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* Nukes detailed examine, converts to normal examine stuff * THE SHOOTENING * Update code/game/objects/structures/grille.dm Co-authored-by: Adri <33333517+Miraviel@users.noreply.github.com> * oop * Update code/modules/mob/living/silicon/robot/drone/maint_drone.dm Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> * Update code/modules/power/apc/apc.dm Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> * Update code/modules/projectiles/guns/energy/nuclear.dm Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> * bam --------- Co-authored-by: Adri <33333517+Miraviel@users.noreply.github.com> Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
23 lines
1.1 KiB
Plaintext
23 lines
1.1 KiB
Plaintext
/obj/item/stack/sheet
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name = "sheet"
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w_class = WEIGHT_CLASS_NORMAL
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force = 5
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throwforce = 5
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max_amount = 50
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throw_speed = 1
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throw_range = 3
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attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed")
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var/perunit = MINERAL_MATERIAL_AMOUNT
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var/sheettype = null //this is used for girders in the creation of walls/false walls
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var/point_value = 0 //turn-in value for the gulag stacker - loosely relative to its rarity.
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var/created_window = null //apparently glass sheets don't share a base type for glass specifically, so each had to define these vars individually
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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
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usesound = 'sound/items/deconstruct.ogg'
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toolspeed = 1
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var/wall_allowed = TRUE //determines if sheet can be used in wall construction or not.
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/obj/item/stack/sheet/examine(mob/user)
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. = ..()
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. += "<span class='notice'><b>Use it in hand</b> to bring up the recipe menu. If you have enough sheets, click on something on the list to build it.</span>"
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