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https://github.com/CHOMPstation/CHOMPstation.git
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Fixing up bed icons etc.
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@@ -32,9 +32,6 @@
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padding_material = get_material_by_name(new_padding_material)
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update_icon()
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/obj/structure/bed/padded/New(var/newloc)
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..(newloc,"steel","cotton")
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// Reuse the cache/code from stools, todo maybe unify.
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/obj/structure/bed/update_icon()
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// Prep icon.
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@@ -59,10 +56,10 @@
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desc = initial(desc)
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if(padding_material)
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name = "[padding_material.display_name] [initial(name)]" //this is not perfect but it will do for now.
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desc += " It's made of [material.display_name] and covered with [padding_material.display_name]."
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desc += " It's made of [material.use_name] and covered with [padding_material.use_name]."
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else
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name = "[material.display_name] [initial(name)]"
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desc += " It's made of [material.display_name]."
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desc += " It's made of [material.use_name]."
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/obj/structure/bed/ex_act(severity)
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switch(severity)
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@@ -157,7 +154,10 @@
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base_icon = "psychbed"
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/obj/structure/bed/psych/New(var/newloc)
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..(newloc,"leather")
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..(newloc,"wood","leather")
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/obj/structure/bed/padded/New(var/newloc)
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..(newloc,"plastic","cotton")
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/obj/structure/bed/alien
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name = "resting contraption"
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@@ -30,7 +30,7 @@ var/global/list/stool_cache = list() //haha stool
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update_icon()
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/obj/item/weapon/stool/padded/New(var/newloc, var/new_material)
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..(newloc, "steel", "leather")
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..(newloc, "steel", "carpet")
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/obj/item/weapon/stool/update_icon()
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// Prep icon.
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@@ -54,10 +54,10 @@ var/global/list/stool_cache = list() //haha stool
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// Strings.
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if(padding_material)
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name = "[padding_material.display_name] [initial(name)]" //this is not perfect but it will do for now.
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desc = "A padded stool. Apply butt. It's made of [material.display_name] and covered with [padding_material.display_name]."
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desc = "A padded stool. Apply butt. It's made of [material.use_name] and covered with [padding_material.use_name]."
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else
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name = "[material.display_name] [initial(name)]"
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desc = "A stool. Apply butt with care. It's made of [material.display_name]."
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desc = "A stool. Apply butt with care. It's made of [material.use_name]."
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/obj/item/weapon/stool/proc/add_padding(var/padding_type)
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padding_material = get_material_by_name(padding_type)
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