From 2c771d0ae55e8f23a1109150756b4fa4452653da Mon Sep 17 00:00:00 2001 From: Unknown Date: Thu, 24 Jun 2021 17:24:52 -0400 Subject: [PATCH 1/7] Halves Item Slowdown Effects Most items in the codebase have a slowdown multiplier of one, when slowdown is handled species-side in multiples of 0.5. This makes the effect of species slowdown almost non-existant when item slowdown is involved, and makes species that have item slowdown reduction (such as Unathi) unnaturally fast. Do note that I also went through and removed odd slowdown numbers as well, as, due to the way slowdown is tied to tickrate, it should be done in intervals of 0.5. I tried to view things on a case by case scenario but there will probably be changes that will need to be double checked. Some items will be handled differently, I will list the exceptions below. Boots of Speed: Kept at -1, it is boots of speed after all. Chemistry Bag: Increased to 3. This should not really be toted around outside of chemistry. Hybrid Tools: They already have a lot of other disadvantages, and are kind of hard to get, and 0.1 is a weird number for slowdown. Site Manager's armor: Already 1.5 Unathi Breacher modules: These things are overpowered and Unathi already have a racial trait to virtually remove slowdown. Voidsuits: Already done in intervals of 0.5, no change. RHR Accellerator: This thing probably has appropriate slowdown values for what it is. Utility suits: Already done in intervals of 0.5 Clothing/suits/armor: Already done in intervals of 0.5 --- code/game/gamemodes/changeling/powers/armor.dm | 2 +- code/game/gamemodes/cult/cult_items.dm | 2 +- code/game/gamemodes/technomancer/core_obj.dm | 4 ++-- .../gamemodes/technomancer/devices/tesla_armor.dm | 2 +- code/game/objects/items/uav.dm | 6 +++--- .../items/weapons/material/material_armor.dm | 12 ++++++------ .../game/objects/items/weapons/storage/backpack.dm | 2 +- code/game/objects/items/weapons/storage/bags.dm | 2 +- .../objects/items/weapons/tools/screwdriver.dm | 1 - .../objects/items/weapons/tools/weldingtool.dm | 1 - .../objects/items/weapons/tools/wirecutters.dm | 1 - code/game/objects/items/weapons/tools/wrench.dm | 1 - code/modules/artifice/telecube.dm | 2 +- code/modules/clothing/shoes/leg_guards.dm | 2 +- code/modules/clothing/shoes/miscellaneous.dm | 6 +++--- code/modules/clothing/spacesuits/miscellaneous.dm | 2 +- .../spacesuits/rig/modules/specific/sprinter.dm | 2 +- code/modules/clothing/spacesuits/rig/rig.dm | 4 ++-- .../modules/clothing/spacesuits/rig/suits/alien.dm | 2 +- .../clothing/spacesuits/rig/suits/combat.dm | 8 ++++---- code/modules/clothing/spacesuits/rig/suits/merc.dm | 4 ++-- .../clothing/spacesuits/rig/suits/robotics.dm | 4 ++-- .../clothing/spacesuits/rig/suits/station.dm | 14 +++++++------- code/modules/clothing/spacesuits/spacesuits.dm | 2 +- code/modules/clothing/spacesuits/syndi.dm | 2 +- code/modules/clothing/suits/armor.dm | 2 +- code/modules/clothing/under/accessories/armor.dm | 7 +++---- .../under/accessories/temperature/poncho.dm | 2 -- code/modules/fishing/fishing_net.dm | 2 +- 29 files changed, 48 insertions(+), 55 deletions(-) diff --git a/code/game/gamemodes/changeling/powers/armor.dm b/code/game/gamemodes/changeling/powers/armor.dm index b5e72d83ea..aa6e2bf0b0 100644 --- a/code/game/gamemodes/changeling/powers/armor.dm +++ b/code/game/gamemodes/changeling/powers/armor.dm @@ -103,7 +103,7 @@ armor = list(melee = 75, bullet = 60, laser = 60, energy = 60, bomb = 60, bio = 0, rad = 0) //It costs 3 points, so it should be very protective. siemens_coefficient = 0.3 max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE - slowdown = 3 + slowdown = 1.5 /obj/item/clothing/suit/space/changeling/armored/New() ..() diff --git a/code/game/gamemodes/cult/cult_items.dm b/code/game/gamemodes/cult/cult_items.dm index df3750275d..9d192890a0 100644 --- a/code/game/gamemodes/cult/cult_items.dm +++ b/code/game/gamemodes/cult/cult_items.dm @@ -115,7 +115,7 @@ desc = "A bulky suit of armour, bristling with spikes. It looks space-worthy." w_class = ITEMSIZE_NORMAL allowed = list(/obj/item/weapon/book/tome,/obj/item/weapon/melee/cultblade,/obj/item/weapon/tank/emergency/oxygen,/obj/item/device/suit_cooling_unit) - slowdown = 1 + slowdown = 0.5 armor = list(melee = 60, bullet = 50, laser = 30, energy = 80, bomb = 30, bio = 30, rad = 30) siemens_coefficient = 0 flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER diff --git a/code/game/gamemodes/technomancer/core_obj.dm b/code/game/gamemodes/technomancer/core_obj.dm index 2a943e26fc..a0d1d0d360 100644 --- a/code/game/gamemodes/technomancer/core_obj.dm +++ b/code/game/gamemodes/technomancer/core_obj.dm @@ -252,7 +252,7 @@ energy = 7000 max_energy = 7000 regen_rate = 70 //100 seconds to full - slowdown = -1 + slowdown = -0.5 instability_modifier = 0.9 cooldown_modifier = 0.9 @@ -266,7 +266,7 @@ energy = 20000 max_energy = 20000 regen_rate = 25 //800 seconds to full - slowdown = 1 + slowdown = 0.5 instability_modifier = 1.0 spell_power_modifier = 1.4 diff --git a/code/game/gamemodes/technomancer/devices/tesla_armor.dm b/code/game/gamemodes/technomancer/devices/tesla_armor.dm index 124e1ed1f3..8093db0bec 100644 --- a/code/game/gamemodes/technomancer/devices/tesla_armor.dm +++ b/code/game/gamemodes/technomancer/devices/tesla_armor.dm @@ -12,7 +12,7 @@ desc = "This rather dangerous looking armor will hopefully shock your enemies, and not you in the process." icon_state = "tesla_armor_1" //wip blood_overlay_type = "armor" - slowdown = 1 + slowdown = 0.5 armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) action_button_name = "Toggle Tesla Armor" var/active = 1 //Determines if the armor will zap or block diff --git a/code/game/objects/items/uav.dm b/code/game/objects/items/uav.dm index 7fbbe38981..dcbc80b482 100644 --- a/code/game/objects/items/uav.dm +++ b/code/game/objects/items/uav.dm @@ -13,7 +13,7 @@ var/cell_type = null //Can put a starting cell here density = 1 //Is dense, but not anchored, so you can swap with it - slowdown = 3 //Heevvee. + slowdown = 1.5 //Heevvee. health = 100 var/power_per_process = 50 // About 6.5 minutes of use on a high-cell (10,000) @@ -201,14 +201,14 @@ if(UAV_OFF) //Packing state = UAV_PACKED w_class = ITEMSIZE_LARGE - slowdown = 1 + slowdown = 0.5 density = FALSE update_icon() return TRUE if(UAV_PACKED) //Unpacking state = UAV_OFF w_class = ITEMSIZE_HUGE - slowdown = 3 + slowdown = 1.5 density = TRUE update_icon() return TRUE diff --git a/code/game/objects/items/weapons/material/material_armor.dm b/code/game/objects/items/weapons/material/material_armor.dm index b1c07bea1c..19028dcb71 100644 --- a/code/game/objects/items/weapons/material/material_armor.dm +++ b/code/game/objects/items/weapons/material/material_armor.dm @@ -33,7 +33,7 @@ Protectiveness | Armor % var/default_material = null // Set this to something else if you want material attributes on init. var/material_armor_modifier = 1 // Adjust if you want seperate types of armor made from the same material to have different protectiveness (e.g. makeshift vs real armor) var/material_slowdown_modifier = 0 - var/material_slowdown_multiplier = 1 + var/material_slowdown_multiplier = 0.5 /obj/item/clothing/New(var/newloc, var/material_key) ..(newloc) @@ -217,7 +217,7 @@ Protectiveness | Armor % slot = ACCESSORY_SLOT_ARMOR_C material_armor_modifier = 0.8 material_slowdown_modifier = 0.5 //Subtracted from total slowdown - material_slowdown_multiplier = 0.8 //Multiplied by total slowdown + material_slowdown_multiplier = 0.4 //Multiplied by total slowdown /obj/item/clothing/accessory/material/makeshift/heavy //Craftable with 8 material sheets, more slowdown, more armour name = "heavy armor plate" @@ -228,7 +228,7 @@ Protectiveness | Armor % slot = ACCESSORY_SLOT_ARMOR_C material_armor_modifier = 1.2 material_slowdown_modifier = 0 - material_slowdown_multiplier = 1 + material_slowdown_multiplier = 0.5 /obj/item/clothing/accessory/material/custom //Not yet craftable, advanced version made with science! name = "custom armor plate" @@ -239,7 +239,7 @@ Protectiveness | Armor % slot = ACCESSORY_SLOT_ARMOR_C material_armor_modifier = 1.2 material_slowdown_modifier = 0.5 - material_slowdown_multiplier = 0.8 + material_slowdown_multiplier = 0.4 /obj/item/clothing/accessory/material/makeshift/armguards name = "arm guards" @@ -253,7 +253,7 @@ Protectiveness | Armor % slot = ACCESSORY_SLOT_ARMOR_A material_armor_modifier = 0.8 material_slowdown_modifier = 0.8 - material_slowdown_multiplier = 0.8 + material_slowdown_multiplier = 0.4 /obj/item/clothing/accessory/material/makeshift/legguards name = "leg guards" @@ -267,7 +267,7 @@ Protectiveness | Armor % slot = ACCESSORY_SLOT_ARMOR_L material_armor_modifier = 0.8 material_slowdown_modifier = 0.8 - material_slowdown_multiplier = 0.8 + material_slowdown_multiplier = 0.4 /obj/item/clothing/suit/armor/material/makeshift/durasteel default_material = "durasteel" diff --git a/code/game/objects/items/weapons/storage/backpack.dm b/code/game/objects/items/weapons/storage/backpack.dm index 8660d8a673..b296c58b96 100644 --- a/code/game/objects/items/weapons/storage/backpack.dm +++ b/code/game/objects/items/weapons/storage/backpack.dm @@ -135,7 +135,7 @@ name = "dufflebag" desc = "A large dufflebag for holding extra things." icon_state = "duffle" - slowdown = 1 + slowdown = 0.5 max_storage_space = INVENTORY_DUFFLEBAG_SPACE /obj/item/weapon/storage/backpack/dufflebag/syndie diff --git a/code/game/objects/items/weapons/storage/bags.dm b/code/game/objects/items/weapons/storage/bags.dm index 1b19bf7a20..ebaa6c97aa 100644 --- a/code/game/objects/items/weapons/storage/bags.dm +++ b/code/game/objects/items/weapons/storage/bags.dm @@ -366,7 +366,7 @@ desc = "A bag for storing pills, patches, and bottles." max_storage_space = 200 w_class = ITEMSIZE_LARGE - slowdown = 1 + slowdown = 3 can_hold = list(/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/glass/bottle) // ----------------------------- diff --git a/code/game/objects/items/weapons/tools/screwdriver.dm b/code/game/objects/items/weapons/tools/screwdriver.dm index 5252aa63ba..e29245ec2f 100644 --- a/code/game/objects/items/weapons/tools/screwdriver.dm +++ b/code/game/objects/items/weapons/tools/screwdriver.dm @@ -98,7 +98,6 @@ icon_state = "hybscrewdriver" item_state = "screwdriver_black" origin_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3) - slowdown = 0.1 w_class = ITEMSIZE_NORMAL usesound = 'sound/effects/uncloak.ogg' toolspeed = 0.4 diff --git a/code/game/objects/items/weapons/tools/weldingtool.dm b/code/game/objects/items/weapons/tools/weldingtool.dm index dc6885fe69..e7b417648c 100644 --- a/code/game/objects/items/weapons/tools/weldingtool.dm +++ b/code/game/objects/items/weapons/tools/weldingtool.dm @@ -456,7 +456,6 @@ icon_state = "hybwelder" max_fuel = 80 //more max fuel is better! Even if it doesn't actually use fuel. eye_safety_modifier = -2 // Brighter than the sun. Literally, you can look at the sun with a welding mask of proper grade, this will burn through that. - slowdown = 0.1 toolspeed = 0.25 w_class = ITEMSIZE_NORMAL flame_intensity = 5 diff --git a/code/game/objects/items/weapons/tools/wirecutters.dm b/code/game/objects/items/weapons/tools/wirecutters.dm index 36459852ef..16b193e1bb 100644 --- a/code/game/objects/items/weapons/tools/wirecutters.dm +++ b/code/game/objects/items/weapons/tools/wirecutters.dm @@ -78,7 +78,6 @@ desc = "This cuts wires. With Science!" icon_state = "hybcutters" w_class = ITEMSIZE_NORMAL - slowdown = 0.1 origin_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_PHORON = 2) attack_verb = list("pinched", "nipped", "warped", "blasted") usesound = 'sound/effects/stealthoff.ogg' diff --git a/code/game/objects/items/weapons/tools/wrench.dm b/code/game/objects/items/weapons/tools/wrench.dm index 220ddb667d..6372d54ad6 100644 --- a/code/game/objects/items/weapons/tools/wrench.dm +++ b/code/game/objects/items/weapons/tools/wrench.dm @@ -34,7 +34,6 @@ force = 8 throwforce = 10 w_class = ITEMSIZE_NORMAL - slowdown = 0.1 origin_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_PHORON = 2) attack_verb = list("bashed", "battered", "bludgeoned", "whacked", "warped", "blasted") usesound = 'sound/effects/stealthoff.ogg' diff --git a/code/modules/artifice/telecube.dm b/code/modules/artifice/telecube.dm index 581b1791f8..41bdb164f3 100644 --- a/code/modules/artifice/telecube.dm +++ b/code/modules/artifice/telecube.dm @@ -28,7 +28,7 @@ catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/telecube) - slowdown = 5 + slowdown = 2.5 throw_range = 2 diff --git a/code/modules/clothing/shoes/leg_guards.dm b/code/modules/clothing/shoes/leg_guards.dm index db7e5a88b5..3ef213e69d 100644 --- a/code/modules/clothing/shoes/leg_guards.dm +++ b/code/modules/clothing/shoes/leg_guards.dm @@ -60,7 +60,7 @@ icon_state = "leg_guards_flexitac" item_state_slots = list(slot_r_hand_str = "jackboots", slot_l_hand_str = "jackboots") siemens_coefficient = 0.6 - slowdown = SHOES_SLOWDOWN+0.2 + slowdown = SHOES_SLOWDOWN+0.5 armor = list(melee = 40, bullet = 40, laser = 60, energy = 35, bomb = 30, bio = 0, rad = 0) min_cold_protection_temperature = T0C - 20 cold_protection = LEGS \ No newline at end of file diff --git a/code/modules/clothing/shoes/miscellaneous.dm b/code/modules/clothing/shoes/miscellaneous.dm index 07b934e5ee..bcb3ba80c5 100644 --- a/code/modules/clothing/shoes/miscellaneous.dm +++ b/code/modules/clothing/shoes/miscellaneous.dm @@ -24,7 +24,7 @@ permeability_coefficient = 0.05 siemens_coefficient = 0 //They're thick rubber boots! Of course they won't conduct electricity! item_flags = NOSLIP - slowdown = SHOES_SLOWDOWN+1 + slowdown = SHOES_SLOWDOWN+0.5 species_restricted = null drop_sound = 'sound/items/drop/rubber.ogg' pickup_sound = 'sound/items/pickup/rubber.ogg' @@ -63,7 +63,7 @@ desc = "The prankster's standard-issue clowning shoes. Damn they're huge!" name = "clown shoes" icon_state = "clown" - slowdown = SHOES_SLOWDOWN+1 + slowdown = SHOES_SLOWDOWN+0.5 force = 0 var/footstep = 1 //used for squeeks whilst walking species_restricted = null @@ -134,7 +134,7 @@ icon_state = "flippers" item_state_slots = list(slot_r_hand_str = "galoshes", slot_l_hand_str = "galoshes") item_flags = NOSLIP - slowdown = SHOES_SLOWDOWN+1 + slowdown = SHOES_SLOWDOWN+0.5 species_restricted = null /obj/item/clothing/shoes/flipflop diff --git a/code/modules/clothing/spacesuits/miscellaneous.dm b/code/modules/clothing/spacesuits/miscellaneous.dm index 696f63a4ce..391fb2ab67 100644 --- a/code/modules/clothing/spacesuits/miscellaneous.dm +++ b/code/modules/clothing/spacesuits/miscellaneous.dm @@ -99,4 +99,4 @@ name = "Emergency Softsuit" icon_state = "syndicate-orange" desc = "A thin, ungainly softsuit colored in blaze orange for rescuers to easily locate, looks pretty fragile." - slowdown = 4 + slowdown = 2 diff --git a/code/modules/clothing/spacesuits/rig/modules/specific/sprinter.dm b/code/modules/clothing/spacesuits/rig/modules/specific/sprinter.dm index f69f053260..b8646cfa81 100644 --- a/code/modules/clothing/spacesuits/rig/modules/specific/sprinter.dm +++ b/code/modules/clothing/spacesuits/rig/modules/specific/sprinter.dm @@ -3,7 +3,7 @@ desc = "A robust hardsuit-integrated sprint module." icon_state = "sprinter" - var/sprint_speed = 1 + var/sprint_speed = 0.5 toggleable = 1 disruptable = 1 diff --git a/code/modules/clothing/spacesuits/rig/rig.dm b/code/modules/clothing/spacesuits/rig/rig.dm index b827532da4..dade3fa745 100644 --- a/code/modules/clothing/spacesuits/rig/rig.dm +++ b/code/modules/clothing/spacesuits/rig/rig.dm @@ -81,7 +81,7 @@ var/seal_delay = SEAL_DELAY var/sealing // Keeps track of seal status independantly of canremove. var/offline = 1 // Should we be applying suit maluses? - var/offline_slowdown = 3 // If the suit is deployed and unpowered, it sets slowdown to this. + var/offline_slowdown = 1.5 // If the suit is deployed and unpowered, it sets slowdown to this. var/vision_restriction var/offline_vision_restriction = 1 // 0 - none, 1 - welder vision, 2 - blind. Maybe move this to helmets. var/airtight = 1 //If set, will adjust AIRTIGHT flag and pressure protections on components. Otherwise it should leave them untouched. @@ -508,7 +508,7 @@ if(!offline) if(istype(wearer)) if(!canremove) - if (offline_slowdown < 3) + if (offline_slowdown < 1.5) to_chat(wearer, "Your suit beeps stridently, and suddenly goes dead.") else to_chat(wearer, "Your suit beeps stridently, and suddenly you're wearing a leaden mass of metal and plastic composites instead of a powered suit.") diff --git a/code/modules/clothing/spacesuits/rig/suits/alien.dm b/code/modules/clothing/spacesuits/rig/suits/alien.dm index 692a578690..af3349eafc 100644 --- a/code/modules/clothing/spacesuits/rig/suits/alien.dm +++ b/code/modules/clothing/spacesuits/rig/suits/alien.dm @@ -50,7 +50,7 @@ flags = PHORONGUARD item_flags = THICKMATERIAL siemens_coefficient = 0.2 - offline_slowdown = 5 + offline_slowdown = 2.5 allowed = list( /obj/item/weapon/gun, /obj/item/device/flashlight, diff --git a/code/modules/clothing/spacesuits/rig/suits/combat.dm b/code/modules/clothing/spacesuits/rig/suits/combat.dm index 57e5f6601a..214622881a 100644 --- a/code/modules/clothing/spacesuits/rig/suits/combat.dm +++ b/code/modules/clothing/spacesuits/rig/suits/combat.dm @@ -7,8 +7,8 @@ icon_state = "security_rig" suit_type = "combat hardsuit" armor = list(melee = 80, bullet = 65, laser = 50, energy = 15, bomb = 80, bio = 100, rad = 60) - slowdown = 1 - offline_slowdown = 3 + slowdown = 0.5 + offline_slowdown = 1.5 offline_vision_restriction = 1 helm_type = /obj/item/clothing/head/helmet/space/rig/combat @@ -46,8 +46,8 @@ icon_state = "military_rig" suit_type = "military hardsuit" armor = list(melee = 80, bullet = 70, laser = 55, energy = 15, bomb = 80, bio = 100, rad = 30) - slowdown = 1 - offline_slowdown = 3 + slowdown = 0.5 + offline_slowdown = 1.5 offline_vision_restriction = 1 allowed = list( /obj/item/device/flashlight, diff --git a/code/modules/clothing/spacesuits/rig/suits/merc.dm b/code/modules/clothing/spacesuits/rig/suits/merc.dm index 56435ff7f5..6dcb6bb264 100644 --- a/code/modules/clothing/spacesuits/rig/suits/merc.dm +++ b/code/modules/clothing/spacesuits/rig/suits/merc.dm @@ -8,8 +8,8 @@ icon_state = "merc_rig" suit_type = "crimson hardsuit" armor = list(melee = 80, bullet = 65, laser = 50, energy = 15, bomb = 80, bio = 100, rad = 60) - slowdown = 1 - offline_slowdown = 3 + slowdown = 0.5 + offline_slowdown = 1.5 offline_vision_restriction = 1 siemens_coefficient = 0.3 glove_type = /obj/item/clothing/gloves/gauntlets/rig/eva diff --git a/code/modules/clothing/spacesuits/rig/suits/robotics.dm b/code/modules/clothing/spacesuits/rig/suits/robotics.dm index 2c8ba637af..860ed2c6b8 100644 --- a/code/modules/clothing/spacesuits/rig/suits/robotics.dm +++ b/code/modules/clothing/spacesuits/rig/suits/robotics.dm @@ -6,8 +6,8 @@ icon_state = "void_explorer2" slot_flags = SLOT_BELT armor = list(melee = 40, bullet = 30, laser = 20, energy = 15, bomb = 30, bio = 100, rad = 50) - slowdown = 1 - offline_slowdown = 2 + slowdown = 0.5 + offline_slowdown = 1 offline_vision_restriction = 0 emp_protection = -20 siemens_coefficient= 0.75 diff --git a/code/modules/clothing/spacesuits/rig/suits/station.dm b/code/modules/clothing/spacesuits/rig/suits/station.dm index 0a7eab5cf0..e221f24862 100644 --- a/code/modules/clothing/spacesuits/rig/suits/station.dm +++ b/code/modules/clothing/spacesuits/rig/suits/station.dm @@ -68,8 +68,8 @@ desc = "A heavy, powerful hardsuit used by construction crews and mining corporations." icon_state = "engineering_rig" armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 50) - slowdown = 1 - offline_slowdown = 10 + slowdown = 0.5 + offline_slowdown = 5 offline_vision_restriction = 2 emp_protection = -20 siemens_coefficient= 0.75 @@ -109,7 +109,7 @@ icon_state = "eva_rig" armor = list(melee = 30, bullet = 10, laser = 20,energy = 25, bomb = 20, bio = 100, rad = 100) slowdown = 0 - offline_slowdown = 1 + offline_slowdown = 0.5 offline_vision_restriction = 1 siemens_coefficient= 0.75 @@ -199,7 +199,7 @@ desc = "An Anomalous Material Interaction hardsuit that protects against the strangest energies the universe can throw at it." icon_state = "science_rig" armor = list(melee = 45, bullet = 5, laser = 45, energy = 80, bomb = 60, bio = 100, rad = 100) - slowdown = 1 + slowdown = 0.5 offline_vision_restriction = 1 siemens_coefficient= 0.75 @@ -244,7 +244,7 @@ desc = "A durable suit designed for medical rescue in high risk areas." icon_state = "medical_rig" armor = list(melee = 30, bullet = 15, laser = 20, energy = 60, bomb = 30, bio = 100, rad = 100) - slowdown = 1 + slowdown = 0.5 offline_vision_restriction = 1 siemens_coefficient= 0.75 @@ -282,8 +282,8 @@ desc = "A Security hardsuit designed for prolonged EVA in dangerous environments." icon_state = "hazard_rig" armor = list(melee = 60, bullet = 40, laser = 30, energy = 15, bomb = 60, bio = 100, rad = 30) - slowdown = 1 - offline_slowdown = 3 + slowdown = 0.5 + offline_slowdown = 1.5 offline_vision_restriction = 1 siemens_coefficient= 0.7 diff --git a/code/modules/clothing/spacesuits/spacesuits.dm b/code/modules/clothing/spacesuits/spacesuits.dm index 280e0a9c98..88715f0372 100644 --- a/code/modules/clothing/spacesuits/spacesuits.dm +++ b/code/modules/clothing/spacesuits/spacesuits.dm @@ -76,7 +76,7 @@ item_flags = THICKMATERIAL body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency/oxygen,/obj/item/device/suit_cooling_unit) - slowdown = 3 + slowdown = 1.5 armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50) flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS diff --git a/code/modules/clothing/spacesuits/syndi.dm b/code/modules/clothing/spacesuits/syndi.dm index 9de95f3d6c..7ae8a87f68 100644 --- a/code/modules/clothing/spacesuits/syndi.dm +++ b/code/modules/clothing/spacesuits/syndi.dm @@ -12,7 +12,7 @@ desc = "A crimson spacesuit sporting clean lines and durable plating. Robust, reliable, and slightly suspicious." w_class = ITEMSIZE_NORMAL allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency/oxygen) - slowdown = 1 + slowdown = 0.5 armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30) siemens_coefficient = 0.6 diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm index 450db31f36..ec0b54befa 100644 --- a/code/modules/clothing/suits/armor.dm +++ b/code/modules/clothing/suits/armor.dm @@ -389,7 +389,7 @@ armor = list(melee = 40, bullet = 40, laser = 60, energy = 35, bomb = 30, bio = 0, rad = 0) cold_protection = UPPER_TORSO|LOWER_TORSO min_cold_protection_temperature = T0C - 20 - slowdown = 0.3 + slowdown = 0.5 /obj/item/clothing/suit/storage/vest/detective name = "detective armor vest" diff --git a/code/modules/clothing/under/accessories/armor.dm b/code/modules/clothing/under/accessories/armor.dm index 032830294c..79a603b9aa 100644 --- a/code/modules/clothing/under/accessories/armor.dm +++ b/code/modules/clothing/under/accessories/armor.dm @@ -63,7 +63,6 @@ desc = "A collection of black pouches that can be attached to a plate carrier. Carries up to four items." icon_state = "lpouches" slots = 4 - slowdown = 0.25 /obj/item/clothing/accessory/storage/pouches/large/blue desc = "A collection of blue pouches that can be attached to a plate carrier. Carries up to four items." @@ -134,7 +133,7 @@ name = "ballistic armor plate" desc = "A woven armor plate with additional plating, providing good protection against high-velocity trauma. Attaches to a plate carrier." icon_state = "armor_ballistic" - slowdown = 0.6 + slowdown = 0.5 armor = list(melee = 10, bullet = 70, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0) armorsoak = list(melee = 0, bullet = 10, laser = 0, energy = 5, bomb = 0, bio = 0, rad = 0) siemens_coefficient = 0.7 @@ -143,7 +142,7 @@ name = "riot armor plate" desc = "A thick armor plate with additional padding, providing good protection against low-velocity trauma. Attaches to a plate carrier." icon_state = "armor_riot" - slowdown = 0.6 + slowdown = 0.5 armor = list(melee = 70, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0) armorsoak = list(melee = 10, bullet = 0, laser = 0, energy = 5, bomb = 0, bio = 0, rad = 0) siemens_coefficient = 0.7 @@ -152,7 +151,7 @@ name = "ablative armor plate" desc = "A durasteel-scaled synthetic armor plate, providing good protection against lasers. Attaches to a plate carrier." icon_state = "armor_ablative" - slowdown = 0.6 + slowdown = 0.5 armor = list(melee = 10, bullet = 10, laser = 70, energy = 50, bomb = 0, bio = 0, rad = 0) armorsoak = list(melee = 0, bullet = 0, laser = 10, energy = 15, bomb = 0, bio = 0, rad = 0) siemens_coefficient = 0.1 diff --git a/code/modules/clothing/under/accessories/temperature/poncho.dm b/code/modules/clothing/under/accessories/temperature/poncho.dm index f1815760b8..0dbb48cefc 100644 --- a/code/modules/clothing/under/accessories/temperature/poncho.dm +++ b/code/modules/clothing/under/accessories/temperature/poncho.dm @@ -8,8 +8,6 @@ cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS heat_protection = UPPER_TORSO|LOWER_TORSO|ARMS - slowdown = 0.2 - min_cold_protection_temperature = T0C - 40 max_heat_protection_temperature = ARMOR_MAX_HEAT_PROTECTION_TEMPERATURE diff --git a/code/modules/fishing/fishing_net.dm b/code/modules/fishing/fishing_net.dm index ab1e35ea6a..aacab53155 100644 --- a/code/modules/fishing/fishing_net.dm +++ b/code/modules/fishing/fishing_net.dm @@ -14,7 +14,7 @@ w_class = ITEMSIZE_SMALL flags = NOBLUDGEON - slowdown = 0.25 + slowdown = 0.5 reach = 2 From 698060c382fc477702168f13ca6d0902a1db6d55 Mon Sep 17 00:00:00 2001 From: TheFurryFeline <38586851+TheFurryFeline@users.noreply.github.com> Date: Fri, 25 Jun 2021 16:58:17 -0400 