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CHOMPStation2/code/game/objects/items/stacks/sheets/leather.dm

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/obj/item/stack/animalhide/human
name = "human skin"
desc = "The by-product of human farming."
singular_name = "human skin piece"
icon_state = "sheet-hide"
no_variants = FALSE
drop_sound = 'sound/items/drop/cloth.ogg'
pickup_sound = 'sound/items/pickup/cloth.ogg'
/obj/item/stack/animalhide/human
amount = 50
/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/animalhide/corgi
amount = 50
/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/animalhide/cat
amount = 50
/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/animalhide/monkey
amount = 50
/obj/item/stack/animalhide/lizard
name = "lizard skin"
desc = "Sssssss..."
singular_name = "lizard skin piece"
icon_state = "sheet-lizard"
/obj/item/stack/animalhide/lizard
amount = 50
/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/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/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/xenochitin
amount = 50
/obj/item/xenos_claw
name = "alien claw"
desc = "The claw of a terrible creature."
icon = 'icons/mob/alien.dmi'
icon_state = "claw"
/obj/item/weed_extract
name = "weed extract"
desc = "A piece of slimy, purplish weed."
icon = 'icons/mob/alien.dmi'
icon_state = "weed_extract"
/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/hairlesshide
amount = 50
/obj/item/stack/wetleather
name = "wet leather"
desc = "This leather has been cleaned but still needs to be dried."
singular_name = "wet leather piece"
icon_state = "sheet-wetleather"
var/wetness = 30 //Reduced when exposed to high temperautres
var/drying_threshold_temperature = 500 //Kelvin to start drying
no_variants = FALSE
/obj/item/stack/wetleather
amount = 50
//Step one - dehairing.
/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) )
//visible message on mobs is defined as visible_message(var/message, var/self_message, var/blind_message)
usr.visible_message("<span class='notice'>\The [usr] starts cutting hair off \the [src]</span>", "<span class='notice'>You start cutting the hair off \the [src]</span>", "You hear the sound of a knife rubbing against flesh")
if(do_after(user,50))
to_chat(usr, "<span class='notice'>You cut the hair from this [src.singular_name]</span>")
//Try locating an exisitng stack on the tile and add to there if possible
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/hairlesshide/HS = new(usr.loc)
HS.amount = 1
src.use(1)
else
..()
//Step two - washing..... it's actually in washing machine code.
//Step three - drying
/obj/item/stack/wetleather/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
if(exposed_temperature >= drying_threshold_temperature)
wetness--
if(wetness == 0)
//Try locating an exisitng stack on the tile and add to there if possible
for(var/obj/item/stack/material/leather/HS in src.loc)
if(HS.amount < 50)
HS.amount++
src.use(1)
wetness = initial(wetness)
break
//If it gets to here it means it did not find a suitable stack on the tile.
var/obj/item/stack/material/leather/HS = new(src.loc)
HS.amount = 1
wetness = initial(wetness)
src.use(1)