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Deleted beach.dm and moved the code to floor_types.dm, the turf/simulated/beach is now turf/simulated/floor/beach. Changed the turfs in the holodeck beach to the new type. Falsewalls and walls have the right descriptions and names now. 'bananium' and 'sand' falsewalls are deleted, we already have 'honk' and 'sandstone', that are the same thing Deleted a bunch of code that does the same thing in girders.dm (This still needs a lot of work, I'm unhappy of how it ended up) I'll keep working with sheets of minerals, they are really messy, I think some of them are defined twice (!) and there are large chunks of code that does the same thing when they are used. But, as always, to be continued~ git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5073 316c924e-a436-60f5-8080-3fe189b3f50e
22 lines
666 B
Plaintext
22 lines
666 B
Plaintext
/obj/item/stack/sheet
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name = "sheet"
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flags = FPRINT | TABLEPASS
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w_class = 3.0
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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 = 3
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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 = 3750
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var/sheettype = null //this is used for girders in the creation of walls/false walls
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/obj/item/stack/sheet/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/sheetsnatcher))
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var/obj/item/weapon/sheetsnatcher/S = W
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if(!S.mode)
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S.add(src,user)
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else
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for (var/obj/item/stack/sheet/stack in locate(src.x,src.y,src.z))
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S.add(stack,user)
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..() |