massive burndown (#29894)

This commit is contained in:
Contrabang
2025-07-27 20:52:39 +00:00
committed by GitHub
parent a596fba80d
commit 1504ed98be
1043 changed files with 0 additions and 3598 deletions
@@ -33,7 +33,6 @@ GLOBAL_LIST_INIT(glass_recipes, list (
materials = list(MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 100)
resistance_flags = ACID_PROOF
origin_tech = "materials=1"
created_window = /obj/structure/window/basic
full_window = /obj/structure/window/full/basic
merge_type = /obj/item/stack/sheet/glass
@@ -68,7 +68,6 @@ GLOBAL_LIST_INIT(lizard_recipes, list(
icon = 'icons/obj/stacks/organic.dmi'
icon_state = "sheet-hide"
origin_tech = "materials=2"
max_amount = 50
/obj/item/stack/sheet/animalhide/xeno
name = "alien hide"
@@ -180,12 +179,10 @@ GLOBAL_LIST_INIT(sinew_recipes, list (
/obj/item/stack/sheet/animalhide/goliath_hide
name = "goliath hide plates"
desc = "Pieces of a goliath's rocky hide, these might be able to make your miner equipment such as suits, plasmaman helmets, borgs and Ripley class exosuits a bit more durable to attack from the local fauna."
icon = 'icons/obj/stacks/organic.dmi'
icon_state = "goliath_hide"
item_state = "goliath_hide"
singular_name = "hide plate"
flags = NOBLUDGEON
w_class = WEIGHT_CLASS_NORMAL
layer = MOB_LAYER
dynamic_icon_state = TRUE
var/static/list/goliath_platable_armor_typecache = typecacheof(list(
@@ -244,7 +241,6 @@ GLOBAL_LIST_INIT(sinew_recipes, list (
item_state = "armor_plate"
singular_name = "armor plate"
flags = NOBLUDGEON
w_class = WEIGHT_CLASS_NORMAL
layer = MOB_LAYER
/obj/item/stack/sheet/animalhide/armor_plate/afterattack__legacy__attackchain(atom/target, mob/user, proximity_flag)
@@ -271,12 +267,10 @@ GLOBAL_LIST_INIT(sinew_recipes, list (
/obj/item/stack/sheet/animalhide/ashdrake
name = "ash drake hide"
desc = "The strong, scaled hide of an ash drake. Can be attached to the mech itself, greatly enhancing its protective characteristics. Unfortunately, only working class exosuits have notches for such armor."
icon = 'icons/obj/stacks/organic.dmi'
icon_state = "dragon_hide"
item_state = "dragon_hide"
singular_name = "drake plate"
flags = NOBLUDGEON
w_class = WEIGHT_CLASS_NORMAL
layer = MOB_LAYER
dynamic_icon_state = TRUE
@@ -5,7 +5,6 @@
desc = "A glass tile, which is wired, somehow."
icon = 'icons/obj/tiles.dmi'
icon_state = "glass_wire"
w_class = WEIGHT_CLASS_NORMAL
force = 3.0
throwforce = 5.0
throw_speed = 5
@@ -144,8 +144,6 @@ GLOBAL_LIST_INIT(snow_recipes, list(
))
/obj/item/stack/sheet/mineral
force = 5
throwforce = 5
throw_speed = 3
/obj/item/stack/sheet/mineral/Initialize(mapload, new_amount, merge)
@@ -163,7 +161,6 @@ GLOBAL_LIST_INIT(snow_recipes, list(
icon_state = "sheet-sandstone"
item_state = "sheet-sandstone"
throw_range = 5
origin_tech = "materials=1"
sheettype = "sandstone"
materials = list(MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
@@ -506,11 +503,7 @@ GLOBAL_LIST_INIT(sandbag_recipes, list (
icon_state = "sheet-titanium"
item_state = "sheet-titanium"
singular_name = "titanium sheet"
force = 5
throwforce = 5
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 1
throw_range = 3
sheettype = "titanium"
merge_type = /obj/item/stack/sheet/mineral/titanium
materials = list(MAT_TITANIUM = MINERAL_MATERIAL_AMOUNT)
@@ -548,11 +541,7 @@ GLOBAL_LIST_INIT(titanium_recipes, list(
icon_state = "sheet-plastitanium"
item_state = "sheet-plastitanium"
singular_name = "plastitanium sheet"
force = 5
throwforce = 5
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 1
throw_range = 3
sheettype = "plastitanium"
merge_type = /obj/item/stack/sheet/mineral/plastitanium
materials = list(MAT_TITANIUM = MINERAL_MATERIAL_AMOUNT, MAT_PLASMA = MINERAL_MATERIAL_AMOUNT)
@@ -588,9 +577,6 @@ GLOBAL_LIST_INIT(plastitanium_recipes, list(
item_state = "sheet-abductor"
dynamic_icon_state = FALSE
singular_name = "alien alloy sheet"
force = 5
throwforce = 5
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 1
origin_tech = "materials=6;abductor=1"
sheettype = "abductor"
@@ -139,7 +139,6 @@ GLOBAL_LIST_INIT(metal_recipes, list(
throwforce = 10.0
flags = CONDUCT
resistance_flags = FIRE_PROOF
origin_tech = "materials=1"
merge_type = /obj/item/stack/sheet/metal
point_value = 2
table_type = /obj/structure/table
@@ -464,7 +463,6 @@ GLOBAL_LIST_INIT(durathread_recipes, list (
name = "raw durathread bundle"
desc = "A bundle of raw durathread ready to be spun on the loom."
singular_name = "raw durathread ball"
icon_state = "sheet-durathreadraw"
icon = 'icons/obj/stacks/organic.dmi'
merge_type = /obj/item/stack/sheet/cotton/durathread
pull_effort = 70
@@ -523,7 +521,6 @@ GLOBAL_LIST_INIT(cardboard_recipes, list (
icon = 'icons/obj/stacks/miscellaneous.dmi'
icon_state = "sheet-card"
item_state = "sheet-card"
origin_tech = "materials=1"
resistance_flags = FLAMMABLE
merge_type = /obj/item/stack/sheet/cardboard
@@ -545,7 +542,6 @@ GLOBAL_LIST_INIT(soil_recipes, list (
icon = 'icons/obj/stacks/organic.dmi'
icon_state = "sheet-soil"
item_state = "sheet-soil"
origin_tech = "materials=1"
resistance_flags = FIRE_PROOF
merge_type = /obj/item/stack/sheet/soil
@@ -690,10 +686,6 @@ GLOBAL_LIST_INIT(brass_recipes, list (
singular_name = "bone"
desc = "Someone's been drinking their milk."
force = 7
throwforce = 5
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 1
throw_range = 3
origin_tech = "materials=2;biotech=2"
//////////////////////////////
@@ -3,10 +3,8 @@
icon = 'icons/obj/stacks/minerals.dmi'
lefthand_file = 'icons/mob/inhands/sheet_lefthand.dmi'
righthand_file = 'icons/mob/inhands/sheet_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
force = 5
throwforce = 5
max_amount = 50
throw_speed = 1
throw_range = 3
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed")
@@ -17,7 +15,6 @@
var/created_window = null //apparently glass sheets don't share a base type for glass specifically, so each had to define these vars individually
var/full_window = null //moving the var declaration to here so this can be checked cleaner until someone is willing to make them share a base type properly
usesound = 'sound/items/deconstruct.ogg'
toolspeed = 1
var/wall_allowed = TRUE //determines if sheet can be used in wall construction or not.
dynamic_icon_state = TRUE