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Merge pull request #1876 from Darlantanis/GlobalOreFix
Webedit ore spawning fix
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@@ -30,20 +30,3 @@ GLOBAL_LIST_INIT(cww_dir, list( // cww_dir[dir] = counter-clockwise rotation of
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32, 40, 36, 44, 33, 41, 37, 45, 34, 42, 38, 46, 35, 43, 39, 47, // DOWN - Same as first line but +32
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48, 56, 52, 60, 49, 57, 53, 61, 50, 58, 54, 62, 51, 59, 55, 63 // UP+DOWN - Same as first line but +48
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))
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GLOBAL_LIST_INIT(ore_types, list(
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"hematite" = /obj/item/weapon/ore/iron,
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"uranium" = /obj/item/weapon/ore/uranium,
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"gold" = /obj/item/weapon/ore/gold,
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"silver" = /obj/item/weapon/ore/silver,
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"diamond" = /obj/item/weapon/ore/diamond,
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"phoron" = /obj/item/weapon/ore/phoron,
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"osmium" = /obj/item/weapon/ore/osmium,
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"hydrogen" = /obj/item/weapon/ore/hydrogen,
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"silicates" = /obj/item/weapon/ore/glass,
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"carbon" = /obj/item/weapon/ore/coal,
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"verdantium" = /obj/item/weapon/ore/verdantium,
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"marble" = /obj/item/weapon/ore/marble,
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"lead" = /obj/item/weapon/ore/lead,
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"rutile" = /obj/item/weapon/ore/rutile //VOREStation Add
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))
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@@ -117,7 +117,7 @@
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var/total_harvest = harvest_speed //Ore harvest-per-tick.
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var/found_resource = 0 //If this doesn't get set, the area is depleted and the drill errors out.
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for(var/metal in GLOB.ore_types)
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for(var/metal in ore_types)
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if(contents.len >= capacity)
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system_error("Insufficient storage space.")
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@@ -145,7 +145,7 @@
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harvesting.resources[metal] = 0
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for(var/i=1, i <= create_ore, i++)
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var/oretype = GLOB.ore_types[metal]
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var/oretype = ore_types[metal]
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new oretype(src)
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if(!found_resource) // If a drill can't see an advanced material, it will destroy it while going through.
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@@ -8,13 +8,13 @@ var/list/mining_overlay_cache = list()
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density = 1
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opacity = 1 // YW edit. Stops all my unsimulated tiles from being seethrough.
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//YW add start
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/turf/unsimulated/mineral/ice
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name = "Ice wall"
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desc = "Frigid Ice that seems to be stronger than most manmade structures."
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icon = 'icons/turf/snow_new.dmi'
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icon_state = "Icerock"
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//YW add end
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/turf/simulated/mineral //wall piece
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name = "rock"
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@@ -250,7 +250,7 @@ turf/simulated/mineral/floor/light_corner
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for(var/ore in resources)
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var/amount_to_give = rand(CEILING(resources[ore]/2, 1), resources[ore]) // Should result in at least one piece of ore.
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for(var/i=1, i <= amount_to_give, i++)
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var/oretype = GLOB.ore_types[ore]
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var/oretype = ore_types[ore]
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new oretype(src)
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resources[ore] = 0
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