Subject: [PATCH 2/7] Typo Fixy Title, for Kompot. --- code/modules/reagents/reagents/food_drinks.dm | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/code/modules/reagents/reagents/food_drinks.dm b/code/modules/reagents/reagents/food_drinks.dm index 5cbbd0bc8a..47d724f7a3 100644 --- a/code/modules/reagents/reagents/food_drinks.dm +++ b/code/modules/reagents/reagents/food_drinks.dm @@ -4123,7 +4123,7 @@ name = "Kompot" id = "kompot" description = "A traditional Eastern European beverage once used to preserve fruit in the 1980s" - taste_description = "refreshuingly sweet and fruity" + taste_description = "refreshingly sweet and fruity" color = "#ed9415" // rgb: 237, 148, 21 adj_drowsy = -1 adj_temp = -6 @@ -4140,4 +4140,4 @@ strength = 95 //It's just soda to Russians nutriment_factor = 2 glass_name = "kvass" - glass_desc = "A hearty glass of Slavic brew." \ No newline at end of file + glass_desc = "A hearty glass of Slavic brew." From 671b5e7ea40a569b54a2e09e4673b23107e83a70 Mon Sep 17 00:00:00 2001 From: Atermonera Date: Sun, 27 Jun 2021 22:45:23 -0700 Subject: [PATCH 3/7] Closet appearance decls correctly use the repository (#8154) * Closet appearance decls correctly use the repository * GET_DECL --- code/_helpers/global_lists.dm | 6 ------ code/datums/repositories/decls.dm | 3 +-- code/game/objects/structures/crates_lockers/__closets.dm | 2 +- code/global_init.dm | 1 - 4 files changed, 2 insertions(+), 10 deletions(-) diff --git a/code/_helpers/global_lists.dm b/code/_helpers/global_lists.dm index 9457af1e6b..2ba27dc1d0 100644 --- a/code/_helpers/global_lists.dm +++ b/code/_helpers/global_lists.dm @@ -25,9 +25,6 @@ var/global/list/joblist = list() //list of all jobstypes, minus borg and AI var/list/mannequins_ -// Closets have magic appearances -GLOBAL_LIST_EMPTY(closet_appearances) - // Times that players are allowed to respawn ("ckey" = world.time) GLOBAL_LIST_EMPTY(respawn_timers) @@ -218,9 +215,6 @@ var/global/list/string_slot_flags = list( for(var/alloytype in paths) GLOB.alloy_data += new alloytype() - //Closet appearances - GLOB.closet_appearances = decls_repository.get_decls_of_type(/decl/closet_appearance) - paths = typesof(/datum/sprite_accessory/ears) - /datum/sprite_accessory/ears for(var/path in paths) var/obj/item/clothing/head/instance = new path() diff --git a/code/datums/repositories/decls.dm b/code/datums/repositories/decls.dm index e6040a90dd..ef53abdc87 100644 --- a/code/datums/repositories/decls.dm +++ b/code/datums/repositories/decls.dm @@ -14,8 +14,7 @@ // III. Thou shalt not write a decl that relies on arguments supplied to New(). // IV. Thou shalt not call Initialize() on a /decl. -var/repository/decls/decls_repository // Initialiozed in /datum/global_init/New() - +var/repository/decls/decls_repository = new() /repository/decls var/list/fetched_decls var/list/fetched_decl_types diff --git a/code/game/objects/structures/crates_lockers/__closets.dm b/code/game/objects/structures/crates_lockers/__closets.dm index 85e45314de..9754fb6959 100644 --- a/code/game/objects/structures/crates_lockers/__closets.dm +++ b/code/game/objects/structures/crates_lockers/__closets.dm @@ -59,7 +59,7 @@ storage_capacity = content_size + 5 if(ispath(closet_appearance)) - var/decl/closet_appearance/app = GLOB.closet_appearances[closet_appearance] + var/decl/closet_appearance/app = GET_DECL(closet_appearance) if(app) icon = app.icon color = null diff --git a/code/global_init.dm b/code/global_init.dm index 9dfec91c01..c3f8056d95 100644 --- a/code/global_init.dm +++ b/code/global_init.dm @@ -21,7 +21,6 @@ var/global/datum/global_init/init = new () error_log = file("[log_path]-error.log") debug_log = file("[log_path]-debug.log") debug_log << "[log_end]\n[log_end]\nStarting up. [time_stamp()][log_end]\n---------------------[log_end]" - decls_repository = new() load_configuration() makeDatumRefLists() From 6782e64891e658dee550ced1d5965f1f118b48df Mon Sep 17 00:00:00 2001 From: Neerti Date: Mon, 28 Jun 2021 01:46:10 -0400 Subject: [PATCH 4/7] Adds optional area-based definition for outdoors-ness. (#8155) --- code/__defines/turfs.dm | 8 +++- code/controllers/subsystems/planets.dm | 2 +- code/game/objects/effects/step_triggers.dm | 2 +- code/game/turfs/simulated/floor_attackby.dm | 4 +- code/game/turfs/simulated/lava.dm | 2 +- .../game/turfs/simulated/outdoors/outdoors.dm | 38 ++++++++++++++----- code/game/turfs/simulated/outdoors/sky.dm | 2 +- code/game/turfs/simulated/wall_attacks.dm | 2 +- code/game/turfs/simulated/water.dm | 6 +-- code/modules/admin/verbs/lightning_strike.dm | 4 +- code/modules/flufftext/look_up.dm | 2 +- code/modules/mining/fulton.dm | 4 +- .../mob/living/carbon/human/human_movement.dm | 2 +- code/modules/planet/sif.dm | 12 +++--- code/modules/planet/weather.dm | 4 +- maps/southern_cross/southern_cross_areas.dm | 6 +++ maps/southern_cross/turfs/outdoors.dm | 6 +-- 17 files changed, 69 insertions(+), 37 deletions(-) diff --git a/code/__defines/turfs.dm b/code/__defines/turfs.dm index 6f44658f29..90333350fb 100644 --- a/code/__defines/turfs.dm +++ b/code/__defines/turfs.dm @@ -19,4 +19,10 @@ #define isCardinal(x) (x == NORTH || x == SOUTH || x == EAST || x == WEST) #define isDiagonal(x) (x == NORTHEAST || x == SOUTHEAST || x == NORTHWEST || x == SOUTHWEST) -#define FOOTSTEP_SPRITE_AMT 2 \ No newline at end of file +#define FOOTSTEP_SPRITE_AMT 2 + +// Used to designate if a turf (or its area) should initialize as outdoors or not. +#define OUTDOORS_YES 1 // This being 1 helps with backwards compatibility. +#define OUTDOORS_NO 0 // Ditto. +#define OUTDOORS_AREA -1 // If a turf has this, it will defer to the area's settings on init. + // Note that after init, it will be either YES or NO. \ No newline at end of file diff --git a/code/controllers/subsystems/planets.dm b/code/controllers/subsystems/planets.dm index d1c2de2410..4e41f10554 100644 --- a/code/controllers/subsystems/planets.dm +++ b/code/controllers/subsystems/planets.dm @@ -42,7 +42,7 @@ SUBSYSTEM_DEF(planets) return if(istype(T, /turf/unsimulated/wall/planetary)) P.planet_walls += T - else if(istype(T, /turf/simulated) && T.outdoors) + else if(istype(T, /turf/simulated) && T.outdoors == OUTDOORS_YES) P.planet_floors += T T.vis_contents |= P.weather_holder.visuals T.vis_contents |= P.weather_holder.special_visuals diff --git a/code/game/objects/effects/step_triggers.dm b/code/game/objects/effects/step_triggers.dm index 9813274ece..3cebb3082b 100644 --- a/code/game/objects/effects/step_triggers.dm +++ b/code/game/objects/effects/step_triggers.dm @@ -215,7 +215,7 @@ var/global/list/tele_landmarks = list() // Terrible, but the alternative is loop if(!istype(candidate) || istype(candidate, /turf/simulated/sky)) safety-- continue - else if(candidate && !candidate.outdoors) + else if(candidate && !candidate.outdoors == OUTDOORS_YES) safety-- continue else diff --git a/code/game/turfs/simulated/floor_attackby.dm b/code/game/turfs/simulated/floor_attackby.dm index 9aa7ecce6d..3c3d1adb92 100644 --- a/code/game/turfs/simulated/floor_attackby.dm +++ b/code/game/turfs/simulated/floor_attackby.dm @@ -45,10 +45,10 @@ return // Create a ceiling to shield from the weather - if(src.outdoors) + if(src.outdoors == OUTDOORS_YES) for(var/dir in cardinal) var/turf/A = get_step(src, dir) - if(A && !A.outdoors) + if(A && !A.outdoors == OUTDOORS_YES) if(expended_tile || R.use(1)) make_indoors() playsound(src, 'sound/weapons/Genhit.ogg', 50, 1) diff --git a/code/game/turfs/simulated/lava.dm b/code/game/turfs/simulated/lava.dm index 22b79272b8..4e293ac018 100644 --- a/code/game/turfs/simulated/lava.dm +++ b/code/game/turfs/simulated/lava.dm @@ -16,7 +16,7 @@ initial_flooring = /decl/flooring/lava // Defining this in case someone DOES step on lava and survive. Somehow. /turf/simulated/floor/lava/outdoors - outdoors = TRUE + outdoors = OUTDOORS_YES // For maximum pedantry. /turf/simulated/floor/lava/Initialize() diff --git a/code/game/turfs/simulated/outdoors/outdoors.dm b/code/game/turfs/simulated/outdoors/outdoors.dm index 5482fe8c58..8ffa4c8aeb 100644 --- a/code/game/turfs/simulated/outdoors/outdoors.dm +++ b/code/game/turfs/simulated/outdoors/outdoors.dm @@ -5,7 +5,12 @@ var/list/turf_edge_cache = list() // and if those adjacent turfs have a lower edge_blending_priority. var/edge_blending_priority = 0 // Outdoors var determines if the game should consider the turf to be 'outdoors', which controls certain things such as weather effects. - var/outdoors = FALSE + var/outdoors = OUTDOORS_AREA + +/area + // If a turf's `outdoors` variable is set to `OUTDOORS_AREA`, + // it will decide if it's outdoors or not when being initialized based on this var. + var/outdoors = OUTDOORS_NO /turf/simulated/floor/outdoors name = "generic ground" @@ -13,7 +18,7 @@ var/list/turf_edge_cache = list() icon = 'icons/turf/outdoors.dmi' icon_state = null edge_blending_priority = 1 - outdoors = TRUE // This variable is used for weather effects. + outdoors = OUTDOORS_YES // This variable is used for weather effects. can_dirty = FALSE // Looks hideous with dirt on it. can_build_into_floor = TRUE @@ -21,31 +26,46 @@ var/list/turf_edge_cache = list() var/list/turf_layers = list(/turf/simulated/floor/outdoors/rocks) /turf/simulated/floor/Initialize(mapload) - if(outdoors) + if(should_be_outdoors()) SSplanets.addTurf(src) . = ..() /turf/simulated/floor/Destroy() - if(outdoors) + if(should_be_outdoors()) SSplanets.removeTurf(src) return ..() +// Turfs can decide if they should be indoors or outdoors. +// By default they choose based on their area's setting. +// This helps cut down on ten billion `/outdoors` subtypes being needed. +/turf/simulated/proc/should_be_outdoors() + switch(outdoors) + if(OUTDOORS_YES) + return TRUE + if(OUTDOORS_NO) + return FALSE + if(OUTDOORS_AREA) + var/area/A = loc + if(A.outdoors == OUTDOORS_YES) + return TRUE + return FALSE + /turf/simulated/proc/make_outdoors() - if(outdoors) + if(outdoors == OUTDOORS_YES) return - outdoors = TRUE + outdoors = OUTDOORS_YES SSplanets.addTurf(src) /turf/simulated/proc/make_indoors() - if(!outdoors) + if(!outdoors == OUTDOORS_NO) return - outdoors = FALSE + outdoors = OUTDOORS_NO SSplanets.removeTurf(src) /turf/simulated/post_change() ..() // If it was outdoors and still is, it will not get added twice when the planet controller gets around to putting it in. - if(outdoors) + if(outdoors == OUTDOORS_YES) make_outdoors() else make_indoors() diff --git a/code/game/turfs/simulated/outdoors/sky.dm b/code/game/turfs/simulated/outdoors/sky.dm index 3188302288..2f9f8106bb 100644 --- a/code/game/turfs/simulated/outdoors/sky.dm +++ b/code/game/turfs/simulated/outdoors/sky.dm @@ -4,7 +4,7 @@ desc = "Hope you don't have a fear of heights." icon = 'icons/turf/floors.dmi' icon_state = "sky_slow" - outdoors = TRUE + outdoors = OUTDOORS_YES // Assume there's a vacuum for the purposes of avoiding active edges at initialization, as well as ZAS fun if a window breaks. oxygen = 0 diff --git a/code/game/turfs/simulated/wall_attacks.dm b/code/game/turfs/simulated/wall_attacks.dm index c3d1f1aa31..3a1e1224f5 100644 --- a/code/game/turfs/simulated/wall_attacks.dm +++ b/code/game/turfs/simulated/wall_attacks.dm @@ -171,7 +171,7 @@ return // Create a ceiling to shield from the weather - if(outdoors) + if(outdoors == OUTDOORS_YES) if(expended_tile || R.use(1)) // Don't need to check adjacent turfs for a wall, we're building on one make_indoors() if(!expended_tile) // Would've already played a sound diff --git a/code/game/turfs/simulated/water.dm b/code/game/turfs/simulated/water.dm index eaef2357b8..d1f0dd37dd 100644 --- a/code/game/turfs/simulated/water.dm +++ b/code/game/turfs/simulated/water.dm @@ -8,7 +8,7 @@ var/under_state = "rock" edge_blending_priority = -1 movement_cost = 4 - outdoors = TRUE + outdoors = OUTDOORS_YES layer = WATER_FLOOR_LAYER @@ -106,12 +106,12 @@ name = "pool" desc = "Don't worry, it's not closed." under_state = "pool" - outdoors = FALSE + outdoors = OUTDOORS_NO /turf/simulated/floor/water/deep/pool name = "deep pool" desc = "Don't worry, it's not closed." - outdoors = FALSE + outdoors = OUTDOORS_NO /mob/living/proc/can_breathe_water() return FALSE diff --git a/code/modules/admin/verbs/lightning_strike.dm b/code/modules/admin/verbs/lightning_strike.dm index ab84316054..6153884f59 100644 --- a/code/modules/admin/verbs/lightning_strike.dm +++ b/code/modules/admin/verbs/lightning_strike.dm @@ -40,13 +40,13 @@ for(var/obj/machinery/power/thing in range(LIGHTNING_REDIRECT_RANGE, T)) if(istype(thing, /obj/machinery/power/tesla_coil)) var/turf/simulated/coil_turf = get_turf(thing) - if(istype(coil_turf) && thing.anchored && coil_turf.outdoors) + if(istype(coil_turf) && thing.anchored && coil_turf.outdoors == OUTDOORS_YES) coil = thing break if(istype(thing, /obj/machinery/power/grounding_rod)) var/turf/simulated/rod_turf = get_turf(thing) - if(istype(rod_turf) && thing.anchored && rod_turf.outdoors) + if(istype(rod_turf) && thing.anchored && rod_turf.outdoors == OUTDOORS_YES) ground = thing if(coil) // Coil gets highest priority. diff --git a/code/modules/flufftext/look_up.dm b/code/modules/flufftext/look_up.dm index 6be3713c03..846925c4db 100644 --- a/code/modules/flufftext/look_up.dm +++ b/code/modules/flufftext/look_up.dm @@ -12,7 +12,7 @@ to_chat(usr, span("warning", "You appear to be in a place without any sort of concept of direction. You have bigger problems to worry about.")) return - if(!T.outdoors) // They're inside. + if(T.outdoors == OUTDOORS_NO) // They're inside. to_chat(usr, "You see nothing interesting.") return diff --git a/code/modules/mining/fulton.dm b/code/modules/mining/fulton.dm index d2bb572512..1c39b4f53a 100644 --- a/code/modules/mining/fulton.dm +++ b/code/modules/mining/fulton.dm @@ -43,7 +43,7 @@ var/global/list/total_extraction_beacons = list() return if(!can_use_indoors) var/turf/T = get_turf(A) - if(T && !T.outdoors) + if(T && T.outdoors == OUTDOORS_NO) to_chat(user, "[src] can only be used on things that are outdoors!") return if(!flag) @@ -146,7 +146,7 @@ var/global/list/total_extraction_beacons = list() /obj/item/fulton_core/attack_self(mob/user) var/turf/T = get_turf(user) - var/outdoors = T.outdoors + var/outdoors = T.outdoors == OUTDOORS_YES if(do_after(user,15,target = user) && !QDELETED(src) && outdoors) new /obj/structure/extraction_point(get_turf(user)) qdel(src) diff --git a/code/modules/mob/living/carbon/human/human_movement.dm b/code/modules/mob/living/carbon/human/human_movement.dm index 09f8fdd00c..6c6ea77f71 100644 --- a/code/modules/mob/living/carbon/human/human_movement.dm +++ b/code/modules/mob/living/carbon/human/human_movement.dm @@ -146,7 +146,7 @@ . += turf_move_cost // Wind makes it easier or harder to move, depending on if you're with or against the wind. - if(T.outdoors && (T.z <= SSplanets.z_to_planet.len)) + if((T.outdoors == OUTDOORS_YES) && (T.z <= SSplanets.z_to_planet.len)) var/datum/planet/P = SSplanets.z_to_planet[z] if(P) var/datum/weather_holder/WH = P.weather_holder diff --git a/code/modules/planet/sif.dm b/code/modules/planet/sif.dm index 4112659426..036306fe2d 100644 --- a/code/modules/planet/sif.dm +++ b/code/modules/planet/sif.dm @@ -299,7 +299,7 @@ var/datum/planet/sif/planet_sif = null for(var/mob/living/L as anything in living_mob_list) if(L.z in holder.our_planet.expected_z_levels) var/turf/T = get_turf(L) - if(!T.outdoors) + if(T.outdoors == OUTDOORS_NO) continue // They're indoors, so no need to rain on them. // If they have an open umbrella, it'll guard from rain @@ -352,7 +352,7 @@ var/datum/planet/sif/planet_sif = null for(var/mob/living/L as anything in living_mob_list) if(L.z in holder.our_planet.expected_z_levels) var/turf/T = get_turf(L) - if(!T.outdoors) + if(T.outdoors == OUTDOORS_NO) continue // They're indoors, so no need to rain on them. // If they have an open umbrella, it'll guard from rain @@ -410,7 +410,7 @@ var/datum/planet/sif/planet_sif = null for(var/mob/living/carbon/H as anything in human_mob_list) if(H.z in holder.our_planet.expected_z_levels) var/turf/T = get_turf(H) - if(!T.outdoors) + if(T.outdoors == OUTDOORS_NO) continue // They're indoors, so no need to pelt them with ice. // If they have an open umbrella, it'll guard from hail @@ -506,7 +506,7 @@ var/datum/planet/sif/planet_sif = null var/mob/living/L = thing if(L.z in holder.our_planet.expected_z_levels) var/turf/T = get_turf(L) - if(!T.outdoors) + if(T.outdoors == OUTDOORS_NO) continue // They're indoors, so no need to burn them with ash. L.inflict_heat_damage(rand(1, 3)) @@ -544,7 +544,7 @@ var/datum/planet/sif/planet_sif = null if(L.z in holder.our_planet.expected_z_levels) irradiate_nearby_turf(L) var/turf/T = get_turf(L) - if(!T.outdoors) + if(T.outdoors == OUTDOORS_NO) continue // They're indoors, so no need to irradiate them with fallout. L.rad_act(rand(direct_rad_low, direct_rad_high)) @@ -558,5 +558,5 @@ var/datum/planet/sif/planet_sif = null var/turf/T = pick(turfs) // We get one try per tick. if(!istype(T)) return - if(T.outdoors) + if(T.outdoors == OUTDOORS_YES) SSradiation.radiate(T, rand(fallout_rad_low, fallout_rad_high)) \ No newline at end of file diff --git a/code/modules/planet/weather.dm b/code/modules/planet/weather.dm index c5202ab067..e4230963d4 100644 --- a/code/modules/planet/weather.dm +++ b/code/modules/planet/weather.dm @@ -123,7 +123,7 @@ for(var/mob/M in player_list) // Don't need to care about clientless mobs. if(M.z in our_planet.expected_z_levels) var/turf/T = get_turf(M) - if(!T.outdoors) + if(T.outdoors == OUTDOORS_NO) continue to_chat(M, message) @@ -200,7 +200,7 @@ // Otherwise they should hear some sounds, depending on if they're inside or not. var/turf/T = get_turf(M) if(istype(T)) - if(T.outdoors) // Mob is currently outdoors. + if(T.outdoors == OUTDOORS_YES) // Mob is currently outdoors. hear_outdoor_sounds(M, TRUE) hear_indoor_sounds(M, FALSE) diff --git a/maps/southern_cross/southern_cross_areas.dm b/maps/southern_cross/southern_cross_areas.dm index 94d357763b..4d9c76f95f 100644 --- a/maps/southern_cross/southern_cross_areas.dm +++ b/maps/southern_cross/southern_cross_areas.dm @@ -61,6 +61,7 @@ ambience = AMBIENCE_SIF always_unpowered = TRUE flags = AREA_FLAG_IS_NOT_PERSISTENT + outdoors = OUTDOORS_YES // The area near the outpost, so POIs don't show up right next to the outpost. /area/surface/outside/plains/outpost @@ -163,10 +164,12 @@ /area/surface/outpost/mining_main name = "North Mining Outpost" icon_state = "outpost_mine_main" + outdoors = OUTDOORS_NO /area/surface/outpost/mining_main/exterior name = "North Mining Outpost Exterior" icon_state = "outpost_mine_main" + outdoors = OUTDOORS_YES /area/surface/outpost/mining_main/crew_area name = "North Mining Crew Area" @@ -205,6 +208,7 @@ /area/surface/outpost/research icon_state = "outpost_research" + outdoors = OUTDOORS_NO /area/surface/outpost/research/xenoresearch name = "\improper Xenoresearch" @@ -291,6 +295,7 @@ /area/surface/outpost/main name = "\improper Main Outpost" icon_state = "Sleep" + outdoors = OUTDOORS_NO /area/surface/outpost/main/gen_room name = "\improper Main Outpost SMES" @@ -371,6 +376,7 @@ /area/outpost/mining_station icon_state = "outpost_mine_main" name = "Mining Station" + outdoors = OUTDOORS_NO /area/outpost/mining_station/dorms name = "Mining Station Dormitory" diff --git a/maps/southern_cross/turfs/outdoors.dm b/maps/southern_cross/turfs/outdoors.dm index 167b1256f5..7f7b39fc4a 100644 --- a/maps/southern_cross/turfs/outdoors.dm +++ b/maps/southern_cross/turfs/outdoors.dm @@ -24,19 +24,19 @@ oxygen = MOLES_O2SIF nitrogen = MOLES_N2SIF temperature = TEMPERATURE_SIF - outdoors = TRUE + outdoors = OUTDOORS_YES /turf/simulated/floor/tiled/steel/sif/planetuse oxygen = MOLES_O2SIF nitrogen = MOLES_N2SIF temperature = TEMPERATURE_SIF - outdoors = TRUE + outdoors = OUTDOORS_YES /turf/simulated/floor/plating/sif/planetuse oxygen = MOLES_O2SIF nitrogen = MOLES_N2SIF temperature = TEMPERATURE_SIF - outdoors = TRUE + outdoors = OUTDOORS_YES /turf/simulated/floor/outdoors/snow/sif/planetuse oxygen = MOLES_O2SIF From 80c6493979b9c8fc53ec543a876c0107e204cdef Mon Sep 17 00:00:00 2001 From: Novacat <35587478+Novacat@users.noreply.github.com> Date: Mon, 28 Jun 2021 01:49:52 -0400 Subject: [PATCH 5/7] Medicine Tweaks (#8157) * Medicine Tweaks Mostly, these are based off of notes I have been collecting over the past year or so, and I just got the motivation to actually act on those notes. - Adminordrazine buffed again - Myelamine buffed slightly, to reduce the chances of a standard clotting injector failing to treat IB - Bicaridine Overdose slightly more effective at treating IB - Inaprovaline metabolizes slower, to make it more useful in its role of patient stabilization - Bone repair autoinjector changed to a 5u autoinjector with 5u of osteodaxon. Considering how osteodaxon works, 10u is overkill and leaves the patient feeling the side effects for longer than they should. - Clone loss autoinjector added, patterned off the new bone repair autoinjector. 5u of Rezadone to deal with clone loss. Added to uplink as well as random unknown autoinjector spawners. * Adjusted percentages and comments * More Tweaks --- code/datums/uplink/medical.dm | 13 ++++++++++++- .../objects/items/weapons/storage/firstaid.dm | 2 +- .../items/weapons/storage/quickdraw.dm | 15 ++++++++++++--- .../objects/random/unidentified/medicine.dm | 19 ++++++++++++------- .../reagents/reagent_containers/hypospray.dm | 16 +++++++++++----- .../unidentified_hypospray.dm | 12 ++++++++---- code/modules/reagents/reagents/medicine.dm | 10 +++++----- code/modules/reagents/reagents/other.dm | 18 ++++++++++++------ 8 files changed, 73 insertions(+), 32 deletions(-) diff --git a/code/datums/uplink/medical.dm b/code/datums/uplink/medical.dm index 0657b62b2e..c7b0b0d123 100644 --- a/code/datums/uplink/medical.dm +++ b/code/datums/uplink/medical.dm @@ -33,7 +33,12 @@ /datum/uplink_item/item/medical/bonemeds name = "Bone Repair injector" item_cost = 10 - path = /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed + path = /obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed + +/datum/uplink_item/item/medical/clonemeds + name = "Clone injector" + item_cost = 15 + path = /obj/item/weapon/reagent_containers/hypospray/autoinjector/clonemed /datum/uplink_item/item/medical/bonemeds_case name = "Bone Repair case" @@ -41,6 +46,12 @@ desc = "A case of three osteodaxon injectors. Can rapidly remove and stow up to six injectors." path = /obj/item/weapon/storage/quickdraw/syringe_case/bonemed +/datum/uplink_item/item/medical/clonemeds_case + name = "Clone case" + item_cost = 30 + desc = "A case of three rezadone injectors. Can rapidly remove and stow up to six injectors." + path = /obj/item/weapon/storage/quickdraw/syringe_case/clonemed + /datum/uplink_item/item/medical/ambrosiadeusseeds name = "Box of 7x ambrosia deus seed packets" item_cost = 10 diff --git a/code/game/objects/items/weapons/storage/firstaid.dm b/code/game/objects/items/weapons/storage/firstaid.dm index 487cc3867c..be8f524f6c 100644 --- a/code/game/objects/items/weapons/storage/firstaid.dm +++ b/code/game/objects/items/weapons/storage/firstaid.dm @@ -163,7 +163,7 @@ name = "bone repair kit" desc = "Contains chemicals to mend broken bones." max_storage_space = ITEMSIZE_COST_SMALL * 7 - starts_with = list(/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed = 8) + starts_with = list(/obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed = 8) /* * Pill Bottles diff --git a/code/game/objects/items/weapons/storage/quickdraw.dm b/code/game/objects/items/weapons/storage/quickdraw.dm index a2094f50fd..aac45089ef 100644 --- a/code/game/objects/items/weapons/storage/quickdraw.dm +++ b/code/game/objects/items/weapons/storage/quickdraw.dm @@ -92,7 +92,16 @@ desc = "A small case for safely carrying sharps around. This one is deluxe!" max_w_class = ITEMSIZE_SMALL starts_with = list( - /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed, - /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed, - /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed + /obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed, + /obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed, + /obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed + ) + +/obj/item/weapon/storage/quickdraw/syringe_case/clonemed + desc = "A small case for safely carrying sharps around. This one is deluxe!" + max_w_class = ITEMSIZE_SMALL + starts_with = list( + /obj/item/weapon/reagent_containers/hypospray/autoinjector/clonemed, + /obj/item/weapon/reagent_containers/hypospray/autoinjector/clonemed, + /obj/item/weapon/reagent_containers/hypospray/autoinjector/clonemed ) diff --git a/code/game/objects/random/unidentified/medicine.dm b/code/game/objects/random/unidentified/medicine.dm index 73d3333681..daee33e6f4 100644 --- a/code/game/objects/random/unidentified/medicine.dm +++ b/code/game/objects/random/unidentified/medicine.dm @@ -19,6 +19,8 @@ much more likely to show up. This is done for several purposes; /obj/random/unidentified_medicine/item_to_spawn() return pick( + /obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed/unidentified, + /obj/item/weapon/reagent_containers/hypospray/autoinjector/clonemed/unidentified, /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/brute/unidentified, /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/burn/unidentified, /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/toxin/unidentified, @@ -27,7 +29,6 @@ much more likely to show up. This is done for several