materials = list(MAT_STEEL = 10000, MAT_GLASS = 1500, MAT_GOLD = 2000, MAT_URANIUM = 1000, MAT_DIAMOND = 2000) build_path = /obj/item/weapon/gun/energy/particle/cannon sort_string = "MAAUB" @@ -69,7 +69,7 @@ name = "APP pressure interlock" id = "pressureinterlock" req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 250) + materials = list(MAT_STEEL = 1000, MAT_GLASS = 250) build_path = /obj/item/pressurelock sort_string = "MAAUC" @@ -83,7 +83,7 @@ name = "cell-loaded revolver" id = "nsfw_prototype" req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 4, TECH_POWER = 4, TECH_COMBAT = 7) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 6000, "phoron" = 8000, "uranium" = 4000) + materials = list(MAT_STEEL = 10000, MAT_GLASS = 6000, MAT_PHORON = 8000, MAT_URANIUM = 4000) build_path = /obj/item/weapon/gun/projectile/cell_loaded/combat/prototype sort_string = "MAVAA" @@ -91,7 +91,7 @@ name = "combat cell magazine" id = "nsfw_mag_prototype" req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 4, TECH_POWER = 4, TECH_COMBAT = 7) - materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 4000, "phoron" = 4000) + materials = list(MAT_STEEL = 8000, MAT_GLASS = 4000, MAT_PHORON = 4000) build_path = /obj/item/ammo_magazine/cell_mag/combat/prototype sort_string = "MAVBA" @@ -103,7 +103,7 @@ name = "STUN" id = "nsfw_cell_stun" req_tech = list(TECH_MATERIAL = 4, TECH_MAGNET = 2, TECH_POWER = 3, TECH_COMBAT = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000) build_path = /obj/item/ammo_casing/microbattery/combat/stun sort_string = "MAVCA" @@ -111,7 +111,7 @@ name = "LETHAL" id = "nsfw_cell_lethal" req_tech = list(TECH_MATERIAL = 4, TECH_MAGNET = 3, TECH_POWER = 3, TECH_COMBAT = 5) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "phoron" = 3000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PHORON = 3000) build_path = /obj/item/ammo_casing/microbattery/combat/lethal sort_string = "MAVCB" @@ -119,7 +119,7 @@ name = "NET" id = "nsfw_cell_net" req_tech = list(TECH_MATERIAL = 4, TECH_MAGNET = 3, TECH_POWER = 3, TECH_COMBAT = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "uranium" = 3000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_URANIUM = 3000) build_path = /obj/item/ammo_casing/microbattery/combat/net sort_string = "MAVCC" @@ -127,7 +127,7 @@ name = "ION" id = "nsfw_cell_ion" req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 5, TECH_COMBAT = 5) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "silver" = 3000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_SILVER = 3000) build_path = /obj/item/ammo_casing/microbattery/combat/ion sort_string = "MAVCD" @@ -135,7 +135,7 @@ name = "SCATTERSTUN" id = "nsfw_cell_shotstun" req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 3, TECH_POWER = 6, TECH_COMBAT = 6) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "silver" = 2000, "gold" = 2000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_SILVER = 2000, MAT_GOLD = 2000) build_path = /obj/item/ammo_casing/microbattery/combat/shotstun sort_string = "MAVCE" @@ -143,7 +143,7 @@ name = "XRAY" id = "nsfw_cell_xray" req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 4, TECH_POWER = 5, TECH_COMBAT = 7) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "silver" = 1000, "gold" = 1000, "uranium" = 1000, "phoron" = 1000) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_SILVER = 1000, MAT_GOLD = 1000, MAT_URANIUM = 1000, MAT_PHORON = 1000) build_path = /obj/item/ammo_casing/microbattery/combat/xray sort_string = "MAVCF" */ @@ -154,7 +154,7 @@ name = "STRIPPER" id = "nsfw_cell_stripper" req_tech = list(TECH_MATERIAL = 7, TECH_BIO = 4, TECH_POWER = 4, TECH_COMBAT = 4, TECH_ILLEGAL = 5) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "uranium" = 2000, "phoron" = 2000, "diamond" = 500) + materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_URANIUM = 2000, MAT_PHORON = 2000, MAT_DIAMOND = 500) build_path = /obj/item/ammo_casing/microbattery/combat/stripper sort_string = "MAVCG" None of these for now, too. -DHA */ diff --git a/code/modules/research/designs/xenoarch_toys.dm b/code/modules/research/designs/xenoarch_toys.dm index 7c69090b1b..5d90867a95 100644 --- a/code/modules/research/designs/xenoarch_toys.dm +++ b/code/modules/research/designs/xenoarch_toys.dm @@ -9,7 +9,7 @@ id = "ano_scanner" desc = "Aids in triangulation of exotic particles." req_tech = list(TECH_BLUESPACE = 3, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 5000) + materials = list(MAT_STEEL = 10000,MAT_GLASS = 5000) build_path = /obj/item/device/ano_scanner sort_string = "GAAAA" @@ -18,7 +18,7 @@ id = "xenoarch_multitool" req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3, TECH_BLUESPACE = 3) build_path = /obj/item/device/xenoarch_multi_tool - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "uranium" = 500, "phoron" = 500) + materials = list(MAT_STEEL = 2000, MAT_GLASS = 1000, MAT_URANIUM = 500, MAT_PHORON = 500) sort_string = "GAAAB" /datum/design/item/weapon/xenoarch/excavationdrill @@ -26,6 +26,6 @@ id = "excavationdrill" req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINEERING = 2, TECH_BLUESPACE = 3) build_type = PROTOLATHE - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000) + materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000) build_path = /obj/item/weapon/pickaxe/excavationdrill sort_string = "GAAAC" \ No newline at end of file diff --git a/code/modules/research/designs/xenobio_toys.dm b/code/modules/research/designs/xenobio_toys.dm index 917f8ba6c3..2c7f3f402a 100644 --- a/code/modules/research/designs/xenobio_toys.dm +++ b/code/modules/research/designs/xenobio_toys.dm @@ -7,14 +7,14 @@ /datum/design/item/weapon/xenobio/slimebaton id = "slimebaton" req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 2, TECH_POWER = 3, TECH_COMBAT = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000) + materials = list(MAT_STEEL = 5000) build_path = /obj/item/weapon/melee/baton/slime sort_string = "HAAAA" /datum/design/item/weapon/xenobio/slimetaser id = "slimetaser" req_tech = list(TECH_MATERIAL = 3, TECH_BIO = 3, TECH_POWER = 4, TECH_COMBAT = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000) + materials = list(MAT_STEEL = 5000) build_path = /obj/item/weapon/gun/energy/taser/xeno sort_string = "HAAAB" @@ -25,6 +25,6 @@ desc = "A hand-held body scanner able to learn information about slimes." id = "slime_scanner" req_tech = list(TECH_MAGNET = 2, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 500) + materials = list(MAT_STEEL = 500, MAT_GLASS = 500) build_path = /obj/item/device/slime_scanner sort_string = "HBAAA" \ No newline at end of file diff --git a/code/modules/research/mechfab_designs.dm b/code/modules/research/mechfab_designs.dm index 4511307c12..f63e8c3409 100644 --- a/code/modules/research/mechfab_designs.dm +++ b/code/modules/research/mechfab_designs.dm @@ -11,7 +11,7 @@ id = "ripley_chassis" build_path = /obj/item/mecha_parts/chassis/ripley time = 10 - materials = list(DEFAULT_WALL_MATERIAL = 15000) + materials = list(MAT_STEEL = 15000) /datum/design/item/mechfab/ripley/chassis/firefighter name = "Firefigher Chassis" @@ -23,35 +23,35 @@ id = "ripley_torso" build_path = /obj/item/mecha_parts/part/ripley_torso time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 11250) + materials = list(MAT_STEEL = 30000, MAT_GLASS = 11250) /datum/design/item/mechfab/ripley/left_arm name = "Ripley Left Arm" id = "ripley_left_arm" build_path = /obj/item/mecha_parts/part/ripley_left_arm time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 18750) + materials = list(MAT_STEEL = 18750) /datum/design/item/mechfab/ripley/right_arm name = "Ripley Right Arm" id = "ripley_right_arm" build_path = /obj/item/mecha_parts/part/ripley_right_arm time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 18750) + materials = list(MAT_STEEL = 18750) /datum/design/item/mechfab/ripley/left_leg name = "Ripley Left Leg" id = "ripley_left_leg" build_path = /obj/item/mecha_parts/part/ripley_left_leg time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 22500) + materials = list(MAT_STEEL = 22500) /datum/design/item/mechfab/ripley/right_leg name = "Ripley Right Leg" id = "ripley_right_leg" build_path = /obj/item/mecha_parts/part/ripley_right_leg time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 22500) + materials = list(MAT_STEEL = 22500) /datum/design/item/mechfab/odysseus category = list("Odysseus") @@ -61,49 +61,49 @@ id = "odysseus_chassis" build_path = /obj/item/mecha_parts/chassis/odysseus time = 10 - materials = list(DEFAULT_WALL_MATERIAL = 15000) + materials = list(MAT_STEEL = 15000) /datum/design/item/mechfab/odysseus/torso name = "Odysseus Torso" id = "odysseus_torso" build_path = /obj/item/mecha_parts/part/odysseus_torso time = 18 - materials = list(DEFAULT_WALL_MATERIAL = 18750) + materials = list(MAT_STEEL = 18750) /datum/design/item/mechfab/odysseus/head name = "Odysseus Head" id = "odysseus_head" build_path = /obj/item/mecha_parts/part/odysseus_head time = 10 - materials = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 7500) + materials = list(MAT_STEEL = 1500, MAT_GLASS = 7500) /datum/design/item/mechfab/odysseus/left_arm name = "Odysseus Left Arm" id = "odysseus_left_arm" build_path = /obj/item/mecha_parts/part/odysseus_left_arm time = 12 - materials = list(DEFAULT_WALL_MATERIAL = 7500) + materials = list(MAT_STEEL = 7500) /datum/design/item/mechfab/odysseus/right_arm name = "Odysseus Right Arm" id = "odysseus_right_arm" build_path = /obj/item/mecha_parts/part/odysseus_right_arm time = 12 - materials = list(DEFAULT_WALL_MATERIAL = 7500) + materials = list(MAT_STEEL = 7500) /datum/design/item/mechfab/odysseus/left_leg name = "Odysseus Left Leg" id = "odysseus_left_leg" build_path = /obj/item/mecha_parts/part/odysseus_left_leg time = 13 - materials = list(DEFAULT_WALL_MATERIAL = 11250) + materials = list(MAT_STEEL = 11250) /datum/design/item/mechfab/odysseus/right_leg name = "Odysseus Right Leg" id = "odysseus_right_leg" build_path = /obj/item/mecha_parts/part/odysseus_right_leg time = 13 - materials = list(DEFAULT_WALL_MATERIAL = 11250) + materials = list(MAT_STEEL = 11250) /datum/design/item/mechfab/gygax category = list("Gygax") @@ -112,63 +112,63 @@ name = "Serenity Chassis" id = "serenity_chassis" build_path = /obj/item/mecha_parts/chassis/serenity - materials = list(DEFAULT_WALL_MATERIAL = 18750, "phoron" = 4000) + materials = list(MAT_STEEL = 18750, MAT_PHORON = 4000) /datum/design/item/mechfab/gygax/chassis name = "Gygax Chassis" id = "gygax_chassis" build_path = /obj/item/mecha_parts/chassis/gygax time = 10 - materials = list(DEFAULT_WALL_MATERIAL = 18750) + materials = list(MAT_STEEL = 18750) /datum/design/item/mechfab/gygax/torso name = "Gygax Torso" id = "gygax_torso" build_path = /obj/item/mecha_parts/part/gygax_torso time = 30 - materials = list(DEFAULT_WALL_MATERIAL = 37500, "glass" = 15000) + materials = list(MAT_STEEL = 37500, MAT_GLASS = 15000) /datum/design/item/mechfab/gygax/head name = "Gygax Head" id = "gygax_head" build_path = /obj/item/mecha_parts/part/gygax_head time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 7500) + materials = list(MAT_STEEL = 15000, MAT_GLASS = 7500) /datum/design/item/mechfab/gygax/left_arm name = "Gygax Left Arm" id = "gygax_left_arm" build_path = /obj/item/mecha_parts/part/gygax_left_arm time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 22500) + materials = list(MAT_STEEL = 22500) /datum/design/item/mechfab/gygax/right_arm name = "Gygax Right Arm" id = "gygax_right_arm" build_path = /obj/item/mecha_parts/part/gygax_right_arm time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 22500) + materials = list(MAT_STEEL = 22500) /datum/design/item/mechfab/gygax/left_leg name = "Gygax Left Leg" id = "gygax_left_leg" build_path = /obj/item/mecha_parts/part/gygax_left_leg time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 26250) + materials = list(MAT_STEEL = 26250) /datum/design/item/mechfab/gygax/right_leg name = "Gygax Right Leg" id = "gygax_right_leg" build_path = /obj/item/mecha_parts/part/gygax_right_leg time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 26250) + materials = list(MAT_STEEL = 26250) /datum/design/item/mechfab/gygax/armour name = "Gygax Armour Plates" id = "gygax_armour" build_path = /obj/item/mecha_parts/part/gygax_armour time = 60 - materials = list(DEFAULT_WALL_MATERIAL = 37500, "diamond" = 7500) + materials = list(MAT_STEEL = 37500, MAT_DIAMOND = 7500) /datum/design/item/mechfab/durand category = list("Durand") @@ -178,56 +178,56 @@ id = "durand_chassis" build_path = /obj/item/mecha_parts/chassis/durand time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 18750, MAT_PLASTEEL = 20000) + materials = list(MAT_STEEL = 18750, MAT_PLASTEEL = 20000) /datum/design/item/mechfab/durand/torso name = "Durand Torso" id = "durand_torso" build_path = /obj/item/mecha_parts/part/durand_torso time = 30 - materials = list(DEFAULT_WALL_MATERIAL = 41250, MAT_PLASTEEL = 15000, "silver" = 7500) + materials = list(MAT_STEEL = 41250, MAT_PLASTEEL = 15000, MAT_SILVER = 7500) /datum/design/item/mechfab/durand/head name = "Durand Head" id = "durand_head" build_path = /obj/item/mecha_parts/part/durand_head time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 18750, "glass" = 7500, "silver" = 2250) + materials = list(MAT_STEEL = 18750, MAT_GLASS = 7500, MAT_SILVER = 2250) /datum/design/item/mechfab/durand/left_arm name = "Durand Left Arm" id = "durand_left_arm" build_path = /obj/item/mecha_parts/part/durand_left_arm time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 26250, "silver" = 2250) + materials = list(MAT_STEEL = 26250, MAT_SILVER = 2250) /datum/design/item/mechfab/durand/right_arm name = "Durand Right Arm" id = "durand_right_arm" build_path = /obj/item/mecha_parts/part/durand_right_arm time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 26250, "silver" = 2250) + materials = list(MAT_STEEL = 26250, MAT_SILVER = 2250) /datum/design/item/mechfab/durand/left_leg name = "Durand Left Leg" id = "durand_left_leg" build_path = /obj/item/mecha_parts/part/durand_left_leg time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 30000, "silver" = 2250) + materials = list(MAT_STEEL = 30000, MAT_SILVER = 2250) /datum/design/item/mechfab/durand/right_leg name = "Durand Right Leg" id = "durand_right_leg" build_path = /obj/item/mecha_parts/part/durand_right_leg time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 30000, "silver" = 2250) + materials = list(MAT_STEEL = 30000, MAT_SILVER = 2250) /datum/design/item/mechfab/durand/armour name = "Durand Armour Plates" id = "durand_armour" build_path = /obj/item/mecha_parts/part/durand_armour time = 60 - materials = list(DEFAULT_WALL_MATERIAL = 27500, MAT_PLASTEEL = 10000, "uranium" = 7500) + materials = list(MAT_STEEL = 27500, MAT_PLASTEEL = 10000, MAT_URANIUM = 7500) /datum/design/item/mechfab/janus category = list("Janus") @@ -246,42 +246,42 @@ id = "janus_torso" build_path = /obj/item/mecha_parts/part/janus_torso time = 300 - materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_DURASTEEL = 8000, MAT_MORPHIUM = 10000, MAT_GOLD = 5000, MAT_VERDANTIUM = 5000) + materials = list(MAT_STEEL = 30000, MAT_DURASTEEL = 8000, MAT_MORPHIUM = 10000, MAT_GOLD = 5000, MAT_VERDANTIUM = 5000) /datum/design/item/mechfab/janus/head name = "Imperion Head" id = "janus_head" build_path = /obj/item/mecha_parts/part/janus_head time = 200 - materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 6000, MAT_GOLD = 5000) + materials = list(MAT_STEEL = 30000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 6000, MAT_GOLD = 5000) /datum/design/item/mechfab/janus/left_arm name = "Prototype Gygax Left Arm" id = "janus_left_arm" build_path = /obj/item/mecha_parts/part/janus_left_arm time = 200 - materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_DIAMOND = 7000) + materials = list(MAT_STEEL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_DIAMOND = 7000) /datum/design/item/mechfab/janus/right_arm name = "Prototype Gygax Right Arm" id = "janus_right_arm" build_path = /obj/item/mecha_parts/part/janus_right_arm time = 200 - materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_DIAMOND = 7000) + materials = list(MAT_STEEL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_DIAMOND = 7000) /datum/design/item/mechfab/janus/left_leg name = "Prototype Durand Left Leg" id = "janus_left_leg" build_path = /obj/item/mecha_parts/part/janus_left_leg time = 200 - materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_URANIUM = 7000) + materials = list(MAT_STEEL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_URANIUM = 7000) /datum/design/item/mechfab/janus/right_leg name = "Prototype Durand Right Leg" id = "janus_right_leg" build_path = /obj/item/mecha_parts/part/janus_right_leg time = 200 - materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_URANIUM = 7000) + materials = list(MAT_STEEL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_URANIUM = 7000) /datum/design/item/mechfab/janus/phase_coil name = "Janus Phase Coil" @@ -294,7 +294,7 @@ build_type = MECHFAB category = list("Exosuit Equipment") time = 10 - materials = list(DEFAULT_WALL_MATERIAL = 7500) + materials = list(MAT_STEEL = 7500) /datum/design/item/mecha/AssembleDesignDesc() if(!desc) @@ -304,7 +304,7 @@ name = "Exosuit Tracking Beacon" id = "mech_tracker" time = 5 - materials = list(DEFAULT_WALL_MATERIAL = 375) + materials = list(MAT_STEEL = 375) build_path = /obj/item/mecha_parts/mecha_tracking /datum/design/item/mecha/hydraulic_clamp @@ -326,32 +326,32 @@ name = "Cable Layer" id = "mech_cable_layer" build_path = /obj/item/mecha_parts/mecha_equipment/tool/cable_layer - materials = list(DEFAULT_WALL_MATERIAL = 7500, "plastic" = 1000) + materials = list(MAT_STEEL = 7500, MAT_PLASTIC = 1000) /datum/design/item/mecha/flaregun name = "Flare Launcher" id = "mecha_flare_gun" build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flare - materials = list(DEFAULT_WALL_MATERIAL = 9375) + materials = list(MAT_STEEL = 9375) /datum/design/item/mecha/sleeper name = "Sleeper" id = "mech_sleeper" build_path = /obj/item/mecha_parts/mecha_equipment/tool/sleeper - materials = list(DEFAULT_WALL_MATERIAL = 3750, "glass" = 7500) + materials = list(MAT_STEEL = 3750, MAT_GLASS = 7500) /datum/design/item/mecha/syringe_gun name = "Syringe Gun" id = "mech_syringe_gun" build_path = /obj/item/mecha_parts/mecha_equipment/tool/syringe_gun time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 2250, "glass" = 1500) + materials = list(MAT_STEEL = 2250, MAT_GLASS = 1500) /datum/design/item/mecha/passenger name = "Passenger Compartment" id = "mech_passenger" build_path = /obj/item/mecha_parts/mecha_equipment/tool/passenger - materials = list(DEFAULT_WALL_MATERIAL = 3750, "glass" = 3750) + materials = list(MAT_STEEL = 3750, MAT_GLASS = 3750) /datum/design/item/mecha/taser name = "PBT \"Pacifier\" Mounted Taser" @@ -369,7 +369,7 @@ id = "mech_shocker" req_tech = list(TECH_COMBAT = 3, TECH_POWER = 6, TECH_MAGNET = 1) build_path = /obj/item/mecha_parts/mecha_equipment/shocker - materials = list(DEFAULT_WALL_MATERIAL = 3500, "gold" = 750, "glass" = 1000) + materials = list(MAT_STEEL = 3500, MAT_GOLD = 750, MAT_GLASS = 1000) /datum/design/item/mecha/lmg name = "Ultra AC 2" @@ -383,7 +383,7 @@ /datum/design/item/mecha/weapon req_tech = list(TECH_COMBAT = 3) - materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 2000) + materials = list(MAT_STEEL = 8000, MAT_GLASS = 2000) // *** Weapon modules /datum/design/item/mecha/weapon/scattershot @@ -391,21 +391,21 @@ id = "mech_scattershot" req_tech = list(TECH_COMBAT = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot - materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 3000, "plastic" = 2000, "silver" = 2500) + materials = list(MAT_STEEL = 8000, MAT_GLASS = 3000, MAT_PLASTIC = 2000, MAT_SILVER = 2500) /datum/design/item/mecha/weapon/rigged_scattershot name = "Jury-Rigged Shrapnel Cannon" id = "mech_scattershot-r" req_tech = list(TECH_COMBAT = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot/rigged - materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2000, "plastic" = 2000, "silver" = 2000) + materials = list(MAT_STEEL = 7000, MAT_GLASS = 2000, MAT_PLASTIC = 2000, MAT_SILVER = 2000) /datum/design/item/mecha/weapon/laser name = "CH-PS \"Immolator\" Laser" id = "mech_laser" req_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 3) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser - materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 3000, "plastic" = 2000) + materials = list(MAT_STEEL = 8000, MAT_GLASS = 3000, MAT_PLASTIC = 2000) /datum/design/item/mecha/weapon/laser_rigged name = "Jury-Rigged Welder-Laser" @@ -419,21 +419,21 @@ id = "mech_laser_heavy" req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy - materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 3000, "diamond" = 2000, "osmium" = 5000, "plastic" = 2000) + materials = list(MAT_STEEL = 10000, MAT_GLASS = 3000, MAT_DIAMOND = 2000, MAT_OSMIUM = 5000, MAT_PLASTIC = 2000) /datum/design/item/mecha/weapon/rigged_laser_heavy name = "Jury-Rigged Emitter Cannon" id = "mech_laser_heavy-r" req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 4, TECH_PHORON = 3, TECH_ILLEGAL = 1) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy/rigged - materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 4000, "diamond" = 1500, "osmium" = 4000, "plastic" = 2000) + materials = list(MAT_STEEL = 8000, MAT_GLASS = 4000, MAT_DIAMOND = 1500, MAT_OSMIUM = 4000, MAT_PLASTIC = 2000) /datum/design/item/mecha/weapon/laser_xray name = "CH-XS \"Penetrator\" Laser" id = "mech_laser_xray" req_tech = list(TECH_MATERIAL = 3, TECH_COMBAT = 3, TECH_PHORON = 3, TECH_POWER = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/xray - materials = list(DEFAULT_WALL_MATERIAL = 9000, "glass" = 3000, "phoron" = 1000, "silver" = 1500, "gold" = 2500, "plastic" = 2000) + materials = list(MAT_STEEL = 9000, MAT_GLASS = 3000, MAT_PHORON = 1000, MAT_SILVER = 