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Fixes RD Console Var Warning
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@@ -426,7 +426,6 @@ won't update every console in existence) but it's more of a hassle to do. Also,
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linked_lathe.reagents.remove_reagent(M, being_built.materials[M]/coeff * amount)
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var/P = being_built.build_path //lets save these values before the spawn() just in case. Nobody likes runtimes.
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var/R = being_built.reliability
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var/O = being_built.locked
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spawn(32*amount/coeff)
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if(g2g) //And if we only fail the material requirements, we still spend time and power
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@@ -437,8 +436,6 @@ won't update every console in existence) but it's more of a hassle to do. Also,
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new_item.reliability = 100
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new_item.materials[MAT_METAL] /= coeff
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new_item.materials[MAT_GLASS] /= coeff
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if(linked_lathe.hacked)
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R = max((new_item.reliability/2), 0)
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if(O)
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var/obj/item/weapon/storage/lockbox/L = new/obj/item/weapon/storage/lockbox(linked_lathe.loc)
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new_item.loc = L
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@@ -493,7 +490,6 @@ won't update every console in existence) but it's more of a hassle to do. Also,
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linked_imprinter.reagents.remove_reagent(M, being_built.materials[M]/coeff)
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var/P = being_built.build_path //lets save these values before the spawn() just in case. Nobody likes runtimes.
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var/R = being_built.reliability
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spawn(16)
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if(g2g)
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var/obj/item/new_item = new P(src)
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