mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-12 15:45:25 +01:00
24845b238a
* Initial commit - FLOCKMIND - Probably has like a billion things to fix * Do after conversions * Config * Moved the files, icon fixes * Tick everything, language work, event, spawn landmark, role prefs, beginning mob port * Spans and some other fixes. Also the tickening * More tickening * More fixes. Lots of fixes. * More Fixes * A whole lot more. Also flock TGUI. * Fixes fixes fixes fixes fixes * FIXES * More fixes - PR ready, still needs a fuckton of testing * Fixes * fix incomplete upstream merge * fix FlockPanel + sort button name * TGUI review * Fixes tealprint list * Fixes * More fixes * Incapacitator Fix * Filenames * Linters * Interceptor range buff * Reagent counts * Linters * Fabricator vendor fix * Keybinds and HUD - Flockdrones, Fixes Vendor Conversion, Cube Materials * Reworks reagent, adds flock grilles, fixes compute node overlays * Intent-based flockdrone parts * Intent based drone parts * Radial control panel for controlling drones manually, phasing through windows/grilles * Movement fixes * Radio talk power, stare fix * Flock health HUD * Fixes flock lights, linters * Unit tests * Adds countdown to relay * Relay improvements * Small fix * Logic Schmogic * Relay overlay and looping sound effect * Ignore air when converting turfs * Cage fixes and improvements * Improved flock bolt * Turret conversions * Flock bolts taze simple or basic mobs * Sentience type * Fixe * Linter * tgui review stage 2 * Concentrated Repair Burst * Improves radio detection * Removes extra space * Adds healing visual effect * Cube tech levels * Ghooost * Excess * Flock doors, chairs, lattices. Centralizes conversion code. Crafting with Gnesis * Update code/modules/antagonists/flockmind/ai_behaviors/flock_wander.dm Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> * Fixes the fix * Astar movement detection * Fix, extraneous code, language stuff * Language fixes and wander fix * Fixes * Another fix * Lints * Another linter * Language improvement * More language improvements * Time requirement and appearing in orbit menu as an antag * Cube glow * TGUI * Minicache * Linters * Grammar * Material ID fix * Lid fix * Reagent turf reaction * Reagent fix * Butcher results * Conversion rates * Flock stare fix * Fixes stare behavior * Staring * Flock mob blood * Flock mobs gibs and blood. Also some runtime fixes * Flock mobs now resist out of grabs, buckles, lockers, and more * Fixes flock orbit, fixes a runtime I think, * Target mechs, damage mechs, other bug fixes * Cage fix * Cage resist change * Some mind changes, gatecrash buff * Drones now shoot mechs, stare improvement * Cut down on spam a little * Nest fix * No more resist spam * Fixed drone death control * Resist statement * Makes the relay alarm scarier * Fixes dead flock camera mobs having no ghost sprite, something with ghosting * Enhanced flockphasing * Improved flockmob pathing * Added required turf restriction to relay * Increased needed bandwidth for relay construction * Nerfed drone substrate rate * Added new status tab items for relay progress * Another relay cost adjustment * Improves drone AI responsiveness * Computer frames now become flock computers * Improves target finding for conversion, building, and replicating * Reduced flock event pop requirements * Adjusts flock protection on structures. Adjusts overlays. * Relay unlock tweak * Fixwes flock being able to gib mech'd AIs with one button * Map conflict * Flock can no longer be outed by merely existing * Fied bug causing drones to shoot themselves * Prevents mobs from attacking while in a cage * Converter tool can now open closets and crates. * Adds descriptions to flockdrone tools. * More informatic blurbs * Adds xenobiology organs * Organ lint * TGUI merge * bundle and mm --------- Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> Co-authored-by: Toastical <20125180+Toastical@users.noreply.github.com> Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
341 lines
16 KiB
Plaintext
341 lines
16 KiB
Plaintext
/* CONTENTS:
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* 1. GLASS
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* 2. REINFORCED GLASS
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* 3. PLASMA GLASS
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* 4. REINFORCED PLASMA GLASS
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* 5. TITANIUM GLASS
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* 6. PLASTITANIUM GLASS
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* 7. GNESIS GLASS
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Todo: Create a unified construct_window(sheet, user, created_window, full_window)
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*/
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//////////////////////////////
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// MARK: GLASS
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//////////////////////////////
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GLOBAL_LIST_INIT(glass_recipes, list (
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new /datum/stack_recipe_list("fish", list(
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new /datum/stack_recipe("wall aquarium", /obj/machinery/fishtank/wall, 4, time = 4 SECONDS, on_floor = TRUE),
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new /datum/stack_recipe("fish tank", /obj/machinery/fishtank/tank, 3, time = 2 SECONDS, on_floor = TRUE),
