mirror of
https://github.com/ParadiseSS13/Paradise.git
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Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into intercom
Conflicts: code/modules/projectiles/guns/projectile/automatic.dm icons/mob/back.dmi
This commit is contained in:
@@ -25,43 +25,43 @@
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/obj/item/weapon/coin/gold
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cmineral = "gold"
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icon_state = "coin_gold_heads"
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materials = list(MAT_GOLD = 200)
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materials = list(MAT_GOLD = 400)
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credits = 160
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/obj/item/weapon/coin/silver
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cmineral = "silver"
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icon_state = "coin_silver_heads"
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materials = list(MAT_SILVER = 200)
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materials = list(MAT_SILVER = 400)
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credits = 40
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/obj/item/weapon/coin/diamond
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cmineral = "diamond"
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icon_state = "coin_diamond_heads"
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materials = list(MAT_DIAMOND = 200)
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materials = list(MAT_DIAMOND = 400)
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credits = 120
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/obj/item/weapon/coin/iron
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cmineral = "iron"
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icon_state = "coin_iron_heads"
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materials = list(MAT_METAL = 200)
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materials = list(MAT_METAL = 400)
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credits = 20
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/obj/item/weapon/coin/plasma
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cmineral = "plasma"
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icon_state = "coin_plasma_heads"
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materials = list(MAT_PLASMA = 200)
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materials = list(MAT_PLASMA = 400)
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credits = 80
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/obj/item/weapon/coin/uranium
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cmineral = "uranium"
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icon_state = "coin_uranium_heads"
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materials = list(MAT_URANIUM = 200)
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materials = list(MAT_URANIUM = 400)
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credits = 160
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/obj/item/weapon/coin/clown
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cmineral = "bananium"
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icon_state = "coin_bananium_heads"
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materials = list(MAT_BANANIUM = 200)
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materials = list(MAT_BANANIUM = 400)
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credits = 600 //makes the clown cri
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/obj/item/weapon/coin/adamantine
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@@ -101,22 +101,23 @@
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inserted_id = I
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interact(user)
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return
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if(exchange_parts(user, W))
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return
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if(default_deconstruction_crowbar(W))
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return
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if(default_unfasten_wrench(user, W))
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return
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if(default_deconstruction_screwdriver(user, "ore_redemption-open", "ore_redemption", W))
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updateUsrDialog()
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return
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if(panel_open)
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if(istype(W, /obj/item/weapon/crowbar))
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empty_content()
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default_deconstruction_crowbar(W)
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return 1
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return
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if(default_unfasten_wrench(user, W))
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return
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if(default_deconstruction_screwdriver(user, "ore_redemption-open", "ore_redemption", W))
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updateUsrDialog()
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return
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..()
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/obj/machinery/mineral/ore_redemption/proc/SmeltMineral(var/obj/item/weapon/ore/O)
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@@ -253,7 +254,7 @@
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while(s.amount > s.max_amount)
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new s.type(loc,s.max_amount)
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s.use(s.max_amount)
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s.loc = loc
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s.forceMove(loc)
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s.layer = initial(s.layer)
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/**********************Mining Equipment Locker**************************/
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@@ -58,7 +58,7 @@
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throwforce = 10.0
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item_state = "pickaxe"
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w_class = 4.0
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materials = list(MAT_METAL=3750) //one sheet, but where can you make them?
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materials = list(MAT_METAL=2000) //one sheet, but where can you make them?
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var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO
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origin_tech = "materials=1;engineering=1"
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attack_verb = list("hit", "pierced", "sliced", "attacked")
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