purposes; /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/pain/unidentified, /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/organ/unidentified, /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/clotting/unidentified, - /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed/unidentified, /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/combat/unidentified, /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/healing_nanites/unidentified, /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/stimm/unidentified, @@ -62,9 +63,11 @@ much more likely to show up. This is done for several purposes; // Medicine belonging to a place still being occupied (or was recently), meaning the goods might still be fresh, and better. /obj/random/unidentified_medicine/fresh_medicine/item_to_spawn() // More likely to get something good, and a chance to get rare medicines. - // 75 Good, 25 Bad. 75% chance of getting something good. + // 80 Good, 25 Bad. 76% chance of getting something good. // Good odds, but the contents aren't super great unless someone gets lucky. return pick( + prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed/unidentified, + prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/clonemed/unidentified, prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/brute/unidentified, prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/burn/unidentified, prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/toxin/unidentified, @@ -73,7 +76,6 @@ much more likely to show up. This is done for several purposes; prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/pain/unidentified, prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/organ/unidentified, prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/clotting/unidentified, - prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed/unidentified, prob(25);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/expired/unidentified) // For military PoIs like BSD. High odds of good loot since those PoIs are really hard. @@ -82,12 +84,13 @@ much more likely to show up. This is done for several purposes; // 75 Good, 30 Bad, roughly 71.4% chance to get something good. // Very high but very hard to reach and still has a chance of ending poorly if injecting blind. return pick( + prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed/unidentified, + prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/clonemed/unidentified, prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/brute/unidentified, prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/burn/unidentified, prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/pain/unidentified, prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/organ/unidentified, prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/clotting/unidentified, - prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed/unidentified, prob(30);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/combat/unidentified, prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/soporific/unidentified, prob(30);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/cyanide/unidentified) @@ -95,13 +98,14 @@ much more likely to show up. This is done for several purposes; // Hyposprays found inside various illicit places. /obj/random/unidentified_medicine/drug_den/item_to_spawn() // Combat stims are common, but so are nasty drugs. - // 65 Good, 160 Bad, roughly 28.8% to get something good. + // 70 Good, 160 Bad, roughly 30% to get something good. // Poor odds, but there are a lot of these scattered in the drug dens and illegal chem labs. return pick( + prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed/unidentified, + prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/clonemed/unidentified, prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/pain/unidentified, prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/organ/unidentified, prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/clotting/unidentified, - prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed/unidentified, prob(40);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/combat/unidentified, prob(20);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/stimm/unidentified, prob(20);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/space_drugs/unidentified, @@ -120,9 +124,10 @@ much more likely to show up. This is done for several purposes; // 45 Good, 45 Bad, 50% chance to get something good. // Do you feel lucky? return pick( + prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed/unidentified, + prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/clonemed/unidentified, prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/organ/unidentified, prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/clotting/unidentified, - prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed/unidentified, prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/combat/unidentified, prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/healing_nanites/unidentified, prob(20);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/contaminated/unidentified, diff --git a/code/modules/reagents/reagent_containers/hypospray.dm b/code/modules/reagents/reagent_containers/hypospray.dm index b32deb21a3..151e76f92e 100644 --- a/code/modules/reagents/reagent_containers/hypospray.dm +++ b/code/modules/reagents/reagent_containers/hypospray.dm @@ -179,6 +179,17 @@ icon_state = "green" filled_reagents = list("anti_toxin" = 5) +//Special autoinjectors, while having potent chems like the 15u ones, the chems are usually potent enough that 5u is enough +/obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed + name = "bone repair injector" + desc = "A rapid and safe way to administer small amounts of drugs by untrained or trained personnel. This one excels at treating damage to bones." + filled_reagents = list("osteodaxon" = 5) + +/obj/item/weapon/reagent_containers/hypospray/autoinjector/clonemed + name = "clone injector" + desc = "A rapid and safe way to administer small amounts of drugs by untrained or trained personnel. This one excels at treating genetic damage." + filled_reagents = list("rezadone" = 5) + // These have a 15u capacity, somewhat higher tech level, and generally more useful chems, but are otherwise the same as the regular autoinjectors. /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector name = "empty hypo" @@ -240,11 +251,6 @@ desc = "A refined version of the standard autoinjector, allowing greater capacity. This variant excels at treating bleeding wounds and internal bleeding." filled_reagents = list("inaprovaline" = 5, "myelamine" = 10) -/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed - name = "bone repair injector" - desc = "A refined version of the standard autoinjector, allowing greater capacity. This one excels at treating damage to bones." - filled_reagents = list("inaprovaline" = 5, "osteodaxon" = 10) - /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/glucose name = "glucose hypo" desc = "A hypoinjector filled with glucose, used for critically malnourished patients and voidsuited workers." diff --git a/code/modules/reagents/reagent_containers/unidentified_hypospray.dm b/code/modules/reagents/reagent_containers/unidentified_hypospray.dm index 496e694cbc..1a3412dbe7 100644 --- a/code/modules/reagents/reagent_containers/unidentified_hypospray.dm +++ b/code/modules/reagents/reagent_containers/unidentified_hypospray.dm @@ -5,6 +5,14 @@ identity_type = /datum/identification/hypo // The good. +/obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed/unidentified + init_hide_identity = TRUE + flags = 0 + +/obj/item/weapon/reagent_containers/hypospray/autoinjector/clonemed/unidentified + init_hide_identity = TRUE + flags = 0 + /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/brute/unidentified init_hide_identity = TRUE flags = 0 @@ -37,10 +45,6 @@ init_hide_identity = TRUE flags = 0 -/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed/unidentified - init_hide_identity = TRUE - flags = 0 - /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/combat/unidentified init_hide_identity = TRUE flags = 0 diff --git a/code/modules/reagents/reagents/medicine.dm b/code/modules/reagents/reagents/medicine.dm index 4447312e88..78a23936b4 100644 --- a/code/modules/reagents/reagents/medicine.dm +++ b/code/modules/reagents/reagents/medicine.dm @@ -8,7 +8,7 @@ reagent_state = LIQUID color = "#00BFFF" overdose = REAGENTS_OVERDOSE * 2 - metabolism = REM * 0.5 + metabolism = REM * 0.2 scannable = 1 /datum/reagent/inaprovaline/affect_blood(var/mob/living/carbon/M, var/alien, var/removed) @@ -24,9 +24,9 @@ reagent_state = LIQUID color = "#00BFFF" overdose = REAGENTS_OVERDOSE * 2 - metabolism = REM * 0.5 + metabolism = REM * 0.2 scannable = 1 - touch_met = REM * 0.75 + touch_met = REM * 0.3 can_overdose_touch = TRUE /datum/reagent/inaprovaline/topical/affect_blood(var/mob/living/carbon/M, var/alien, var/removed) @@ -60,7 +60,7 @@ /datum/reagent/bicaridine/overdose(var/mob/living/carbon/M, var/alien, var/removed) ..() - var/wound_heal = 1.5 * removed + var/wound_heal = 2.5 * removed M.eye_blurry = min(M.eye_blurry + wound_heal, 250) if(ishuman(M)) var/mob/living/carbon/human/H = M @@ -730,7 +730,7 @@ overdose = REAGENTS_OVERDOSE * 0.5 overdose_mod = 1.5 scannable = 1 - var/repair_strength = 3 + var/repair_strength = 5 /datum/reagent/myelamine/affect_blood(var/mob/living/carbon/M, var/alien, var/removed) if(alien == IS_DIONA) diff --git a/code/modules/reagents/reagents/other.dm b/code/modules/reagents/reagents/other.dm index 9e83c720bc..a479b7ada5 100644 --- a/code/modules/reagents/reagents/other.dm +++ b/code/modules/reagents/reagents/other.dm @@ -167,7 +167,7 @@ taste_description = "bwoink" reagent_state = LIQUID color = "#C8A5DC" - affects_dead = 1 //This can even heal dead people. + affects_dead = TRUE //This can even heal dead people. metabolism = 0.1 mrate_static = TRUE //Just in case @@ -178,11 +178,10 @@ affect_blood(M, alien, removed) /datum/reagent/adminordrazine/affect_blood(var/mob/living/carbon/M, var/alien, var/removed) - M.setCloneLoss(0) - M.setOxyLoss(0) - M.radiation = 0 - M.heal_organ_damage(20,20) - M.adjustToxLoss(-20) + M.heal_organ_damage(40,40) + M.adjustCloneLoss(-40) + M.adjustToxLoss(-40) + M.adjustOxyLoss(-300) M.hallucination = 0 M.setBrainLoss(0) M.disabilities = 0 @@ -202,6 +201,10 @@ M.radiation = 0 M.ExtinguishMob() M.fire_stacks = 0 + M.add_chemical_effect(CE_ANTIBIOTIC, ANTIBIO_SUPER) + M.add_chemical_effect(CE_STABLE, 15) + M.add_chemical_effect(CE_PAINKILLER, 200) + M.remove_a_modifier_of_type(/datum/modifier/poisoned) if(M.bodytemperature > 310) M.bodytemperature = max(310, M.bodytemperature - (40 * TEMPERATURE_DAMAGE_COEFFICIENT)) else if(M.bodytemperature < 311) @@ -209,6 +212,9 @@ if(ishuman(M)) var/mob/living/carbon/human/H = M var/wound_heal = 5 + for(var/obj/item/organ/I in H.internal_organs) + if(I.damage > 0) //Adminordrazine heals even robits, it is magic + I.damage = max(I.damage - wound_heal, 0) for(var/obj/item/organ/external/O in H.bad_external_organs) if(O.status & ORGAN_BROKEN) O.mend_fracture() //Only works if the bone won't rebreak, as usual From 959511918c3bbcc2c4a35e0f18da429690800c17 Mon Sep 17 00:00:00 2001 From: Atermonera Date: Tue, 29 Jun 2021 20:28:16 -0700 Subject: [PATCH 6/7] Replaces DEFAULT_WALL_MATERIAL with MAT_STEEL, where applicable (#8156) * Replaces DEFAULT_WALL_MATERIAL with MAT_STEEL, where applicable * floorbot compiles --- code/__defines/materials.dm | 6 +- code/datums/autolathe/arms.dm | 4 +- code/datums/autolathe/devices.dm | 2 +- code/datums/autolathe/general.dm | 2 +- code/datums/autolathe/tools.dm | 2 +- code/defines/obj/weapon.dm | 72 +++--- code/game/gamemodes/nuclear/pinpointer.dm | 2 +- code/game/gamemodes/objective.dm | 2 +- code/game/machinery/autolathe.dm | 8 +- code/game/machinery/bioprinter.dm | 2 +- code/game/machinery/camera/camera_assembly.dm | 2 +- code/game/machinery/fire_alarm.dm | 2 +- code/game/machinery/pipe/pipelayer.dm | 14 +- code/game/machinery/portable_turret.dm | 4 +- code/game/machinery/robot_fabricator.dm | 4 +- code/game/mecha/mech_fabricator.dm | 2 +- code/game/mecha/mech_prosthetics.dm | 2 +- code/game/mecha/mecha_parts.dm | 14 +- .../devices/communicator/communicator.dm | 2 +- code/game/objects/items/devices/debugger.dm | 2 +- code/game/objects/items/devices/flashlight.dm | 4 +- code/game/objects/items/devices/gps.dm | 2 +- code/game/objects/items/devices/multitool.dm | 2 +- code/game/objects/items/devices/powersink.dm | 2 +- .../items/devices/radio/electropack.dm | 2 +- .../objects/items/devices/radio/headset.dm | 2 +- .../game/objects/items/devices/radio/radio.dm | 2 +- code/game/objects/items/devices/scanners.dm | 10 +- code/game/objects/items/devices/t_scanner.dm | 8 +- .../objects/items/devices/taperecorder.dm | 4 +- code/game/objects/items/robot/robot_parts.dm | 2 +- code/game/objects/items/weapons/RCD.dm | 2 +- code/game/objects/items/weapons/canes.dm | 2 +- .../circuitboards/computer/camera_monitor.dm | 2 +- .../items/weapons/circuitboards/frame.dm | 30 +-- .../circuitboards/machinery/engineering.dm | 2 +- .../machinery/kitchen_appliances.dm | 6 +- .../circuitboards/machinery/papershredder.dm | 2 +- .../objects/items/weapons/extinguisher.dm | 2 +- .../objects/items/weapons/flamethrower.dm | 2 +- code/game/objects/items/weapons/handcuffs.dm | 2 +- .../items/weapons/implants/implanter.dm | 2 +- .../objects/items/weapons/material/knives.dm | 2 +- .../items/weapons/material/material_armor.dm | 4 +- .../weapons/material/material_weapons.dm | 2 +- code/game/objects/items/weapons/paint.dm | 2 +- code/game/objects/items/weapons/shields.dm | 2 +- .../objects/items/weapons/surgery_tools.dm | 14 +- .../objects/items/weapons/teleportation.dm | 4 +- .../objects/items/weapons/tools/crowbar.dm | 2 +- .../items/weapons/tools/screwdriver.dm | 4 +- .../items/weapons/tools/weldingtool.dm | 8 +- .../items/weapons/tools/wirecutters.dm | 2 +- .../objects/items/weapons/tools/wrench.dm | 4 +- code/game/objects/items/weapons/traps.dm | 2 +- code/game/objects/items/weapons/trays.dm | 2 +- code/modules/assembly/assembly.dm | 2 +- code/modules/assembly/igniter.dm | 2 +- code/modules/assembly/infrared.dm | 2 +- code/modules/assembly/mousetrap.dm | 2 +- code/modules/assembly/proximity.dm | 2 +- code/modules/assembly/signaler.dm | 2 +- code/modules/assembly/timer.dm | 2 +- code/modules/assembly/voice.dm | 2 +- code/modules/clothing/glasses/glasses.dm | 2 +- code/modules/clothing/gloves/miscellaneous.dm | 2 +- code/modules/clothing/head/misc.dm | 2 +- code/modules/clothing/head/misc_special.dm | 2 +- code/modules/clothing/rings/material.dm | 2 +- code/modules/clothing/spacesuits/breaches.dm | 4 +- .../spacesuits/rig/modules/modules.dm | 2 +- .../clothing/under/accessories/accessory.dm | 2 +- code/modules/detectivework/tools/uvlight.dm | 2 +- code/modules/economy/mint.dm | 8 +- .../integrated_electronics/core/printer.dm | 2 +- code/modules/materials/materials/glass.dm | 4 +- .../materials/materials/holographic.dm | 8 +- .../materials/materials/metals/plasteel.dm | 2 +- .../materials/materials/metals/steel.dm | 2 +- code/modules/materials/sheets/metals/metal.dm | 4 +- code/modules/materials/sheets/metals/rods.dm | 2 +- code/modules/mining/alloys.dm | 2 +- code/modules/mining/drilling/scanner.dm | 4 +- code/modules/mining/mine_items.dm | 4 +- code/modules/mob/living/bot/floorbot.dm | 36 +-- .../mob/living/silicon/robot/analyzer.dm | 2 +- .../mob/living/silicon/robot/component.dm | 2 +- code/modules/paperwork/pen.dm | 2 +- code/modules/paperwork/photography.dm | 2 +- code/modules/paperwork/stamps.dm | 2 +- code/modules/power/antimatter/shielding.dm | 2 +- code/modules/power/cable.dm | 4 +- code/modules/power/cell.dm | 2 +- code/modules/power/cells/esoteric_cells.dm | 2 +- code/modules/power/cells/power_cells.dm | 14 +- code/modules/power/lighting.dm | 2 +- code/modules/power/singularity/emitter.dm | 2 +- .../modules/power/tesla/telsa_construction.dm | 2 +- code/modules/projectiles/ammunition.dm | 2 +- .../projectiles/ammunition/magazines.dm | 72 +++--- .../projectiles/ammunition/magnetic.dm | 2 +- code/modules/projectiles/ammunition/rounds.dm | 76 +++---- code/modules/projectiles/gun.dm | 2 +- code/modules/projectiles/guns/energy/laser.dm | 6 +- code/modules/projectiles/guns/energy/stun.dm | 4 +- .../guns/launcher/grenade_launcher.dm | 2 +- .../projectiles/guns/launcher/pneumatic.dm | 2 +- .../projectiles/guns/launcher/syringe_gun.dm | 4 +- .../guns/magnetic/magnetic_construction.dm | 2 +- code/modules/projectiles/guns/projectile.dm | 2 +- .../reagents/reagent_containers/glass.dm | 4 +- .../reagents/reagent_containers/spray.dm | 2 +- .../recycling/disposal-construction.dm | 2 +- code/modules/research/circuitprinter.dm | 2 +- code/modules/research/designs/HUDs.dm | 2 +- code/modules/research/designs/ai_holders.dm | 8 +- code/modules/research/designs/beakers.dm | 4 +- code/modules/research/designs/bio_devices.dm | 8 +- .../research/designs/circuit_assembly.dm | 20 +- code/modules/research/designs/engineering.dm | 14 +- code/modules/research/designs/implants.dm | 2 +- .../research/designs/locator_devices.dm | 6 +- code/modules/research/designs/medical.dm | 22 +- code/modules/research/designs/mining_toys.dm | 10 +- code/modules/research/designs/misc.dm | 16 +- .../research/designs/modular_computer.dm | 44 ++-- code/modules/research/designs/pdas.dm | 4 +- code/modules/research/designs/power_cells.dm | 12 +- code/modules/research/designs/stock_parts.dm | 54 ++--- .../research/designs/subspace_parts.dm | 10 +- code/modules/research/designs/tech_disks.dm | 4 +- code/modules/research/designs/uncommented.dm | 2 +- code/modules/research/designs/weapons.dm | 48 ++-- .../modules/research/designs/xenoarch_toys.dm | 6 +- code/modules/research/designs/xenobio_toys.dm | 6 +- code/modules/research/mechfab_designs.dm | 210 +++++++++--------- code/modules/research/prosfab_designs.dm | 100 ++++----- code/modules/research/protolathe.dm | 2 +- code/modules/research/research.dm | 4 +- code/modules/tables/presets.dm | 28 +-- code/modules/tables/tables.dm | 2 +- .../xenoarcheaology/finds/find_spawning.dm | 10 +- code/modules/xenoarcheaology/tools/tools.dm | 10 +- 143 files changed, 654 insertions(+), 652 deletions(-) diff --git a/code/__defines/materials.dm b/code/__defines/materials.dm index f62d800516..8a8a337eeb 100644 --- a/code/__defines/materials.dm +++ b/code/__defines/materials.dm @@ -1,6 +1,3 @@ -#define DEFAULT_TABLE_MATERIAL "plastic" -#define DEFAULT_WALL_MATERIAL "steel" - #define MAT_IRON "iron" #define MAT_MARBLE "marble" #define MAT_STEEL "steel" @@ -47,6 +44,9 @@ #define MAT_BOROSILICATE "borosilicate glass" #define MAT_SANDSTONE "sandstone" +#define DEFAULT_TABLE_MATERIAL MAT_PLASTIC +#define DEFAULT_WALL_MATERIAL MAT_STEEL + #define SHARD_SHARD "shard" #define SHARD_SHRAPNEL "shrapnel" #define SHARD_STONE_PIECE "piece" diff --git a/code/datums/autolathe/arms.dm b/code/datums/autolathe/arms.dm index 7dbade7561..8309f5e7a3 100644 --- a/code/datums/autolathe/arms.dm +++ b/code/datums/autolathe/arms.dm @@ -74,13 +74,13 @@ name = "pistol magazine (.45 armor piercing)" path =/obj/item/ammo_magazine/m45/ap hidden = 1 - resources = list(DEFAULT_WALL_MATERIAL = 500, MAT_PLASTEEL = 300) + resources = list(MAT_STEEL = 500, MAT_PLASTEEL = 300) /datum/category_item/autolathe/arms/pistol_45hp name = "pistol magazine (.45 hollowpoint)" path =/obj/item/ammo_magazine/m45/hp hidden = 1 - resources = list(DEFAULT_WALL_MATERIAL = 500, MAT_PLASTIC = 200) + resources = list(MAT_STEEL = 500, MAT_PLASTIC = 200) /datum/category_item/autolathe/arms/pistol_45uzi name = "uzi magazine (.45)" diff --git a/code/datums/autolathe/devices.dm b/code/datums/autolathe/devices.dm index eed4839159..1196df5342 100644 --- a/code/datums/autolathe/devices.dm +++ b/code/datums/autolathe/devices.dm @@ -30,7 +30,7 @@ name = "barbed wire" path = /obj/item/weapon/material/barbedwire hidden = 1 - resources = list(DEFAULT_WALL_MATERIAL = 10000) + resources = list(MAT_STEEL = 10000) /datum/category_item/autolathe/devices/electropack name = "electropack" diff --git a/code/datums/autolathe/general.dm b/code/datums/autolathe/general.dm index 8c2846445a..4b59e4b0cd 100644 --- a/code/datums/autolathe/general.dm +++ b/code/datums/autolathe/general.dm @@ -126,7 +126,7 @@ /datum/category_item/autolathe/general/idcard name = "ID Card" path = /obj/item/weapon/card/id - resources = list(DEFAULT_WALL_MATERIAL = 100, MAT_GLASS = 100, MAT_PLASTIC = 300) + resources = list(MAT_STEEL = 100, MAT_GLASS = 100, MAT_PLASTIC = 300) man_rating = 2 /datum/category_item/autolathe/general/handcuffs diff --git a/code/datums/autolathe/tools.dm b/code/datums/autolathe/tools.dm index 9b88a496fa..be182c0713 100644 --- a/code/datums/autolathe/tools.dm +++ b/code/datums/autolathe/tools.dm @@ -56,6 +56,6 @@ /datum/category_item/autolathe/tools/spraynozzle name = "spray nozzle" path = /obj/item/weapon/reagent_containers/spray - resources = list(MAT_PLASTIC = 5000, DEFAULT_WALL_MATERIAL = 2000) + resources = list(MAT_PLASTIC = 5000, MAT_STEEL = 2000) hidden = 1 man_rating = 2 diff --git a/code/defines/obj/weapon.dm b/code/defines/obj/weapon.dm index 71a2c45a07..6ad710e976 100644 --- a/code/defines/obj/weapon.dm +++ b/code/defines/obj/weapon.dm @@ -150,7 +150,7 @@ w_class = ITEMSIZE_SMALL throw_speed = 4 throw_range = 20 - matter = list(DEFAULT_WALL_MATERIAL = 100) + matter = list(MAT_STEEL = 100) origin_tech = list(TECH_MAGNET = 1) drop_sound = 'sound/items/drop/device.ogg' pickup_sound = 'sound/items/pickup/device.ogg' @@ -215,7 +215,7 @@ icon_state = "power_mod" item_state = "std_mod" desc = "Heavy-duty switching circuits for power control." - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) /obj/item/weapon/module/id_auth name = "\improper ID authentication module" @@ -385,7 +385,7 @@ desc = "A basic capacitor used in the construction of a variety of devices." icon_state = "capacitor" origin_tech = list(TECH_POWER = 1) - matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50) + matter = list(MAT_STEEL = 50,"glass" = 50) var/charge = 0 var/max_charge = 1000 @@ -410,28 +410,28 @@ desc = "A compact, high resolution scanning module used in the construction of certain devices." icon_state = "scan_module" origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) + matter = list(MAT_STEEL = 50,"glass" = 20) /obj/item/weapon/stock_parts/manipulator name = "micro-manipulator" desc = "A tiny little manipulator used in the construction of certain devices." icon_state = "micro_mani" origin_tech = list(TECH_MATERIAL = 1, TECH_DATA = 1) - matter = list(DEFAULT_WALL_MATERIAL = 30) + matter = list(MAT_STEEL = 30) /obj/item/weapon/stock_parts/micro_laser name = "micro-laser" desc = "A tiny laser used in certain devices." icon_state = "micro_laser" origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20) + matter = list(MAT_STEEL = 10,"glass" = 20) /obj/item/weapon/stock_parts/matter_bin name = "matter bin" desc = "A container for hold compressed matter awaiting re-construction." icon_state = "matter_bin" origin_tech = list(TECH_MATERIAL = 1) - matter = list(DEFAULT_WALL_MATERIAL = 80) + matter = list(MAT_STEEL = 80) //Rank 2 @@ -441,7 +441,7 @@ icon_state = "capacitor_adv" origin_tech = list(TECH_POWER = 3) rating = 2 - matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50) + matter = list(MAT_STEEL = 50,"glass" = 50) /obj/item/weapon/stock_parts/scanning_module/adv name = "advanced scanning module" @@ -449,7 +449,7 @@ icon_state = "scan_module_adv" origin_tech = list(TECH_MAGNET = 3) rating = 2 - matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) + matter = list(MAT_STEEL = 50,"glass" = 20) /obj/item/weapon/stock_parts/manipulator/nano name = "nano-manipulator" @@ -457,7 +457,7 @@ icon_state = "nano_mani" origin_tech = list(TECH_MATERIAL = 3, TECH_DATA = 2) rating = 2 - matter = list(DEFAULT_WALL_MATERIAL = 30) + matter = list(MAT_STEEL = 30) /obj/item/weapon/stock_parts/micro_laser/high name = "high-power micro-laser" @@ -465,7 +465,7 @@ icon_state = "high_micro_laser" origin_tech = list(TECH_MAGNET = 3) rating = 2 - matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20) + matter = list(MAT_STEEL = 10,"glass" = 20) /obj/item/weapon/stock_parts/matter_bin/adv name = "advanced matter bin" @@ -473,7 +473,7 @@ icon_state = "advanced_matter_bin" origin_tech = list(TECH_MATERIAL = 3) rating = 2 - matter = list(DEFAULT_WALL_MATERIAL = 80) + matter = list(MAT_STEEL = 80) //Rating 3 @@ -483,7 +483,7 @@ icon_state = "capacitor_super" origin_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4) rating = 3 - matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50) + matter = list(MAT_STEEL = 50,"glass" = 50) /obj/item/weapon/stock_parts/scanning_module/phasic name = "phasic scanning module" @@ -491,7 +491,7 @@ icon_state = "scan_module_phasic" origin_tech = list(TECH_MAGNET = 5) rating = 3 - matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) + matter = list(MAT_STEEL = 50,"glass" = 20) /obj/item/weapon/stock_parts/manipulator/pico name = "pico-manipulator" @@ -499,7 +499,7 @@ icon_state = "pico_mani" origin_tech = list(TECH_MATERIAL = 5, TECH_DATA = 2) rating = 3 - matter = list(DEFAULT_WALL_MATERIAL = 30) + matter = list(MAT_STEEL = 30) /obj/item/weapon/stock_parts/micro_laser/ultra name = "ultra-high-power micro-laser" @@ -507,7 +507,7 @@ desc = "A tiny laser used in certain devices." origin_tech = list(TECH_MAGNET = 5) rating = 3 - matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20) + matter = list(MAT_STEEL = 10,"glass" = 20) /obj/item/weapon/stock_parts/matter_bin/super name = "super matter bin" @@ -515,7 +515,7 @@ icon_state = "super_matter_bin" origin_tech = list(TECH_MATERIAL = 5) rating = 3 - matter = list(DEFAULT_WALL_MATERIAL = 80) + matter = list(MAT_STEEL = 80) // Rating 4 - Anomaly @@ -525,7 +525,7 @@ icon_state = "capacitor_hyper" origin_tech = list(TECH_POWER = 6, TECH_MATERIAL = 5, TECH_BLUESPACE = 1, TECH_ARCANE = 1) rating = 4 - matter = list(DEFAULT_WALL_MATERIAL = 80, MAT_GLASS = 40) + matter = list(MAT_STEEL = 80, MAT_GLASS = 40) /obj/item/weapon/stock_parts/scanning_module/hyper name = "quantum scanning module" @@ -533,7 +533,7 @@ icon_state = "scan_module_hyper" origin_tech = list(TECH_MAGNET = 6, TECH_BLUESPACE = 1, TECH_ARCANE = 1) rating = 4 - matter = list(DEFAULT_WALL_MATERIAL = 100,"glass" = 40) + matter = list(MAT_STEEL = 100,"glass" = 40) /obj/item/weapon/stock_parts/manipulator/hyper name = "planck-manipulator" @@ -541,7 +541,7 @@ icon_state = "hyper_mani" origin_tech = list(TECH_MATERIAL = 6, TECH_DATA = 3, TECH_ARCANE = 1) rating = 4 - matter = list(DEFAULT_WALL_MATERIAL = 30) + matter = list(MAT_STEEL = 30) /obj/item/weapon/stock_parts/micro_laser/hyper name = "hyper-power micro-laser" @@ -549,7 +549,7 @@ desc = "A tiny laser used in certain devices." origin_tech = list(TECH_MAGNET = 6, TECH_ARCANE = 1) rating = 4 - matter = list(DEFAULT_WALL_MATERIAL = 30, MAT_GLASS = 40) + matter = list(MAT_STEEL = 30, MAT_GLASS = 40) /obj/item/weapon/stock_parts/matter_bin/hyper name = "hyper matter bin" @@ -557,7 +557,7 @@ icon_state = "hyper_matter_bin" origin_tech = list(TECH_MATERIAL = 6, TECH_ARCANE = 1) rating = 4 - matter = list(DEFAULT_WALL_MATERIAL = 100) + matter = list(MAT_STEEL = 100) // Rating 5 - Precursor @@ -567,7 +567,7 @@ icon_state = "capacitor_omni" origin_tech = list(TECH_POWER = 7, TECH_MATERIAL = 6, TECH_BLUESPACE = 3, TECH_PRECURSOR = 1) rating = 5 - matter = list(DEFAULT_WALL_MATERIAL = 80, MAT_GLASS = 40) + matter = list(MAT_STEEL = 80, MAT_GLASS = 40) /obj/item/weapon/stock_parts/scanning_module/omni name = "omni-scanning module" @@ -575,7 +575,7 @@ icon_state = "scan_module_omni" origin_tech = list(TECH_MAGNET = 7, TECH_BLUESPACE = 3, TECH_PRECURSOR = 1) rating = 5 - matter = list(DEFAULT_WALL_MATERIAL = 100,"glass" = 40) + matter = list(MAT_STEEL = 100,"glass" = 40) /obj/item/weapon/stock_parts/manipulator/omni name = "omni-manipulator" @@ -583,7 +583,7 @@ icon_state = "omni_mani" origin_tech = list(TECH_MATERIAL = 7, TECH_DATA = 4, TECH_PRECURSOR = 1) rating = 5 - matter = list(DEFAULT_WALL_MATERIAL = 30) + matter = list(MAT_STEEL = 30) /obj/item/weapon/stock_parts/micro_laser/omni name = "omni-power micro-laser" @@ -591,7 +591,7 @@ desc = "A strange laser used in certain devices." origin_tech = list(TECH_MAGNET = 7, TECH_PRECURSOR = 1) rating = 5 - matter = list(DEFAULT_WALL_MATERIAL = 30, MAT_GLASS = 40) + matter = list(MAT_STEEL = 30, MAT_GLASS = 40) /obj/item/weapon/stock_parts/matter_bin/omni name = "omni-matter bin" @@ -599,7 +599,7 @@ icon_state = "omni_matter_bin" origin_tech = list(TECH_MATERIAL = 7, TECH_PRECURSOR = 1) rating = 5 - matter = list(DEFAULT_WALL_MATERIAL = 100) + matter = list(MAT_STEEL = 100) // Subspace stock parts @@ -609,35 +609,35 @@ icon_state = "subspace_ansible" desc = "A compact module capable of sensing extradimensional activity." origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 5 ,TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10) + matter = list(MAT_STEEL = 30,"glass" = 10) /obj/item/weapon/stock_parts/subspace/sub_filter name = "hyperwave filter" icon_state = "hyperwave_filter" desc = "A tiny device capable of filtering and converting super-intense radiowaves." origin_tech = list(TECH_DATA = 4, TECH_MAGNET = 2) - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10) + matter = list(MAT_STEEL = 30,"glass" = 10) /obj/item/weapon/stock_parts/subspace/amplifier name = "subspace amplifier" icon_state = "subspace_amplifier" desc = "A compact micro-machine capable of amplifying weak subspace transmissions." origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10) + matter = list(MAT_STEEL = 30,"glass" = 10) /obj/item/weapon/stock_parts/subspace/treatment name = "subspace treatment disk" icon_state = "treatment_disk" desc = "A compact micro-machine capable of stretching out hyper-compressed radio waves." origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 2, TECH_MATERIAL = 5, TECH_BLUESPACE = 2) - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10) + matter = list(MAT_STEEL = 30,"glass" = 10) /obj/item/weapon/stock_parts/subspace/analyzer name = "subspace wavelength analyzer" icon_state = "wavelength_analyzer" desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths." origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10) + matter = list(MAT_STEEL = 30,"glass" = 10) /obj/item/weapon/stock_parts/subspace/crystal name = "ansible crystal" @@ -651,7 +651,7 @@ icon_state = "subspace_transmitter" desc = "A large piece of equipment used to open a window into the subspace dimension." origin_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 5, TECH_BLUESPACE = 3) - matter = list(DEFAULT_WALL_MATERIAL = 50) + matter = list(MAT_STEEL = 50) /obj/item/weapon/ectoplasm name = "ectoplasm" @@ -675,7 +675,7 @@ icon = 'icons/obj/stock_parts.dmi' icon_state = "gear" origin_tech = list(TECH_ENGINEERING = 1) - matter = list(DEFAULT_WALL_MATERIAL = 50) + matter = list(MAT_STEEL = 50) /obj/item/weapon/stock_parts/motor name = "motor" @@ -683,7 +683,7 @@ icon = 'icons/obj/stock_parts.dmi' icon_state = "motor" origin_tech = list(TECH_ENGINEERING = 1) - matter = list(DEFAULT_WALL_MATERIAL = 60, "glass" = 10) + matter = list(MAT_STEEL = 60, "glass" = 10) /obj/item/weapon/stock_parts/spring name = "spring" @@ -691,4 +691,4 @@ icon = 'icons/obj/stock_parts.dmi' icon_state = "spring" origin_tech = list(TECH_ENGINEERING = 1) - matter = list(DEFAULT_WALL_MATERIAL = 40) + matter = list(MAT_STEEL = 40) diff --git a/code/game/gamemodes/nuclear/pinpointer.dm b/code/game/gamemodes/nuclear/pinpointer.dm index 62406c3877..63b9d371a4 100644 --- a/code/game/gamemodes/nuclear/pinpointer.dm +++ b/code/game/gamemodes/nuclear/pinpointer.dm @@ -7,7 +7,7 @@ item_state = "electronic" throw_speed = 4 throw_range = 20 - matter = list(DEFAULT_WALL_MATERIAL = 500) + matter = list(MAT_STEEL = 500) preserve_item = 1 var/obj/item/weapon/disk/nuclear/the_disk = null var/active = 0 diff --git a/code/game/gamemodes/objective.dm b/code/game/gamemodes/objective.dm index 6b6b1b8a3d..9ea01e0594 100644 --- a/code/game/gamemodes/objective.dm +++ b/code/game/gamemodes/objective.dm @@ -728,7 +728,7 @@ var/global/list/all_objectives = list() /datum/objective/heist/salvage/choose_target() switch(rand(1,8)) if(1) - target = DEFAULT_WALL_MATERIAL + target = MAT_STEEL target_amount = 300 if(2) target = "glass" diff --git a/code/game/machinery/autolathe.dm b/code/game/machinery/autolathe.dm index 648f65dc1e..90d5409143 100644 --- a/code/game/machinery/autolathe.dm +++ b/code/game/machinery/autolathe.dm @@ -12,8 +12,8 @@ circuit = /obj/item/weapon/circuitboard/autolathe var/datum/category_collection/autolathe/machine_recipes - var/list/stored_material = list(DEFAULT_WALL_MATERIAL = 0, MAT_GLASS = 0, MAT_PLASTEEL = 0, MAT_PLASTIC = 0) - var/list/storage_capacity = list(DEFAULT_WALL_MATERIAL = 0, MAT_GLASS = 0, MAT_PLASTEEL = 0, MAT_PLASTIC = 0) + var/list/stored_material = list(MAT_STEEL = 0, MAT_GLASS = 0, MAT_PLASTEEL = 0, MAT_PLASTIC = 0) + var/list/storage_capacity = list(MAT_STEEL = 0, MAT_GLASS = 0, MAT_PLASTEEL = 0, MAT_PLASTIC = 0) var/datum/category_group/autolathe/current_category var/hacked = 0 @@ -75,7 +75,7 @@ var/list/material_bottom = list("") for(var/material in stored_material) - if(material != DEFAULT_WALL_MATERIAL && material != MAT_GLASS) // Don't show the Extras unless people care enough to put them in. + if(material != MAT_STEEL && material != MAT_GLASS) // Don't show the Extras unless people care enough to put them in. if(stored_material[material] <= 0) continue material_top += "[material]" @@ -175,7 +175,7 @@ to_chat(user, "\The [speedloader] is too hazardous to put back into the autolathe while there's ammunition inside of it!") return else - speedloader.matter = list(DEFAULT_WALL_MATERIAL = 75) // It's just a hunk of scrap metal now. + speedloader.matter = list(MAT_STEEL = 75) // It's just a hunk of scrap metal now. if(istype(O,/obj/item/ammo_magazine)) // This was just for immersion consistency with above. var/obj/item/ammo_magazine/mag = O if(mag.stored_ammo) diff --git a/code/game/machinery/bioprinter.dm b/code/game/machinery/bioprinter.dm index 034a7fe243..6405a9f254 100644 --- a/code/game/machinery/bioprinter.dm +++ b/code/game/machinery/bioprinter.dm @@ -333,7 +333,7 @@ circuit = /obj/item/weapon/circuitboard/roboprinter var/matter_amount_per_sheet = 10 - var/matter_type = DEFAULT_WALL_MATERIAL + var/matter_type = MAT_STEEL /obj/machinery/organ_printer/robot/full/New() . = ..() diff --git a/code/game/machinery/camera/camera_assembly.dm b/code/game/machinery/camera/camera_assembly.dm index 69fb773c6d..b56fa786be 100644 --- a/code/game/machinery/camera/camera_assembly.dm +++ b/code/game/machinery/camera/camera_assembly.dm @@ -6,7 +6,7 @@ w_class = ITEMSIZE_SMALL anchored = 0 - matter = list(DEFAULT_WALL_MATERIAL = 700,"glass" = 300) + matter = list(MAT_STEEL = 700,"glass" = 300) // Motion, EMP-Proof, X-Ray var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/material/osmium, /obj/item/weapon/stock_parts/scanning_module) diff --git a/code/game/machinery/fire_alarm.dm b/code/game/machinery/fire_alarm.dm index 315d470432..529496a868 100644 --- a/code/game/machinery/fire_alarm.dm +++ b/code/game/machinery/fire_alarm.dm @@ -173,7 +173,7 @@ Just a object used in constructing fire alarms icon_state = "door_electronics" desc = "A circuit. It has a label on it, it says \"Can handle heat levels up to 40 degrees celsius!\"" w_class = ITEMSIZE_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) */ /obj/machinery/partyalarm name = "\improper PARTY BUTTON" diff --git a/code/game/machinery/pipe/pipelayer.dm b/code/game/machinery/pipe/pipelayer.dm index e671f2bb52..5e3df2b2cd 100644 --- a/code/game/machinery/pipe/pipelayer.dm +++ b/code/game/machinery/pipe/pipelayer.dm @@ -62,8 +62,8 @@ var/answer = alert(user, "Do you want to eject all the metal in \the [src]?", , "Yes","No") if(answer == "Yes") var/amount_ejected = eject_metal() - user.visible_message("[user] removes [amount_ejected] sheet\s of [DEFAULT_WALL_MATERIAL] from the \the [src].", - "You remove [amount_ejected] sheet\s of [DEFAULT_WALL_MATERIAL] from \the [src].") + user.visible_message("[user] removes [amount_ejected] sheet\s of [MAT_STEEL] from the \the [src].", + "You remove [amount_ejected] sheet\s of [MAT_STEEL] from \the [src].") return if(!metal && !on) to_chat(user, "\The [src] doesn't work without metal.") @@ -92,8 +92,8 @@ return if(istype(W, /obj/item/pipe)) // NOTE - We must check for matter, otherwise the (free) pipe dispenser can be used to get infinite steel. - if(!W.matter || W.matter[DEFAULT_WALL_MATERIAL] < pipe_cost * SHEET_MATERIAL_AMOUNT) - to_chat(user, "\The [W] doesn't contain enough [DEFAULT_WALL_MATERIAL] to recycle.") + if(!W.matter || W.matter[MAT_STEEL] < pipe_cost * SHEET_MATERIAL_AMOUNT) + to_chat(user, "\The [W] doesn't contain enough [MAT_STEEL] to recycle.") else if(metal + pipe_cost > max_metal) to_chat(user, "\The [src] is full.") else @@ -102,7 +102,7 @@ to_chat(user, "You recycle \the [W].") qdel(W) return - if(istype(W, /obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL) + if(istype(W, /obj/item/stack/material) && W.get_material_name() == MAT_STEEL) var/result = load_metal(W) if(isnull(result)) to_chat(user, "Unable to load [W] - no metal found.") @@ -145,7 +145,7 @@ /obj/machinery/pipelayer/proc/eject_metal() var/amount_ejected = 0 while (metal >= 1) - var/datum/material/M = get_material_by_name(DEFAULT_WALL_MATERIAL) + var/datum/material/M = get_material_by_name(MAT_STEEL) var/obj/item/stack/material/S = new M.stack_type(get_turf(src)) S.amount = min(metal, S.max_amount) metal -= S.amount @@ -177,7 +177,7 @@ var/obj/item/pipe/P = new pi_type(w_turf, p_type, p_dir) P.setPipingLayer(p_layer) // We used metal to make these, so should be reclaimable! - P.matter = list(DEFAULT_WALL_MATERIAL = pipe_cost * SHEET_MATERIAL_AMOUNT) + P.matter = list(MAT_STEEL = pipe_cost * SHEET_MATERIAL_AMOUNT) P.attackby(W , src) return 1 diff --git a/code/game/machinery/portable_turret.dm b/code/game/machinery/portable_turret.dm index e4dd7f8d08..f15ffd6f35 100644 --- a/code/game/machinery/portable_turret.dm +++ b/code/game/machinery/portable_turret.dm @@ -983,7 +983,7 @@ return if(1) - if(istype(I, /obj/item/stack/material) && I.get_material_name() == DEFAULT_WALL_MATERIAL) + if(istype(I, /obj/item/stack/material) && I.get_material_name() == MAT_STEEL) var/obj/item/stack/M = I if(M.use(2)) to_chat(user, "You add some metal armor to the interior frame.") @@ -1069,7 +1069,7 @@ //attack_hand() removes the prox sensor if(6) - if(istype(I, /obj/item/stack/material) && I.get_material_name() == DEFAULT_WALL_MATERIAL) + if(istype(I, /obj/item/stack/material) && I.get_material_name() == MAT_STEEL) var/obj/item/stack/M = I if(M.use(2)) to_chat(user, "You add some metal armor to the exterior frame.") diff --git a/code/game/machinery/robot_fabricator.dm b/code/game/machinery/robot_fabricator.dm index 5bbb4ac6be..e5c342d417 100644 --- a/code/game/machinery/robot_fabricator.dm +++ b/code/game/machinery/robot_fabricator.dm @@ -12,7 +12,7 @@ active_power_usage = 10000 /obj/machinery/robotic_fabricator/attackby(var/obj/item/O as obj, var/mob/user as mob) - if(istype(O, /obj/item/stack/material) && O.get_material_name() == DEFAULT_WALL_MATERIAL) + if(istype(O, /obj/item/stack/material) && O.get_material_name() == MAT_STEEL) var/obj/item/stack/M = O if(metal_amount < 150000.0) var/count = 0 @@ -22,7 +22,7 @@ if(!M.get_amount()) return while(metal_amount < 150000 && M.amount) - metal_amount += O.matter[DEFAULT_WALL_MATERIAL] /*O:height * O:width * O:length * 100000.0*/ + metal_amount += O.matter[MAT_STEEL] /*O:height * O:width * O:length * 100000.0*/ M.use(1) count++ diff --git a/code/game/mecha/mech_fabricator.dm b/code/game/mecha/mech_fabricator.dm index 917ae402b1..a0bef6ef52 100644 --- a/code/game/mecha/mech_fabricator.dm +++ b/code/game/mecha/mech_fabricator.dm @@ -13,7 +13,7 @@ var/speed = 1 var/mat_efficiency = 1 - var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, "plastic" = 0, MAT_GRAPHITE = 0, MAT_PLASTEEL = 0, "gold" = 0, "silver" = 0, MAT_LEAD = 0, "osmium" = 0, "diamond" = 0, MAT_DURASTEEL = 0, "phoron" = 0, "uranium" = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0, MAT_METALHYDROGEN = 0, MAT_SUPERMATTER = 0) + var/list/materials = list(MAT_STEEL = 0, "glass" = 0, "plastic" = 0, MAT_GRAPHITE = 0, MAT_PLASTEEL = 0, "gold" = 0, "silver" = 0, MAT_LEAD = 0, "osmium" = 0, "diamond" = 0, MAT_DURASTEEL = 0, "phoron" = 0, "uranium" = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0, MAT_METALHYDROGEN = 0, MAT_SUPERMATTER = 0) var/list/hidden_materials = list(MAT_PLASTEEL, MAT_DURASTEEL, MAT_GRAPHITE, MAT_VERDANTIUM, MAT_MORPHIUM, MAT_METALHYDROGEN, MAT_SUPERMATTER) var/res_max_amount = 200000 diff --git a/code/game/mecha/mech_prosthetics.dm b/code/game/mecha/mech_prosthetics.dm index bb0acb67f6..9c6d1791a9 100644 --- a/code/game/mecha/mech_prosthetics.dm +++ b/code/game/mecha/mech_prosthetics.dm @@ -13,7 +13,7 @@ var/speed = 1 var/mat_efficiency = 1 - var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, "plastic" = 0, MAT_GRAPHITE = 0, MAT_PLASTEEL = 0, "gold" = 0, "silver" = 0, MAT_LEAD = 0, "osmium" = 0, "diamond" = 0, MAT_DURASTEEL = 0, "phoron" = 0, "uranium" = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0) + var/list/materials = list(MAT_STEEL = 0, "glass" = 0, "plastic" = 0, MAT_GRAPHITE = 0, MAT_PLASTEEL = 0, "gold" = 0, "silver" = 0, MAT_LEAD = 0, "osmium" = 0, "diamond" = 0, MAT_DURASTEEL = 0, "phoron" = 0, "uranium" = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0) var/list/hidden_materials = list(MAT_DURASTEEL, MAT_GRAPHITE, MAT_VERDANTIUM, MAT_MORPHIUM) var/res_max_amount = 200000 diff --git a/code/game/mecha/mecha_parts.dm b/code/game/mecha/mecha_parts.dm index e24bd04460..4be3c27d48 100644 --- a/code/game/mecha/mecha_parts.dm +++ b/code/game/mecha/mecha_parts.dm @@ -211,42 +211,42 @@ name="Phazon Torso" icon_state = "phazon_harness" //construction_time = 300 - //construction_cost = list(DEFAULT_WALL_MATERIAL=35000,"glass"=10000,"phoron"=20000) + //construction_cost = list(MAT_STEEL=35000,"glass"=10000,"phoron"=20000) origin_tech = list(TECH_DATA = 5, TECH_MATERIAL = 7, TECH_BLUESPACE = 6, TECH_POWER = 6) /obj/item/mecha_parts/part/phazon_head name="Phazon Head" icon_state = "phazon_head" //construction_time = 200 - //construction_cost = list(DEFAULT_WALL_MATERIAL=15000,"glass"=5000,"phoron"=10000) + //construction_cost = list(MAT_STEEL=15000,"glass"=5000,"phoron"=10000) origin_tech = list(TECH_DATA = 4, TECH_MATERIAL = 5, TECH_MAGNET = 6) /obj/item/mecha_parts/part/phazon_left_arm name="Phazon Left Arm" icon_state = "phazon_l_arm" //construction_time = 200 - //construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000) + //construction_cost = list(MAT_STEEL=20000,"phoron"=10000) origin_tech = list(TECH_MATERIAL = 5, TECH_BLUESPACE = 2, TECH_MAGNET = 2) /obj/item/mecha_parts/part/phazon_right_arm name="Phazon Right Arm" icon_state = "phazon_r_arm" //construction_time = 200 - //construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000) + //construction_cost = list(MAT_STEEL=20000,"phoron"=10000) origin_tech = list(TECH_MATERIAL = 5, TECH_BLUESPACE = 2, TECH_MAGNET = 2) /obj/item/mecha_parts/part/phazon_left_leg name="Phazon Left Leg" icon_state = "phazon_l_leg" //construction_time = 200 - //construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000) + //construction_cost = list(MAT_STEEL=20000,"phoron"=10000) origin_tech = list(TECH_MATERIAL = 5, TECH_BLUESPACE = 3, TECH_MAGNET = 3) /obj/item/mecha_parts/part/phazon_right_leg name="Phazon Right Leg" icon_state = "phazon_r_leg" //construction_time = 200 - //construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000) + //construction_cost = list(MAT_STEEL=20000,"phoron"=10000) origin_tech = list(TECH_MATERIAL = 5, TECH_BLUESPACE = 3, TECH_MAGNET = 3) ///////// Odysseus @@ -299,7 +299,7 @@ icon_state = "odysseus_armour" origin_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3) construction_time = 200 - construction_cost = list(DEFAULT_WALL_MATERIAL=15000)*/ + construction_cost = list(MAT_STEEL=15000)*/ ////////// Janus diff --git a/code/game/objects/items/devices/communicator/communicator.dm b/code/game/objects/items/devices/communicator/communicator.dm index c3c8e87d3b..ea916c7fbf 100644 --- a/code/game/objects/items/devices/communicator/communicator.dm +++ b/code/game/objects/items/devices/communicator/communicator.dm @@ -27,7 +27,7 @@ var/global/list/obj/item/device/communicator/all_communicators = list() show_messages = 1 origin_tech = list(TECH_ENGINEERING = 2, TECH_MAGNET = 2, TECH_BLUESPACE = 2, TECH_DATA = 2) - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10) + matter = list(MAT_STEEL = 30,"glass" = 10) var/video_range = 4 var/obj/machinery/camera/communicator/video_source // Their camera diff --git a/code/game/objects/items/devices/debugger.dm b/code/game/objects/items/devices/debugger.dm index 8c200977af..507f385dd1 100644 --- a/code/game/objects/items/devices/debugger.dm +++ b/code/game/objects/items/devices/debugger.dm @@ -16,7 +16,7 @@ throw_speed = 3 desc = "You can use this on airlocks or APCs to try to hack them without cutting wires." - matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) + matter = list(MAT_STEEL = 50,"glass" = 20) origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1) var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage diff --git a/code/game/objects/items/devices/flashlight.dm b/code/game/objects/items/devices/flashlight.dm index 2528027ed8..3141d3ee63 100644 --- a/code/game/objects/items/devices/flashlight.dm +++ b/code/game/objects/items/devices/flashlight.dm @@ -5,7 +5,7 @@ icon_state = "flashlight" w_class = ITEMSIZE_SMALL slot_flags = SLOT_BELT - matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) + matter = list(MAT_STEEL = 50,"glass" = 20) action_button_name = "Toggle Flashlight" var/on = 0 var/brightness_on = 4 //luminosity when on @@ -275,7 +275,7 @@ slot_flags = SLOT_BELT w_class = ITEMSIZE_SMALL attack_verb = list ("smacked", "thwacked", "thunked") - matter = list(DEFAULT_WALL_MATERIAL = 200,"glass" = 50) + matter = list(MAT_STEEL = 200,"glass" = 50) hitsound = "swing_hit" /obj/item/device/flashlight/drone diff --git a/code/game/objects/items/devices/gps.dm b/code/game/objects/items/devices/gps.dm index 5397359aed..79f5de455e 100644 --- a/code/game/objects/items/devices/gps.dm +++ b/code/game/objects/items/devices/gps.dm @@ -8,7 +8,7 @@ var/list/GPS_list = list() w_class = ITEMSIZE_TINY slot_flags = SLOT_BELT origin_tech = list(TECH_MATERIAL = 2, TECH_BLUESPACE = 2, TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 500) + matter = list(MAT_STEEL = 500) var/gps_tag = "GEN0" var/emped = FALSE diff --git a/code/game/objects/items/devices/multitool.dm b/code/game/objects/items/devices/multitool.dm index 18fc293542..72552b4de9 100644 --- a/code/game/objects/items/devices/multitool.dm +++ b/code/game/objects/items/devices/multitool.dm @@ -17,7 +17,7 @@ drop_sound = 'sound/items/drop/multitool.ogg' pickup_sound = 'sound/items/pickup/multitool.ogg' - matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) + matter = list(MAT_STEEL = 50,"glass" = 20) var/mode_index = 1 var/toolmode = MULTITOOL_MODE_STANDARD diff --git a/code/game/objects/items/devices/powersink.dm b/code/game/objects/items/devices/powersink.dm index 477f161e07..db601a2d93 100644 --- a/code/game/objects/items/devices/powersink.dm +++ b/code/game/objects/items/devices/powersink.dm @@ -9,7 +9,7 @@ throw_speed = 1 throw_range = 2 - matter = list(DEFAULT_WALL_MATERIAL = 750,"waste" = 750) + matter = list(MAT_STEEL = 750,"waste" = 750) origin_tech = list(TECH_POWER = 3, TECH_ILLEGAL = 5) var/drain_rate = 1500000 // amount of power to drain per tick diff --git a/code/game/objects/items/devices/radio/electropack.dm b/code/game/objects/items/devices/radio/electropack.dm index cc555f8073..e63979bdde 100644 --- a/code/game/objects/items/devices/radio/electropack.dm +++ b/code/game/objects/items/devices/radio/electropack.dm @@ -11,7 +11,7 @@ slot_flags = SLOT_BACK w_class = ITEMSIZE_HUGE - matter = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 2500) + matter = list(MAT_STEEL = 10000,"glass" = 2500) var/code = 2 diff --git a/code/game/objects/items/devices/radio/headset.dm b/code/game/objects/items/devices/radio/headset.dm index 7c64f1b203..258fa02632 100644 --- a/code/game/objects/items/devices/radio/headset.dm +++ b/code/game/objects/items/devices/radio/headset.dm @@ -4,7 +4,7 @@ var/radio_desc = "" icon_state = "headset" item_state = null //To remove the radio's state - matter = list(DEFAULT_WALL_MATERIAL = 75) + matter = list(MAT_STEEL = 75) subspace_transmission = 1 canhear_range = 0 // can't hear headsets from very far away slot_flags = SLOT_EARS diff --git a/code/game/objects/items/devices/radio/radio.dm b/code/game/objects/items/devices/radio/radio.dm index 6f8e1c0229..856aa47803 100644 --- a/code/game/objects/items/devices/radio/radio.dm +++ b/code/game/objects/items/devices/radio/radio.dm @@ -58,7 +58,7 @@ var/global/list/default_medbay_channels = list( var/bs_tx_preload_id var/bs_rx_preload_id - matter = list("glass" = 25,DEFAULT_WALL_MATERIAL = 75) + matter = list("glass" = 25,MAT_STEEL = 75) var/const/FREQ_LISTENING = 1 var/list/internal_channels diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm index e57c28a4f0..bd6e2c12b9 100644 --- a/code/game/objects/items/devices/scanners.dm +++ b/code/game/objects/items/devices/scanners.dm @@ -20,7 +20,7 @@ HALOGEN COUNTER - Radcount on mobs w_class = ITEMSIZE_SMALL throw_speed = 5 throw_range = 10 - matter = list(DEFAULT_WALL_MATERIAL = 200) + matter = list(MAT_STEEL = 200) origin_tech = list(TECH_MAGNET = 1, TECH_BIO = 1) var/mode = 1; var/advscan = 0 @@ -331,7 +331,7 @@ HALOGEN COUNTER - Radcount on mobs throw_speed = 4 throw_range = 20 - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20) + matter = list(MAT_STEEL = 30,"glass" = 20) origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1) @@ -369,7 +369,7 @@ HALOGEN COUNTER - Radcount on mobs throw_speed = 4 throw_range = 20 - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20) + matter = list(MAT_STEEL = 30,"glass" = 20) origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2) var/details = 0 @@ -429,7 +429,7 @@ HALOGEN COUNTER - Radcount on mobs throwforce = 5 throw_speed = 4 throw_range = 20 - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20) + matter = list(MAT_STEEL = 30,"glass" = 20) origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2) var/details = 0 @@ -475,7 +475,7 @@ HALOGEN COUNTER - Radcount on mobs throwforce = 0 throw_speed = 3 throw_range = 7 - matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20) + matter = list(MAT_STEEL = 30,"glass" = 20) /obj/item/device/slime_scanner/attack(mob/living/M as mob, mob/living/user as mob) if(!istype(M, /mob/living/simple_mob/slime/xenobio)) diff --git a/code/game/objects/items/devices/t_scanner.dm b/code/game/objects/items/devices/t_scanner.dm index 0709429ac1..f7f768a201 100644 --- a/code/game/objects/items/devices/t_scanner.dm +++ b/code/game/objects/items/devices/t_scanner.dm @@ -7,7 +7,7 @@ item_state = "t-ray" slot_flags = SLOT_BELT w_class = ITEMSIZE_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 150) + matter = list(MAT_STEEL = 150) origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1) var/scan_range = 1 @@ -28,7 +28,7 @@ /obj/item/device/t_scanner/proc/set_active(var/active) on = active if(on) - START_PROCESSING(SSobj, src) + START_PROCESSING(SSobj, src) flicker = 0 else STOP_PROCESSING(SSobj, src) @@ -135,14 +135,14 @@ /obj/item/device/t_scanner/upgraded name = "Upgraded T-ray Scanner" desc = "An upgraded version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes." - matter = list(DEFAULT_WALL_MATERIAL = 500, PHORON = 150) + matter = list(MAT_STEEL = 500, PHORON = 150) origin_tech = list(TECH_MAGNET = 4, TECH_ENGINEERING = 5) scan_range = 3 /obj/item/device/t_scanner/advanced name = "Advanced T-ray Scanner" desc = "An advanced version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes." - matter = list(DEFAULT_WALL_MATERIAL = 1500, PHORON = 200, SILVER = 250) + matter = list(MAT_STEEL = 1500, PHORON = 200, SILVER = 250) origin_tech = list(TECH_MAGNET = 7, TECH_ENGINEERING = 7, TECH_MATERIAL = 6) scan_range = 7 diff --git a/code/game/objects/items/devices/taperecorder.dm b/code/game/objects/items/devices/taperecorder.dm index 4e5032b6b9..2b9479cb38 100644 --- a/code/game/objects/items/devices/taperecorder.dm +++ b/code/game/objects/items/devices/taperecorder.dm @@ -5,7 +5,7 @@ item_state = "analyzer" w_class = ITEMSIZE_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 60,"glass" = 30) + matter = list(MAT_STEEL = 60,"glass" = 30) var/emagged = 0.0 var/recording = 0.0 @@ -361,7 +361,7 @@ icon_state = "tape_white" item_state = "analyzer" w_class = ITEMSIZE_TINY - matter = list(DEFAULT_WALL_MATERIAL=20, "glass"=5) + matter = list(MAT_STEEL=20, "glass"=5) force = 1 throwforce = 0 var/max_capacity = 1800 diff --git a/code/game/objects/items/robot/robot_parts.dm b/code/game/objects/items/robot/robot_parts.dm index 554663727f..606ab3336c 100644 --- a/code/game/objects/items/robot/robot_parts.dm +++ b/code/game/objects/items/robot/robot_parts.dm @@ -100,7 +100,7 @@ /obj/item/robot_parts/robot_suit/attackby(obj/item/W as obj, mob/user as mob) ..