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https://github.com/CHOMPStation2/CHOMPStation2.git
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[MIRROR] Converts gas, ore, plants and reagent strings to defines (#9611)
Co-authored-by: Heroman3003 <31296024+Heroman3003@users.noreply.github.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
This commit is contained in:
co-authored by
Heroman3003
Kashargul
parent
d5b62d4159
commit
fd5d9267ff
@@ -101,10 +101,10 @@ var/global/list/ashtray_cache = list()
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return ..()
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/obj/item/material/ashtray/plastic/New(var/newloc)
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..(newloc, "plastic")
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..(newloc, MAT_PLASTIC)
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/obj/item/material/ashtray/bronze/New(var/newloc)
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..(newloc, "bronze")
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..(newloc, MAT_BRONZE)
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/obj/item/material/ashtray/glass/New(var/newloc)
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..(newloc, "glass")
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..(newloc,MAT_GLASS)
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@@ -6,7 +6,7 @@
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throwforce = 7
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attack_verb = list("smashed", "beaten", "slammed", "smacked", "struck", "battered", "bonked")
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hitsound = 'sound/weapons/genhit3.ogg'
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default_material = "wood"
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default_material = MAT_WOOD
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force_divisor = 1.1 // 22 when wielded with weight 20 (steel)
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unwielded_force_divisor = 0.7 // 15 when unwielded based on above.
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dulled_divisor = 0.75 // A "dull" bat is still gonna hurt
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@@ -14,16 +14,16 @@
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//Predefined materials go here.
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/obj/item/material/twohanded/baseballbat/metal/New(var/newloc)
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..(newloc,"steel")
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..(newloc,MAT_STEEL)
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/obj/item/material/twohanded/baseballbat/uranium/New(var/newloc)
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..(newloc,"uranium")
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..(newloc,MAT_URANIUM)
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/obj/item/material/twohanded/baseballbat/gold/New(var/newloc)
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..(newloc,"gold")
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..(newloc,MAT_GOLD)
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/obj/item/material/twohanded/baseballbat/platinum/New(var/newloc)
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..(newloc,"platinum")
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..(newloc,MAT_PLATINUM)
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/obj/item/material/twohanded/baseballbat/diamond/New(var/newloc)
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..(newloc,"diamond")
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..(newloc,MAT_DIAMOND)
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@@ -16,7 +16,7 @@
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var/datum/reagents/R = new/datum/reagents(max_fuel)
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reagents = R
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R.my_atom = src
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R.add_reagent("fuel", max_fuel)
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R.add_reagent(REAGENT_ID_FUEL, max_fuel)
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START_PROCESSING(SSobj, src)
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. = ..()
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@@ -73,7 +73,7 @@
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playsound(src, 'sound/weapons/chainsaw_attack.ogg',40,1)
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if(A && on)
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if(get_fuel() > 0)
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reagents.remove_reagent("fuel", 1)
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reagents.remove_reagent(REAGENT_ID_FUEL, 1)
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if(istype(A,/obj/structure/window))
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var/obj/structure/window/W = A
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W.shatter()
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@@ -103,14 +103,14 @@
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if(on)
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if(get_fuel() > 0)
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reagents.remove_reagent("fuel", 1)
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reagents.remove_reagent(REAGENT_ID_FUEL, 1)
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playsound(src, 'sound/weapons/chainsaw_turnoff.ogg',15,1)
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if(get_fuel() <= 0)
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to_chat(usr, "\The [src] sputters to a stop!")
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turnOff()
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/obj/item/chainsaw/proc/get_fuel()
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return reagents.get_reagent_amount("fuel")
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return reagents.get_reagent_amount(REAGENT_ID_FUEL)
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/obj/item/chainsaw/examine(mob/user)
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. = ..()
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@@ -143,7 +143,7 @@
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edge = FALSE
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/obj/item/material/kitchen/utensil/fork/plastic
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default_material = "plastic"
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default_material = MAT_PLASTIC
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/obj/item/material/kitchen/utensil/foon
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name = "foon"
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@@ -153,7 +153,7 @@
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edge = FALSE
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/obj/item/material/kitchen/utensil/foon/plastic
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default_material = "plastic"
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default_material = MAT_PLASTIC
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/obj/item/material/kitchen/utensil/spork
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name = "spork"
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@@ -163,7 +163,7 @@
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edge = FALSE
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/obj/item/material/kitchen/utensil/spork/plastic
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default_material = "plastic"
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default_material = MAT_PLASTIC
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/obj/item/material/kitchen/utensil/spoon
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name = "spoon"
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@@ -175,7 +175,7 @@
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force_divisor = 0.1 //2 when wielded with weight 20 (steel)
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/obj/item/material/kitchen/utensil/spoon/plastic
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default_material = "plastic"
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default_material = MAT_PLASTIC
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/*
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* Knives
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@@ -190,7 +190,7 @@
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return ..()
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*/
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/obj/item/material/knife/plastic
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default_material = "plastic"
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default_material = MAT_PLASTIC
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/*
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* Rolling Pins
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@@ -201,7 +201,7 @@
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desc = "Used to knock out the " + JOB_BARTENDER+ "."
