diff --git a/code/game/machinery/washing_machine.dm b/code/game/machinery/washing_machine.dm index edb8e56155..cb3e319915 100644 --- a/code/game/machinery/washing_machine.dm +++ b/code/game/machinery/washing_machine.dm @@ -59,8 +59,8 @@ I.decontaminate() //Tanning! - for(var/obj/item/stack/material/hairlesshide/HH in washing) - var/obj/item/stack/material/wetleather/WL = new(src) + for(var/obj/item/stack/hairlesshide/HH in washing) + var/obj/item/stack/wetleather/WL = new(src) WL.amount = HH.amount qdel(HH) diff --git a/code/game/objects/items/stacks/sheets/leather.dm b/code/game/objects/items/stacks/sheets/leather.dm index 255a739d84..ad3e349ba7 100644 --- a/code/game/objects/items/stacks/sheets/leather.dm +++ b/code/game/objects/items/stacks/sheets/leather.dm @@ -1,4 +1,4 @@ -/obj/item/stack/material/animalhide/human +/obj/item/stack/animalhide/human name = "human skin" desc = "The by-product of human farming." singular_name = "human skin piece" @@ -6,63 +6,63 @@ no_variants = FALSE drop_sound = 'sound/items/drop/clothing.ogg' -/obj/item/stack/material/animalhide/human +/obj/item/stack/animalhide/human amount = 50 -/obj/item/stack/material/animalhide/corgi +/obj/item/stack/animalhide/corgi name = "corgi hide" desc = "The by-product of corgi farming." singular_name = "corgi hide piece" icon_state = "sheet-corgi" -/obj/item/stack/material/animalhide/corgi +/obj/item/stack/animalhide/corgi amount = 50 -/obj/item/stack/material/animalhide/cat +/obj/item/stack/animalhide/cat name = "cat hide" desc = "The by-product of cat farming." singular_name = "cat hide piece" icon_state = "sheet-cat" -/obj/item/stack/material/animalhide/cat +/obj/item/stack/animalhide/cat amount = 50 -/obj/item/stack/material/animalhide/monkey +/obj/item/stack/animalhide/monkey name = "monkey hide" desc = "The by-product of monkey farming." singular_name = "monkey hide piece" icon_state = "sheet-monkey" -/obj/item/stack/material/animalhide/monkey +/obj/item/stack/animalhide/monkey amount = 50 -/obj/item/stack/material/animalhide/lizard +/obj/item/stack/animalhide/lizard name = "lizard skin" desc = "Sssssss..." singular_name = "lizard skin piece" icon_state = "sheet-lizard" -/obj/item/stack/material/animalhide/lizard +/obj/item/stack/animalhide/lizard amount = 50 -/obj/item/stack/material/animalhide/xeno +/obj/item/stack/animalhide/xeno name = "alien hide" desc = "The skin of a terrible creature." singular_name = "alien hide piece" icon_state = "sheet-xeno" -/obj/item/stack/material/animalhide/xeno +/obj/item/stack/animalhide/xeno amount = 50 //don't see anywhere else to put these, maybe together they could be used to make the xenos suit? -/obj/item/stack/material/xenochitin +/obj/item/stack/xenochitin name = "alien chitin" desc = "A piece of the hide of a terrible creature." singular_name = "alien hide piece" icon = 'icons/mob/alien.dmi' icon_state = "chitin" -/obj/item/stack/material/xenochitin +/obj/item/stack/xenochitin amount = 50 /obj/item/xenos_claw @@ -77,17 +77,17 @@ icon = 'icons/mob/alien.dmi' icon_state = "weed_extract" -/obj/item/stack/material/hairlesshide +/obj/item/stack/hairlesshide name = "hairless hide" desc = "This hide was stripped of it's hair, but still needs tanning." singular_name = "hairless hide piece" icon_state = "sheet-hairlesshide" no_variants = FALSE -/obj/item/stack/material/hairlesshide +/obj/item/stack/hairlesshide amount = 50 -/obj/item/stack/material/wetleather +/obj/item/stack/wetleather name = "wet leather" desc = "This leather has been cleaned but still needs to be dried." singular_name = "wet leather piece" @@ -96,11 +96,11 @@ var/drying_threshold_temperature = 500 //Kelvin to start drying no_variants = FALSE -/obj/item/stack/material/wetleather +/obj/item/stack/wetleather amount = 50 //Step one - dehairing. -/obj/item/stack/material/animalhide/attackby(obj/item/weapon/W as obj, mob/user as mob) +/obj/item/stack/animalhide/attackby(obj/item/weapon/W as obj, mob/user as mob) if( istype(W, /obj/item/weapon/material/knife) || \ istype(W, /obj/item/weapon/material/twohanded/fireaxe) || \ istype(W, /obj/item/weapon/material/knife/machete/hatchet) ) @@ -110,13 +110,13 @@ if(do_after(user,50)) to_chat(usr, "You cut the hair from this [src.singular_name]") //Try locating an exisitng stack on the tile and add to there if possible - for(var/obj/item/stack/material/hairlesshide/HS in usr.loc) + for(var/obj/item/stack/hairlesshide/HS in usr.loc) if(HS.amount < 50) HS.amount++ src.use(1) break //If it gets to here it means it did not find a suitable stack on the tile. - var/obj/item/stack/material/hairlesshide/HS = new(usr.loc) + var/obj/item/stack/hairlesshide/HS = new(usr.loc) HS.amount = 1 src.use(1) else @@ -126,7 +126,7 @@ //Step two - washing..... it's actually in washing machine code. //Step three - drying -/obj/item/stack/material/wetleather/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume) +/obj/item/stack/wetleather/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume) ..() if(exposed_temperature >= drying_threshold_temperature) wetness-- diff --git a/code/modules/awaymissions/loot_vr.dm b/code/modules/awaymissions/loot_vr.dm index ad5d566ef7..e4dcd06464 100644 --- a/code/modules/awaymissions/loot_vr.dm +++ b/code/modules/awaymissions/loot_vr.dm @@ -52,7 +52,7 @@ var/amount = rand(2,6) var/quantity = rand(10,50) var/list/possible_spawns = list() - for(var/bar_type in typesof(/obj/item/stack/material) - /obj/item/stack/material - /obj/item/stack/material/animalhide - typesof(/obj/item/stack/material/cyborg)) + for(var/bar_type in typesof(/obj/item/stack/material) - /obj/item/stack/material - /obj/item/stack/animalhide - typesof(/obj/item/stack/material/cyborg)) possible_spawns += bar_type var/bar_type = pick(possible_spawns) diff --git a/code/modules/reagents/Chemistry-Recipes_vr.dm b/code/modules/reagents/Chemistry-Recipes_vr.dm index 6044f611fe..78e50c807b 100644 --- a/code/modules/reagents/Chemistry-Recipes_vr.dm +++ b/code/modules/reagents/Chemistry-Recipes_vr.dm @@ -207,11 +207,11 @@ var/blocked = list( /obj/item/stack/material, //Technical stacks - /obj/item/stack/material/hairlesshide, //Useless leather production steps - /obj/item/stack/material/wetleather, + /obj/item/stack/hairlesshide, //Useless leather production steps + /obj/item/stack/wetleather, /obj/item/stack/material/algae/ten) //Why is this one even a separate thing blocked += typesof(/obj/item/stack/material/cyborg) //Borg matter synths, should only exist in borgs - blocked += typesof(/obj/item/stack/material/animalhide) //Hides which are only used for leather production anyway + blocked += typesof(/obj/item/stack/animalhide) //Hides which are only used for leather production anyway var/rare_types = list( /obj/item/stack/material/morphium, //Complex materials requiring Particle Smasher to create