() - if(istype(W, /obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head) + if(istype(W, /obj/item/stack/material) && W.get_material_name() == MAT_STEEL && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head) var/obj/item/stack/material/M = W if (M.use(1)) var/obj/item/weapon/secbot_assembly/ed209_assembly/B = new /obj/item/weapon/secbot_assembly/ed209_assembly diff --git a/code/game/objects/items/weapons/RCD.dm b/code/game/objects/items/weapons/RCD.dm index b224503743..4cff3bc517 100644 --- a/code/game/objects/items/weapons/RCD.dm +++ b/code/game/objects/items/weapons/RCD.dm @@ -14,7 +14,7 @@ throw_range = 5 w_class = ITEMSIZE_NORMAL origin_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 2) - matter = list(DEFAULT_WALL_MATERIAL = 50000) + matter = list(MAT_STEEL = 50000) preserve_item = TRUE // RCDs are pretty important. var/datum/effect/effect/system/spark_spread/spark_system var/stored_matter = 0 diff --git a/code/game/objects/items/weapons/canes.dm b/code/game/objects/items/weapons/canes.dm index 5b7f346684..25cb3dfff4 100644 --- a/code/game/objects/items/weapons/canes.dm +++ b/code/game/objects/items/weapons/canes.dm @@ -10,7 +10,7 @@ force = 5.0 throwforce = 7.0 w_class = ITEMSIZE_NORMAL - matter = list(DEFAULT_WALL_MATERIAL = 50) + matter = list(MAT_STEEL = 50) attack_verb = list("bludgeoned", "whacked", "disciplined", "thrashed") /obj/item/weapon/cane/crutch diff --git a/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm b/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm index 0648b58627..30e95fb59c 100644 --- a/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm +++ b/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm @@ -36,7 +36,7 @@ name = T_BOARD("entertainment camera monitor") build_path = /obj/machinery/computer/security/telescreen/entertainment board_type = new /datum/frame/frame_types/display - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) /obj/item/weapon/circuitboard/security/telescreen/entertainment/New() ..() diff --git a/code/game/objects/items/weapons/circuitboards/frame.dm b/code/game/objects/items/weapons/circuitboards/frame.dm index 4537da7cc9..612047cc7c 100644 --- a/code/game/objects/items/weapons/circuitboards/frame.dm +++ b/code/game/objects/items/weapons/circuitboards/frame.dm @@ -10,37 +10,37 @@ name = T_BOARD("guestpass console") build_path = /obj/machinery/computer/guestpass board_type = new /datum/frame/frame_types/guest_pass_console - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) /obj/item/weapon/circuitboard/status_display name = T_BOARD("status display") build_path = /obj/machinery/status_display board_type = new /datum/frame/frame_types/display - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) /obj/item/weapon/circuitboard/ai_status_display name = T_BOARD("ai status display") build_path = /obj/machinery/ai_status_display board_type = new /datum/frame/frame_types/display - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) /obj/item/weapon/circuitboard/newscaster name = T_BOARD("newscaster") build_path = /obj/machinery/newscaster board_type = new /datum/frame/frame_types/newscaster - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) /obj/item/weapon/circuitboard/atm name = T_BOARD("atm") build_path = /obj/machinery/atm board_type = new /datum/frame/frame_types/atm - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) /obj/item/weapon/circuitboard/request name = T_BOARD("request console") build_path = /obj/machinery/requests_console board_type = new /datum/frame/frame_types/supply_request_console - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) //Alarm @@ -48,31 +48,31 @@ name = T_BOARD("fire alarm") build_path = /obj/machinery/firealarm board_type = new /datum/frame/frame_types/fire_alarm - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) /obj/item/weapon/circuitboard/airalarm name = T_BOARD("air alarm") build_path = /obj/machinery/alarm board_type = new /datum/frame/frame_types/air_alarm - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) /obj/item/weapon/circuitboard/intercom name = T_BOARD("intercom") build_path = /obj/item/device/radio/intercom board_type = new /datum/frame/frame_types/intercom - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) /obj/item/weapon/circuitboard/keycard_auth name = T_BOARD("keycard authenticator") build_path = /obj/machinery/keycard_auth board_type = new /datum/frame/frame_types/keycard_authenticator - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) /obj/item/weapon/circuitboard/geiger name = T_BOARD("geiger counter") build_path = /obj/item/device/geiger/wall board_type = new /datum/frame/frame_types/geiger - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) //Computer @@ -80,7 +80,7 @@ name = T_BOARD("holopad") build_path = /obj/machinery/hologram/holopad board_type = new /datum/frame/frame_types/holopad - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) /obj/item/weapon/circuitboard/scanner_console name = T_BOARD("body scanner console") @@ -100,7 +100,7 @@ name = T_BOARD("photocopier") build_path = /obj/machinery/photocopier board_type = new /datum/frame/frame_types/photocopier - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) req_components = list( /obj/item/weapon/stock_parts/scanning_module = 1, /obj/item/weapon/stock_parts/motor = 1, @@ -111,7 +111,7 @@ name = T_BOARD("fax") build_path = /obj/machinery/photocopier/faxmachine board_type = new /datum/frame/frame_types/fax - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) req_components = list( /obj/item/weapon/stock_parts/scanning_module = 1, /obj/item/weapon/stock_parts/motor = 1, @@ -152,7 +152,7 @@ name = T_BOARD("washing machine") build_path = /obj/machinery/washing_machine board_type = new /datum/frame/frame_types/washing_machine - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) req_components = list( /obj/item/weapon/stock_parts/motor = 1, /obj/item/weapon/stock_parts/gear = 2) diff --git a/code/game/objects/items/weapons/circuitboards/machinery/engineering.dm b/code/game/objects/items/weapons/circuitboards/machinery/engineering.dm index 91aefbf6a5..62611c4d42 100644 --- a/code/game/objects/items/weapons/circuitboards/machinery/engineering.dm +++ b/code/game/objects/items/weapons/circuitboards/machinery/engineering.dm @@ -6,7 +6,7 @@ name = T_BOARD("pipe layer") build_path = /obj/machinery/pipelayer board_type = new /datum/frame/frame_types/machine - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) req_components = list( /obj/item/weapon/stock_parts/motor = 1, /obj/item/weapon/stock_parts/gear = 1, diff --git a/code/game/objects/items/weapons/circuitboards/machinery/kitchen_appliances.dm b/code/game/objects/items/weapons/circuitboards/machinery/kitchen_appliances.dm index 1af9476aff..1d51310bdc 100644 --- a/code/game/objects/items/weapons/circuitboards/machinery/kitchen_appliances.dm +++ b/code/game/objects/items/weapons/circuitboards/machinery/kitchen_appliances.dm @@ -4,7 +4,7 @@ build_path = /obj/machinery/microwave board_type = new /datum/frame/frame_types/microwave contain_parts = 0 - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) req_components = list( /obj/item/weapon/stock_parts/console_screen = 1, /obj/item/weapon/stock_parts/capacitor = 3, // Original Capacitor count was 1 @@ -17,7 +17,7 @@ desc = "The circuitboard for an oven." build_path = /obj/machinery/appliance/cooker/oven board_type = new /datum/frame/frame_types/oven - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) req_components = list( /obj/item/weapon/stock_parts/capacitor = 3, /obj/item/weapon/stock_parts/scanning_module = 1, @@ -67,7 +67,7 @@ name = T_BOARD("deluxe microwave") build_path = /obj/machinery/microwave/advanced board_type = new /datum/frame/frame_types/microwave - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) req_components = list( /obj/item/weapon/stock_parts/console_screen = 1, /obj/item/weapon/stock_parts/motor = 1, diff --git a/code/game/objects/items/weapons/circuitboards/machinery/papershredder.dm b/code/game/objects/items/weapons/circuitboards/machinery/papershredder.dm index ef4575bafb..320b68ccdf 100644 --- a/code/game/objects/items/weapons/circuitboards/machinery/papershredder.dm +++ b/code/game/objects/items/weapons/circuitboards/machinery/papershredder.dm @@ -6,7 +6,7 @@ name = T_BOARD("papershredder") build_path = /obj/machinery/papershredder board_type = new /datum/frame/frame_types/machine - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) req_components = list( /obj/item/weapon/stock_parts/motor = 1, /obj/item/weapon/stock_parts/gear = 2, diff --git a/code/game/objects/items/weapons/extinguisher.dm b/code/game/objects/items/weapons/extinguisher.dm index bfacc2f8f4..3c5cbbd158 100644 --- a/code/game/objects/items/weapons/extinguisher.dm +++ b/code/game/objects/items/weapons/extinguisher.dm @@ -10,7 +10,7 @@ throw_speed = 2 throw_range = 10 force = 10 - matter = list(DEFAULT_WALL_MATERIAL = 90) + matter = list(MAT_STEEL = 90) attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed") drop_sound = 'sound/items/drop/gascan.ogg' pickup_sound = 'sound/items/pickup/gascan.ogg' diff --git a/code/game/objects/items/weapons/flamethrower.dm b/code/game/objects/items/weapons/flamethrower.dm index b2e783ba69..f755ad1420 100644 --- a/code/game/objects/items/weapons/flamethrower.dm +++ b/code/game/objects/items/weapons/flamethrower.dm @@ -14,7 +14,7 @@ throw_range = 5 w_class = ITEMSIZE_NORMAL origin_tech = list(TECH_COMBAT = 1, TECH_PHORON = 1) - matter = list(DEFAULT_WALL_MATERIAL = 500) + matter = list(MAT_STEEL = 500) var/status = 0 var/throw_amount = 100 var/lit = 0 //on or off diff --git a/code/game/objects/items/weapons/handcuffs.dm b/code/game/objects/items/weapons/handcuffs.dm index da77451704..7dd0da3560 100644 --- a/code/game/objects/items/weapons/handcuffs.dm +++ b/code/game/objects/items/weapons/handcuffs.dm @@ -10,7 +10,7 @@ throw_speed = 2 throw_range = 5 origin_tech = list(TECH_MATERIAL = 1) - matter = list(DEFAULT_WALL_MATERIAL = 500) + matter = list(MAT_STEEL = 500) drop_sound = 'sound/items/drop/accessory.ogg' pickup_sound = 'sound/items/pickup/accessory.ogg' var/elastic diff --git a/code/game/objects/items/weapons/implants/implanter.dm b/code/game/objects/items/weapons/implants/implanter.dm index 7a377dacf8..a7ad536ebb 100644 --- a/code/game/objects/items/weapons/implants/implanter.dm +++ b/code/game/objects/items/weapons/implants/implanter.dm @@ -6,7 +6,7 @@ throw_speed = 1 throw_range = 5 w_class = ITEMSIZE_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 1000) + matter = list(MAT_STEEL = 1000, "glass" = 1000) var/obj/item/weapon/implant/imp = null var/active = 1 diff --git a/code/game/objects/items/weapons/material/knives.dm b/code/game/objects/items/weapons/material/knives.dm index 35720a1947..8dd2a7b9ef 100644 --- a/code/game/objects/items/weapons/material/knives.dm +++ b/code/game/objects/items/weapons/material/knives.dm @@ -64,7 +64,7 @@ sharp = 1 edge = 1 force_divisor = 0.15 // 9 when wielded with hardness 60 (steel) - matter = list(DEFAULT_WALL_MATERIAL = 12000) + matter = list(MAT_STEEL = 12000) origin_tech = list(TECH_MATERIAL = 1) attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") drop_sound = 'sound/items/drop/knife.ogg' diff --git a/code/game/objects/items/weapons/material/material_armor.dm b/code/game/objects/items/weapons/material/material_armor.dm index 19028dcb71..7fb5efad6e 100644 --- a/code/game/objects/items/weapons/material/material_armor.dm +++ b/code/game/objects/items/weapons/material/material_armor.dm @@ -201,7 +201,7 @@ Protectiveness | Armor % /obj/item/clothing/suit/armor/material name = "armor" - default_material = DEFAULT_WALL_MATERIAL + default_material = MAT_STEEL /obj/item/clothing/suit/armor/material/makeshift name = "sheet armor" @@ -401,7 +401,7 @@ Protectiveness | Armor % /obj/item/clothing/head/helmet/material name = "helmet" flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR - default_material = DEFAULT_WALL_MATERIAL + default_material = MAT_STEEL /obj/item/clothing/head/helmet/material/makeshift name = "bucket" diff --git a/code/game/objects/items/weapons/material/material_weapons.dm b/code/game/objects/items/weapons/material/material_weapons.dm index 5563b71689..602cf18da8 100644 --- a/code/game/objects/items/weapons/material/material_weapons.dm +++ b/code/game/objects/items/weapons/material/material_weapons.dm @@ -23,7 +23,7 @@ var/force_divisor = 0.5 var/thrown_force_divisor = 0.5 var/dulled_divisor = 0.5 //Just drops the damage by half - var/default_material = DEFAULT_WALL_MATERIAL + var/default_material = MAT_STEEL var/datum/material/material var/drops_debris = 1 diff --git a/code/game/objects/items/weapons/paint.dm b/code/game/objects/items/weapons/paint.dm index a52202e33b..91c173d530 100644 --- a/code/game/objects/items/weapons/paint.dm +++ b/code/game/objects/items/weapons/paint.dm @@ -9,7 +9,7 @@ var/global/list/cached_icons = list() icon = 'icons/obj/items.dmi' icon_state = "paint_neutral" item_state = "paintcan" - matter = list(DEFAULT_WALL_MATERIAL = 200) + matter = list(MAT_STEEL = 200) w_class = ITEMSIZE_NORMAL amount_per_transfer_from_this = 10 possible_transfer_amounts = list(10,20,30,60) diff --git a/code/game/objects/items/weapons/shields.dm b/code/game/objects/items/weapons/shields.dm index e4a518e8db..e93e7ad2dd 100644 --- a/code/game/objects/items/weapons/shields.dm +++ b/code/game/objects/items/weapons/shields.dm @@ -68,7 +68,7 @@ throw_range = 4 w_class = ITEMSIZE_LARGE origin_tech = list(TECH_MATERIAL = 2) - matter = list("glass" = 7500, DEFAULT_WALL_MATERIAL = 1000) + matter = list("glass" = 7500, MAT_STEEL = 1000) attack_verb = list("shoved", "bashed") var/cooldown = 0 //shield bash cooldown. based on world.time diff --git a/code/game/objects/items/weapons/surgery_tools.dm b/code/game/objects/items/weapons/surgery_tools.dm index 5cb906bb74..a110e80774 100644 --- a/code/game/objects/items/weapons/surgery_tools.dm +++ b/code/game/objects/items/weapons/surgery_tools.dm @@ -30,7 +30,7 @@ name = "retractor" desc = "Retracts stuff." icon_state = "retractor" - matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000) + matter = list(MAT_STEEL = 10000, "glass" = 5000) origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) drop_sound = 'sound/items/drop/scrap.ogg' @@ -41,7 +41,7 @@ name = "hemostat" desc = "You think you have seen this before." icon_state = "hemostat" - matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500) + matter = list(MAT_STEEL = 5000, "glass" = 2500) origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) attack_verb = list("attacked", "pinched") drop_sound = 'sound/items/drop/scrap.ogg' @@ -53,7 +53,7 @@ name = "cautery" desc = "This stops bleeding." icon_state = "cautery" - matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500) + matter = list(MAT_STEEL = 5000, "glass" = 2500) origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) attack_verb = list("burnt") drop_sound = 'sound/items/drop/scrap.ogg' @@ -66,7 +66,7 @@ desc = "You can drill using this item. You dig?" icon_state = "drill" hitsound = 'sound/weapons/circsawhit.ogg' - matter = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 10000) + matter = list(MAT_STEEL = 15000, "glass" = 10000) force = 15.0 w_class = ITEMSIZE_NORMAL origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) @@ -95,7 +95,7 @@ throw_speed = 3 throw_range = 5 origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) - matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000) + matter = list(MAT_STEEL = 10000, "glass" = 5000) attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") drop_sound = 'sound/items/drop/knife.ogg' @@ -159,7 +159,7 @@ throw_speed = 3 throw_range = 5 origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1) - matter = list(DEFAULT_WALL_MATERIAL = 20000,"glass" = 10000) + matter = list(MAT_STEEL = 20000,"glass" = 10000) attack_verb = list("attacked", "slashed", "sawed", "cut") sharp = 1 edge = 1 @@ -173,7 +173,7 @@ damtype = SEARING w_class = ITEMSIZE_LARGE origin_tech = list(TECH_BIO = 4, TECH_MATERIAL = 6, TECH_MAGNET = 6) - matter = list(DEFAULT_WALL_MATERIAL = 12500) + matter = list(MAT_STEEL = 12500) attack_verb = list("attacked", "slashed", "seared", "cut") toolspeed = 0.75 diff --git a/code/game/objects/items/weapons/teleportation.dm b/code/game/objects/items/weapons/teleportation.dm index 103c52295c..4312981ea3 100644 --- a/code/game/objects/items/weapons/teleportation.dm +++ b/code/game/objects/items/weapons/teleportation.dm @@ -21,7 +21,7 @@ throw_speed = 4 throw_range = 20 origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 400) + matter = list(MAT_STEEL = 400) /obj/item/weapon/locator/attack_self(mob/user as mob) user.set_machine(src) @@ -127,7 +127,7 @@ Frequency: throw_speed = 3 throw_range = 5 origin_tech = list(TECH_MAGNET = 1, TECH_BLUESPACE = 3) - matter = list(DEFAULT_WALL_MATERIAL = 10000) + matter = list(MAT_STEEL = 10000) preserve_item = 1 /obj/item/weapon/hand_tele/attack_self(mob/user as mob) diff --git a/code/game/objects/items/weapons/tools/crowbar.dm b/code/game/objects/items/weapons/tools/crowbar.dm index de84168ddf..0d34937656 100644 --- a/code/game/objects/items/weapons/tools/crowbar.dm +++ b/code/game/objects/items/weapons/tools/crowbar.dm @@ -14,7 +14,7 @@ item_state = "crowbar" w_class = ITEMSIZE_SMALL origin_tech = list(TECH_ENGINEERING = 1) - matter = list(DEFAULT_WALL_MATERIAL = 50) + matter = list(MAT_STEEL = 50) attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked") usesound = 'sound/items/crowbar.ogg' drop_sound = 'sound/items/drop/crowbar.ogg' diff --git a/code/game/objects/items/weapons/tools/screwdriver.dm b/code/game/objects/items/weapons/tools/screwdriver.dm index e29245ec2f..d1be9f9ae6 100644 --- a/code/game/objects/items/weapons/tools/screwdriver.dm +++ b/code/game/objects/items/weapons/tools/screwdriver.dm @@ -17,7 +17,7 @@ usesound = 'sound/items/screwdriver.ogg' drop_sound = 'sound/items/drop/screwdriver.ogg' pickup_sound = 'sound/items/pickup/screwdriver.ogg' - matter = list(DEFAULT_WALL_MATERIAL = 75) + matter = list(MAT_STEEL = 75) attack_verb = list("stabbed") sharp = 1 toolspeed = 1 @@ -115,7 +115,7 @@ desc = "A simple powered hand drill. It's fitted with a screw bit." icon_state = "drill_screw" item_state = "drill" - matter = list(DEFAULT_WALL_MATERIAL = 150, MAT_SILVER = 50) + matter = list(MAT_STEEL = 150, MAT_SILVER = 50) origin_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) slot_flags = SLOT_BELT force = 8 diff --git a/code/game/objects/items/weapons/tools/weldingtool.dm b/code/game/objects/items/weapons/tools/weldingtool.dm index e7b417648c..b2b4f4a91c 100644 --- a/code/game/objects/items/weapons/tools/weldingtool.dm +++ b/code/game/objects/items/weapons/tools/weldingtool.dm @@ -17,7 +17,7 @@ w_class = ITEMSIZE_SMALL //Cost to make in the autolathe - matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 30) + matter = list(MAT_STEEL = 70, "glass" = 30) //R&D tech level origin_tech = list(TECH_ENGINEERING = 1) @@ -361,7 +361,7 @@ icon_state = "indwelder" max_fuel = 40 origin_tech = list(TECH_ENGINEERING = 2, TECH_PHORON = 2) - matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 60) + matter = list(MAT_STEEL = 70, "glass" = 60) /obj/item/weapon/weldingtool/largetank/cyborg name = "integrated welding tool" @@ -375,7 +375,7 @@ max_fuel = 80 w_class = ITEMSIZE_NORMAL origin_tech = list(TECH_ENGINEERING = 3) - matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120) + matter = list(MAT_STEEL = 70, "glass" = 120) /obj/item/weapon/weldingtool/mini name = "emergency welding tool" @@ -437,7 +437,7 @@ max_fuel = 40 w_class = ITEMSIZE_NORMAL origin_tech = list(TECH_ENGINEERING = 4, TECH_PHORON = 3) - matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120) + matter = list(MAT_STEEL = 70, "glass" = 120) toolspeed = 0.5 change_icons = 0 flame_intensity = 3 diff --git a/code/game/objects/items/weapons/tools/wirecutters.dm b/code/game/objects/items/weapons/tools/wirecutters.dm index 16b193e1bb..ea9a0c47d5 100644 --- a/code/game/objects/items/weapons/tools/wirecutters.dm +++ b/code/game/objects/items/weapons/tools/wirecutters.dm @@ -13,7 +13,7 @@ throw_range = 9 w_class = ITEMSIZE_SMALL origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1) - matter = list(DEFAULT_WALL_MATERIAL = 80) + matter = list(MAT_STEEL = 80) attack_verb = list("pinched", "nipped") hitsound = 'sound/items/wirecutter.ogg' usesound = 'sound/items/wirecutter.ogg' diff --git a/code/game/objects/items/weapons/tools/wrench.dm b/code/game/objects/items/weapons/tools/wrench.dm index 6372d54ad6..052eae0d2c 100644 --- a/code/game/objects/items/weapons/tools/wrench.dm +++ b/code/game/objects/items/weapons/tools/wrench.dm @@ -11,7 +11,7 @@ throwforce = 7 w_class = ITEMSIZE_SMALL origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1) - matter = list(DEFAULT_WALL_MATERIAL = 150) + matter = list(MAT_STEEL = 150) attack_verb = list("bashed", "battered", "bludgeoned", "whacked") usesound = 'sound/items/ratchet.ogg' toolspeed = 1 @@ -72,7 +72,7 @@ icon_state = "drill_bolt" item_state = "drill" usesound = 'sound/items/drill_use.ogg' - matter = list(DEFAULT_WALL_MATERIAL = 150, MAT_SILVER = 50) + matter = list(MAT_STEEL = 150, MAT_SILVER = 50) origin_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) force = 8 w_class = ITEMSIZE_SMALL diff --git a/code/game/objects/items/weapons/traps.dm b/code/game/objects/items/weapons/traps.dm index c583ce1eef..d3f9ce5ed2 100644 --- a/code/game/objects/items/weapons/traps.dm +++ b/code/game/objects/items/weapons/traps.dm @@ -17,7 +17,7 @@ throwforce = 0 w_class = ITEMSIZE_NORMAL origin_tech = list(TECH_MATERIAL = 1) - matter = list(DEFAULT_WALL_MATERIAL = 18750) + matter = list(MAT_STEEL = 18750) var/deployed = 0 var/camo_net = FALSE var/stun_length = 0.25 SECONDS diff --git a/code/game/objects/items/weapons/trays.dm b/code/game/objects/items/weapons/trays.dm index 6809ae4547..8ac7f89440 100644 --- a/code/game/objects/items/weapons/trays.dm +++ b/code/game/objects/items/weapons/trays.dm @@ -11,7 +11,7 @@ throw_speed = 1 throw_range = 5 w_class = ITEMSIZE_NORMAL - matter = list(DEFAULT_WALL_MATERIAL = 3000) + matter = list(MAT_STEEL = 3000) var/list/carrying = list() // List of things on the tray. - Doohl var/max_carry = 10 drop_sound = 'sound/items/trayhit1.ogg' diff --git a/code/modules/assembly/assembly.dm b/code/modules/assembly/assembly.dm index 8cb1f9c0e5..1a0b58bdc9 100644 --- a/code/modules/assembly/assembly.dm +++ b/code/modules/assembly/assembly.dm @@ -4,7 +4,7 @@ icon = 'icons/obj/assemblies/new_assemblies.dmi' icon_state = "" w_class = ITEMSIZE_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 100) + matter = list(MAT_STEEL = 100) throwforce = 2 throw_speed = 3 throw_range = 10 diff --git a/code/modules/assembly/igniter.dm b/code/modules/assembly/igniter.dm index a53fbad0ec..8b45b84084 100644 --- a/code/modules/assembly/igniter.dm +++ b/code/modules/assembly/igniter.dm @@ -3,7 +3,7 @@ desc = "A small electronic device able to ignite combustable substances." icon_state = "igniter" origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 500, MAT_GLASS = 50) + matter = list(MAT_STEEL = 500, MAT_GLASS = 50) secured = 1 wires = WIRE_RECEIVE diff --git a/code/modules/assembly/infrared.dm b/code/modules/assembly/infrared.dm index b9a8302aa1..67bf2c851c 100644 --- a/code/modules/assembly/infrared.dm +++ b/code/modules/assembly/infrared.dm @@ -5,7 +5,7 @@ desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted." icon_state = "infrared" origin_tech = list(TECH_MAGNET = 2) - matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_GLASS = 500) + matter = list(MAT_STEEL = 1000, MAT_GLASS = 500) wires = WIRE_PULSE diff --git