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new /datum/stack_recipe("fishbowl", /obj/machinery/fishtank/bowl, 1, time = 1 SECONDS),
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)),
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new /datum/stack_recipe("glass shard", /obj/item/shard, time = 0 SECONDS),
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new /datum/stack_recipe/window("directional window", /obj/structure/window/basic, time = 1 SECONDS, on_floor = TRUE, window_checks = TRUE),
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new /datum/stack_recipe/window("fulltile window", /obj/structure/window/full/basic, 2, time = 2 SECONDS, on_floor = TRUE, window_checks = TRUE),
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new /datum/stack_recipe("glass ashtray", /obj/item/ashtray/glass, 1, time = 1 SECONDS),
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new /datum/stack_recipe("dropper", /obj/item/reagent_containers/dropper, 1, time = 1 SECONDS),
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))
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GLOBAL_LIST_INIT(gnesis_glass_recipes, list (
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new /datum/stack_recipe("bright shard", /obj/item/shard/gnesis_glass, time = 0 SECONDS),
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new /datum/stack_recipe/window("directional gnesis window", /obj/structure/window/flock, time = 1 SECONDS, on_floor = TRUE, window_checks = TRUE),
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new /datum/stack_recipe/window("fulltile gnesis window", /obj/structure/window/flock/fulltile, 2, time = 2 SECONDS, on_floor = TRUE, window_checks = TRUE),
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new /datum/stack_recipe("gnesis cache", /obj/item/reagent_containers/glass/gnesis, 5, time = 2 SECONDS),
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))
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/obj/item/stack/sheet/glass
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name = "glass"
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desc = "HOLY SHEET! That is a lot of glass."
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icon_state = "sheet-glass"
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singular_name = "glass sheet"
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materials = list(MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 100)
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resistance_flags = ACID_PROOF
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created_window = /obj/structure/window/basic
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full_window = /obj/structure/window/full/basic
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merge_type = /obj/item/stack/sheet/glass
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point_value = 1
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table_type = /obj/structure/table/glass
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/obj/item/stack/sheet/glass/examine(mob/user)
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. = ..()
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. += SPAN_NOTICE("Using rods on a floor plating will install glass floor. You can make reinforced glass by combining rods and normal glass sheets.")
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/obj/item/stack/sheet/glass/fifty
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amount = 50
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/obj/item/stack/sheet/glass/cyborg
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energy_type = /datum/robot_storage/material/glass
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is_cyborg = TRUE
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materials = list()
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/obj/item/stack/sheet/glass/cyborg/examine(mob/user)
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. = ..()
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var/mob/living/silicon/robot/robot = user
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if(!istype(robot.module, /obj/item/robot_module/drone))
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. += SPAN_NOTICE("You can refill your glass by using your <b>magnetic gripper</b> on the Ore Redemption machine, or by picking it up from the ground.")
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/obj/item/stack/sheet/glass/cyborg/drone
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energy_type = /datum/robot_storage/energy/glass
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/obj/item/stack/sheet/glass/Initialize(mapload, new_amount, merge)
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. = ..()
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recipes = GLOB.glass_recipes
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/obj/item/stack/sheet/glass/item_interaction(mob/living/user, obj/item/used, list/modifiers)
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if(istype(used, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/CC = used
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if(CC.get_amount() < 5)
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to_chat(user, SPAN_WARNING("[used] doesn't have enough cable! You need 5 lengths."))
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return ITEM_INTERACT_COMPLETE
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CC.use(5)
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to_chat(user, SPAN_NOTICE("You attach wire to [src]."))
