/obj/item/stack/sheet name = "sheet" 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") var/perunit = MINERAL_MATERIAL_AMOUNT var/sheettype = null //this is used for girders in the creation of walls/false walls 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. // Since the sheetsnatcher was consolidated into weapon/storage/bag we now use // item/attackby() properly, making this unnecessary /*/obj/item/stack/sheet/attackby(obj/item/W as obj, mob/user as mob, params) if(istype(W, /obj/item/storage/bag/sheetsnatcher)) var/obj/item/storage/bag/sheetsnatcher/S = W if(!S.mode) S.add(src,user) else for(var/obj/item/stack/sheet/stack in locate(src.x,src.y,src.z)) S.add(stack,user) ..()*/