1500, MAT_GOLD = 2500, MAT_PLASTIC = 2000) /datum/design/item/mecha/weapon/laser_gamma //CHOMPedit begin : add Gamma Laser name = "GA-X \"Render\" Experimental Gamma Laser" @@ -447,49 +447,49 @@ id = "mech_laser_xray-r" req_tech = list(TECH_MATERIAL = 3, TECH_COMBAT = 3, TECH_PHORON = 3, TECH_POWER = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/xray/rigged - materials = list(DEFAULT_WALL_MATERIAL = 8500, "glass" = 2500, "phoron" = 1000, "silver" = 1250, "gold" = 2000, "plastic" = 2000) + materials = list(MAT_STEEL = 8500, MAT_GLASS = 2500, MAT_PHORON = 1000, MAT_SILVER = 1250, MAT_GOLD = 2000, MAT_PLASTIC = 2000) /datum/design/item/mecha/weapon/phase name = "NT-PE \"Scorpio\" Phase-Emitter" id = "mech_phase" req_tech = list(TECH_MATERIAL = 1, TECH_COMBAT = 2, TECH_MAGNET = 2) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/phase - materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 3000, "plastic" = 3000) + materials = list(MAT_STEEL = 6000, MAT_GLASS = 3000, MAT_PLASTIC = 3000) /datum/design/item/mecha/weapon/ion name = "MK-IV Ion Heavy Cannon" id = "mech_ion" req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/ion - materials = list(DEFAULT_WALL_MATERIAL = 15000, "uranium" = 2000, "silver" = 2000, "osmium" = 4500, "plastic" = 2000) + materials = list(MAT_STEEL = 15000, MAT_URANIUM = 2000, MAT_SILVER = 2000, MAT_OSMIUM = 4500, MAT_PLASTIC = 2000) /datum/design/item/mecha/weapon/rigged_ion name = "Jury-Rigged Ion Cannon" id = "mech_ion-r" req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/ion/rigged - materials = list(DEFAULT_WALL_MATERIAL = 13000, "uranium" = 1000, "silver" = 1000, "osmium" = 3000, "plastic" = 2000) + materials = list(MAT_STEEL = 13000, MAT_URANIUM = 1000, MAT_SILVER = 1000, MAT_OSMIUM = 3000, MAT_PLASTIC = 2000) /datum/design/item/mecha/weapon/grenade_launcher name = "SGL-6 Grenade Launcher" id = "mech_grenade_launcher" req_tech = list(TECH_COMBAT = 3) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/grenade - materials = list(DEFAULT_WALL_MATERIAL = 7000, "gold" = 2000, "plastic" = 3000) + materials = list(MAT_STEEL = 7000, MAT_GOLD = 2000, MAT_PLASTIC = 3000) /datum/design/item/mecha/weapon/rigged_grenade_launcher name = "Jury-Rigged Pneumatic Flashlauncher" id = "mech_grenade_launcher-rig" req_tech = list(TECH_COMBAT = 3) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/grenade/rigged - materials = list(DEFAULT_WALL_MATERIAL = 5000, "gold" = 2000, "plastic" = 2000) + materials = list(MAT_STEEL = 5000, MAT_GOLD = 2000, MAT_PLASTIC = 2000) /datum/design/item/mecha/weapon/clusterbang_launcher name = "SOP-6 Grenade Launcher" desc = "A weapon that violates the Geneva Convention at 6 rounds per minute." id = "clusterbang_launcher" req_tech = list(TECH_COMBAT= 5, TECH_MATERIAL = 5, TECH_ILLEGAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 15000, "gold" = 4500, "uranium" = 4500) + materials = list(MAT_STEEL = 15000, MAT_GOLD = 4500, MAT_URANIUM = 4500) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/grenade/clusterbang/limited /datum/design/item/mecha/weapon/conc_grenade_launcher @@ -497,21 +497,21 @@ id = "mech_grenade_launcher_conc" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_ILLEGAL = 1) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/grenade/concussion - materials = list(DEFAULT_WALL_MATERIAL = 9000, "gold" = 1000, "osmium" = 1000, "plastic" = 3000) + materials = list(MAT_STEEL = 9000, MAT_GOLD = 1000, MAT_OSMIUM = 1000, MAT_PLASTIC = 3000) /datum/design/item/mecha/weapon/frag_grenade_launcher name = "HEP-MI 6 Grenade Launcher" id = "mech_grenade_launcher_frag" req_tech = list(TECH_COMBAT = 4, TECH_ENGINEERING = 2, TECH_MATERIAL = 3, TECH_ILLEGAL = 2) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/grenade/frag/mini - materials = list(DEFAULT_WALL_MATERIAL = 10000, "gold" = 2500, "uranium" = 3000, "osmium" = 3000, "plastic" = 3000) + materials = list(MAT_STEEL = 10000, MAT_GOLD = 2500, MAT_URANIUM = 3000, MAT_OSMIUM = 3000, MAT_PLASTIC = 3000) /datum/design/item/mecha/weapon/flamer name = "CR-3 Mark 8 Flamethrower" desc = "A weapon that violates the CCWC at two hundred gallons per minute." id = "mech_flamer_full" req_tech = list(TECH_MATERIAL = 4, TECH_COMBAT = 6, TECH_PHORON = 4, TECH_ILLEGAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "gold" = 2000, "uranium" = 3000, "phoron" = 8000) + materials = list(MAT_STEEL = 10000, MAT_GOLD = 2000, MAT_URANIUM = 3000, MAT_PHORON = 8000) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/flamer /datum/design/item/mecha/weapon/flamer_rigged @@ -519,7 +519,7 @@ desc = "A weapon that accidentally violates the CCWC at one hundred gallons per minute." id = "mech_flamer_rigged" req_tech = list(TECH_MATERIAL = 3, TECH_COMBAT = 3, TECH_PHORON = 3, TECH_ILLEGAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 8000, "gold" = 1500, "silver" = 1500, "uranium" = 2000, "phoron" = 6000) + materials = list(MAT_STEEL = 8000, MAT_GOLD = 1500, MAT_SILVER = 1500, MAT_URANIUM = 2000, MAT_PHORON = 6000) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/flamer/rigged /datum/design/item/mecha/weapon/flame_mg @@ -527,7 +527,7 @@ desc = "A weapon that violates the CCWC at sixty rounds a minute." id = "mech_lmg_flamer" req_tech = list(TECH_MATERIAL = 4, TECH_COMBAT = 5, TECH_PHORON = 2, TECH_ILLEGAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 8000, "gold" = 2000, "silver" = 1750, "uranium" = 1500, "phoron" = 4000) + materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_SILVER = 1750, MAT_URANIUM = 1500, MAT_PHORON = 4000) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/incendiary // *** Nonweapon modules @@ -557,7 +557,7 @@ desc = "An exosuit-mounted rapid construction device." id = "mech_rcd" time = 120 - materials = list(DEFAULT_WALL_MATERIAL = 20000, "plastic" = 10000, "phoron" = 18750, "silver" = 15000, "gold" = 15000) + materials = list(MAT_STEEL = 20000, MAT_PLASTIC = 10000, MAT_PHORON = 18750, MAT_SILVER = 15000, MAT_GOLD = 15000) req_tech = list(TECH_MATERIAL = 4, TECH_BLUESPACE = 3, TECH_MAGNET = 4, TECH_POWER = 4, TECH_ENGINEERING = 4) build_path = /obj/item/mecha_parts/mecha_equipment/tool/rcd @@ -573,7 +573,7 @@ desc = "Automated repair droid, exosuits' best companion. BEEP BOOP" id = "mech_repair_droid" req_tech = list(TECH_MAGNET = 3, TECH_DATA = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7500, "gold" = 750, "silver" = 1500, "glass" = 3750) + materials = list(MAT_STEEL = 7500, MAT_GOLD = 750, MAT_SILVER = 1500, MAT_GLASS = 3750) build_path = /obj/item/mecha_parts/mecha_equipment/repair_droid /* These are way too OP to be buildable @@ -582,7 +582,7 @@ desc = "Linear shield projector. Deploys a large, familiar, and rectangular shield in one direction at a time." id = "mech_shield_droid" req_tech = list(TECH_PHORON = 3, TECH_MAGNET = 6, TECH_ILLEGAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 8000, "gold" = 2000, "silver" = 3000, "phoron" = 5000, "glass" = 3750) + materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_SILVER = 3000, MAT_PHORON = 5000, MAT_GLASS = 3750) build_path = /obj/item/mecha_parts/mecha_equipment/combat_shield /datum/design/item/mecha/omni_shield @@ -590,7 +590,7 @@ desc = "Integral shield projector. Can only protect the exosuit, but has no weak angles." id = "mech_shield_omni" req_tech = list(TECH_PHORON = 3, TECH_MAGNET = 6, TECH_ILLEGAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 8000, "gold" = 2000, "silver" = 3000, "phoron" = 5000, "glass" = 3750) + materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_SILVER = 3000, MAT_PHORON = 5000, MAT_GLASS = 3750) build_path = /obj/item/mecha_parts/mecha_equipment/omni_shield */ @@ -599,7 +599,7 @@ desc = "Deploys a small medical drone capable of patching small wounds in order to stabilize nearby patients." id = "mech_med_droid" req_tech = list(TECH_PHORON = 3, TECH_MAGNET = 6, TECH_BIO = 5, TECH_DATA = 4, TECH_ARCANE = 1) - materials = list(DEFAULT_WALL_MATERIAL = 8000, MAT_GOLD = 2000, MAT_SILVER = 3000, MAT_VERDANTIUM = 2500, MAT_GLASS = 3000) + materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_SILVER = 3000, MAT_VERDANTIUM = 2500, MAT_GLASS = 3000) build_path = /obj/item/mecha_parts/mecha_equipment/crisis_drone /datum/design/item/mecha/rad_drone @@ -607,7 +607,7 @@ desc = "Deploys a small hazmat drone capable of purging minor radiation damage in order to stabilize nearby patients." id = "mech_rad_droid" req_tech = list(TECH_PHORON = 4, TECH_MAGNET = 5, TECH_BIO = 6, TECH_DATA = 4, TECH_ARCANE = 1) - materials = list(DEFAULT_WALL_MATERIAL = 8000, MAT_GOLD = 2000, MAT_URANIUM = 3000, MAT_VERDANTIUM = 2500, MAT_GLASS = 3000) + materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_URANIUM = 3000, MAT_VERDANTIUM = 2500, MAT_GLASS = 3000) build_path = /obj/item/mecha_parts/mecha_equipment/crisis_drone/rad /datum/design/item/mecha/medanalyzer @@ -624,20 +624,20 @@ id = "mech_jetpack" req_tech = list(TECH_ENGINEERING = 3, TECH_MAGNET = 4) //One less magnet than the actual got-damn teleporter. build_path = /obj/item/mecha_parts/mecha_equipment/tool/jetpack - materials = list(DEFAULT_WALL_MATERIAL = 7500, "silver" = 300, "glass" = 600) + materials = list(MAT_STEEL = 7500, MAT_SILVER = 300, MAT_GLASS = 600) /datum/design/item/mecha/phoron_generator desc = "Phoron Reactor" id = "mech_phoron_generator" req_tech = list(TECH_PHORON = 2, TECH_POWER= 2, TECH_ENGINEERING = 2) build_path = /obj/item/mecha_parts/mecha_equipment/generator - materials = list(DEFAULT_WALL_MATERIAL = 7500, "silver" = 375, "glass" = 750) + materials = list(MAT_STEEL = 7500, MAT_SILVER = 375, MAT_GLASS = 750) /datum/design/item/mecha/energy_relay name = "Energy Relay" id = "mech_energy_relay" req_tech = list(TECH_MAGNET = 4, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7500, "gold" = 1500, "silver" = 2250, "glass" = 1500) + materials = list(MAT_STEEL = 7500, MAT_GOLD = 1500, MAT_SILVER = 2250, MAT_GLASS = 1500) build_path = /obj/item/mecha_parts/mecha_equipment/tesla_energy_relay /datum/design/item/mecha/ccw_armor @@ -645,7 +645,7 @@ desc = "Exosuit close-combat armor booster." id = "mech_ccw_armor" req_tech = list(TECH_MATERIAL = 5, TECH_COMBAT = 4) - materials = list(DEFAULT_WALL_MATERIAL = 11250, "silver" = 3750) + materials = list(MAT_STEEL = 11250, MAT_SILVER = 3750) build_path = /obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster /datum/design/item/mecha/proj_armor @@ -653,7 +653,7 @@ desc = "Exosuit projectile armor booster." id = "mech_proj_armor" req_tech = list(TECH_MATERIAL = 5, TECH_COMBAT = 5, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 15000, "gold" = 3750) + materials = list(MAT_STEEL = 15000, MAT_GOLD = 3750) build_path = /obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster /datum/design/item/mecha/diamond_drill @@ -661,7 +661,7 @@ desc = "A diamond version of the exosuit drill. It's harder, better, faster, stronger." id = "mech_diamond_drill" req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7500, "diamond" = 4875) + materials = list(MAT_STEEL = 