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new /obj/item/stack/light_w(user.loc)
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use(1)
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return ITEM_INTERACT_COMPLETE
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if(istype(used, /obj/item/stack/rods))
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var/obj/item/stack/rods/V = used
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var/obj/item/stack/sheet/rglass/RG = new (user.loc)
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RG.add_fingerprint(user)
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V.use(1)
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var/obj/item/stack/sheet/glass/G = src
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src = null
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var/replace = (user.get_inactive_hand()==G)
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G.use(1)
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if(!G && !RG && replace)
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user.put_in_hands(RG)
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return ITEM_INTERACT_COMPLETE
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return ..()
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//////////////////////////////
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// MARK: REINFORCED GLASS
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//////////////////////////////
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GLOBAL_LIST_INIT(reinforced_glass_recipes, list (
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new /datum/stack_recipe("glass shard", /obj/item/shard, time = 0 SECONDS),
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new /datum/stack_recipe/window("windoor frame", /obj/structure/windoor_assembly, 5, time = 0 SECONDS, on_floor = TRUE, window_checks = TRUE),
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null,
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new /datum/stack_recipe/window("directional reinforced window", /obj/structure/window/reinforced, time = 1 SECONDS, on_floor = TRUE, window_checks = TRUE),
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new /datum/stack_recipe/window("fulltile reinforced window", /obj/structure/window/full/reinforced, 2, time = 2 SECONDS, on_floor = TRUE, window_checks = TRUE),
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null,
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new /datum/stack_recipe/window("directional electrochromic window", /obj/structure/window/reinforced/polarized, 2, time = 1 SECONDS, on_floor = TRUE, window_checks = TRUE),
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new /datum/stack_recipe/window("fulltile electrochromic window", /obj/structure/window/full/reinforced/polarized, 4, time = 2 SECONDS, on_floor = TRUE, window_checks = TRUE)
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))
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/obj/item/stack/sheet/rglass
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name = "reinforced glass"
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desc = "Glass which seems to have rods or something stuck in them."
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singular_name = "reinforced glass sheet"
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icon_state = "sheet-rglass"
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materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT / 2, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 70, ACID = 100)
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resistance_flags = ACID_PROOF
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origin_tech = "materials=2"
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created_window = /obj/structure/window/reinforced
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full_window = /obj/structure/window/full/reinforced
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merge_type = /obj/item/stack/sheet/rglass
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point_value = 4
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table_type = /obj/structure/table/glass/reinforced
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/obj/item/stack/sheet/rglass/examine(mob/user)
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. = ..()
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. += SPAN_NOTICE("Reinforced glass is much stronger against damage than normal glass, otherwise it functions like normal glass does.")
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/obj/item/stack/sheet/rglass/fifty
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amount = 50
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/obj/item/stack/sheet/rglass/Initialize(mapload, new_amount, merge)
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. = ..()
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recipes = GLOB.reinforced_glass_recipes
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GLOBAL_LIST_INIT(pglass_recipes, list (
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new /datum/stack_recipe("plasma shard", /obj/item/shard/plasma, time = 0 SECONDS),
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new /datum/stack_recipe/window("directional window", /obj/structure/window/plasmabasic, time = 2 SECONDS, on_floor = TRUE, window_checks = TRUE),
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new /datum/stack_recipe/window("fulltile window", /obj/structure/window/full/plasmabasic, 2, time = 4 SECONDS, on_floor = TRUE, window_checks = TRUE)
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))
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/obj/item/stack/sheet/rglass/cyborg
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energy_type = /datum/robot_storage/material/rglass
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is_cyborg = TRUE
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materials = list()
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/obj/item/stack/sheet/rglass/cyborg/examine(mob/user)
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. = ..()
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var/mob/living/silicon/robot/robot = user
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if(!istype(robot.module, /obj/item/robot_module/drone))
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. += SPAN_NOTICE("You can refill your reinforced glass by picking it up from the ground.")
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/obj/item/stack/sheet/rglass/cyborg/drone
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energy_type = /datum/robot_storage/energy/rglass
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//////////////////////////////
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// MARK: PLASMA GLASS
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//////////////////////////////
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/obj/item/stack/sheet/plasmaglass
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name = "plasma glass"
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desc = "A very strong and very resistant sheet of a plasma-glass mixture."
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singular_name = "glass sheet"
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icon_state = "sheet-plasmaglass"
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materials = list(MAT_PLASMA = MINERAL_MATERIAL_AMOUNT, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 75, ACID = 100)
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resistance_flags = ACID_PROOF
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origin_tech = "plasmatech=2;materials=2"
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created_window = /obj/structure/window/plasmabasic
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full_window = /obj/structure/window/full/plasmabasic
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point_value = 19
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table_type = /obj/structure/table/glass/plasma
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/obj/item/stack/sheet/plasmaglass/examine_more(mob/user)
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. = ..()
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. += "A mixture of silica glass and plasma. The plasma forces the normally amorphous glass to assume a regular crystal structure. The plasma encourges heavy cross-linking, \
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massively improving the strength of the glass whilst also giving it exceptional thermal resistance. The denser molecular structure is also better at blocking radiation."
