//50-stacks as their own type was too buggy, we're doing it a different way /obj/fiftyspawner //this doesn't need to do anything but make the stack and die so it's light name = "50-stack spawner" desc = "This item spawns stack of 50 of a given material." icon = 'icons/misc/mark.dmi' icon_state = "x4" // var/material = "" var/obj/item/stack/type_to_spawn = null /obj/fiftyspawner/New() spawn() //spawns the 50-stack and qdels self ..() if(istype(src.loc, /obj/structure/loot_pile)) //Spawning from a lootpile is weird, need to wait until we're out of it to do our work. while(istype(src.loc, /obj/structure/loot_pile)) sleep(1) // var/obj_path = text2path("/obj/item/stack/[material]") var/obj/item/stack/M = new type_to_spawn(src.loc) M.amount = M.max_amount //some stuff spawns with 60, we're still calling it fifty M.update_icon() // Some stacks have different sprites depending on how full they are. qdel(src) /obj/fiftyspawner/rods name = "stack of rods" //this needs to be defined for cargo type_to_spawn = /obj/item/stack/rods