a/code/modules/assembly/mousetrap.dm b/code/modules/assembly/mousetrap.dm index 7dc4ac7166..31f4ca5244 100644 --- a/code/modules/assembly/mousetrap.dm +++ b/code/modules/assembly/mousetrap.dm @@ -3,7 +3,7 @@ desc = "A handy little spring-loaded trap for catching pesty rodents." icon_state = "mousetrap" origin_tech = list(TECH_COMBAT = 1) - matter = list(DEFAULT_WALL_MATERIAL = 100) + matter = list(MAT_STEEL = 100) var/armed = 0 diff --git a/code/modules/assembly/proximity.dm b/code/modules/assembly/proximity.dm index 566ba320e4..cc74445993 100644 --- a/code/modules/assembly/proximity.dm +++ b/code/modules/assembly/proximity.dm @@ -3,7 +3,7 @@ desc = "Used for scanning and alerting when someone enters a certain proximity." icon_state = "prox" origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 800, MAT_GLASS = 200) + matter = list(MAT_STEEL = 800, MAT_GLASS = 200) wires = WIRE_PULSE secured = 0 diff --git a/code/modules/assembly/signaler.dm b/code/modules/assembly/signaler.dm index 91cea6b775..daca806f2d 100644 --- a/code/modules/assembly/signaler.dm +++ b/code/modules/assembly/signaler.dm @@ -4,7 +4,7 @@ icon_state = "signaller" item_state = "signaler" origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_GLASS = 200) + matter = list(MAT_STEEL = 1000, MAT_GLASS = 200) wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE secured = TRUE diff --git a/code/modules/assembly/timer.dm b/code/modules/assembly/timer.dm index babf362921..cee9389c3e 100644 --- a/code/modules/assembly/timer.dm +++ b/code/modules/assembly/timer.dm @@ -3,7 +3,7 @@ desc = "Used to time things. Works well with contraptions which has to count down. Tick tock." icon_state = "timer" origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 500, MAT_GLASS = 50) + matter = list(MAT_STEEL = 500, MAT_GLASS = 50) wires = WIRE_PULSE diff --git a/code/modules/assembly/voice.dm b/code/modules/assembly/voice.dm index e0d383e223..66026a7993 100644 --- a/code/modules/assembly/voice.dm +++ b/code/modules/assembly/voice.dm @@ -3,7 +3,7 @@ desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated." icon_state = "voice" origin_tech = list(TECH_MAGNET = 1) - matter = list(DEFAULT_WALL_MATERIAL = 500, MAT_GLASS = 50) + matter = list(MAT_STEEL = 500, MAT_GLASS = 50) var/listening = 0 var/recorded //the activation message diff --git a/code/modules/clothing/glasses/glasses.dm b/code/modules/clothing/glasses/glasses.dm index 6bfd3248ac..d4b5754f1a 100644 --- a/code/modules/clothing/glasses/glasses.dm +++ b/code/modules/clothing/glasses/glasses.dm @@ -342,7 +342,7 @@ BLIND // can't see anything icon_state = "welding-g" item_state_slots = list(slot_r_hand_str = "welding-g", slot_l_hand_str = "welding-g") action_button_name = "Flip Welding Goggles" - matter = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 1000) + matter = list(MAT_STEEL = 1500, "glass" = 1000) item_flags = AIRTIGHT var/up = 0 flash_protection = FLASH_PROTECTION_MAJOR diff --git a/code/modules/clothing/gloves/miscellaneous.dm b/code/modules/clothing/gloves/miscellaneous.dm index c7a7682993..bb0ca1ee39 100644 --- a/code/modules/clothing/gloves/miscellaneous.dm +++ b/code/modules/clothing/gloves/miscellaneous.dm @@ -125,7 +125,7 @@ name = "knuckle dusters" desc = "A pair of brass knuckles. Generally used to enhance the user's punches." icon_state = "knuckledusters" - matter = list(DEFAULT_WALL_MATERIAL = 500) + matter = list(MAT_STEEL = 500) attack_verb = list("punched", "beaten", "struck") flags = THICKMATERIAL // Stops rings from increasing hit strength siemens_coefficient = 1 diff --git a/code/modules/clothing/head/misc.dm b/code/modules/clothing/head/misc.dm index 0d567bb7e8..8636b5b606 100644 --- a/code/modules/clothing/head/misc.dm +++ b/code/modules/clothing/head/misc.dm @@ -42,7 +42,7 @@ name = "magnetic 'pin'" addblends = null desc = "Finally, a hair pin even a Morpheus chassis can use." - matter = list(DEFAULT_WALL_MATERIAL = 10) + matter = list(MAT_STEEL = 10) /obj/item/clothing/head/pin/flower name = "red flower pin" diff --git a/code/modules/clothing/head/misc_special.dm b/code/modules/clothing/head/misc_special.dm index 2d5ab89b39..7028b7b8ce 100644 --- a/code/modules/clothing/head/misc_special.dm +++ b/code/modules/clothing/head/misc_special.dm @@ -18,7 +18,7 @@ desc = "A head-mounted face cover designed to protect the wearer completely from space-arc eye." icon_state = "welding" item_state_slots = list(slot_r_hand_str = "welding", slot_l_hand_str = "welding") - matter = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000) + matter = list(MAT_STEEL = 3000, "glass" = 1000) var/up = 0 armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE) diff --git a/code/modules/clothing/rings/material.dm b/code/modules/clothing/rings/material.dm index 355d6acf58..3607b6bc8a 100644 --- a/code/modules/clothing/rings/material.dm +++ b/code/modules/clothing/rings/material.dm @@ -7,7 +7,7 @@ /obj/item/clothing/gloves/ring/material/New(var/newloc, var/new_material) ..(newloc) if(!new_material) - new_material = DEFAULT_WALL_MATERIAL + new_material = MAT_STEEL material = get_material_by_name(new_material) if(!istype(material)) qdel(src) diff --git a/code/modules/clothing/spacesuits/breaches.dm b/code/modules/clothing/spacesuits/breaches.dm index 12bd3e7f0b..5d63d8bedb 100644 --- a/code/modules/clothing/spacesuits/breaches.dm +++ b/code/modules/clothing/spacesuits/breaches.dm @@ -181,9 +181,9 @@ var/global/list/breach_burn_descriptors = list( if(istype(W,/obj/item/stack/material)) var/repair_power = 0 switch(W.get_material_name()) - if(DEFAULT_WALL_MATERIAL) + if(MAT_STEEL) repair_power = 2 - if("plastic") + if(MAT_PLASTIC) repair_power = 1 if(!repair_power) diff --git a/code/modules/clothing/spacesuits/rig/modules/modules.dm b/code/modules/clothing/spacesuits/rig/modules/modules.dm index b8f28e5a0f..52b744285d 100644 --- a/code/modules/clothing/spacesuits/rig/modules/modules.dm +++ b/code/modules/clothing/spacesuits/rig/modules/modules.dm @@ -13,7 +13,7 @@ desc = "It looks pretty sciency." icon = 'icons/obj/rig_modules.dmi' icon_state = "module" - matter = list(DEFAULT_WALL_MATERIAL = 20000, "plastic" = 30000, "glass" = 5000) + matter = list(MAT_STEEL = 20000, "plastic" = 30000, "glass" = 5000) var/damage = 0 var/obj/item/weapon/rig/holder diff --git a/code/modules/clothing/under/accessories/accessory.dm b/code/modules/clothing/under/accessories/accessory.dm index 7dd36c06b6..e31086c659 100644 --- a/code/modules/clothing/under/accessories/accessory.dm +++ b/code/modules/clothing/under/accessories/accessory.dm @@ -378,7 +378,7 @@ /obj/item/clothing/accessory/bracelet/material/New(var/newloc, var/new_material) ..(newloc) if(!new_material) - new_material = DEFAULT_WALL_MATERIAL + new_material = MAT_STEEL material = get_material_by_name(new_material) if(!istype(material)) qdel(src) diff --git a/code/modules/detectivework/tools/uvlight.dm b/code/modules/detectivework/tools/uvlight.dm index 6d14b48087..06df4a8550 100644 --- a/code/modules/detectivework/tools/uvlight.dm +++ b/code/modules/detectivework/tools/uvlight.dm @@ -6,7 +6,7 @@ w_class = ITEMSIZE_SMALL item_state = "electronic" action_button_name = "Toggle UV light" - matter = list(DEFAULT_WALL_MATERIAL = 150) + matter = list(MAT_STEEL = 150) origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1) var/list/scanned = list() diff --git a/code/modules/economy/mint.dm b/code/modules/economy/mint.dm index e3e72693fe..8417663150 100644 --- a/code/modules/economy/mint.dm +++ b/code/modules/economy/mint.dm @@ -15,7 +15,7 @@ var/amt_uranium = 0 var/newCoins = 0 //how many coins the machine made in it's last load var/processing = 0 - var/chosen = DEFAULT_WALL_MATERIAL //which material will be used to make coins + var/chosen = MAT_STEEL //which material will be used to make coins var/coinsToProduce = 10 @@ -50,7 +50,7 @@ amt_phoron += 100 * O.get_amount() if("uranium") amt_uranium += 100 * O.get_amount() - if(DEFAULT_WALL_MATERIAL) + if(MAT_STEEL) amt_iron += 100 * O.get_amount() else processed = 0 @@ -79,7 +79,7 @@ else dat += text("Choose") dat += text("
Iron inserted: [amt_iron] ") - if (chosen == DEFAULT_WALL_MATERIAL) + if (chosen == MAT_STEEL) dat += text("chosen") else dat += text("Choose") @@ -131,7 +131,7 @@ icon_state = "coinpress1" var/obj/item/weapon/moneybag/M switch(chosen) - if(DEFAULT_WALL_MATERIAL) + if(MAT_STEEL) while(amt_iron > 0 && coinsToProduce > 0) if (locate(/obj/item/weapon/moneybag,output.loc)) M = locate(/obj/item/weapon/moneybag,output.loc) diff --git a/code/modules/integrated_electronics/core/printer.dm b/code/modules/integrated_electronics/core/printer.dm index cdf4652d5e..e3d6067612 100644 --- a/code/modules/integrated_electronics/core/printer.dm +++ b/code/modules/integrated_electronics/core/printer.dm @@ -36,7 +36,7 @@ /obj/item/device/integrated_circuit_printer/attackby(var/obj/item/O, var/mob/user) if(istype(O,/obj/item/stack/material)) var/obj/item/stack/material/stack = O - if(stack.material.name == DEFAULT_WALL_MATERIAL) + if(stack.material.name == MAT_STEEL) if(debug) to_chat(user, span("warning", "\The [src] does not need any material.")) return diff --git a/code/modules/materials/materials/glass.dm b/code/modules/materials/materials/glass.dm index 7953542278..2e1ed498ff 100644 --- a/code/modules/materials/materials/glass.dm +++ b/code/modules/materials/materials/glass.dm @@ -106,7 +106,7 @@ hardness = 40 weight = 30 stack_origin_tech = list(TECH_MATERIAL = 2) - composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2, "glass" = SHEET_MATERIAL_AMOUNT) + composite_material = list(MAT_STEEL = SHEET_MATERIAL_AMOUNT / 2, "glass" = SHEET_MATERIAL_AMOUNT) window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2) created_window = /obj/structure/window/reinforced created_fulltile_window = /obj/structure/window/reinforced/full @@ -139,5 +139,5 @@ hardness = 40 weight = 30 stack_origin_tech = list(TECH_MATERIAL = 2) - composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2, "borosilicate glass" = SHEET_MATERIAL_AMOUNT) + composite_material = list(MAT_STEEL = SHEET_MATERIAL_AMOUNT / 2, "borosilicate glass" = SHEET_MATERIAL_AMOUNT) rod_product = null diff --git a/code/modules/materials/materials/holographic.dm b/code/modules/materials/materials/holographic.dm index ff6474ec1e..6b352a921d 100644 --- a/code/modules/materials/materials/holographic.dm +++ b/code/modules/materials/materials/holographic.dm @@ -1,17 +1,17 @@ /datum/material/steel/holographic - name = "holo" + DEFAULT_WALL_MATERIAL - display_name = DEFAULT_WALL_MATERIAL + name = "holo" + MAT_STEEL + display_name = MAT_STEEL stack_type = null shard_type = SHARD_NONE /datum/material/plastic/holographic - name = "holoplastic" + name = "holo" + MAT_PLASTIC display_name = "plastic" stack_type = null shard_type = SHARD_NONE /datum/material/wood/holographic - name = "holowood" + name = "holo" + MAT_WOOD display_name = "wood" stack_type = null shard_type = SHARD_NONE \ No newline at end of file diff --git a/code/modules/materials/materials/metals/plasteel.dm b/code/modules/materials/materials/metals/plasteel.dm index 6fc7ed29de..0c436efded 100644 --- a/code/modules/materials/materials/metals/plasteel.dm +++ b/code/modules/materials/materials/metals/plasteel.dm @@ -12,7 +12,7 @@ protectiveness = 20 // 50% conductivity = 13 // For the purposes of balance. stack_origin_tech = list(TECH_MATERIAL = 2) - composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo + composite_material = list(MAT_STEEL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo supply_conversion_value = 6 /datum/material/plasteel/generate_recipes() diff --git a/code/modules/materials/materials/metals/steel.dm b/code/modules/materials/materials/metals/steel.dm index 606c3e7037..10560dec36 100644 --- a/code/modules/materials/materials/metals/steel.dm +++ b/code/modules/materials/materials/metals/steel.dm @@ -1,5 +1,5 @@ /datum/material/steel - name = DEFAULT_WALL_MATERIAL + name = MAT_STEEL stack_type = /obj/item/stack/material/steel integrity = 150 conductivity = 11 // Assuming this is carbon steel, it would actually be slightly less conductive than iron, but lets ignore that. diff --git a/code/modules/materials/sheets/metals/metal.dm b/code/modules/materials/sheets/metals/metal.dm index bbad559c12..1994b58c21 100644 --- a/code/modules/materials/sheets/metals/metal.dm +++ b/code/modules/materials/sheets/metals/metal.dm @@ -1,7 +1,7 @@ /obj/item/stack/material/steel - name = DEFAULT_WALL_MATERIAL + name = MAT_STEEL icon_state = "sheet-refined" - default_type = DEFAULT_WALL_MATERIAL + default_type = MAT_STEEL no_variants = FALSE apply_colour = TRUE diff --git a/code/modules/materials/sheets/metals/rods.dm b/code/modules/materials/sheets/metals/rods.dm index d1c4a1ee24..2d53c2d305 100644 --- a/code/modules/materials/sheets/metals/rods.dm +++ b/code/modules/materials/sheets/metals/rods.dm @@ -10,7 +10,7 @@ throw_range = 20 drop_sound = 'sound/items/drop/metalweapon.ogg' pickup_sound = 'sound/items/pickup/metalweapon.ogg' - matter = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2) + matter = list(MAT_STEEL = SHEET_MATERIAL_AMOUNT / 2) max_amount = 60 attack_verb = list("hit", "bludgeoned", "whacked") diff --git a/code/modules/mining/alloys.dm b/code/modules/mining/alloys.dm index 5601a586a1..219a2becdb 100644 --- a/code/modules/mining/alloys.dm +++ b/code/modules/mining/alloys.dm @@ -30,7 +30,7 @@ product = /obj/item/stack/material/plasteel /datum/alloy/steel - metaltag = DEFAULT_WALL_MATERIAL + metaltag = MAT_STEEL requires = list( "carbon" = 1, "hematite" = 1 diff --git a/code/modules/mining/drilling/scanner.dm b/code/modules/mining/drilling/scanner.dm index ef113ca7b7..30dd8ad92b 100644 --- a/code/modules/mining/drilling/scanner.dm +++ b/code/modules/mining/drilling/scanner.dm @@ -5,7 +5,7 @@ icon_state = "deep_scan_device" item_state = "electronic" origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1) - matter = list(DEFAULT_WALL_MATERIAL = 150) + matter = list(MAT_STEEL = 150) var/scan_time = 2 SECONDS var/range = 2 var/exact = FALSE @@ -74,7 +74,7 @@ desc = "An advanced device used to locate ore deep underground." description_info = "This scanner has variable range, you can use the Set Scanner Range verb, or alt+click the device. Drills dig in 5x5." origin_tech = list(TECH_MAGNET = 4, TECH_ENGINEERING = 4) - matter = list(DEFAULT_WALL_MATERIAL = 150) + matter = list(MAT_STEEL = 150) scan_time = 0.5 SECONDS exact = TRUE diff --git a/code/modules/mining/mine_items.dm b/code/modules/mining/mine_items.dm index e74c241ffb..31dd9add81 100644 --- a/code/modules/mining/mine_items.dm +++ b/code/modules/mining/mine_items.dm @@ -19,7 +19,7 @@ icon_state = "pickaxe" item_state = "jackhammer" w_class = ITEMSIZE_LARGE - matter = list(DEFAULT_WALL_MATERIAL = 3750) + matter = list(MAT_STEEL = 3750) var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO var/sand_dig = FALSE // does this thing dig sand? origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1) @@ -122,7 +122,7 @@ item_state = "shovel" w_class = ITEMSIZE_NORMAL origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1) - matter = list(DEFAULT_WALL_MATERIAL = 50) + matter = list(MAT_STEEL = 50) attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked") sharp = 0 edge = 1 diff --git a/code/modules/mob/living/bot/floorbot.dm b/code/modules/mob/living/bot/floorbot.dm index a123e69bb1..8f8a8588fe 100644 --- a/code/modules/mob/living/bot/floorbot.dm +++ b/code/modules/mob/living/bot/floorbot.dm @@ -207,7 +207,7 @@ if(emagged && istype(A, /turf/simulated/floor)) var/turf/simulated/floor/F = A - busy = 1 + busy = TRUE update_icons() if(F.flooring) visible_message("\The [src] begins to tear the floor tile from the floor!") @@ -220,7 +220,7 @@ F.ReplaceWithLattice() addTiles(1) target = null - busy = 0 + busy = FALSE update_icons() else if(istype(A, /turf/space) || istype(A, /turf/simulated/mineral/floor)) var/building = 2 @@ -228,7 +228,7 @@ building = 1 if(amount < building) return - busy = 1 + busy = TRUE update_icons() visible_message("\The [src] begins to repair the hole.") if(do_after(src, 50)) @@ -240,22 +240,22 @@ I = new /obj/item/stack/rods(src) A.attackby(I, src) target = null - busy = 0 + busy = FALSE update_icons() else if(istype(A, /turf/simulated/floor)) var/turf/simulated/floor/F = A if(F.broken || F.burnt) - busy = 1 + busy = TRUE update_icons() visible_message("\The [src] begins to remove the broken floor.") if(do_after(src, 50, F)) if(F.broken || F.burnt) F.make_plating() target = null - busy = 0 + busy = FALSE update_icons() else if(!F.flooring && amount) - busy = 1 + busy = TRUE update_icons() visible_message("\The [src] begins to improve the floor.") if(do_after(src, 50)) @@ -263,12 +263,12 @@ F.set_flooring(get_flooring_data(floor_build_type)) addTiles(-1) target = null - busy = 0 + busy = FALSE update_icons() else if(istype(A, /obj/item/stack/tile/floor) && amount < maxAmount) var/obj/item/stack/tile/floor/T = A visible_message("\The [src] begins to collect tiles.") - busy = 1 + busy = TRUE update_icons() if(do_after(src, 20)) if(T) @@ -276,18 +276,20 @@ T.use(eaten) addTiles(eaten) target = null - busy = 0 + busy = FALSE update_icons() - else if(istype(A, /obj/item/stack/material) && amount + 4 <= maxAmount) + else if(istype(A, /obj/item/stack/material)) var/obj/item/stack/material/M = A if(M.get_material_name() == DEFAULT_WALL_MATERIAL) visible_message("\The [src] begins to make tiles.") - busy = 1 - update_icons() - if(do_after(50)) - if(M) - M.use(1) - addTiles(4) + while(amount + 4 <= maxAmount) + busy = TRUE + update_icons() + if(do_after(5 SECONDS)) + if(M) + M.use(1) + addTiles(4) + busy = FALSE /mob/living/bot/floorbot/explode() turn_off() diff --git a/code/modules/mob/living/silicon/robot/analyzer.dm b/code/modules/mob/living/silicon/robot/analyzer.dm index e946c7999c..08e0ee3601 100644 --- a/code/modules/mob/living/silicon/robot/analyzer.dm +++ b/code/modules/mob/living/silicon/robot/analyzer.dm @@ -12,7 +12,7 @@ throw_speed = 5 throw_range = 10 origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 1, TECH_ENGINEERING = 2) - matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200) + matter = list(MAT_STEEL = 500, "glass" = 200) var/mode = 1; /obj/item/device/robotanalyzer/attack(mob/living/M as mob, mob/living/user as mob) diff --git a/code/modules/mob/living/silicon/robot/component.dm b/code/modules/mob/living/silicon/robot/component.dm index 5f7dae3a0f..682c2a5077 100644 --- a/code/modules/mob/living/silicon/robot/component.dm +++ b/code/modules/mob/living/silicon/robot/component.dm @@ -212,7 +212,7 @@ name = "broken component" icon = 'icons/obj/robot_component.dmi' icon_state = "broken" - matter = list(DEFAULT_WALL_MATERIAL = 1000) + matter = list(MAT_STEEL = 1000) /obj/item/broken_device/random var/list/possible_icons = list("binradio_broken", diff --git a/code/modules/paperwork/pen.dm b/code/modules/paperwork/pen.dm index 713c8581d7..88e5d1f217 100644 --- a/code/modules/paperwork/pen.dm +++ b/code/modules/paperwork/pen.dm @@ -20,7 +20,7 @@ w_class = ITEMSIZE_TINY throw_speed = 7 throw_range = 15 - matter = list(DEFAULT_WALL_MATERIAL = 10) + matter = list(MAT_STEEL = 10) var/colour = "black" //what colour the ink is! pressure_resistance = 2 drop_sound = 'sound/items/drop/accessory.ogg' diff --git a/code/modules/paperwork/photography.dm b/code/modules/paperwork/photography.dm index 1d2d40e90b..c5af8224a9 100644 --- a/code/modules/paperwork/photography.dm +++ b/code/modules/paperwork/photography.dm @@ -128,7 +128,7 @@ var/global/photo_count = 0 item_state = "camera" w_class = ITEMSIZE_SMALL slot_flags = SLOT_BELT - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) var/pictures_max = 10 var/pictures_left = 10 var/on = 1 diff --git a/code/modules/paperwork/stamps.dm b/code/modules/paperwork/stamps.dm index 8667ffc772..449f08e723 100644 --- a/code/modules/paperwork/stamps.dm +++ b/code/modules/paperwork/stamps.dm @@ -9,7 +9,7 @@ slot_flags = SLOT_HOLSTER throw_speed = 7 throw_range = 15 - matter = list(DEFAULT_WALL_MATERIAL = 60) + matter = list(MAT_STEEL = 60) pressure_resistance = 2 attack_verb = list("stamped") drop_sound = 'sound/items/drop/device.ogg' diff --git a/code/modules/power/antimatter/shielding.dm b/code/modules/power/antimatter/shielding.dm index ff9ca236c7..0a0e5d621f 100644 --- a/code/modules/power/antimatter/shielding.dm +++ b/code/modules/power/antimatter/shielding.dm @@ -194,7 +194,7 @@ throwforce = 5 throw_speed = 1 throw_range = 2 - matter = list(DEFAULT_WALL_MATERIAL = 100) + matter = list(MAT_STEEL = 100) /obj/item/device/am_shielding_container/attackby(var/obj/item/I, var/mob/user) if(istype(I, /obj/item/device/multitool) && istype(src.loc,/turf)) diff --git a/code/modules/power/cable.dm b/code/modules/power/cable.dm index 1a4c854634..2ac61045dd 100644 --- a/code/modules/power/cable.dm +++ b/code/modules/power/cable.dm @@ -503,7 +503,7 @@ var/list/possible_cable_coil_colours = list( w_class = ITEMSIZE_SMALL throw_speed = 2 throw_range = 5 - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20) + matter = list(MAT_STEEL = 50, "glass" = 20) slot_flags = SLOT_BELT item_state = "coil" attack_verb = list("whipped", "lashed", "disciplined", "flogged") @@ -951,7 +951,7 @@ var/list/possible_cable_coil_colours = list( w_class = ITEMSIZE_SMALL throw_speed = 2 throw_range = 5 - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20) + matter = list(MAT_STEEL = 50, "glass" = 20) slot_flags = SLOT_BELT attack_verb = list("whipped", "lashed", "disciplined", "flogged") stacktype = null diff --git a/code/modules/power/cell.dm b/code/modules/power/cell.dm index d77f8341a6..3afc1918f1 100644 --- a/code/modules/power/cell.dm +++ b/code/modules/power/cell.dm @@ -24,7 +24,7 @@ var/charge_amount = 25 // How much power to give, if self_recharge is true. The number is in absolute cell charge, as it gets divided by CELLRATE later. var/last_use = 0 // A tracker for use in self-charging var/charge_delay = 0 // How long it takes for the cell to start recharging after last use - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50) + matter = list(MAT_STEEL = 700, "glass" = 50) drop_sound = 'sound/items/drop/component.ogg' pickup_sound = 'sound/items/pickup/component.ogg' diff --git a/code/modules/power/cells/esoteric_cells.dm b/code/modules/power/cells/esoteric_cells.dm index b45c19a783..b9bb06bf68 100644 --- a/code/modules/power/cells/esoteric_cells.dm +++ b/code/modules/power/cells/esoteric_cells.dm @@ -5,7 +5,7 @@ origin_tech = list(TECH_POWER = 2) icon_state = "spikecell" maxcharge = 10000 - matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_GLASS = 80, MAT_SILVER = 100) + matter = list(MAT_STEEL = 1000, MAT_GLASS = 80, MAT_SILVER = 100) self_recharge = TRUE charge_amount = 150 diff --git a/code/modules/power/cells/power_cells.dm b/code/modules/power/cells/power_cells.dm index 052813ade7..a59a2a0f3b 100644 --- a/code/modules/power/cells/power_cells.dm +++ b/code/modules/power/cells/power_cells.dm @@ -3,7 +3,7 @@ desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT origin_tech = list(TECH_POWER = 0) maxcharge = 500 - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40) + matter = list(MAT_STEEL = 700, "glass" = 40) /obj/item/weapon/cell/crap/empty/New() ..() @@ -13,7 +13,7 @@ name = "security borg rechargable D battery" origin_tech = list(TECH_POWER = 0) maxcharge = 600 //600 max charge / 100 charge per shot = six shots - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40) + matter = list(MAT_STEEL = 700, "glass" = 40) /obj/item/weapon/cell/secborg/empty/New() ..() @@ -24,14 +24,14 @@ name = "heavy-duty power cell" origin_tech = list(TECH_POWER = 1) maxcharge = 5000 - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50) + matter = list(MAT_STEEL = 700, "glass" = 50) /obj/item/weapon/cell/high name = "high-capacity power cell" origin_tech = list(TECH_POWER = 2) icon_state = "hcell" maxcharge = 10000 - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60) + matter = list(MAT_STEEL = 700, "glass" = 60) /obj/item/weapon/cell/high/empty/New() ..() @@ -43,7 +43,7 @@ origin_tech = list(TECH_POWER = 5) icon_state = "scell" maxcharge = 20000 - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70) + matter = list(MAT_STEEL = 700, "glass" = 70) /obj/item/weapon/cell/super/empty/New() ..() @@ -55,7 +55,7 @@ origin_tech = list(TECH_POWER = 6) icon_state = "hpcell" maxcharge = 30000 - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80) + matter = list(MAT_STEEL = 700, "glass" = 80) /obj/item/weapon/cell/hyper/empty/New() ..