7500, MAT_DIAMOND = 4875) build_path = /obj/item/mecha_parts/mecha_equipment/tool/drill/diamonddrill /datum/design/item/mecha/ground_drill @@ -669,7 +669,7 @@ desc = "A heavy duty bore. Bigger, better, stronger than the core sampler, but not quite as good as a large drill." id = "mech_ground_drill" req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 2, TECH_PHORON = 1) - materials = list(DEFAULT_WALL_MATERIAL = 7000, "silver" = 3000, "phoron" = 2000) + materials = list(MAT_STEEL = 7000, MAT_SILVER = 3000, MAT_PHORON = 2000) build_path = /obj/item/mecha_parts/mecha_equipment/tool/drill/bore /datum/design/item/mecha/orescanner @@ -677,7 +677,7 @@ desc = "A hefty device used to scan for subterranean veins of ore." id = "mech_ore_scanner" req_tech = list(TECH_MATERIAL = 2, TECH_MAGNET = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 1000) + materials = list(MAT_STEEL = 4000, MAT_GLASS = 1000) build_path = /obj/item/mecha_parts/mecha_equipment/tool/orescanner /datum/design/item/mecha/advorescanner @@ -685,7 +685,7 @@ desc = "A hefty device used to scan for the exact volumes of subterranean veins of ore." id = "mech_ore_scanner_adv" req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 4, TECH_POWER = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "osmium" = 3000, "silver" = 1000) + materials = list(MAT_STEEL = 5000, MAT_OSMIUM = 3000, MAT_SILVER = 1000) build_path = /obj/item/mecha_parts/mecha_equipment/tool/orescanner/advanced /datum/design/item/mecha/runningboard @@ -693,7 +693,7 @@ desc = "A running board with a power-lifter attachment, to quickly catapult exosuit pilots into the cockpit. Only fits to working exosuits." id = "mech_runningboard" req_tech = list(TECH_MATERIAL = 6) - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MAT_STEEL = 10000) build_path = /obj/item/mecha_parts/mecha_equipment/runningboard/limited /datum/design/item/mecha/powerwrench @@ -701,7 +701,7 @@ desc = "A large, hydraulic wrench." id = "mech_wrench" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "plastic" = 2000, "glass" = 1250) + materials = list(MAT_STEEL = 5000, MAT_PLASTIC = 2000, MAT_GLASS = 1250) build_path = /obj/item/mecha_parts/mecha_equipment/tool/powertool /datum/design/item/mecha/powercrowbar @@ -709,7 +709,7 @@ desc = "A large, hydraulic prybar." id = "mech_crowbar" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "osmium" = 3000, "glass" = 1000) + materials = list(MAT_STEEL = 4000, MAT_OSMIUM = 3000, MAT_GLASS = 1000) build_path = /obj/item/mecha_parts/mecha_equipment/tool/powertool/prybar /datum/design/item/mecha/powercutters @@ -717,7 +717,7 @@ desc = "A large, hydraulic cablecutter." id = "mech_wirecutter" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "osmium" = 3000, "glass" = 1000) + materials = list(MAT_STEEL = 4000, MAT_OSMIUM = 3000, MAT_GLASS = 1000) build_path = /obj/item/mecha_parts/mecha_equipment/tool/powertool/cutter /datum/design/item/mecha/powerscrewdriver @@ -725,7 +725,7 @@ desc = "A large, hydraulic screwdriver." id = "mech_screwdriver" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "osmium" = 3000, "glass" = 1000) + materials = list(MAT_STEEL = 4000, MAT_OSMIUM = 3000, MAT_GLASS = 1000) build_path = /obj/item/mecha_parts/mecha_equipment/tool/powertool/screwdriver /datum/design/item/mecha/powerwelder @@ -733,7 +733,7 @@ desc = "A large welding laser." id = "mech_welder" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_PHORON = 3000, "glass" = 1000) + materials = list(MAT_STEEL = 4000, MAT_PHORON = 3000, MAT_GLASS = 1000) build_path = /obj/item/mecha_parts/mecha_equipment/tool/powertool/welding /datum/design/item/mecha/inflatables @@ -741,7 +741,7 @@ desc = "A large pneumatic inflatable deployer." id = "mech_inflatables" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_PLASTIC = 4000, "glass" = 1000) + materials = list(MAT_STEEL = 2000, MAT_PLASTIC = 4000, MAT_GLASS = 1000) build_path = /obj/item/mecha_parts/mecha_equipment/tool/powertool/inflatables /datum/design/item/mecha/hardpoint_clamp @@ -757,7 +757,7 @@ desc = "Exosuit-held nuclear reactor. Converts uranium and everyone's health to energy." id = "mech_generator_nuclear" req_tech = list(TECH_POWER= 3, TECH_ENGINEERING = 3, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7500, "silver" = 375, "glass" = 750) + materials = list(MAT_STEEL = 7500, MAT_SILVER = 375, MAT_GLASS = 750) build_path = /obj/item/mecha_parts/mecha_equipment/generator/nuclear /datum/design/item/mecha/speedboost_ripley @@ -765,7 +765,7 @@ desc = "System enhancements and overdrives to make a mech's legs move faster." id = "mech_speedboost_ripley" req_tech = list( TECH_POWER = 5, TECH_MATERIAL = 4, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "silver" = 1000, "gold" = 1000) + materials = list(MAT_STEEL = 10000, MAT_SILVER = 1000, MAT_GOLD = 1000) build_path = /obj/item/mecha_parts/mecha_equipment/speedboost /datum/design/item/synthetic_flash @@ -773,7 +773,7 @@ id = "sflash" req_tech = list(TECH_MAGNET = 3, TECH_COMBAT = 2) build_type = MECHFAB - materials = list(DEFAULT_WALL_MATERIAL = 562, "glass" = 562) + materials = list(MAT_STEEL = 562, MAT_GLASS = 562) build_path = /obj/item/device/flash/synthetic category = list("Misc") @@ -791,7 +791,7 @@ desc = "A space-bike's un-assembled frame." id = "vehicle_chassis_spacebike" req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 6, TECH_BLUESPACE = 3, TECH_PHORON = 3) - materials = list(DEFAULT_WALL_MATERIAL = 12000, "silver" = 3000, "phoron" = 3000, "osmium" = 1000) + materials = list(MAT_STEEL = 12000, MAT_SILVER = 3000, MAT_PHORON = 3000, MAT_OSMIUM = 1000) build_path = /obj/item/weapon/vehicle_assembly/spacebike /datum/design/item/mechfab/vehicle/quadbike_chassis @@ -799,7 +799,7 @@ desc = "A space-bike's un-assembled frame." id = "vehicle_chassis_quadbike" req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 6, TECH_MAGNET = 3, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 15000, "silver" = 3000, "plastic" = 3000, "osmium" = 1000) + materials = list(MAT_STEEL = 15000, MAT_SILVER = 3000, MAT_PLASTIC = 3000, MAT_OSMIUM = 1000) build_path = /obj/item/weapon/vehicle_assembly/quadbike /* @@ -1054,7 +1054,7 @@ build_path = /obj/item/device/uav time = 20 req_tech = list(TECH_MATERIAL = 6, TECH_ENGINEERING = 5, TECH_PHORON = 3, TECH_MAGNET = 4, TECH_POWER = 6) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 6000, "silver" = 4000) + materials = list(MAT_STEEL = 10000, MAT_GLASS = 6000, MAT_SILVER = 4000) // Exosuit Internals @@ -1068,7 +1068,7 @@ category = list("Exosuit Internals") id = "exo_int_armor_standard" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MAT_STEEL = 10000) build_path = /obj/item/mecha_parts/component/armor /datum/design/item/mechfab/exointernal/light_armor @@ -1076,7 +1076,7 @@ category = list("Exosuit Internals") id = "exo_int_armor_lightweight" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MAT_PLASTIC = 3000) + materials = list(MAT_STEEL = 5000, MAT_PLASTIC = 3000) build_path = /obj/item/mecha_parts/component/armor/lightweight /datum/design/item/mechfab/exointernal/reinf_armor @@ -1084,7 +1084,7 @@ category = list("Exosuit Internals") id = "exo_int_armor_reinforced" req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 20000, MAT_PLASTEEL = 10000) + materials = list(MAT_STEEL = 20000, MAT_PLASTEEL = 10000) build_path = /obj/item/mecha_parts/component/armor/reinforced /datum/design/item/mechfab/exointernal/mining_armor @@ -1092,7 +1092,7 @@ category = list("Exosuit Internals") id = "exo_int_armor_blast" req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 20000, MAT_PLASTEEL = 10000) + materials = list(MAT_STEEL = 20000, MAT_PLASTEEL = 10000) build_path = /obj/item/mecha_parts/component/armor/mining /datum/design/item/mechfab/exointernal/gygax_armor @@ -1100,7 +1100,7 @@ category = list("Exosuit Internals") id = "exo_int_armor_gygax" req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_COMBAT = 2) - materials = list(DEFAULT_WALL_MATERIAL = 40000, MAT_DIAMOND = 8000) + materials = list(MAT_STEEL = 40000, MAT_DIAMOND = 8000) build_path = /obj/item/mecha_parts/component/armor/marshal /datum/design/item/mechfab/exointernal/darkgygax_armor @@ -1115,7 +1115,7 @@ name = "Armor Plate (Military)" id = "exo_int_armor_durand" req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_COMBAT = 2) - materials = list(DEFAULT_WALL_MATERIAL = 40000, MAT_PLASTEEL = 9525, "uranium" = 8000) + materials = list(MAT_STEEL = 40000, MAT_PLASTEEL = 9525, MAT_URANIUM = 8000) build_path = /obj/item/mecha_parts/component/armor/military /datum/design/item/mechfab/exointernal/marauder_armour @@ -1137,7 +1137,7 @@ category = list("Exosuit Internals") id = "exo_int_hull_standard" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MAT_STEEL = 10000) build_path = /obj/item/mecha_parts/component/hull /datum/design/item/mechfab/exointernal/durable_hull @@ -1145,7 +1145,7 @@ category = list("Exosuit Internals") id = "exo_int_hull_durable" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 8000, MAT_PLASTEEL = 5000) + materials = list(MAT_STEEL = 8000, MAT_PLASTEEL = 5000) build_path = /obj/item/mecha_parts/component/hull/durable /datum/design/item/mechfab/exointernal/light_hull @@ -1153,7 +1153,7 @@ category = list("Exosuit Internals") id = "exo_int_hull_light" req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MAT_PLASTIC = 3000) + materials = list(MAT_STEEL = 5000, MAT_PLASTIC = 3000) build_path = /obj/item/mecha_parts/component/hull/lightweight /datum/design/item/mechfab/exointernal/stan_gas @@ -1161,7 +1161,7 @@ category = list("Exosuit Internals") id = "exo_int_lifesup_standard" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MAT_STEEL = 10000) build_path = /obj/item/mecha_parts/component/gas /datum/design/item/mechfab/exointernal/reinf_gas @@ -1169,7 +1169,7 @@ category = list("Exosuit Internals") id = "exo_int_lifesup_reinforced" req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 8000, MAT_PLASTEEL = 8000, MAT_GRAPHITE = 1000) + materials = list(MAT_STEEL = 8000, MAT_PLASTEEL = 8000, MAT_GRAPHITE = 1000) build_path = /obj/item/mecha_parts/component/gas/reinforced /datum/design/item/mechfab/exointernal/stan_electric @@ -1177,7 +1177,7 @@ category = list("Exosuit Internals") id = "exo_int_electric_standard" req_tech = list(TECH_POWER = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MAT_PLASTIC = 1000) + materials = list(MAT_STEEL = 5000, MAT_PLASTIC = 1000) build_path = /obj/item/mecha_parts/component/electrical /datum/design/item/mechfab/exointernal/efficient_electric @@ -1185,7 +1185,7 @@ category = list("Exosuit Internals") id = "exo_int_electric_efficient" req_tech = list(TECH_POWER = 4, TECH_ENGINEERING = 4, TECH_DATA = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MAT_PLASTIC = 3000, MAT_SILVER = 3000) + materials = list(MAT_STEEL = 5000, MAT_PLASTIC = 3000, MAT_SILVER = 3000) build_path = /obj/item/mecha_parts/component/electrical/high_current /datum/design/item/mechfab/exointernal/stan_actuator @@ -1193,7 +1193,7 @@ category = list("Exosuit Internals") id = "exo_int_actuator_standard" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MAT_STEEL = 10000) build_path = /obj/item/mecha_parts/component/actuator /datum/design/item/mechfab/exointernal/hispeed_actuator diff --git a/code/modules/research/mechfab_designs_vr.dm b/code/modules/research/mechfab_designs_vr.dm index 099d2a2374..b8a796b909 100644 --- a/code/modules/research/mechfab_designs_vr.dm +++ b/code/modules/research/mechfab_designs_vr.dm @@ -11,5 +11,5 @@ desc = "A suit mounted size gun. Features interface-based target size adjustment for hands-free size-altering shenanigans." id = "rig_gun_sizegun" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000, MAT_GLASS = 2000, MAT_URANIUM = 2000) + materials = list(MAT_STEEL = 3000, MAT_GLASS = 2000, MAT_URANIUM = 2000) build_path = /obj/item/rig_module/mounted/sizegun \ No newline at end of file diff --git a/code/modules/research/prosfab_designs.dm b/code/modules/research/prosfab_designs.dm index 5fc685bf1d..93544b02a7 100644 --- a/code/modules/research/prosfab_designs.dm +++ b/code/modules/research/prosfab_designs.dm @@ -92,7 +92,7 @@ //////////////////// Prosthetics //////////////////// /datum/design/item/prosfab/pros/torso time = 35 - materials = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 7500) + materials = list(MAT_STEEL = 30000, MAT_GLASS = 7500) // req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 3, TECH_DATA = 3) //Saving the values just in case var/gender = MALE @@ -115,7 +115,7 @@ id = "pros_head" build_path = /obj/item/organ/external/head time = 30 - materials = list(DEFAULT_WALL_MATERIAL = 18750, "glass" = 3750) + materials = list(MAT_STEEL = 18750, MAT_GLASS = 3750) // req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 3, TECH_DATA = 3) //Saving the values just in case /datum/design/item/prosfab/pros/l_arm @@ -123,56 +123,56 @@ id = "pros_l_arm" build_path = /obj/item/organ/external/arm time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 10125) + materials = list(MAT_STEEL = 10125) /datum/design/item/prosfab/pros/l_hand name = "Prosthetic Left Hand" id = "pros_l_hand" build_path = /obj/item/organ/external/hand time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 3375) + materials = list(MAT_STEEL = 3375) /datum/design/item/prosfab/pros/r_arm name = "Prosthetic Right Arm" id = "pros_r_arm" build_path = /obj/item/organ/external/arm/right time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 10125) + materials = list(MAT_STEEL = 10125) /datum/design/item/prosfab/pros/r_hand name = "Prosthetic Right Hand" id = "pros_r_hand" build_path = /obj/item/organ/external/hand/right time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 3375) + materials = list(MAT_STEEL = 3375) /datum/design/item/prosfab/pros/l_leg name = "Prosthetic Left Leg" id = "pros_l_leg" build_path = /obj/item/organ/external/leg time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 8437) + materials = list(MAT_STEEL = 8437) /datum/design/item/prosfab/pros/l_foot name = "Prosthetic Left Foot" id = "pros_l_foot" build_path = /obj/item/organ/external/foot time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 2813) + materials = list(MAT_STEEL = 2813) /datum/design/item/prosfab/pros/r_leg name = "Prosthetic Right Leg" id = "pros_r_leg" build_path = /obj/item/organ/external/leg/right time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 8437) + materials = list(MAT_STEEL = 8437) /datum/design/item/prosfab/pros/r_foot name = "Prosthetic Right Foot" id = "pros_r_foot" build_path = /obj/item/organ/external/foot/right time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 2813) + materials = list(MAT_STEEL = 2813) /datum/design/item/prosfab/pros/internal category = list("Prosthetics, Internal") @@ -182,7 +182,7 @@ id = "pros_cell" build_path = /obj/item/organ/internal/cell time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 7500, "glass" = 3000) + materials = list(MAT_STEEL = 7500, MAT_GLASS = 3000) // req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2) /datum/design/item/prosfab/pros/internal/eyes @@ -190,7 +190,7 @@ id = "pros_eyes" build_path = /obj/item/organ/internal/eyes/robot time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 5625, "glass" = 5625) + materials = list(MAT_STEEL = 5625, MAT_GLASS = 5625) // req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2) /datum/design/item/prosfab/pros/internal/hydraulic @@ -198,35 +198,35 @@ id = "pros_hydraulic" build_path = /obj/item/organ/internal/heart/machine time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 7500, MAT_PLASTIC = 3000) + materials = list(MAT_STEEL = 7500, MAT_PLASTIC = 3000) /datum/design/item/prosfab/pros/internal/reagcycler name = "Reagent Cycler" id = "pros_reagcycler" build_path = /obj/item/organ/internal/stomach/machine time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 7500, MAT_PLASTIC = 3000) + materials = list(MAT_STEEL = 7500, MAT_PLASTIC = 3000) /datum/design/item/prosfab/pros/internal/heatsink name = "Heatsink" id = "pros_heatsink" build_path = /obj/item/organ/internal/robotic/heatsink time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 7500, MAT_PLASTIC = 3000) + materials = list(MAT_STEEL = 7500, MAT_PLASTIC = 3000) /datum/design/item/prosfab/pros/internal/diagnostic name = "Diagnostic Controller" id = "pros_diagnostic" build_path = /obj/item/organ/internal/robotic/diagnostic time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 7500, MAT_PLASTIC = 3000) + materials = list(MAT_STEEL = 7500, MAT_PLASTIC = 3000) /datum/design/item/prosfab/pros/internal/heart name = "Prosthetic Heart" id = "pros_heart" build_path = /obj/item/organ/internal/heart time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 5625, "glass" = 1000) + materials = list(MAT_STEEL = 5625, MAT_GLASS = 1000) // req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2) /datum/design/item/prosfab/pros/internal/lungs @@ -234,7 +234,7 @@ id = "pros_lung" build_path = /obj/item/organ/internal/lungs time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 5625, "glass" = 1000) + materials = list(MAT_STEEL = 5625, MAT_GLASS = 1000) // req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2) /datum/design/item/prosfab/pros/internal/liver @@ -242,7 +242,7 @@ id = "pros_liver" build_path = /obj/item/organ/internal/liver time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 5625, "glass" = 1000) + materials = list(MAT_STEEL = 5625, MAT_GLASS = 1000) // req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2) /datum/design/item/prosfab/pros/internal/kidneys @@ -250,7 +250,7 @@ id = "pros_kidney" build_path = /obj/item/organ/internal/kidneys time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 5625, "glass" = 1000) + materials = list(MAT_STEEL = 5625, MAT_GLASS = 1000) // req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2) /datum/design/item/prosfab/pros/internal/spleen @@ -258,7 +258,7 @@ id = "pros_spleen" build_path = /obj/item/organ/internal/spleen time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 3000, MAT_GLASS = 750) + materials = list(MAT_STEEL = 3000, MAT_GLASS = 750) // req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2) /datum/design/item/prosfab/pros/internal/larynx @@ -266,62 +266,62 @@ id = "pros_larynx" build_path = /obj/item/organ/internal/voicebox time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_GLASS = 750, MAT_PLASTIC = 500) + materials = list(MAT_STEEL = 2000, MAT_GLASS = 750, MAT_PLASTIC = 500) //////////////////// Cyborg Parts //////////////////// /datum/design/item/prosfab/cyborg category = list("Cyborg Parts") time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 3750) + materials = list(MAT_STEEL = 3750) /datum/design/item/prosfab/cyborg/exoskeleton name = "Robot Exoskeleton" id = "robot_exoskeleton" build_path = /obj/item/robot_parts/robot_suit time = 50 - materials = list(DEFAULT_WALL_MATERIAL = 37500) + materials = list(MAT_STEEL = 37500) /datum/design/item/prosfab/cyborg/torso name = "Robot Torso" id = "robot_torso" build_path = /obj/item/robot_parts/chest time = 35 - materials = list(DEFAULT_WALL_MATERIAL = 30000) + materials = list(MAT_STEEL = 30000) /datum/design/item/prosfab/cyborg/head name = "Robot Head" id = "robot_head" build_path = /obj/item/robot_parts/head time = 35 - materials = list(DEFAULT_WALL_MATERIAL = 18750) + materials = list(MAT_STEEL = 18750) /datum/design/item/prosfab/cyborg/l_arm name = "Robot Left Arm" id = "robot_l_arm" build_path = /obj/item/robot_parts/l_arm time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 13500) + materials = list(MAT_STEEL = 13500) /datum/design/item/prosfab/cyborg/r_arm name = "Robot Right Arm" id = "robot_r_arm" build_path = /obj/item/robot_parts/r_arm time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 13500) + materials = list(MAT_STEEL = 13500) /datum/design/item/prosfab/cyborg/l_leg name = "Robot Left Leg" id = "robot_l_leg" build_path = /obj/item/robot_parts/l_leg time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 11250) + materials = list(MAT_STEEL = 11250) /datum/design/item/prosfab/cyborg/r_leg name = "Robot Right Leg" id = "robot_r_leg" build_path = /obj/item/robot_parts/r_leg time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 11250) + materials = list(MAT_STEEL = 11250) //////////////////// Cyborg Internals //////////////////// @@ -329,7 +329,7 @@ category = list("Cyborg Internals") build_type = PROSFAB time = 12 - materials = list(DEFAULT_WALL_MATERIAL = 7500) + materials = list(MAT_STEEL = 7500) /datum/design/item/prosfab/cyborg/component/binary_communication_device name = "Binary Communication Device" @@ -376,7 +376,7 @@ category = list("Cyborg Modules") build_type = PROSFAB time = 12 - materials = list(DEFAULT_WALL_MATERIAL = 7500) + materials = list(MAT_STEEL = 7500) /datum/design/item/prosfab/robot_upgrade/rename name = "Rename Module" @@ -394,35 +394,35 @@ name = "Emergency Restart Module" desc = "Used to force a restart of a disabled-but-repaired robot, bringing it back online." id = "borg_restart_module" - materials = list(DEFAULT_WALL_MATERIAL = 45000, "glass" = 3750) + materials = list(MAT_STEEL = 45000, MAT_GLASS = 3750) build_path = /obj/item/borg/upgrade/restart /datum/design/item/prosfab/robot_upgrade/vtec name = "VTEC Module" desc = "Used to kick in a robot's VTEC systems, increasing their speed." id = "borg_vtec_module" - materials = list(DEFAULT_WALL_MATERIAL = 60000, "glass" = 4500, "gold" = 3750) + materials = list(MAT_STEEL = 60000, MAT_GLASS = 4500, MAT_GOLD = 3750) build_path = /obj/item/borg/upgrade/vtec /datum/design/item/prosfab/robot_upgrade/tasercooler name = "Rapid Taser Cooling Module" desc = "Used to cool a mounted taser, increasing the potential current in it and thus its recharge rate." id = "borg_taser_module" - materials = list(DEFAULT_WALL_MATERIAL = 60000, "glass" = 4500, "gold" = 1500, "diamond" = 375) + materials = list(MAT_STEEL = 60000, MAT_GLASS = 4500, MAT_GOLD = 1500, MAT_DIAMOND = 375) build_path = /obj/item/borg/upgrade/tasercooler /datum/design/item/prosfab/robot_upgrade/jetpack name = "Jetpack Module" desc = "A carbon dioxide jetpack suitable for low-gravity mining operations." id = "borg_jetpack_module" - materials = list(DEFAULT_WALL_MATERIAL = 7500, "phoron" = 11250, "uranium" = 15000) + materials = list(MAT_STEEL = 7500, MAT_PHORON = 11250, MAT_URANIUM = 15000) build_path = /obj/item/borg/upgrade/jetpack /datum/design/item/prosfab/robot_upgrade/advhealth name = "Advanced Health Analyzer Module" desc = "An advanced health analyzer suitable for diagnosing more serious injuries." id = "borg_advhealth_module" - materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 6500, "diamond" = 350) + materials = list(MAT_STEEL = 10000, MAT_GLASS = 6500, MAT_DIAMOND = 350) build_path = /obj/item/borg/upgrade/advhealth /datum/design/item/prosfab/robot_upgrade/syndicate @@ -430,7 +430,7 @@ desc = "Allows for the construction of lethal upgrades for cyborgs." id = "borg_syndicate_module" req_tech = list(TECH_COMBAT = 4, TECH_ILLEGAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7500, "glass" = 11250, "diamond" = 7500) + materials = list(MAT_STEEL = 7500, MAT_GLASS = 11250, MAT_DIAMOND = 7500) build_path = /obj/item/borg/upgrade/syndicate /datum/design/item/prosfab/robot_upgrade/language @@ -438,7 +438,7 @@ desc = "Used to let cyborgs other than clerical or service speak a variety of languages." id = "borg_language_module" req_tech = list(TECH_DATA = 6, TECH_MATERIAL = 6) - materials = list(DEFAULT_WALL_MATERIAL = 25000, "glass" = 3000, "gold" = 350) + materials = list(MAT_STEEL = 25000, MAT_GLASS = 3000, MAT_GOLD = 350) build_path = /obj/item/borg/upgrade/language // Synthmorph Bags. @@ -447,42 +447,42 @@ name = "Synthmorph Storage Bag" desc = "Used to store or slowly defragment an FBP." id = "misc_synth_bag" - materials = list(DEFAULT_WALL_MATERIAL = 250, "glass" = 250, "plastic" = 2000) + materials = list(MAT_STEEL = 250, MAT_GLASS = 250, MAT_PLASTIC = 2000) build_path = /obj/item/bodybag/cryobag/robobag /datum/design/item/prosfab/badge_nt name = "NanoTrasen Tag" desc = "Used to identify an empty NanoTrasen FBP." id = "misc_synth_bag_tag_nt" - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000) + materials = list(MAT_STEEL = 1000, MAT_GLASS = 500, MAT_PLASTIC = 1000) build_path = /obj/item/clothing/accessory/badge/corporate_tag /datum/design/item/prosfab/badge_morph name = "Morpheus Tag" desc = "Used to identify an empty Morpheus FBP." id = "misc_synth_bag_tag_morph" - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000) + materials = list(MAT_STEEL = 1000, MAT_GLASS = 500, MAT_PLASTIC = 1000) build_path = /obj/item/clothing/accessory/badge/corporate_tag/morpheus /datum/design/item/prosfab/badge_wardtaka name = "Ward-Takahashi Tag" desc = "Used to identify an empty Ward-Takahashi FBP." id = "misc_synth_bag_tag_wardtaka" - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000) + materials = list(MAT_STEEL = 1000, MAT_GLASS = 500, MAT_PLASTIC = 1000) build_path = /obj/item/clothing/accessory/badge/corporate_tag/wardtaka /datum/design/item/prosfab/badge_zenghu name = "Zeng-Hu Tag" desc = "Used to identify an empty Zeng-Hu FBP." id = "misc_synth_bag_tag_zenghu" - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000) + materials = list(MAT_STEEL = 1000, MAT_GLASS = 500, MAT_PLASTIC = 1000) build_path = /obj/item/clothing/accessory/badge/corporate_tag/zenghu /datum/design/item/prosfab/badge_gilthari name = "Gilthari Tag" desc = "Used to identify an empty Gilthari FBP." id = "misc_synth_bag_tag_gilthari" - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "gold" = 1000) + materials = list(MAT_STEEL = 1000, MAT_GLASS = 500, MAT_GOLD = 1000) build_path = /obj/item/clothing/accessory/badge/corporate_tag/gilthari req_tech = list(TECH_MATERIAL = 4, TECH_ILLEGAL = 2, TECH_PHORON = 2) @@ -490,7 +490,7 @@ name = "Vey-Medical Tag" desc = "Used to identify an empty Vey-Medical FBP." id = "misc_synth_bag_tag_veymed" - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000) + materials = list(MAT_STEEL = 1000, MAT_GLASS = 500, MAT_PLASTIC = 1000) build_path = /obj/item/clothing/accessory/badge/corporate_tag/veymed req_tech = list(TECH_MATERIAL = 3, TECH_ILLEGAL = 1, TECH_BIO = 4) @@ -498,26 +498,26 @@ name = "Hephaestus Tag" desc = "Used to identify an empty Hephaestus FBP." id = "misc_synth_bag_tag_heph" - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000) + materials = list(MAT_STEEL = 1000, MAT_GLASS = 500, MAT_PLASTIC = 1000) build_path = /obj/item/clothing/accessory/badge/corporate_tag/hephaestus /datum/design/item/prosfab/badge_grayson name = "Grayson Tag" desc = "Used to identify an empty Grayson FBP." id = "misc_synth_bag_tag_grayson" - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000) + materials = list(MAT_STEEL = 1000, MAT_GLASS = 500, MAT_PLASTIC = 1000) build_path = /obj/item/clothing/accessory/badge/corporate_tag/grayson /datum/design/item/prosfab/badge_xion name = "Xion Tag" desc = "Used to identify an empty Xion FBP." id = "misc_synth_bag_tag_xion" - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000) + materials = list(MAT_STEEL = 1000, MAT_GLASS = 500, MAT_PLASTIC = 1000) build_path = /obj/item/clothing/accessory/badge/corporate_tag/xion /datum/design/item/prosfab/badge_bishop name = "Bishop Tag" desc = "Used to identify an empty Bishop FBP." id = "misc_synth_bag_tag_bishop" - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 2000, "plastic" = 500) + materials = list(MAT_STEEL = 500, MAT_GLASS = 2000, MAT_PLASTIC = 500) build_path = /obj/item/clothing/accessory/badge/corporate_tag/bishop diff --git a/code/modules/research/prosfab_designs_vr.dm b/code/modules/research/prosfab_designs_vr.dm index b425b3964a..67a4abe412 100644 --- a/code/modules/research/prosfab_designs_vr.dm +++ b/code/modules/research/prosfab_designs_vr.dm @@ -4,12 +4,12 @@ name = "Size Alteration Module" id = "borg_sizeshift_module" req_tech = list(TECH_BLUESPACE = 3, TECH_MATERIAL = 3, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000) + materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000) build_path = /obj/item/borg/upgrade/sizeshift /datum/design/item/prosfab/robot_upgrade/bellysizeupgrade name = "Robohound Capacity Expansion Module" id = "borg_hound_capacity_module" req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000) + materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000) build_path = /obj/item/borg/upgrade/bellysizeupgrade \ No newline at end of file diff --git a/code/modules/research/protolathe.dm b/code/modules/research/protolathe.dm index 35e804c30e..11c44f3e15 100644 --- a/code/modules/research/protolathe.dm +++ b/code/modules/research/protolathe.dm @@ -17,18 +17,18 @@ //VOREStation Edit - Broke this into lines materials = list( - DEFAULT_WALL_MATERIAL = 0, - "glass" = 0, + MAT_STEEL = 0, + MAT_GLASS = 0, MAT_PLASTEEL = 0, - "plastic" = 0, + MAT_PLASTIC = 0, MAT_GRAPHITE = 0, - "gold" = 0, - "silver" = 0, - "osmium" = 0, + MAT_GOLD = 0, + MAT_SILVER = 0, + MAT_OSMIUM = 0, MAT_LEAD = 0, - "phoron" = 0, - "uranium" = 0, - "diamond" = 0, + MAT_PHORON = 0, + MAT_URANIUM = 0, + MAT_DIAMOND = 0, MAT_DURASTEEL = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0, diff --git a/code/modules/research/research.dm b/code/modules/research/research.dm index b3f5013ffd..e8ad090e10 100644 --- a/code/modules/research/research.dm +++ b/code/modules/research/research.dm @@ -207,7 +207,7 @@ GLOBAL_LIST_INIT(design_datums, list()) item_state = "card-id" randpixel = 5 w_class = ITEMSIZE_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10) + matter = list(MAT_STEEL = 30, MAT_GLASS = 10) var/datum/tech/stored /obj/item/weapon/disk/tech_disk/New() @@ -221,7 +221,7 @@ GLOBAL_LIST_INIT(design_datums, list()) item_state = "card-id" randpixel = 5 w_class = ITEMSIZE_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10) + matter = list(MAT_STEEL = 30, MAT_GLASS = 10) var/datum/design/blueprint /obj/item/weapon/disk/design_disk/New() diff --git a/code/modules/research/teleport_vr.dm b/code/modules/research/teleport_vr.dm index 5437e96bdd..30270d4927 100644 --- a/code/modules/research/teleport_vr.dm +++ b/code/modules/research/teleport_vr.dm @@ -10,7 +10,7 @@ name = "Personal translocator" id = "translocator" req_tech = list(TECH_MAGNET = 5, TECH_BLUESPACE = 5, TECH_ILLEGAL = 6) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 2000, "uranium" = 4000, "diamond" = 2000) + materials = list(MAT_STEEL = 4000, MAT_GLASS = 2000, MAT_URANIUM = 4000, MAT_DIAMOND = 2000) build_path = /obj/item/device/perfect_tele sort_string = "PAAAA" @@ -18,6 +18,6 @@ name = "Artificial Bluespace Crystal" id = "bluespace_crystal" req_tech = list(TECH_BLUESPACE = 3, TECH_PHORON = 4) - materials = list("diamond" = 1500, "phoron" = 1500) + materials = list(MAT_DIAMOND = 1500, MAT_PHORON = 1500) build_path = /obj/item/weapon/ore/bluespace_crystal/artificial sort_string = "PAAAB" \ No newline at end of file diff --git a/code/modules/resleeving/computers.dm b/code/modules/resleeving/computers.dm index 5b85417c40..9f8d340cb6 100644 --- a/code/modules/resleeving/computers.dm +++ b/code/modules/resleeving/computers.dm @@ -162,8 +162,8 @@ "spod" = "\ref[spod]", "name" = sanitize(capitalize(spod.name)), "busy" = spod.busy, - "steel" = spod.stored_material[DEFAULT_WALL_MATERIAL], - "glass" = spod.stored_material["glass"] + "steel" = spod.stored_material[MAT_STEEL], + "glass" = spod.stored_material[MAT_GLASS] ))) data["spods"] = temppods.Copy() temppods.Cut() @@ -289,8 +289,8 @@ return //Not enough steel or glass - else if(spod.stored_material[DEFAULT_WALL_MATERIAL] < spod.body_cost) - set_temp("Error: Not enough [DEFAULT_WALL_MATERIAL] in SynthFab.", "danger") + else if(spod.stored_material[MAT_STEEL] < spod.body_cost) + set_temp("Error: Not enough [MAT_STEEL] in SynthFab.", "danger") return else if(spod.stored_material["glass"] < spod.body_cost) set_temp("Error: Not enough glass in SynthFab.", "danger") diff --git a/code/modules/resleeving/implant.dm b/code/modules/resleeving/implant.dm index 86dfa603aa..fa0a1e40d6 100644 --- a/code/modules/resleeving/implant.dm +++ b/code/modules/resleeving/implant.dm @@ -62,7 +62,7 @@ throw_speed = 1 throw_range = 5 w_class = ITEMSIZE_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 2000) + matter = list(MAT_STEEL = 2000, MAT_GLASS = 2000) var/list/obj/item/weapon/implant/backup/imps = list() var/max_implants = 4 //Iconstates need to exist due to the update proc! diff --git a/code/modules/resleeving/machines.dm b/code/modules/resleeving/machines.dm index d0e39c920d..ade23c1dfc 100644 --- a/code/modules/resleeving/machines.dm +++ b/code/modules/resleeving/machines.dm @@ -200,7 +200,7 @@ density = 1 anchored = 1 - var/list/stored_material = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 30000) + var/list/stored_material = list(MAT_STEEL = 30000, MAT_GLASS = 30000) var/connected //What console it's done up with var/busy = 0 //Busy cloning var/body_cost = 15000 //Cost of a cloned body (metal and glass ea.) @@ -261,7 +261,7 @@ if(!istype(BR) || busy) return 0 - if(stored_material[DEFAULT_WALL_MATERIAL] < body_cost || stored_material["glass"] < body_cost) + if(stored_material[MAT_STEEL] < body_cost || stored_material["glass"] < body_cost) return 0 current_project = BR @@ -356,7 +356,7 @@ H.loc = get_turf(src) //Machine specific stuff at the end - stored_material[DEFAULT_WALL_MATERIAL] -= body_cost + stored_material[MAT_STEEL] -= body_cost stored_material["glass"] -= body_cost busy = 0 update_icon() diff --git a/code/modules/resleeving/sleevecard.dm b/code/modules/resleeving/sleevecard.dm index 60ee622e24..ab59d8baed 100644 --- a/code/modules/resleeving/sleevecard.dm +++ b/code/modules/resleeving/sleevecard.dm @@ -23,7 +23,7 @@ var/mob/living/silicon/infomorph/infomorph var/current_emotion = 1 - matter = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000) + matter = list(MAT_STEEL = 4000, MAT_GLASS = 4000) /obj/item/device/sleevecard/relaymove(var/mob/user, var/direction) if(user.stat || user.stunned) diff --git a/code/modules/tables/presets.dm b/code/modules/tables/presets.dm index 93b9de593b..e5ebae70fd 100644 --- a/code/modules/tables/presets.dm +++ b/code/modules/tables/presets.dm @@ -12,7 +12,7 @@ color = "#666666" /obj/structure/table/steel/New() - material = get_material_by_name(DEFAULT_WALL_MATERIAL) + material = get_material_by_name(MAT_STEEL) ..