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. += ""
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. += "Unlike metal alloys incorporating plasma, plasma glass is not common - the secrets of producing it are a closely guarded trade secret of Nanotrasen, \
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very demanding conditions are required to correctly combine plasma and silica, and without this knowledge the process is fraught with great risk of igniting the plasma and (at best) destroying the production equipment."
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. += ""
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. += "Despite plastitanium glass being a structurally more robust material, pure plasma glass has some unique properties that Nanotrasen exploits in some of its experimental energy weapons, such as the immolator laser."
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/obj/item/stack/sheet/plasmaglass/fifty
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amount = 50
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/obj/item/stack/sheet/plasmaglass/Initialize(mapload, new_amount, merge)
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. = ..()
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recipes = GLOB.pglass_recipes
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/obj/item/stack/sheet/plasmaglass/item_interaction(mob/living/user, obj/item/used, list/modifiers)
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if(!istype(used, /obj/item/stack/rods))
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return ..()
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var/obj/item/stack/rods/V = used
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var/obj/item/stack/sheet/plasmarglass/RG = new (user.loc)
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RG.add_fingerprint(user)
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V.use(1)
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var/obj/item/stack/sheet/glass/G = src
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src = null
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var/replace = (user.get_inactive_hand() == G)
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G.use(1)
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if(!G && !RG && replace)
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user.put_in_hands(RG)
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return ITEM_INTERACT_COMPLETE
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//////////////////////////////
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// MARK: REINFORCED PLASMA GLASS
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//////////////////////////////
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GLOBAL_LIST_INIT(prglass_recipes, list (
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new /datum/stack_recipe("plasma shard", /obj/item/shard/plasma, time = 0 SECONDS),
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new /datum/stack_recipe/window("directional reinforced window", /obj/structure/window/plasmareinforced, time = 2 SECONDS, on_floor = TRUE, window_checks = TRUE),
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new /datum/stack_recipe/window("fulltile reinforced window", /obj/structure/window/full/plasmareinforced, 2, time = 4 SECONDS, on_floor = TRUE, window_checks = TRUE)
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))
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/obj/item/stack/sheet/plasmarglass
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name = "reinforced plasma glass"
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desc = "Plasma glass which seems to have rods or something stuck in them."
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singular_name = "reinforced plasma glass sheet"
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icon_state = "sheet-plasmarglass"
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materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT / 2, MAT_PLASMA = MINERAL_MATERIAL_AMOUNT, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
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armor = list(MELEE = 20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 100)
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resistance_flags = ACID_PROOF
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origin_tech = "plasmatech=2;materials=2"
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created_window = /obj/structure/window/plasmareinforced
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full_window = /obj/structure/window/full/plasmareinforced
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point_value = 23
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table_type = /obj/structure/table/glass/reinforced/plasma
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/obj/item/stack/sheet/plasmarglass/examine_more(mob/user)
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. = ..()
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. += "A mixture of silica glass and plasma. The plasma forces the normally amorphous glass to assume a regular crystal structure. The plasma encourges heavy cross-linking, \
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massively improving the strength of the glass whilst also giving it exceptional thermal resistance. The denser molecular structure is also better at blocking radiation."
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. += ""
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. += "Unlike metal alloys incorporating plasma, plasma glass is not common - the secrets of producing it are a closely guarded trade secret of Nanotrasen, \
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very demanding conditions are required to correctly combine plasma and silica, and without this knowledge the process is fraught with great risk of igniting the plasma and (at best) destroying the production equipment."
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. += ""
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. += "Despite plastitanium glass being a structurally more robust material, pure plasma glass has some unique properties that Nanotrasen exploits in some of its experimental energy weapons, such as the immolator laser."
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/obj/item/stack/sheet/plasmarglass/fifty
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amount = 50
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/obj/item/stack/sheet/plasmarglass/Initialize(mapload, new_amount, merge)
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. = ..()
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recipes = GLOB.prglass_recipes
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GLOBAL_LIST_INIT(titaniumglass_recipes, list(
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new /datum/stack_recipe/window("shuttle window", /obj/structure/window/full/shuttle, 2, time = 5 SECONDS, on_floor = TRUE, window_checks = TRUE)
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))
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//////////////////////////////
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// MARK: TITANIUM GLASS
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//////////////////////////////
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/obj/item/stack/sheet/titaniumglass
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name = "titanium glass"
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desc = "A glass sheet made out of titanium silicate."
