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implementing calorit (new mineral)
Just setting the scene for the item, basically. It doesn't have a single sprite yet, nor does it have any 'special' code
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@@ -203,6 +203,51 @@
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/turf/open/floor/mineral/bananium/airless
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initial_gas_mix = AIRLESS_ATMOS
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//CALORIT - GS13
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/turf/open/floor/mineral/calorit
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article = "a"
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name = "calorit floor"
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icon_state = "calorit"
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floor_tile = /obj/item/stack/tile/mineral/calorit
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icons = list("calorit","calorit_dam")
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var/last_event = 0
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var/active = null
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/turf/open/floor/mineral/calorit/Entered(var/mob/AM)
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.=..()
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if(!.)
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if(istype(AM))
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fatten()
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/turf/open/floor/mineral/calorit/attackby(obj/item/W, mob/user, params)
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.=..()
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if(!.)
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fatten()
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/turf/open/floor/mineral/calorit/attack_hand(mob/user)
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.=..()
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if(!.)
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fatten()
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/turf/open/floor/mineral/calorit/attack_paw(mob/user)
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.=..()
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if(!.)
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fatten()
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/turf/open/floor/mineral/calorit/proc/fatten()
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if(!active)
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if(world.time > last_event+15)
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active = 1
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radiation_pulse(src, 10)
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for(var/turf/open/floor/mineral/calorit/T in orange(1,src))
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T.radiate()
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last_event = world.time
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active = 0
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return
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//DIAMOND
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/turf/open/floor/mineral/diamond
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@@ -290,4 +335,4 @@
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name = "basalt floor"
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icon_state = "basaltstone"
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floor_tile = /obj/item/stack/tile/mineral/basaltstone
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icons = list("basaltstone","basaltstone_dam")
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icons = list("basaltstone","basaltstone_dam")
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@@ -355,6 +355,12 @@
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spread = 0
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scan_state = "rock_Bananium"
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/turf/closed/mineral/calorit //GS13
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mineralType = /obj/item/stack/ore/calorit
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mineralAmt = 3
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spreadChance = 1
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spread = 0
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scan_state = "rock_Calorit"
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/turf/closed/mineral/bscrystal
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mineralType = /obj/item/stack/ore/bluespace_crystal
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