() /obj/structure/table/marble @@ -29,7 +29,7 @@ /obj/structure/table/reinforced/New() material = get_material_by_name(DEFAULT_TABLE_MATERIAL) - reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL) + reinforced = get_material_by_name(MAT_STEEL) ..() /obj/structure/table/steel_reinforced @@ -37,8 +37,8 @@ color = "#666666" /obj/structure/table/steel_reinforced/New() - material = get_material_by_name(DEFAULT_WALL_MATERIAL) - reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL) + material = get_material_by_name(MAT_STEEL) + reinforced = get_material_by_name(MAT_STEEL) ..() /obj/structure/table/wooden_reinforced @@ -47,7 +47,7 @@ /obj/structure/table/wooden_reinforced/New() material = get_material_by_name("wood") - reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL) + reinforced = get_material_by_name(MAT_STEEL) ..() /obj/structure/table/woodentable @@ -72,7 +72,7 @@ /obj/structure/table/sifwooden_reinforced/New() material = get_material_by_name("alien wood") - reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL) + reinforced = get_material_by_name(MAT_STEEL) ..() /obj/structure/table/gamblingtable @@ -147,7 +147,7 @@ color = "#666666" /obj/structure/table/bench/steel/New() - material = get_material_by_name(DEFAULT_WALL_MATERIAL) + material = get_material_by_name(MAT_STEEL) ..() @@ -165,7 +165,7 @@ /obj/structure/table/bench/reinforced/New() material = get_material_by_name(DEFAULT_TABLE_MATERIAL) - reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL) + reinforced = get_material_by_name(MAT_STEEL) ..() /obj/structure/table/bench/steel_reinforced @@ -173,8 +173,8 @@ color = "#666666" /obj/structure/table/bench/steel_reinforced/New() - material = get_material_by_name(DEFAULT_WALL_MATERIAL) - reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL) + material = get_material_by_name(MAT_STEEL) + reinforced = get_material_by_name(MAT_STEEL) ..() /obj/structure/table/bench/wooden_reinforced @@ -183,7 +183,7 @@ /obj/structure/table/bench/wooden_reinforced/New() material = get_material_by_name("wood") - reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL) + reinforced = get_material_by_name(MAT_STEEL) ..() */ /obj/structure/table/bench/wooden @@ -210,7 +210,7 @@ icon_state = "padded_preview" /obj/structure/table/bench/padded/New() - material = get_material_by_name(DEFAULT_WALL_MATERIAL) + material = get_material_by_name(MAT_STEEL) carpeted = 1 ..() diff --git a/code/modules/tables/rack_vr.dm b/code/modules/tables/rack_vr.dm index 23acc40a25..137dc32fd0 100644 --- a/code/modules/tables/rack_vr.dm +++ b/code/modules/tables/rack_vr.dm @@ -2,7 +2,7 @@ color = "#666666" /obj/structure/table/rack/steel/New() - material = get_material_by_name(DEFAULT_WALL_MATERIAL) + material = get_material_by_name(MAT_STEEL) ..() /obj/structure/table/rack/shelf @@ -15,5 +15,5 @@ color = "#666666" /obj/structure/table/rack/shelf/steel/New() - material = get_material_by_name(DEFAULT_WALL_MATERIAL) + material = get_material_by_name(MAT_STEEL) ..() diff --git a/code/modules/tables/tables.dm b/code/modules/tables/tables.dm index 8f6a2e5278..7111cd52d7 100644 --- a/code/modules/tables/tables.dm +++ b/code/modules/tables/tables.dm @@ -322,7 +322,7 @@ var/list/table_icon_cache = list() if(full_return || prob(20)) new /obj/item/stack/material/steel(src.loc) else - var/datum/material/M = get_material_by_name(DEFAULT_WALL_MATERIAL) + var/datum/material/M = get_material_by_name(MAT_STEEL) S = M.place_shard(loc) if(S) shards += S qdel(src) diff --git a/code/modules/vore/eating/living_vr.dm b/code/modules/vore/eating/living_vr.dm index 503f76d566..b52e56392d 100644 --- a/code/modules/vore/eating/living_vr.dm +++ b/code/modules/vore/eating/living_vr.dm @@ -768,17 +768,17 @@ //List in list, define by material property of ore in code/mining/modules/ore.dm. //50 nutrition = 5 ore to get 250 nutrition. 250 is the beginning of the 'well fed' range. var/list/rock_munch = list( - "uranium" = list("nutrition" = 30, "remark" = "Crunching [O] in your jaws almost makes you wince, a horribly tangy and sour flavour radiating through your mouth. It goes down all the same.", "WTF" = FALSE), + MAT_URANIUM = list("nutrition" = 30, "remark" = "Crunching [O] in your jaws almost makes you wince, a horribly tangy and sour flavour radiating through your mouth. It goes down all the same.", "WTF" = FALSE), "hematite" = list("nutrition" = 15, "remark" = "The familiar texture and taste of [O] does the job but leaves little to the imagination and hardly sates your appetite.", "WTF" = FALSE), "carbon" = list("nutrition" = 15, "remark" = "Utterly bitter, crunching down on [O] only makes you long for better things. But a snack's a snack...", "WTF" = FALSE), "marble" = list("nutrition" = 40, "remark" = "A fitting dessert, the sweet and savoury [O] lingers on the palate and satisfies your hunger.", "WTF" = FALSE), "sand" = list("nutrition" = 0, "remark" = "You crunch on [O] but its texture is almost gag-inducing. Stifling a cough, you somehow manage to swallow both [O] and your regrets.", "WTF" = FALSE), - "phoron" = list("nutrition" = 30, "remark" = "Crunching [O] to dust between your jaw you find pleasant, comforting warmth filling your mouth that briefly spreads down the throat to your chest as you swallow.", "WTF" = FALSE), - "silver" = list("nutrition" = 40, "remark" = "[O] tastes quite nice indeed as you munch on it. A little tarnished, but that's just fine aging.", "WTF" = FALSE), - "gold" = list("nutrition" = 40, "remark" = "You taste supreme richness that exceeds expectations and satisfies your hunger.", "WTF" = FALSE), - "diamond" = list("nutrition" = 50, "remark" = "The heavenly taste of [O] almost brings a tear to your eye. Its glimmering gloriousness is even better on the tongue than you imagined, so you savour it fondly.", "WTF" = FALSE), + MAT_PHORON = list("nutrition" = 30, "remark" = "Crunching [O] to dust between your jaw you find pleasant, comforting warmth filling your mouth that briefly spreads down the throat to your chest as you swallow.", "WTF" = FALSE), + MAT_SILVER = list("nutrition" = 40, "remark" = "[O] tastes quite nice indeed as you munch on it. A little tarnished, but that's just fine aging.", "WTF" = FALSE), + MAT_GOLD = list("nutrition" = 40, "remark" = "You taste supreme richness that exceeds expectations and satisfies your hunger.", "WTF" = FALSE), + MAT_DIAMOND = list("nutrition" = 50, "remark" = "The heavenly taste of [O] almost brings a tear to your eye. Its glimmering gloriousness is even better on the tongue than you imagined, so you savour it fondly.", "WTF" = FALSE), "platinum" = list("nutrition" = 40, "remark" = "A bit tangy but elegantly balanced with a long faintly sour finish. Delectable.", "WTF" = FALSE), - "mhydrogen" = list("nutrition" = 30, "remark" = "Quite sweet on the tongue, you savour the light and easy to chew [O], finishing it quickly.", "WTF" = FALSE), + MAT_METALHYDROGEN = list("nutrition" = 30, "remark" = "Quite sweet on the tongue, you savour the light and easy to chew [O], finishing it quickly.", "WTF" = FALSE), "rutile" = list("nutrition" = 50, "remark" = "A little... angular, you savour the light but chewy [O], finishing it quickly.", "WTF" = FALSE), MAT_VERDANTIUM = list("nutrition" = 50, "remark" = "You taste scientific mystery and a rare delicacy. Your tastebuds tingle pleasantly as you eat [O] and the feeling warmly blossoms in your chest for a moment.", "WTF" = FALSE), MAT_LEAD = list("nutrition" = 40, "remark" = "It takes some work to break down [O] but you manage it, unlocking lasting tangy goodness in the process. Yum.", "WTF" = FALSE) @@ -794,29 +794,29 @@ else if(istype(I, /obj/item/stack/material)) //The equivalent of a cooked meal I guess. Stuff that is compressed during refinement has had nutrition bumped up by 5. var/obj/item/stack/material/O = I var/list/refined_taste = list( - "uranium" = list("nutrition" = 30, "remark" = "Crunching [O] in your jaws almost makes you wince, a horribly tangy and sour flavour radiating through your mouth. It goes down all the same.", "WTF" = FALSE), - "diamond" = list("nutrition" = 55, "remark" = "After significant effort to crumble the gem, you unlock heavenly flavour that almost brings a tear to your eye. Its glimmering gloriousness is even better on the tongue than you imagined, so you savour it fondly.", "WTF" = FALSE), - "gold" = list("nutrition" = 40, "remark" = "You taste supreme richness that exceeds expectations and satisfies your hunger.", "WTF" = FALSE), - "silver" = list("nutrition" = 40, "remark" = "[O] tastes quite nice indeed as you munch on it. A little tarnished, but that's just fine aging.", "WTF" = FALSE), - "phoron" = list("nutrition" = 35, "remark" = "Crunching [O] to dust between your jaw you find pleasant, comforting warmth filling your mouth that briefly spreads down the throat to your chest as you swallow.", "WTF" = FALSE), - "sandstone" = list("nutrition" = 0, "remark" = "You crumble [O] easily in your jaws but its texture is almost gag-inducing. Stifling a cough, you somehow manage to swallow both [O] and your regrets.", "WTF" = FALSE), - "marble" = list("nutrition" = 40, "remark" = "A fitting dessert, the sweet and savoury [O] lingers on the palate and satisfies your hunger.", "WTF" = FALSE), - DEFAULT_WALL_MATERIAL = list("nutrition" = 20, "remark" = "Rending the [O] apart with ease, you briefly enjoy a classic but unremarkable taste. You need something more substantial.", "WTF" = FALSE), - "plasteel" = list("nutrition" = 40, "remark" = "The elegant taste of a fine richly-augmented alloy, chewing away on [O] yields lasting and satisfying flavour with a traditional