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Merge pull request #3233 from Ispil/Bleeding-Edge-Freeze
Removes the ability to create anything HONK-related in the mech fabricat...
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@@ -23,7 +23,7 @@
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"diamond"=0,
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"plasma"=0,
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"uranium"=0,
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"bananium"=0
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//"bananium"=0 No need to state what it can no longer hold
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)
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var/res_max_amount = 200000
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var/datum/research/files
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@@ -89,7 +89,7 @@
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/obj/item/mecha_parts/part/durand_right_leg,
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/obj/item/mecha_parts/part/durand_armour
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),
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"H.O.N.K"=list(
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/*"H.O.N.K"=list(
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/obj/item/mecha_parts/chassis/honker,
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/obj/item/mecha_parts/part/honker_torso,
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/obj/item/mecha_parts/part/honker_head,
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@@ -97,7 +97,7 @@
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/obj/item/mecha_parts/part/honker_right_arm,
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/obj/item/mecha_parts/part/honker_left_leg,
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/obj/item/mecha_parts/part/honker_right_leg
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),
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), No need for HONK stuff*/
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"Exosuit Equipment"=list(
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/obj/item/mecha_parts/mecha_equipment/tool/hydraulic_clamp,
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/obj/item/mecha_parts/mecha_equipment/tool/drill,
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@@ -111,9 +111,9 @@
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///obj/item/mecha_parts/mecha_equipment/jetpack, //TODO MECHA JETPACK SPRITE MISSING
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/taser,
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg,
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/mousetrap_mortar,
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar,
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/obj/item/mecha_parts/mecha_equipment/weapon/honker
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///obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/mousetrap_mortar, HONK-related mech part
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///obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar, Also HONK-related
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///obj/item/mecha_parts/mecha_equipment/weapon/honker Thirdly HONK-related
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),
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"Robotic Upgrade Modules" = list(
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@@ -680,8 +680,8 @@
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type = /obj/item/stack/sheet/mineral/plasma
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if("uranium")
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type = /obj/item/stack/sheet/mineral/uranium
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if("bananium")
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type = /obj/item/stack/sheet/mineral/clown
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/*if("bananium")
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type = /obj/item/stack/sheet/mineral/clown Sorry, but no more clown mechs, even if you do manage to get to the clown planet.*/
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else
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return 0
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var/result = 0
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@@ -739,9 +739,9 @@
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if(src.resources["diamond"] >= 2000)
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var/obj/item/stack/sheet/mineral/diamond/G = new /obj/item/stack/sheet/mineral/diamond(src.loc)
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G.amount = round(src.resources["diamond"] / G.perunit)
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if(src.resources["bananium"] >= 2000)
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/*if(src.resources["bananium"] >= 2000)
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var/obj/item/stack/sheet/mineral/clown/G = new /obj/item/stack/sheet/mineral/clown(src.loc)
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G.amount = round(src.resources["bananium"] / G.perunit)
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G.amount = round(src.resources["bananium"] / G.perunit) Sorry, but no bananium allowed*/
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del(src)
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return 1
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else
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@@ -765,8 +765,8 @@
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material = "metal"
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if(/obj/item/stack/sheet/glass)
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material = "glass"
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if(/obj/item/stack/sheet/mineral/clown)
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material = "bananium"
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/*if(/obj/item/stack/sheet/mineral/clown)
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material = "bananium"*/
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if(/obj/item/stack/sheet/mineral/uranium)
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material = "uranium"
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else
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