// Forged in the equivalent of Hell, one piece at a time. /obj/item/stack/material/supermatter name = MAT_SUPERMATTER icon_state = "sheet-super" item_state = "diamond" default_type = MAT_SUPERMATTER apply_colour = TRUE /obj/item/stack/material/supermatter/proc/update_mass() // Due to how dangerous they can be, the item will get heavier and larger the more are in the stack. slowdown = amount / 10 w_class = min(5, round(amount / 10) + 1) throw_range = round(amount / 7) + 1 /obj/item/stack/material/supermatter/use(var/used) . = ..() update_mass() return /obj/item/stack/material/supermatter/attack_hand(mob/user) . = ..() update_mass() SSradiation.radiate(src, 5 + amount) var/mob/living/M = user if(!istype(M)) return var/burn_user = TRUE if(ishuman(M)) var/mob/living/carbon/human/H = user var/obj/item/clothing/gloves/G = H.gloves if(istype(G) && ((G.flags & THICKMATERIAL && prob(70)) || istype(G, /obj/item/clothing/gloves/gauntlets))) burn_user = FALSE if(burn_user) H.visible_message(span_danger("\The [src] flashes as it scorches [H]'s hands!")) H.apply_damage(amount / 2 + 5, BURN, "r_hand", used_weapon="Supermatter Chunk") H.apply_damage(amount / 2 + 5, BURN, "l_hand", used_weapon="Supermatter Chunk") H.drop_from_inventory(src, get_turf(H)) return if(isrobot(user)) burn_user = FALSE if(burn_user) M.apply_damage(amount, BURN, null, used_weapon="Supermatter Chunk") /obj/item/stack/material/supermatter/ex_act(severity) // An incredibly hard to manufacture material, SM chunks are unstable by their 'stabilized' nature. if(prob((4 / severity) * 20)) SSradiation.radiate(get_turf(src), amount * 4) explosion(get_turf(src),round(amount / 12) , round(amount / 6), round(amount / 3), round(amount / 25)) qdel(src) return SSradiation.radiate(get_turf(src), amount * 2) ..()