metallic tang.", "WTF" = FALSE), - "durasteel" = list("nutrition" = 65, "remark" = "After much grinding the [O] eventually yields a sublime rush of flavours dominated by glorious diamond, further improved by the rich balance platinum and tang carbonic steel both bring to the mix: A supremely full bodied and savoury experience.", "WTF" = FALSE), + MAT_URANIUM = list("nutrition" = 30, "remark" = "Crunching [O] in your jaws almost makes you wince, a horribly tangy and sour flavour radiating through your mouth. It goes down all the same.", "WTF" = FALSE), + MAT_DIAMOND = list("nutrition" = 55, "remark" = "After significant effort to crumble the gem, you unlock heavenly flavour that almost brings a tear to your eye. Its glimmering gloriousness is even better on the tongue than you imagined, so you savour it fondly.", "WTF" = FALSE), + MAT_GOLD = list("nutrition" = 40, "remark" = "You taste supreme richness that exceeds expectations and satisfies your hunger.", "WTF" = FALSE), + MAT_SILVER = list("nutrition" = 40, "remark" = "[O] tastes quite nice indeed as you munch on it. A little tarnished, but that's just fine aging.", "WTF" = FALSE), + MAT_PHORON = list("nutrition" = 35, "remark" = "Crunching [O] to dust between your jaw you find pleasant, comforting warmth filling your mouth that briefly spreads down the throat to your chest as you swallow.", "WTF" = FALSE), + MAT_SANDSTONE = list("nutrition" = 0, "remark" = "You crumble [O] easily in your jaws but its texture is almost gag-inducing. Stifling a cough, you somehow manage to swallow both [O] and your regrets.", "WTF" = FALSE), + MAT_MARBLE = list("nutrition" = 40, "remark" = "A fitting dessert, the sweet and savoury [O] lingers on the palate and satisfies your hunger.", "WTF" = FALSE), + MAT_STEEL = list("nutrition" = 20, "remark" = "Rending the [O] apart with ease, you briefly enjoy a classic but unremarkable taste. You need something more substantial.", "WTF" = FALSE), + MAT_PLASTEEL = list("nutrition" = 40, "remark" = "The elegant taste of a fine richly-augmented alloy, chewing away on [O] yields lasting and satisfying flavour with a traditional metallic tang.", "WTF" = FALSE), + MAT_DURASTEEL = list("nutrition" = 65, "remark" = "After much grinding the [O] eventually yields a sublime rush of flavours dominated by glorious diamond, further improved by the rich balance platinum and tang carbonic steel both bring to the mix: A supremely full bodied and savoury experience.", "WTF" = FALSE), MAT_TITANIUM = list("nutrition" = 45, "remark" = "The trademark bite and density of [O], somehow light on the palate with a refreshing coolness that lasts. Much improved with refinement, it certainly hits the spot.", "WTF" = FALSE), MAT_TITANIUMGLASS = list("nutrition" = 20, "remark" = "Grinding [O] down with a satisfying crunch, you quickly feel a cool and refreshing rush of flavour. It almost makes you even hungrier...", "WTF" = FALSE), MAT_PLASTITANIUM = list("nutrition" = 60, "remark" = "A glorious marriage of richness and mildly sour with cool refreshing finish. [O] practically begs to be savoured, lingering on the palate long enough to tempt another bite.", "WTF" = FALSE), MAT_PLASTITANIUMGLASS = list("nutrition" = 25, "remark" = "After some work, you grind [O] down with a satisfying crunch to unleash a sublime mixture of mildly sour richness and cooling refreshment. It readily entices you for another bite.", "WTF" = FALSE), - "glass" = list("nutrition" = 0, "remark" = "All crunch and nothing more, you effortlessly grind [O] down to find it only wets your appetite and dries the throat.", "WTF" = FALSE), + MAT_GLASS = list("nutrition" = 0, "remark" = "All crunch and nothing more, you effortlessly grind [O] down to find it only wets your appetite and dries the throat.", "WTF" = FALSE), "rglass" = list("nutrition" = 5, "remark" = "With a satisfying crunch, you grind [O] down with ease. It is barely palatable with a subtle metallic tang.", "WTF" = FALSE), - "borosilicate glass" = list("nutrition" = 10, "remark" = "With a satisfying crunch, you grind [O] down with ease and find it somewhat palatable due to a subtle but familiar rush of phoronic warmth.", "WTF" = FALSE), + MAT_BOROSILICATE = list("nutrition" = 10, "remark" = "With a satisfying crunch, you grind [O] down with ease and find it somewhat palatable due to a subtle but familiar rush of phoronic warmth.", "WTF" = FALSE), "reinforced borosilicate glass" = list("nutrition" = 15, "remark" = "With a satisfying crunch, you grind [O] down. It is quite palatable due to a subtle metallic tang and familiar rush of phoronic warmth.", "WTF" = FALSE), MAT_GRAPHITE = list("nutrition" = 30, "remark" = "Satisfyingly metallic with a mildly savoury tartness, you chew [O] until its flavour is no more but are left longing for another.", "WTF" = FALSE), - "osmium" = list("nutrition" = 45, "remark" = "Successive bites serve to almost chill your palate, a rush of rich and mildly sour flavour unlocked with the grinding of your powerful jaws. Delectable.", "WTF" = FALSE), - "mhydrogen" = list("nutrition" = 35, "remark" = "Quite sweet on the tongue, you savour the light and easy to chew [O], finishing it quickly.", "WTF" = FALSE), + MAT_OSMIUM = list("nutrition" = 45, "remark" = "Successive bites serve to almost chill your palate, a rush of rich and mildly sour flavour unlocked with the grinding of your powerful jaws. Delectable.", "WTF" = FALSE), + MAT_METALHYDROGEN = list("nutrition" = 35, "remark" = "Quite sweet on the tongue, you savour the light and easy to chew [O], finishing it quickly.", "WTF" = FALSE), "platinum" = list("nutrition" = 40, "remark" = "A bit tangy but elegantly balanced with a long faintly sour finish. Delectable.", "WTF" = FALSE), - "iron" = list("nutrition" = 15, "remark" = "The familiar texture and taste of [O] does the job but leaves little to the imagination and hardly sates your appetite.", "WTF" = FALSE), + MAT_IRON = list("nutrition" = 15, "remark" = "The familiar texture and taste of [O] does the job but leaves little to the imagination and hardly sates your appetite.", "WTF" = FALSE), MAT_LEAD = list("nutrition" = 40, "remark" = "It takes some work to break down [O] but you manage it, unlocking lasting tangy goodness in the process. Yum.", "WTF" = FALSE), MAT_VERDANTIUM = list("nutrition" = 55, "remark" = "You taste scientific mystery and a rare delicacy. Your tastebuds tingle pleasantly as you eat [O] and the feeling warmly blossoms in your chest for a moment.", "WTF" = FALSE), MAT_MORPHIUM = list("nutrition" = 75, "remark" = "The question, the answer and the taste: It all floods your mouth and your mind to momentarily overwhelm the senses. What the hell was that? Your mouth and throat are left tingling for a while.", "WTF" = 10), diff --git a/code/modules/vore/fluffstuff/custom_items_vr.dm b/code/modules/vore/fluffstuff/custom_items_vr.dm index 19dcd73863..9eba770312 100644 --- a/code/modules/vore/fluffstuff/custom_items_vr.dm +++ b/code/modules/vore/fluffstuff/custom_items_vr.dm @@ -626,7 +626,7 @@ force = 5.0 throwforce = 7.0 w_class = ITEMSIZE_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 50) + matter = list(MAT_STEEL = 50) attack_verb = list("bludgeoned", "whacked", "disciplined", "thrashed") /obj/item/weapon/cane/fluff/tasald @@ -645,7 +645,7 @@ force = 1.0 throwforce = 2.0 w_class = ITEMSIZE_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 50) + matter = list(MAT_STEEL = 50) attack_verb = list("sparkled", "whacked", "twinkled", "radiated", "dazzled", "zapped") hitsound = 'sound/weapons/sparkle.ogg' var/last_use = 0 diff --git a/code/modules/xenoarcheaology/finds/find_spawning.dm b/code/modules/xenoarcheaology/finds/find_spawning.dm index 2e6dc4de31..59cb611c71 100644 --- a/code/modules/xenoarcheaology/finds/find_spawning.dm +++ b/code/modules/xenoarcheaology/finds/find_spawning.dm @@ -22,7 +22,7 @@ if(prob(40)) material_descriptor = pick("rusted ","dusty ","archaic ","fragile ", "damaged", "pristine") - source_material = pick("cordite","quadrinium",DEFAULT_WALL_MATERIAL,"titanium","aluminium","ferritic-alloy","plasteel","duranium") + source_material = pick("cordite","quadrinium","steel","titanium","aluminium","ferritic-alloy","plasteel","duranium") var/talkative = 0 if(prob(5)) @@ -477,7 +477,7 @@ var/new_boat_mat = pickweight(list( MAT_WOOD = 100, MAT_SIFWOOD = 200, - DEFAULT_WALL_MATERIAL = 60, + MAT_STEEL = 60, MAT_URANIUM = 14, MAT_MARBLE = 16, MAT_GOLD = 20, @@ -583,7 +583,7 @@ if(istype(new_item, /obj/item/weapon/material)) var/new_item_mat = pickweight(list( - DEFAULT_WALL_MATERIAL = 80, + MAT_STEEL = 80, MAT_WOOD = 20, MAT_SIFWOOD = 40, MAT_URANIUM = 14, @@ -612,7 +612,7 @@ var/decorations = "" if(apply_material_decorations) - source_material = pick("cordite","quadrinium",DEFAULT_WALL_MATERIAL,"titanium","aluminium","ferritic-alloy","plasteel","duranium") + source_material = pick("cordite","quadrinium","steel","titanium","aluminium","ferritic-alloy","plasteel","duranium") if(istype(new_item, /obj/item/weapon/material)) var/obj/item/weapon/material/MW = new_item diff --git a/code/modules/xenoarcheaology/tools/tools.dm b/code/modules/xenoarcheaology/tools/tools.dm index 2023413f6c..f16eae5458 100644 --- a/code/modules/xenoarcheaology/tools/tools.dm +++ b/code/modules/xenoarcheaology/tools/tools.dm @@ -4,7 +4,7 @@ icon = 'icons/obj/xenoarchaeology.dmi' icon_state = "measuring" origin_tech = list(TECH_MATERIAL = 1) - matter = list(DEFAULT_WALL_MATERIAL = 100) + matter = list(MAT_STEEL = 100) w_class = ITEMSIZE_SMALL /obj/item/weapon/storage/bag/fossils @@ -37,7 +37,7 @@ icon_state = "flashgun" item_state = "lampgreen" origin_tech = list(TECH_BLUESPACE = 3, TECH_MAGNET = 3) - matter = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 5000) + matter = list(MAT_STEEL = 10000,MAT_GLASS = 5000) w_class = ITEMSIZE_SMALL slot_flags = SLOT_BELT @@ -95,7 +95,7 @@ icon_state = "depth_scanner" item_state = "analyzer" origin_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2, TECH_BLUESPACE = 2) - matter = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 1000) + matter = list(MAT_STEEL = 1000,MAT_GLASS = 1000) w_class = ITEMSIZE_SMALL slot_flags = SLOT_BELT var/list/positive_locations = list() @@ -226,7 +226,7 @@ icon_state = "pinoff" //pinonfar, pinonmedium, pinonclose, pinondirect, pinonnull item_state = "electronic" origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 2, TECH_BLUESPACE = 3) - matter = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 500) + matter = list(MAT_STEEL = 1000,MAT_GLASS = 500) var/frequency = PUB_FREQ var/scan_ticks = 0 var/obj/item/device/radio/target_radio @@ -325,7 +325,7 @@ item_state = "lampgreen" icon = 'icons/obj/xenoarchaeology.dmi' origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3, TECH_BLUESPACE = 2) - matter = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 5000) + matter = list(MAT_STEEL = 10000,MAT_GLASS = 5000) w_class = ITEMSIZE_SMALL slot_flags = SLOT_BELT var/mode = 1 //Start off scanning. 1 = scanning, 0 = measuring