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singular_name = "titanium glass sheet"
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icon_state = "sheet-titaniumglass"
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materials = list(MAT_TITANIUM = MINERAL_MATERIAL_AMOUNT, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 100)
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resistance_flags = ACID_PROOF
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merge_type = /obj/item/stack/sheet/titaniumglass
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full_window = /obj/structure/window/full/shuttle
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table_type = /obj/structure/table/glass/reinforced/titanium
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/obj/item/stack/sheet/titaniumglass/examine_more(mob/user)
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. = ..()
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. += "Titanium-silica mixes are an old but highly effective technology that produce a relatively lightweight, very strong glass that can withstand a good amount of punishment."
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. += ""
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. += "It is extensively used in the production of starship viewports and transparent armour, and is notably used extensively in space station construction by the USSP."
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/obj/item/stack/sheet/titaniumglass/fifty
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amount = 50
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/obj/item/stack/sheet/titaniumglass/Initialize(mapload, new_amount, merge)
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. = ..()
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recipes = GLOB.titaniumglass_recipes
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GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
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new /datum/stack_recipe("plastitanium shard", /obj/item/shard/plastitanium, time = 0 SECONDS),
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new /datum/stack_recipe/window("directional plastitanium window", /obj/structure/window/plastitanium, 1, time = 3 SECONDS, on_floor = TRUE, window_checks = TRUE),
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new /datum/stack_recipe/window("fulltile plastitanium window", /obj/structure/window/full/plastitanium, 2, time = 5 SECONDS, on_floor = TRUE, window_checks = TRUE),
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))
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//////////////////////////////
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// MARK: PLASTITANIUM GLASS
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//////////////////////////////
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/obj/item/stack/sheet/plastitaniumglass
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name = "plastitanium glass"
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desc = "A glass sheet made out of a plasma-titanium-silica mixture."
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singular_name = "plastitanium glass sheet"
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icon_state = "sheet-plastitaniumglass"
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materials = list(MAT_TITANIUM = MINERAL_MATERIAL_AMOUNT, MAT_PLASMA = MINERAL_MATERIAL_AMOUNT, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 100)
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resistance_flags = ACID_PROOF
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merge_type = /obj/item/stack/sheet/plastitaniumglass
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created_window = /obj/structure/window/plastitanium
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full_window = /obj/structure/window/full/plastitanium
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table_type = /obj/structure/table/glass/reinforced/plastitanium
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/obj/item/stack/sheet/plastitaniumglass/examine_more(mob/user)
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. = ..()
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. += "A mixture of silica glass, and plastitanium. It boasts similar material properties to plastitanium whilst also being optically transparent."
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. += ""
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. += "Unlike regular plasma glass, the production process of plastitanium glass is relatively safer and better known, as the titanium helps to control the plasma's reactivity whilst it is being mixed with the silica. \
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It is extensively employed for military-grade transparent armour and optics."
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/obj/item/stack/sheet/plastitaniumglass/fifty
|
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amount = 50
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/obj/item/stack/sheet/plastitaniumglass/Initialize(mapload, new_amount, merge)
|
|
. = ..()
|
|
recipes = GLOB.plastitaniumglass_recipes
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|
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//////////////////////////////
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// MARK: GNESIS GLASS
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//////////////////////////////
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|
/obj/item/stack/sheet/gnesis_glass
|
|
name = "transculent wafers"
|
|
singular_name = "transculent wafer"
|
|
desc = "A rare, complex crystalline matrix with a lazily shifting internal structure. The layers are arranged to let light through."
|
|
icon_state = "gnesisglass"
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|
materials = list(MAT_GNESIS_GLASS = MINERAL_MATERIAL_AMOUNT)
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|
merge_type = /obj/item/stack/sheet/gnesis_glass
|
|
armor = list(MELEE = 20, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 50, FIRE = 100, ACID = 20)
|
|
resistance_flags = FIRE_PROOF
|
|
point_value = 5
|
|
dynamic_icon_state = FALSE
|
|
|
|
/obj/item/stack/sheet/gnesis_glass/Initialize(mapload, new_amount, merge)
|
|
. = ..()
|
|
recipes = GLOB.gnesis_glass_recipes
|