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icon_state = "rolling_pin"
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attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
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default_material = "wood"
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default_material = MAT_WOOD
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force_divisor = 0.7 // 10 when wielded with weight 15 (wood)
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dulled_divisor = 0.75 // Still a club
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thrown_force_divisor = 1 // as above
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@@ -126,7 +126,7 @@
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force_divisor = 0.1
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/obj/item/material/knife/table/plastic
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default_material = "plastic"
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default_material = MAT_PLASTIC
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/obj/item/material/knife/butch
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name = "butcher's cleaver"
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@@ -143,7 +143,7 @@
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attack_verb = list("slashed", "chopped", "gouged", "ripped", "cut")
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can_cleave = TRUE //Now hatchets inherit from the machete, and thus knives. Tables turned.
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slot_flags = SLOT_BELT
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default_material = "plasteel" //VOREStation Edit
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default_material = MAT_PLASTEEL //VOREStation Edit
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/obj/item/material/knife/machete/cyborg
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name = "integrated machete"
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@@ -157,7 +157,7 @@
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icon_state = "survivalknife"
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item_state = "knife"
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applies_material_colour = FALSE
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default_material = "plasteel" //VOREStation Edit
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default_material = MAT_PLASTEEL //VOREStation Edit
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toolspeed = 2 // Use a real axe if you want to chop logs.
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/obj/item/material/knife/stone
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@@ -271,10 +271,10 @@ Protectiveness | Armor %
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material_slowdown_multiplier = 0.4
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/obj/item/clothing/suit/armor/material/makeshift/durasteel
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default_material = "durasteel"
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default_material = MAT_DURASTEEL
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/obj/item/clothing/suit/armor/material/makeshift/glass
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default_material = "glass"
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default_material = MAT_GLASS
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// Used to craft sheet armor, and possibly other things in the Future(tm).
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/obj/item/material/armor_plating
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@@ -363,7 +363,7 @@ Protectiveness | Armor %
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if(istype(O, /obj/item/stack/material))
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var/obj/item/stack/material/S = O
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if(S.material == get_material_by_name("leather"))
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if(S.material == get_material_by_name(MAT_LEATHER))
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if(S.use(2))
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to_chat(user, span_notice("You curve the plate inwards, and add a strap for adjustment."))
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user.drop_from_inventory(src)
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@@ -411,4 +411,4 @@ Protectiveness | Armor %
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icon_state = "material_armor_makeshift"
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/obj/item/clothing/head/helmet/material/makeshift/durasteel
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default_material = "durasteel"
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default_material = MAT_DURASTEEL
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@@ -13,7 +13,7 @@
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thrown_force_divisor = 0.5
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item_state = "shard-glass"
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attack_verb = list("stabbed", "slashed", "sliced", "cut")
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default_material = "glass"
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default_material = MAT_GLASS
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unbreakable = 1 //It's already broken.
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drops_debris = 0
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@@ -144,7 +144,7 @@
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// Preset types - left here for the code that uses them
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/obj/item/material/shard/shrapnel/New(loc)
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..(loc, "steel")
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..(loc, MAT_STEEL)
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/obj/item/material/shard/phoron/New(loc)
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..(loc, "borosilicate glass")
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..(loc, MAT_PGLASS)
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@@ -21,4 +21,4 @@
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M.adjustToxLoss(rand(20,40))
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/obj/item/material/star/ninja
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default_material = "uranium"
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default_material = MAT_URANIUM
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@@ -157,7 +157,7 @@
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hitsound = 'sound/weapons/bladeslice.ogg'
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mob_throw_hit_sound = 'sound/weapons/pierce.ogg'
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attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
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default_material = "glass"
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default_material = MAT_GLASS
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applies_material_colour = 0
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fragile = 1 //It's a haphazard thing of glass, wire, and steel
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reach = 2 // Spears are long.
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