() @@ -72,7 +72,7 @@ icon_state = "icell" origin_tech = null maxcharge = 30000 //determines how badly mobs get shocked - matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80) + matter = list(MAT_STEEL = 700, "glass" = 80) /obj/item/weapon/cell/infinite/check_charge() return 1 diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm index c73a899a20..36bdb1d01b 100644 --- a/code/modules/power/lighting.dm +++ b/code/modules/power/lighting.dm @@ -843,7 +843,7 @@ var/global/list/light_type_cache = list() var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN var/base_state var/switchcount = 0 // number of times switched - matter = list(DEFAULT_WALL_MATERIAL = 60) + matter = list(MAT_STEEL = 60) var/rigged = 0 // true if rigged to explode var/broken_chance = 2 diff --git a/code/modules/power/singularity/emitter.dm b/code/modules/power/singularity/emitter.dm index ea8b5cd230..23e0946bfc 100644 --- a/code/modules/power/singularity/emitter.dm +++ b/code/modules/power/singularity/emitter.dm @@ -207,7 +207,7 @@ to_chat(user, "You need more welding fuel to complete this task.") return - if(istype(W, /obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL) + if(istype(W, /obj/item/stack/material) && W.get_material_name() == MAT_STEEL) var/amt = CEILING(( initial(integrity) - integrity)/10, 1) if(!amt) to_chat(user, "\The [src] is already fully repaired.") diff --git a/code/modules/power/tesla/telsa_construction.dm b/code/modules/power/tesla/telsa_construction.dm index 5cb11b9fe6..2417d6c8d9 100644 --- a/code/modules/power/tesla/telsa_construction.dm +++ b/code/modules/power/tesla/telsa_construction.dm @@ -23,7 +23,7 @@ name = T_BOARD("grounding rod") build_path = /obj/machinery/power/grounding_rod board_type = new /datum/frame/frame_types/machine - matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + matter = list(MAT_STEEL = 50, "glass" = 50) req_components = list() /datum/category_item/autolathe/engineering/grounding_rod diff --git a/code/modules/projectiles/ammunition.dm b/code/modules/projectiles/ammunition.dm index d55fe61684..2c0742c9f4 100644 --- a/code/modules/projectiles/ammunition.dm +++ b/code/modules/projectiles/ammunition.dm @@ -102,7 +102,7 @@ icon = 'icons/obj/ammo.dmi' slot_flags = SLOT_BELT item_state = "syringe_kit" - matter = list(DEFAULT_WALL_MATERIAL = 500) + matter = list(MAT_STEEL = 500) throwforce = 5 w_class = ITEMSIZE_SMALL throw_speed = 4 diff --git a/code/modules/projectiles/ammunition/magazines.dm b/code/modules/projectiles/ammunition/magazines.dm index 1d08811bae..41b000d82f 100644 --- a/code/modules/projectiles/ammunition/magazines.dm +++ b/code/modules/projectiles/ammunition/magazines.dm @@ -32,7 +32,7 @@ icon_state = "38" caliber = ".357" ammo_type = /obj/item/ammo_casing/a357 - matter = list(DEFAULT_WALL_MATERIAL = 1260) + matter = list(MAT_STEEL = 1260) max_ammo = 6 multiple_sprites = 1 @@ -43,7 +43,7 @@ desc = "A speedloader for .38 revolvers." icon_state = "38" caliber = ".38" - matter = list(DEFAULT_WALL_MATERIAL = 360) + matter = list(MAT_STEEL = 360) ammo_type = /obj/item/ammo_casing/a38 max_ammo = 6 multiple_sprites = 1 @@ -64,7 +64,7 @@ icon_state = "45" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/a45 - matter = list(DEFAULT_WALL_MATERIAL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal + matter = list(MAT_STEEL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal caliber = ".45" max_ammo = 7 multiple_sprites = 1 @@ -101,7 +101,7 @@ icon_state = "uzi45" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/a45 - matter = list(DEFAULT_WALL_MATERIAL = 1200) + matter = list(MAT_STEEL = 1200) caliber = ".45" max_ammo = 16 multiple_sprites = 1 @@ -114,7 +114,7 @@ icon_state = "tommy-mag" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/a45 - matter = list(DEFAULT_WALL_MATERIAL = 1500) + matter = list(MAT_STEEL = 1500) caliber = ".45" max_ammo = 20 @@ -131,7 +131,7 @@ w_class = ITEMSIZE_NORMAL // Bulky ammo doesn't fit in your pockets! mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/a45 - matter = list(DEFAULT_WALL_MATERIAL = 3750) + matter = list(MAT_STEEL = 3750) caliber = ".45" max_ammo = 50 @@ -148,7 +148,7 @@ desc = "A stripper clip for reloading .45 rounds into magazines." caliber = ".45" ammo_type = /obj/item/ammo_casing/a45 - matter = list(DEFAULT_WALL_MATERIAL = 675) // metal costs very roughly based around one .45 casing = 75 metal + matter = list(MAT_STEEL = 675) // metal costs very roughly based around one .45 casing = 75 metal max_ammo = 9 multiple_sprites = 1 @@ -168,7 +168,7 @@ name = "speedloader (.45)" icon_state = "45s" ammo_type = /obj/item/ammo_casing/a45 - matter = list(DEFAULT_WALL_MATERIAL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal + matter = list(MAT_STEEL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal caliber = ".45" max_ammo = 7 multiple_sprites = 1 @@ -214,7 +214,7 @@ icon_state = "9x19p_fullsize" origin_tech = list(TECH_COMBAT = 2) mag_type = MAGAZINE - matter = list(DEFAULT_WALL_MATERIAL = 600) + matter = list(MAT_STEEL = 600) caliber = "9mm" ammo_type = /obj/item/ammo_casing/a9mm max_ammo = 10 @@ -250,7 +250,7 @@ icon_state = "9x19p" origin_tech = list(TECH_COMBAT = 2) mag_type = MAGAZINE - matter = list(DEFAULT_WALL_MATERIAL = 480) + matter = list(MAT_STEEL = 480) caliber = "9mm" ammo_type = /obj/item/ammo_casing/a9mm max_ammo = 8 @@ -277,7 +277,7 @@ icon_state = "9mmt" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/a9mm - matter = list(DEFAULT_WALL_MATERIAL = 1200) + matter = list(MAT_STEEL = 1200) caliber = "9mm" max_ammo = 20 multiple_sprites = 1 @@ -300,14 +300,14 @@ /obj/item/ammo_magazine/m9mmt/ap name = "top mounted magazine (9mm armor piercing)" ammo_type = /obj/item/ammo_casing/a9mm/ap - matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_PLASTEEL = 2000) + matter = list(MAT_STEEL = 1000, MAT_PLASTEEL = 2000) /obj/item/ammo_magazine/m9mmp90 name = "large capacity top mounted magazine (9mm armor-piercing)" icon_state = "p90" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/a9mm/ap - matter = list(DEFAULT_WALL_MATERIAL = 3000) + matter = list(MAT_STEEL = 3000) caliber = "9mm" max_ammo = 50 multiple_sprites = 1 @@ -321,7 +321,7 @@ desc = "A stripper clip for reloading 9mm rounds into magazines." caliber = "9mm" ammo_type = /obj/item/ammo_casing/a9mm - matter = list(DEFAULT_WALL_MATERIAL = 540) // metal costs are very roughly based around one 9mm casing = 60 metal + matter = list(MAT_STEEL = 540) // metal costs are very roughly based around one 9mm casing = 60 metal max_ammo = 9 multiple_sprites = 1 @@ -342,7 +342,7 @@ icon_state = "S9mm" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/a9mm - matter = list(DEFAULT_WALL_MATERIAL = 1200) + matter = list(MAT_STEEL = 1200) caliber = "9mm" max_ammo = 21 origin_tech = list(TECH_COMBAT = 2, TECH_ILLEGAL = 1) @@ -352,7 +352,7 @@ desc = "A high capacity double stack magazine made specially for the Advanced SMG. Filled with 21 9mm armor piercing bullets." icon_state = "S9mm" ammo_type = /obj/item/ammo_casing/a9mm/ap - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) /obj/item/ammo_magazine/m9mmR/saber/empty initial_ammo = 0 @@ -365,7 +365,7 @@ origin_tech = list(TECH_COMBAT = 2) mag_type = MAGAZINE caliber = "10mm" - matter = list(DEFAULT_WALL_MATERIAL = 1500) + matter = list(MAT_STEEL = 1500) ammo_type = /obj/item/ammo_casing/a10mm max_ammo = 20 multiple_sprites = 1 @@ -379,7 +379,7 @@ desc = "A stripper clip for reloading 5mm rounds into magazines." caliber = "10mm" ammo_type = /obj/item/ammo_casing/a10mm - matter = list(DEFAULT_WALL_MATERIAL = 675) // metal costs are very roughly based around one 10mm casing = 75 metal + matter = list(MAT_STEEL = 675) // metal costs are very roughly based around one 10mm casing = 75 metal max_ammo = 9 multiple_sprites = 1 @@ -395,14 +395,14 @@ origin_tech = list(TECH_COMBAT = 2) mag_type = MAGAZINE caliber = "5.45mm" - matter = list(DEFAULT_WALL_MATERIAL = 1800) + matter = list(MAT_STEEL = 1800) ammo_type = /obj/item/ammo_casing/a545 max_ammo = 20 multiple_sprites = 1 /obj/item/ammo_magazine/m545/ext name = "extended magazine (5.45mm)" - matter = list(DEFAULT_WALL_MATERIAL = 2700) + matter = list(MAT_STEEL = 2700) max_ammo = 30 /obj/item/ammo_magazine/m545/empty @@ -438,7 +438,7 @@ /obj/item/ammo_magazine/m545/small name = "reduced magazine (5.45mm)" icon_state = "m545-small" - matter = list(DEFAULT_WALL_MATERIAL = 900) + matter = list(MAT_STEEL = 900) max_ammo = 10 /obj/item/ammo_magazine/m545/small/empty @@ -461,7 +461,7 @@ icon_state = "clip_rifle" caliber = "5.45mm" ammo_type = /obj/item/ammo_casing/a545 - matter = list(DEFAULT_WALL_MATERIAL = 450) // metal costs are very roughly based around one 10mm casing = 180 metal + matter = list(MAT_STEEL = 450) // metal costs are very roughly based around one 10mm casing = 180 metal max_ammo = 5 multiple_sprites = 1 @@ -483,7 +483,7 @@ origin_tech = list(TECH_COMBAT = 2) mag_type = MAGAZINE caliber = "5.45mm" - matter = list(DEFAULT_WALL_MATERIAL = 10000) + matter = list(MAT_STEEL = 10000) ammo_type = /obj/item/ammo_casing/a545 w_class = ITEMSIZE_NORMAL // This should NOT fit in your pocket!! max_ammo = 50 @@ -508,7 +508,7 @@ origin_tech = list(TECH_COMBAT = 2) mag_type = MAGAZINE caliber = ".44" - matter = list(DEFAULT_WALL_MATERIAL = 1260) + matter = list(MAT_STEEL = 1260) ammo_type = /obj/item/ammo_casing/a44 max_ammo = 7 multiple_sprites = 1 @@ -522,7 +522,7 @@ desc = "A stripper clip for reloading .44 rounds into magazines." caliber = ".44" ammo_type = /obj/item/ammo_casing/a44 - matter = list(DEFAULT_WALL_MATERIAL = 1620) // metal costs are very roughly based around one .50 casing = 180 metal + matter = list(MAT_STEEL = 1620) // metal costs are very roughly based around one .50 casing = 180 metal max_ammo = 9 multiple_sprites = 1 @@ -530,7 +530,7 @@ name = "speedloader (.44)" icon_state = "44" ammo_type = /obj/item/ammo_casing/a44 - matter = list(DEFAULT_WALL_MATERIAL = 1260) //metal costs are very roughly based around 1 .45 casing = 75 metal + matter = list(MAT_STEEL = 1260) //metal costs are very roughly based around 1 .45 casing = 75 metal caliber = ".44" max_ammo = 6 multiple_sprites = 1 @@ -555,7 +555,7 @@ icon_state = "m762-small" mag_type = MAGAZINE caliber = "7.62mm" - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) ammo_type = /obj/item/ammo_casing/a762 max_ammo = 10 multiple_sprites = 1 @@ -572,7 +572,7 @@ icon_state = "m762" mag_type = MAGAZINE caliber = "7.62mm" - matter = list(DEFAULT_WALL_MATERIAL = 4000) + matter = list(MAT_STEEL = 4000) ammo_type = /obj/item/ammo_casing/a762 max_ammo = 20 multiple_sprites = 1 @@ -589,7 +589,7 @@ icon_state = "gclip" mag_type = MAGAZINE caliber = "7.62mm" - matter = list(DEFAULT_WALL_MATERIAL = 1600) + matter = list(MAT_STEEL = 1600) ammo_type = /obj/item/ammo_casing/a762 max_ammo = 8 multiple_sprites = 1 @@ -606,7 +606,7 @@ icon_state = "clip_rifle" caliber = "7.62mm" ammo_type = /obj/item/ammo_casing/a762 - matter = list(DEFAULT_WALL_MATERIAL = 1000) // metal costs are very roughly based around one 7.62 casing = 200 metal + matter = list(MAT_STEEL = 1000) // metal costs are very roughly based around one 7.62 casing = 200 metal max_ammo = 5 multiple_sprites = 1 @@ -627,7 +627,7 @@ icon_state = "SVD" mag_type = MAGAZINE caliber = "7.62mm" - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) ammo_type = /obj/item/ammo_casing/a762 max_ammo = 10 multiple_sprites = 1 @@ -646,7 +646,7 @@ icon_state = "ashot-mag" mag_type = MAGAZINE caliber = "12g" - matter = list(DEFAULT_WALL_MATERIAL = 13000) + matter = list(MAT_STEEL = 13000) ammo_type = /obj/item/ammo_casing/a12g max_ammo = 24 multiple_sprites = 1 @@ -672,7 +672,7 @@ desc = "A color-coded metal clip for holding and quickly loading shotgun shells. This one is loaded with slugs." caliber = "12g" ammo_type = /obj/item/ammo_casing/a12g - matter = list(DEFAULT_WALL_MATERIAL = 1070) // slugs shells x2 + 350 metal for the clip itself. + matter = list(MAT_STEEL = 1070) // slugs shells x2 + 350 metal for the clip itself. max_ammo = 2 multiple_sprites = 1 @@ -681,14 +681,14 @@ icon_state = "12gclipshell" desc = "A color-coded metal clip for holding and quickly loading shotgun shells. This one is loaded with buckshot." ammo_type = /obj/item/ammo_casing/a12g/pellet - matter = list(DEFAULT_WALL_MATERIAL = 1070) // buckshot and slugs cost the same + matter = list(MAT_STEEL = 1070) // buckshot and slugs cost the same /obj/item/ammo_magazine/clip/c12g/beanbag name = "ammo clip (12g beanbag)" icon_state = "12gclipbean" desc = "A color-coded metal clip for holding and quickly loading shotgun shells. This one is loaded with beanbags." ammo_type = /obj/item/ammo_casing/a12g/beanbag - matter = list(DEFAULT_WALL_MATERIAL = 710) //beanbags x2 + 350 metal + matter = list(MAT_STEEL = 710) //beanbags x2 + 350 metal ///////// .75 Gyrojet ///////// @@ -712,6 +712,6 @@ caliber = "caps" color = "#FF0000" ammo_type = /obj/item/ammo_casing/cap - matter = list(DEFAULT_WALL_MATERIAL = 600) + matter = list(MAT_STEEL = 600) max_ammo = 7 multiple_sprites = 1 \ No newline at end of file diff --git a/code/modules/projectiles/ammunition/magnetic.dm b/code/modules/projectiles/ammunition/magnetic.dm index fc748b05df..ea0c995ac8 100644 --- a/code/modules/projectiles/ammunition/magnetic.dm +++ b/code/modules/projectiles/ammunition/magnetic.dm @@ -4,7 +4,7 @@ icon = 'icons/obj/ammo.dmi' icon_state = "caseless-mag" w_class = ITEMSIZE_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 1800) + matter = list(MAT_STEEL = 1800) origin_tech = list(TECH_COMBAT = 1) var/remaining = 9 preserve_item = 1 diff --git a/code/modules/projectiles/ammunition/rounds.dm b/code/modules/projectiles/ammunition/rounds.dm index 02d4b4aa5e..566235dd0f 100644 --- a/code/modules/projectiles/ammunition/rounds.dm +++ b/code/modules/projectiles/ammunition/rounds.dm @@ -27,7 +27,7 @@ desc = "A .357 bullet casing." caliber = ".357" projectile_type = /obj/item/projectile/bullet/pistol/strong - matter = list(DEFAULT_WALL_MATERIAL = 210) + matter = list(MAT_STEEL = 210) /* * .38 @@ -37,7 +37,7 @@ desc = "A .38 bullet casing." caliber = ".38" projectile_type = /obj/item/projectile/bullet/pistol - matter = list(DEFAULT_WALL_MATERIAL = 60) + matter = list(MAT_STEEL = 60) /obj/item/ammo_casing/a38/rubber desc = "A .38 rubber bullet casing." @@ -49,7 +49,7 @@ desc = "A .38 bullet casing fitted with a single-use ion pulse generator." icon_state = "empcasing" projectile_type = /obj/item/projectile/ion/small - matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100) + matter = list(MAT_STEEL = 130, "uranium" = 100) /* * .44 @@ -59,18 +59,18 @@ desc = "A .44 bullet casing." caliber = ".44" projectile_type = /obj/item/projectile/bullet/pistol/strong - matter = list(DEFAULT_WALL_MATERIAL = 210) + matter = list(MAT_STEEL = 210) /obj/item/ammo_casing/a44/rubber icon_state = "r-casing" desc = "A .44 rubber bullet casing." projectile_type = /obj/item/projectile/bullet/pistol/rubber/strong - matter = list(DEFAULT_WALL_MATERIAL = 60) + matter = list(MAT_STEEL = 60) /obj/item/ammo_casing/a44/rifle desc = "A proprietary Hedberg-Hammarstrom .44 bullet casing designed for use in revolving rifles." projectile_type = /obj/item/projectile/bullet/rifle/a44rifle - matter = list(DEFAULT_WALL_MATERIAL = 210) + matter = list(MAT_STEEL = 210) /* * .75 (aka Gyrojet Rockets, aka admin abuse) @@ -80,7 +80,7 @@ desc = "A .75 gyrojet rocket sheathe." caliber = ".75" projectile_type = /obj/item/projectile/bullet/gyro - matter = list(DEFAULT_WALL_MATERIAL = 4000) + matter = list(MAT_STEEL = 4000) /* * 9mm @@ -90,12 +90,12 @@ desc = "A 9mm bullet casing." caliber = "9mm" projectile_type = /obj/item/projectile/bullet/pistol - matter = list(DEFAULT_WALL_MATERIAL = 60) + matter = list(MAT_STEEL = 60) /obj/item/ammo_casing/a9mm/ap desc = "A 9mm armor-piercing bullet casing." projectile_type = /obj/item/projectile/bullet/pistol/ap - matter = list(DEFAULT_WALL_MATERIAL = 80) + matter = list(MAT_STEEL = 80) /obj/item/ammo_casing/a9mm/hp desc = "A 9mm hollow-point bullet casing." @@ -125,43 +125,43 @@ desc = "A .45 bullet casing." caliber = ".45" projectile_type = /obj/item/projectile/bullet/pistol/medium - matter = list(DEFAULT_WALL_MATERIAL = 75) + matter = list(MAT_STEEL = 75) /obj/item/ammo_casing/a45/ap desc = "A .45 Armor-Piercing bullet casing." icon_state = "r-casing" projectile_type = /obj/item/projectile/bullet/pistol/medium/ap - matter = list(DEFAULT_WALL_MATERIAL = 50, MAT_PLASTEEL = 25) + matter = list(MAT_STEEL = 50, MAT_PLASTEEL = 25) /obj/item/ammo_casing/a45/practice desc = "A .45 practice bullet casing." icon_state = "r-casing" projectile_type = /obj/item/projectile/bullet/practice - matter = list(DEFAULT_WALL_MATERIAL = 60) + matter = list(MAT_STEEL = 60) /obj/item/ammo_casing/a45/rubber desc = "A .45 rubber bullet casing." icon_state = "r-casing" projectile_type = /obj/item/projectile/bullet/pistol/rubber - matter = list(DEFAULT_WALL_MATERIAL = 60) + matter = list(MAT_STEEL = 60) /obj/item/ammo_casing/a45/flash desc = "A .45 flash shell casing." icon_state = "r-casing" projectile_type = /obj/item/projectile/energy/flash - matter = list(DEFAULT_WALL_MATERIAL = 60) + matter = list(MAT_STEEL = 60) /obj/item/ammo_casing/a45/emp name = ".45 haywire round" desc = "A .45 bullet casing fitted with a single-use ion pulse generator." projectile_type = /obj/item/projectile/ion/small icon_state = "empcasing" - matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100) + matter = list(MAT_STEEL = 130, "uranium" = 100) /obj/item/ammo_casing/a45/hp desc = "A .45 hollow-point bullet casing." projectile_type = /obj/item/projectile/bullet/pistol/medium/hp - matter = list(DEFAULT_WALL_MATERIAL = 60, MAT_PLASTIC = 15) + matter = list(MAT_STEEL = 60, MAT_PLASTIC = 15) /* * 10mm @@ -171,14 +171,14 @@ desc = "A 10mm bullet casing." caliber = "10mm" projectile_type = /obj/item/projectile/bullet/pistol/medium - matter = list(DEFAULT_WALL_MATERIAL = 75) + matter = list(MAT_STEEL = 75) /obj/item/ammo_casing/a10mm/emp name = "10mm haywire round" desc = "A 10mm bullet casing fitted with a single-use ion pulse generator." projectile_type = /obj/item/projectile/ion/small icon_state = "empcasing" - matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100) + matter = list(MAT_STEEL = 130, "uranium" = 100) /* * 12g (aka shotgun ammo) @@ -190,7 +190,7 @@ icon_state = "slshell" caliber = "12g" projectile_type = /obj/item/projectile/bullet/shotgun - matter = list(DEFAULT_WALL_MATERIAL = 360) + matter = list(MAT_STEEL = 360) /obj/item/ammo_casing/a12g/pellet name = "shotgun shell" @@ -203,21 +203,21 @@ desc = "A blank shell." icon_state = "blshell" projectile_type = /obj/item/projectile/bullet/blank - matter = list(DEFAULT_WALL_MATERIAL = 90) + matter = list(MAT_STEEL = 90) /obj/item/ammo_casing/a12g/practice name = "shotgun shell" desc = "A practice shell." icon_state = "pshell" projectile_type = /obj/item/projectile/bullet/practice - matter = list(DEFAULT_WALL_MATERIAL = 90) + matter = list(MAT_STEEL = 90) /obj/item/ammo_casing/a12g/beanbag name = "beanbag shell" desc = "A beanbag shell." icon_state = "bshell" projectile_type = /obj/item/projectile/bullet/shotgun/beanbag - matter = list(DEFAULT_WALL_MATERIAL = 180) + matter = list(MAT_STEEL = 180) //Can stun in one hit if aimed at the head, but //is blocked by clothing that stops tasers and is vulnerable to EMP @@ -226,7 +226,7 @@ desc = "A 12 gauge taser cartridge." icon_state = "stunshell" projectile_type = /obj/item/projectile/energy/electrode/stunshot - matter = list(DEFAULT_WALL_MATERIAL = 360, "glass" = 720) + matter = list(MAT_STEEL = 360, "glass" = 720) /obj/item/ammo_casing/a12g/stunshell/emp_act(severity) if(prob(100/severity)) BB = null @@ -238,7 +238,7 @@ desc = "A chemical shell used to signal distress or provide illumination." icon_state = "fshell" projectile_type = /obj/item/projectile/energy/flash/flare - matter = list(DEFAULT_WALL_MATERIAL = 90, "glass" = 90) + matter = list(MAT_STEEL = 90, "glass" = 90) /obj/item/ammo_casing/a12g/emp name = "ion shell" @@ -246,7 +246,7 @@ icon_state = "empshell" projectile_type = /obj/item/projectile/ion // projectile_type = /obj/item/projectile/bullet/shotgun/ion - matter = list(DEFAULT_WALL_MATERIAL = 360, "uranium" = 240) + matter = list(MAT_STEEL = 360, "uranium" = 240) /obj/item/ammo_casing/a12g/flechette name = "shotgun flechette" @@ -254,7 +254,7 @@ icon_state = "slshell" caliber = "12g" projectile_type = /obj/item/projectile/scatter/flechette - matter = list(DEFAULT_WALL_MATERIAL = 360, MAT_PLASTEEL = 100) + matter = list(MAT_STEEL = 360, MAT_PLASTEEL = 100) /* * 7.62mm @@ -265,23 +265,23 @@ caliber = "7.62mm" icon_state = "rifle-casing" projectile_type = /obj/item/projectile/bullet/rifle/a762 - matter = list(DEFAULT_WALL_MATERIAL = 200) + matter = list(MAT_STEEL = 200) /obj/item/ammo_casing/a762/ap desc = "A 7.62mm armor-piercing bullet casing." projectile_type = /obj/item/projectile/bullet/rifle/a762/ap - matter = list(DEFAULT_WALL_MATERIAL = 300) + matter = list(MAT_STEEL = 300) /obj/item/ammo_casing/a762/practice desc = "A 7.62mm practice bullet casing." icon_state = "rifle-casing" // Need to make an icon for these projectile_type = /obj/item/projectile/bullet/practice - matter = list(DEFAULT_WALL_MATERIAL = 90) + matter = list(MAT_STEEL = 90) /obj/item/ammo_casing/a762/blank desc = "A blank 7.62mm bullet casing." projectile_type = /obj/item/projectile/bullet/blank - matter = list(DEFAULT_WALL_MATERIAL = 90) + matter = list(MAT_STEEL = 90) /obj/item/ammo_casing/a762/hp desc = "A 7.62mm hollow-point bullet casing." @@ -300,7 +300,7 @@ icon_state = "lcasing" caliber = "14.5mm" projectile_type = /obj/item/projectile/bullet/rifle/a145 - matter = list(DEFAULT_WALL_MATERIAL = 1250) + matter = list(MAT_STEEL = 1250) /obj/item/ammo_casing/a145/highvel desc = "A 14.5mm sabot shell." @@ -319,23 +319,23 @@ caliber = "5.45mm" icon_state = "rifle-casing" projectile_type = /obj/item/projectile/bullet/rifle/a545 - matter = list(DEFAULT_WALL_MATERIAL = 180) + matter = list(MAT_STEEL = 180) /obj/item/ammo_casing/a545/ap desc = "A 5.45mm armor-piercing bullet casing." projectile_type = /obj/item/projectile/bullet/rifle/a545/ap - matter = list(DEFAULT_WALL_MATERIAL = 270) + matter = list(MAT_STEEL = 270) /obj/item/ammo_casing/a545/practice desc = "A 5.45mm practice bullet casing." icon_state = "rifle-casing" // Need to make an icon for these projectile_type = /obj/item/projectile/bullet/practice - matter = list(DEFAULT_WALL_MATERIAL = 90) + matter = list(MAT_STEEL = 90) /obj/item/ammo_casing/a545/blank desc = "A blank 5.45mm bullet casing." projectile_type = /obj/item/projectile/bullet/blank - matter = list(DEFAULT_WALL_MATERIAL = 90) + matter = list(MAT_STEEL = 90) /obj/item/ammo_casing/a545/hp desc = "A 5.45mm hollow-point bullet casing." @@ -354,7 +354,7 @@ caliber = "5mm caseless" icon_state = "casing" // Placeholder. Should probably be purple. projectile_type = /obj/item/projectile/bullet/pistol // Close enough to be comparable. - matter = list(DEFAULT_WALL_MATERIAL = 180) + matter = list(MAT_STEEL = 180) caseless = 1 /obj/item/ammo_casing/a5mmcaseless/stun @@ -371,7 +371,7 @@ icon_state = "rocketshell" projectile_type = /obj/item/projectile/bullet/srmrocket caliber = "rocket" - matter = list(DEFAULT_WALL_MATERIAL = 10000) + matter = list(MAT_STEEL = 10000) /obj/item/ammo_casing/cap name = "cap" @@ -380,7 +380,7 @@ icon_state = "r-casing" color = "#FF0000" projectile_type = /obj/item/projectile/bullet/pistol/cap - matter = list(DEFAULT_WALL_MATERIAL = 85) + matter = list(MAT_STEEL = 85) /obj/item/ammo_casing/spent // For simple hostile mobs only, so they don't cough up usable bullets when firing. This is for literally nothing else. icon_state = "s-casing-spent" diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index 75faa0bfae..7800df332e 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -39,7 +39,7 @@ icon_state = "detective" item_state = "gun" slot_flags = SLOT_BELT|SLOT_HOLSTER - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) w_class = ITEMSIZE_NORMAL throwforce = 5 throw_speed = 4 diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm index e0159e6333..190d82acf5 100644 --- a/code/modules/projectiles/guns/energy/laser.dm +++ b/code/modules/projectiles/guns/energy/laser.dm @@ -11,7 +11,7 @@ w_class = ITEMSIZE_LARGE force = 10 origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2) - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) projectile_type = /obj/item/projectile/beam/midlaser one_handed_penalty = 30 @@ -77,7 +77,7 @@ w_class = ITEMSIZE_LARGE force = 15 origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2) - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) projectile_type = /obj/item/projectile/beam/mininglaser one_handed_penalty = 30 @@ -284,7 +284,7 @@ item_state = "laser" desc = "Standard issue weapon of the Imperial Guard" origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2) - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) projectile_type = /obj/item/projectile/beam/lasertag/blue cell_type = /obj/item/weapon/cell/device/weapon/recharge battery_lock = 1 diff --git a/code/modules/projectiles/guns/energy/stun.dm b/code/modules/projectiles/guns/energy/stun.dm index 6fb4b27226..ea684e2bb9 100644 --- a/code/modules/projectiles/guns/energy/stun.dm +++ b/code/modules/projectiles/guns/energy/stun.dm @@ -48,7 +48,7 @@ w_class = ITEMSIZE_SMALL item_state = "crossbow" origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 2, TECH_ILLEGAL = 5) - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) slot_flags = SLOT_BELT | SLOT_HOLSTER silenced = 1 projectile_type = /obj/item/projectile/energy/bolt @@ -66,7 +66,7 @@ desc = "A weapon favored by mercenary infiltration teams." w_class = ITEMSIZE_LARGE force = 10 - matter = list(DEFAULT_WALL_MATERIAL = 200000) + matter = list(MAT_STEEL = 200000) slot_flags = SLOT_BELT projectile_type = /obj/item/projectile/energy/bolt/large diff --git a/code/modules/projectiles/guns/launcher/grenade_launcher.dm b/code/modules/projectiles/guns/launcher/grenade_launcher.dm index 5f33557727..619ccda825 100644 --- a/code/modules/projectiles/guns/launcher/grenade_launcher.dm +++ b/code/modules/projectiles/guns/launcher/grenade_launcher.dm @@ -15,7 +15,7 @@ var/obj/item/weapon/grenade/chambered var/list/grenades = new/list() var/max_grenades = 5 //holds this + one in the chamber - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) //revolves the magazine, allowing players to choose between multiple grenade types /obj/item/weapon/gun/launcher/grenade/proc/pump(mob/M as mob) diff --git a/code/modules/projectiles/guns/launcher/pneumatic.dm b/code/modules/projectiles/guns/launcher/pneumatic.dm index 6a6bf73cb1..c0f5ab00f3 100644 --- a/code/modules/projectiles/guns/launcher/pneumatic.dm +++ b/code/modules/projectiles/guns/launcher/pneumatic.dm @@ -172,7 +172,7 @@ buildstate++ update_icon() return - else if(istype(W,/obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL) + else if(istype(W,/obj/item/stack/material) && W.get_material_name() == MAT_STEEL) if(buildstate == 2) var/obj/item/stack/material/M = W if(M.use(5)) diff --git a/code/modules/projectiles/guns/launcher/syringe_gun.dm b/code/modules/projectiles/guns/launcher/syringe_gun.dm index 3d60e22405..b4ec4819bf 100644 --- a/code/modules/projectiles/guns/launcher/syringe_gun.dm +++ b/code/modules/projectiles/guns/launcher/syringe_gun.dm @@ -4,7 +4,7 @@ icon = 'icons/obj/ammo.dmi' icon_state = "syringe-cartridge" var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot - matter = list(DEFAULT_WALL_MATERIAL = 125, "glass" = 375) + matter = list(MAT_STEEL = 125, "glass" = 375) slot_flags = SLOT_BELT | SLOT_EARS throwforce = 3 force = 3 @@ -68,7 +68,7 @@ item_state = "syringegun" w_class = ITEMSIZE_NORMAL force = 7 - matter = list(DEFAULT_WALL_MATERIAL = 2000) + matter = list(MAT_STEEL = 2000) slot_flags = SLOT_BELT fire_sound = 'sound/weapons/empty.ogg' diff --git a/code/modules/projectiles/guns/magnetic/magnetic_construction.dm b/code/modules/projectiles/guns/magnetic/magnetic_construction.dm index 8476e28bee..003d6c956c 100644 --- a/code/modules/projectiles/guns/magnetic/magnetic_construction.dm +++ b/code/modules/projectiles/guns/magnetic/magnetic_construction.dm @@ -12,7 +12,7 @@ if(istype(thing, /obj/item/stack/material) && construction_stage == 1) var/obj/item/stack/material/reinforcing = thing var/datum/material/reinforcing_with = reinforcing.get_material() - if(reinforcing_with.name == DEFAULT_WALL_MATERIAL) // Steel + if(reinforcing_with.name == MAT_STEEL) // Steel if(reinforcing.get_amount() < 5) to_chat(user, "You need at least 5 [reinforcing.singular_name]\s for this task.") return diff --git a/code/modules/projectiles/guns/projectile.dm b/code/modules/projectiles/guns/projectile.dm index 7f93579230..31ffe40e13 100644 --- a/code/modules/projectiles/guns/projectile.dm +++ b/code/modules/projectiles/guns/projectile.dm @@ -8,7 +8,7 @@ icon_state = "revolver" origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2) w_class = ITEMSIZE_NORMAL - matter = list(DEFAULT_WALL_MATERIAL = 1000) + matter = list(MAT_STEEL = 1000) recoil = 1 projectile_type = /obj/item/projectile/bullet/pistol/strong //Only used for chameleon guns diff --git a/code/modules/reagents/reagent_containers/glass.dm b/code/modules/reagents/reagent_containers/glass.dm index 3b38e7d60f..71785807ec 100644 --- a/code/modules/reagents/reagent_containers/glass.dm +++ b/code/modules/reagents/reagent_containers/glass.dm @@ -259,7 +259,7 @@ icon_state = "bucket" item_state = "bucket" center_of_mass = list("x" = 16,"y" = 10) - matter = list(DEFAULT_WALL_MATERIAL = 200) + matter = list(MAT_STEEL = 200) w_class = ITEMSIZE_NORMAL amount_per_transfer_from_this = 20 possible_transfer_amounts = list(10,20,30,60,120) @@ -283,7 +283,7 @@ user.drop_from_inventory(src) qdel(src) return - else if(istype(D, /obj/item/stack/material) && D.get_material_name() == DEFAULT_WALL_MATERIAL) + else if(istype(D, /obj/item/stack/material) && D.get_material_name() == MAT_STEEL) var/obj/item/stack/material/M = D if (M.use(1)) var/obj/item/weapon/secbot_assembly/edCLN_assembly/B = new /obj/item/weapon/secbot_assembly/edCLN_assembly diff --git a/code/modules/reagents/reagent_containers/spray.dm b/code/modules/reagents/reagent_containers/spray.dm index 1098c5e713..425450825c 100644 --- a/code/modules/reagents/reagent_containers/spray.dm +++ b/code/modules/reagents/reagent_containers/spray.dm @@ -6,7 +6,7 @@ item_state = "cleaner" center_of_mass = list("x" = 16,"y" = 10) flags = OPENCONTAINER|NOBLUDGEON - matter = list("glass" = 300, DEFAULT_WALL_MATERIAL = 300) + matter = list("glass" = 300, MAT_STEEL = 300) slot_flags = SLOT_BELT throwforce = 3 w_class = ITEMSIZE_SMALL diff --git a/code/modules/recycling/disposal-construction.dm b/code/modules/recycling/disposal-construction.dm index 2bdffc54d4..2d88bbb04b 100644 --- a/code/modules/recycling/disposal-construction.dm +++ b/code/modules/recycling/disposal-construction.dm @@ -10,7 +10,7 @@ anchored = 0 density = 0 pressure_resistance = 5*ONE_ATMOSPHERE - matter = list(DEFAULT_WALL_MATERIAL = 1850) + matter = list(MAT_STEEL = 1850) level = 2 var/sortType = "" var/ptype = 0 diff --git a/code/modules/research/circuitprinter.dm b/code/modules/research/circuitprinter.dm index d419829bab..4951a2a26f 100644 --- a/code/modules/research/circuitprinter.dm +++ b/code/modules/research/circuitprinter.dm @@ -16,7 +16,7 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid). var/mat_efficiency = 1 var/speed = 1 - materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, MAT_PLASTEEL = 0, "plastic" = 0, MAT_GRAPHITE = 0, "gold" = 0, "silver" = 0, "osmium" = 0, MAT_LEAD = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0, MAT_DURASTEEL = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0, MAT_METALHYDROGEN = 0, MAT_SUPERMATTER = 0) + materials = list(MAT_STEEL = 0, "glass" = 0, MAT_PLASTEEL = 0, "plastic" = 0, MAT_GRAPHITE = 0, "gold" = 0, "silver" = 0, "osmium" = 0, MAT_LEAD = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0, MAT_DURASTEEL = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0, MAT_METALHYDROGEN = 0, MAT_SUPERMATTER = 0) hidden_materials = list(MAT_PLASTEEL, MAT_DURASTEEL, MAT_GRAPHITE, MAT_VERDANTIUM, MAT_MORPHIUM, MAT_METALHYDROGEN, MAT_SUPERMATTER) diff --git a/code/modules/research/designs/HUDs.dm b/code/modules/research/designs/HUDs.dm index 4a6648f26a..4c2377335a 100644 --- a/code/modules/research/designs/HUDs.dm +++ b/code/modules/research/designs/HUDs.dm @@ -1,7 +1,7 @@ // HUDs /datum/design/item/hud - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + materials = list(MAT_STEEL = 50, "glass" = 50) /datum/design/item/hud/AssembleDesignName() ..() diff --git a/code/modules/research/designs/ai_holders.dm b/code/modules/research/designs/ai_holders.dm index 8cdcafbd6c..0dd931e3e0 100644 --- a/code/modules/research/designs/ai_holders.dm +++ b/code/modules/research/designs/ai_holders.dm @@ -8,7 +8,7 @@ id = "mmi" req_tech = list(TECH_DATA = 2, TECH_BIO = 3) build_type = PROTOLATHE | PROSFAB - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500) + materials = list(MAT_STEEL = 1000, "glass" = 500) build_path = /obj/item/device/mmi category = "Misc" sort_string = "SAAAA" @@ -18,7 +18,7 @@ id = "posibrain" req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 6, TECH_BLUESPACE = 2, TECH_DATA = 4) build_type = PROTOLATHE | PROSFAB - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 500, "phoron" = 500, "diamond" = 100) + materials = list(MAT_STEEL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 500, "phoron" = 500, "diamond" = 100) build_path = /obj/item/device/mmi/digital/posibrain category = "Misc" sort_string = "SAAAB" @@ -28,7 +28,7 @@ id = "dronebrain" req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 5, TECH_DATA = 4) build_type = PROTOLATHE | PROSFAB - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 500) + materials = list(MAT_STEEL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 500) build_path = /obj/item/device/mmi/digital/robot category = "Misc" sort_string = "SAAAC" @@ -37,7 +37,7 @@ name = "'pAI', personal artificial intelligence device" id = "paicard" req_tech = list(TECH_DATA = 2) - materials = list("glass" = 500, DEFAULT_WALL_MATERIAL = 500) + materials = list("glass" = 500, MAT_STEEL = 500) build_path = /obj/item/device/paicard sort_string = "SBAAA" diff --git a/code/modules/research/designs/beakers.dm b/code/modules/research/designs/beakers.dm index fe231699d5..34d8150c44 100644 --- a/code/modules/research/designs/beakers.dm +++ b/code/modules/research/designs/beakers.dm @@ -8,7 +8,7 @@ desc = "A cryostasis beaker that allows for chemical storage without reactions. Can hold up to 50 units." id = "splitbeaker" req_tech = list(TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000) + materials = list(MAT_STEEL = 3000) build_path = /obj/item/weapon/reagent_containers/glass/beaker/noreact sort_string = "IAAAA" @@ -17,6 +17,6 @@ desc = "A bluespace beaker, powered by experimental bluespace technology and Element Cuban combined with the Compound Pete. Can hold up to 300 units." id = "bluespacebeaker" req_tech = list(TECH_BLUESPACE = 2, TECH_MATERIAL = 6) - materials = list(DEFAULT_WALL_MATERIAL = 3000, "phoron" = 3000, "diamond" = 500) + materials = list(MAT_STEEL = 3000, "phoron" = 3000, "diamond" = 500) build_path = /obj/item/weapon/reagent_containers/glass/beaker/bluespace sort_string = "IAAAB" \ No newline at end of file diff --git a/code/modules/research/designs/bio_devices.dm b/code/modules/research/designs/bio_devices.dm index 8762364105..f892b01da3 100644 --- a/code/modules/research/designs/bio_devices.dm +++ b/code/modules/research/designs/bio_devices.dm @@ -1,5 +1,5 @@ /datum/design/item/biotech - materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 20) + materials = list(MAT_STEEL = 30, "glass" = 20) /datum/design/item/biotech/AssembleDesignName() ..() @@ -39,7 +39,7 @@ desc = "A hand-held scanner able to diagnose robotic injuries." id = "robot_scanner" req_tech = list(TECH_MAGNET = 3, TECH_BIO = 2, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200) + materials = list(MAT_STEEL = 500, "glass" = 200) build_path = /obj/item/device/robotanalyzer sort_string = "JAACA" @@ -47,7 +47,7 @@ desc = "A tube of paste containing swarms of repair nanites. Very effective in repairing robotic machinery." id = "nanopaste" req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000) + materials = list(MAT_STEEL = 7000, "glass" = 7000) build_path = /obj/item/stack/nanopaste sort_string = "JAACB" @@ -55,7 +55,7 @@ desc = "A device capable of quickly scanning all relevant data about a plant." id = "plant_analyzer" req_tech = list(TECH_MAGNET = 2, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 500) + materials = list(MAT_STEEL = 500, "glass" = 500) build_path = /obj/item/device/analyzer/plant_analyzer sort_string = "JAADA" diff --git a/code/modules/research/designs/circuit_assembly.dm b/code/modules/research/designs/circuit_assembly.dm index 0ce5d0ca8a..6841c48bbb 100644 --- a/code/modules/research/designs/circuit_assembly.dm +++ b/code/modules/research/designs/circuit_assembly.dm @@ -9,7 +9,7 @@ desc = "A portable(ish) printer for modular machines." id = "ic_printer" req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 4, TECH_DATA = 5) - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MAT_STEEL = 10000) build_path = /obj/item/device/integrated_circuit_printer sort_string = "UAAAA" @@ -18,7 +18,7 @@ desc = "Allows the integrated circuit printer to create advanced circuits" id = "ic_printer_upgrade_adv" req_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 4) - materials = list(DEFAULT_WALL_MATERIAL = 2000) + materials = list(MAT_STEEL = 2000) build_path = /obj/item/weapon/disk/integrated_circuit/upgrade/advanced sort_string = "UBAAA" @@ -26,7 +26,7 @@ name = "Custom wirer tool" id = "wirer" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500) + materials = list(MAT_STEEL = 5000, "glass" = 2500) build_path = /obj/item/device/integrated_electronics/wirer sort_string = "UCAAA" @@ -34,7 +34,7 @@ name = "Custom circuit debugger tool" id = "debugger" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500) + materials = list(MAT_STEEL = 5000, "glass" = 2500) build_path = /obj/item/device/integrated_electronics/debugger sort_string = "UCBBB" @@ -49,7 +49,7 @@ desc = "A customizable assembly for simple, small devices." id = "assembly-small" req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MAT_STEEL = 10000) build_path = /obj/item/device/electronic_assembly sort_string = "UDAAA" @@ -58,7 +58,7 @@ desc = "A customizable assembly suited for more ambitious mechanisms." id = "assembly-medium" req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 20000) + materials = list(MAT_STEEL = 20000) build_path = /obj/item/device/electronic_assembly/medium sort_string = "UDAAB" @@ -67,7 +67,7 @@ desc = "A customizable assembly for large machines." id = "assembly-large" req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_POWER = 4) - materials = list(DEFAULT_WALL_MATERIAL = 40000) + materials = list(MAT_STEEL = 40000) build_path = /obj/item/device/electronic_assembly/large sort_string = "UDAAC" @@ -76,7 +76,7 @@ desc = "A customizable assembly optimized for autonomous devices." id = "assembly-drone" req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 4, TECH_POWER = 4) - materials = list(DEFAULT_WALL_MATERIAL = 30000) + materials = list(MAT_STEEL = 30000) build_path = /obj/item/device/electronic_assembly/drone sort_string = "UDAAD" @@ -85,7 +85,7 @@ desc = "An customizable assembly designed to interface with other devices." id = "assembly-device" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000) + materials = list(MAT_STEEL = 5000) build_path = /obj/item/device/assembly/electronic_assembly sort_string = "UDAAE" @@ -94,6 +94,6 @@ desc = "An customizable assembly for very small devices, implanted into living entities." id = "assembly-implant" req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_POWER = 3, TECH_BIO = 5) - materials = list(DEFAULT_WALL_MATERIAL = 2000) + materials = list(MAT_STEEL = 2000) build_path = /obj/item/weapon/implant/integrated_circuit sort_string = "UDAAF" \ No newline at end of file diff --git a/code/modules/research/designs/engineering.dm b/code/modules/research/designs/engineering.dm index f499a47a86..9fa557426c 100644 --- a/code/modules/research/designs/engineering.dm +++ b/code/modules/research/designs/engineering.dm @@ -9,7 +9,7 @@ desc = "A welding tool that generate fuel for itself." id = "expwelder" req_tech = list(TECH_ENGINEERING = 4, TECH_PHORON = 3, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120, "phoron" = 100) + materials = list(MAT_STEEL = 70, "glass" = 120, "phoron" = 100) build_path = /obj/item/weapon/weldingtool/experimental sort_string = "NAAAA" @@ -18,7 +18,7 @@ desc = "A simple powered hand drill." id = "handdrill" req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 300, "silver" = 100) + materials = list(MAT_STEEL = 300, "silver" = 100) build_path = /obj/item/weapon/tool/screwdriver/power sort_string = "NAAAB" @@ -27,7 +27,7 @@ desc = "A set of jaws of life, compressed through the magic of science." id = "jawslife" req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 300, "silver" = 100) + materials = list(MAT_STEEL = 300, "silver" = 100) build_path = /obj/item/weapon/tool/crowbar/power sort_string = "NAAAC" @@ -42,7 +42,7 @@ desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes." id = "tscanner" req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 200) + materials = list(MAT_STEEL = 200) build_path = /obj/item/device/t_scanner sort_string = "NBAAA" @@ -51,7 +51,7 @@ desc = "An upgraded version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes." id = "upgradedtscanner" req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 4, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 500, "phoron" = 150) + materials = list(MAT_STEEL = 500, "phoron" = 150) build_path = /obj/item/device/t_scanner/upgraded sort_string = "NBAAB" @@ -60,7 +60,7 @@ desc = "An advanced version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes." id = "advancedtscanner" req_tech = list(TECH_MAGNET = 6, TECH_ENGINEERING = 6, TECH_MATERIAL = 6) - materials = list(DEFAULT_WALL_MATERIAL = 1250, "phoron" = 500, "silver" = 50) + materials = list(MAT_STEEL = 1250, "phoron" = 500, "silver" = 50) build_path = /obj/item/device/t_scanner/advanced sort_string = "NBAAC" @@ -69,6 +69,6 @@ desc = "A hand-held environmental scanner which reports current gas levels." id = "atmosanalyzer" req_tech = list(TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 200, "glass" = 100) + materials = list(MAT_STEEL = 200, "glass" = 100) build_path = /obj/item/device/analyzer sort_string = "NBABA" \ No newline at end of file diff --git a/code/modules/research/designs/implants.dm b/code/modules/research/designs/implants.dm index 4c4b5ba801..7e5ea28c9a 100644 --- a/code/modules/research/designs/implants.dm +++ b/code/modules/research/designs/implants.dm @@ -1,7 +1,7 @@ // Implants /datum/design/item/implant - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + materials = list(MAT_STEEL = 50, "glass" = 50) /datum/design/item/implant/AssembleDesignName() ..() diff --git a/code/modules/research/designs/locator_devices.dm b/code/modules/research/designs/locator_devices.dm index b6f149393c..44a1bb4147 100644 --- a/code/modules/research/designs/locator_devices.dm +++ b/code/modules/research/designs/locator_devices.dm @@ -2,7 +2,7 @@ /datum/design/item/gps req_tech = list(TECH_MATERIAL = 2, TECH_DATA = 2, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 500) + materials = list(MAT_STEEL = 500) /datum/design/item/gps/AssembleDesignName() ..() @@ -67,7 +67,7 @@ desc = "Used to scan and locate signals on a particular frequency." id = "beacon_locator" req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 2, TECH_BLUESPACE = 3) - materials = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 500) + materials = list(MAT_STEEL = 1000,"glass" = 500) build_path = /obj/item/device/beacon_locator sort_string = "DBAAA" @@ -75,6 +75,6 @@ name = "Bluespace tracking beacon" id = "beacon" req_tech = list(TECH_BLUESPACE = 1) - materials = list (DEFAULT_WALL_MATERIAL = 20, "glass" = 10) + materials = list (MAT_STEEL = 20, "glass" = 10) build_path = /obj/item/device/radio/beacon sort_string = "DBABA" \ No newline at end of file diff --git a/code/modules/research/designs/medical.dm b/code/modules/research/designs/medical.dm index 7fcc4ab1f6..bd095ae430 100644 --- a/code/modules/research/designs/medical.dm +++ b/code/modules/research/designs/medical.dm @@ -1,5 +1,5 @@ /datum/design/item/medical - materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 20) + materials = list(MAT_STEEL = 30, "glass" = 20) /datum/design/item/medical/AssembleDesignName() ..() @@ -12,7 +12,7 @@ desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks basic and could be improved." id = "scalpel_laser1" req_tech = list(TECH_BIO = 2, TECH_MATERIAL = 2, TECH_MAGNET = 2) - materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500) + materials = list(MAT_STEEL = 12500, "glass" = 7500) build_path = /obj/item/weapon/surgical/scalpel/laser1 sort_string = "KAAAA" @@ -21,7 +21,7 @@ desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks somewhat advanced." id = "scalpel_laser2" req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 4, TECH_MAGNET = 4) - materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2500) + materials = list(MAT_STEEL = 12500, "glass" = 7500, "silver" = 2500) build_path = /obj/item/weapon/surgical/scalpel/laser2 sort_string = "KAAAB" @@ -30,7 +30,7 @@ desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks to be the pinnacle of precision energy cutlery!" id = "scalpel_laser3" req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 6, TECH_MAGNET = 5) - materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2000, "gold" = 1500) + materials = list(MAT_STEEL = 12500, "glass" = 7500, "silver" = 2000, "gold" = 1500) build_path = /obj/item/weapon/surgical/scalpel/laser3 sort_string = "KAAAC" @@ -39,7 +39,7 @@ desc = "A true extension of the surgeon's body, this marvel instantly and completely prepares an incision allowing for the immediate commencement of therapeutic steps." id = "scalpel_manager" req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 7, TECH_MAGNET = 5, TECH_DATA = 4) - materials = list (DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 1500, "gold" = 1500, "diamond" = 750) + materials = list (MAT_STEEL = 12500, "glass" = 7500, "silver" = 1500, "gold" = 1500, "diamond" = 750) build_path = /obj/item/weapon/surgical/scalpel/manager sort_string = "KAAAD" @@ -48,7 +48,7 @@ desc = "A strange development following the I.M.S., this heavy tool can split and open, or close and shut, intentional holes in bones." id = "advanced_saw" req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 7, TECH_MAGNET = 6, TECH_DATA = 5) - materials = list (DEFAULT_WALL_MATERIAL = 12500, MAT_PLASTIC = 800, "silver" = 1500, "gold" = 1500, MAT_OSMIUM = 1000) + materials = list (MAT_STEEL = 12500, MAT_PLASTIC = 800, "silver" = 1500, "gold" = 1500, MAT_OSMIUM = 1000) build_path = /obj/item/weapon/surgical/circular_saw/manager sort_string = "KAAAE" @@ -57,7 +57,7 @@ desc = "A modern and horrifying take on an ancient practice, this tool is capable of rapidly removing an organ from a hopefully willing patient, without damaging it." id = "organ_ripper" req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 5, TECH_MAGNET = 4, TECH_ILLEGAL = 3) - materials = list (DEFAULT_WALL_MATERIAL = 12500, MAT_PLASTIC = 8000, MAT_OSMIUM = 2500) + materials = list (MAT_STEEL = 12500, MAT_PLASTIC = 8000, MAT_OSMIUM = 2500) build_path = /obj/item/weapon/surgical/scalpel/ripper sort_string = "KAAAF" @@ -66,7 +66,7 @@ desc = "A miracle of modern science, this tool rapidly knits together bone, without the need for bone gel." id = "bone_clamp" req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 5, TECH_MAGNET = 4, TECH_DATA = 4) - materials = list (DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2500) + materials = list (MAT_STEEL = 12500, "glass" = 7500, "silver" = 2500) build_path = /obj/item/weapon/surgical/bone_clamp sort_string = "KAABA" @@ -75,7 +75,7 @@ desc = "A hand-held body scanner able to distinguish vital signs of the subject." id = "medical_analyzer" req_tech = list(TECH_MAGNET = 2, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 500) + materials = list(MAT_STEEL = 500, "glass" = 500) build_path = /obj/item/device/healthanalyzer sort_string = "KBAAA" @@ -84,7 +84,7 @@ desc = "A prototype version of the regular health analyzer, able to distinguish the location of more serious injuries as well as accurately determine radiation levels." id = "improved_analyzer" req_tech = list(TECH_MAGNET = 5, TECH_BIO = 6) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 1500) + materials = list(MAT_STEEL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 1500) build_path = /obj/item/device/healthanalyzer/improved sort_string = "KBAAB" @@ -93,6 +93,6 @@ desc = "A more advanced version of the regular roller bed, with inbuilt surgical stabilisers and an improved folding system." id = "roller_bed" req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 3, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 2000, "phoron" = 2000) + materials = list(MAT_STEEL = 4000, "glass" = 2000, "phoron" = 2000) build_path = /obj/item/roller/adv sort_string = "KCAAA" \ No newline at end of file diff --git a/code/modules/research/designs/mining_toys.dm b/code/modules/research/designs/mining_toys.dm index 61be9cd871..23544aa25f 100644 --- a/code/modules/research/designs/mining_toys.dm +++ b/code/modules/research/designs/mining_toys.dm @@ -7,21 +7,21 @@ /datum/design/item/weapon/mining/drill id = "drill" req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1000) //expensive, but no need for miners. + materials = list(MAT_STEEL = 6000, "glass" = 1000) //expensive, but no need for miners. build_path = /obj/item/weapon/pickaxe/drill sort_string = "FAAAA" /datum/design/item/weapon/mining/jackhammer id = "jackhammer" req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "silver" = 500) + materials = list(MAT_STEEL = 2000, "glass" = 500, "silver" = 500) build_path = /obj/item/weapon/pickaxe/jackhammer sort_string = "FAAAB" /datum/design/item/weapon/mining/plasmacutter id = "plasmacutter" req_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 500, "gold" = 500, "phoron" = 500) + materials = list(MAT_STEEL = 1500, "glass" = 500, "gold" = 500, "phoron" = 500) build_path = /obj/item/weapon/pickaxe/plasmacutter sort_string = "FAAAC" @@ -35,7 +35,7 @@ /datum/design/item/weapon/mining/drill_diamond id = "drill_diamond" req_tech = list(TECH_MATERIAL = 6, TECH_POWER = 4, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000, "diamond" = 2000) + materials = list(MAT_STEEL = 3000, "glass" = 1000, "diamond" = 2000) build_path = /obj/item/weapon/pickaxe/diamonddrill sort_string = "FAAAE" @@ -45,6 +45,6 @@ desc = "Used to check spatial depth and density of rock outcroppings." id = "depth_scanner" req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 1000) + materials = list(MAT_STEEL = 1000,"glass" = 1000) build_path = /obj/item/device/depth_scanner sort_string = "FBAAA" diff --git a/code/modules/research/designs/misc.dm b/code/modules/research/designs/misc.dm index 7ec9bad2fa..f0aabe4541 100644 --- a/code/modules/research/designs/misc.dm +++ b/code/modules/research/designs/misc.dm @@ -8,7 +8,7 @@ name = "Communicator" id = "communicator" req_tech = list(TECH_DATA = 2, TECH_MAGNET = 2) - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 500) + materials = list(MAT_STEEL = 500, "glass" = 500) build_path = /obj/item/device/communicator sort_string = "TAAAA" @@ -17,7 +17,7 @@ desc = "Don't shine it in your eyes!" id = "laser_pointer" req_tech = list(TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 50) + materials = list(MAT_STEEL = 100, "glass" = 50) build_path = /obj/item/device/laser_pointer sort_string = "TAABA" @@ -25,7 +25,7 @@ name = "handheld translator" id = "translator" req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 3000) + materials = list(MAT_STEEL = 3000, "glass" = 3000) build_path = /obj/item/device/universal_translator sort_string = "TAACA" @@ -33,7 +33,7 @@ name = "earpiece translator" id = "ear_translator" req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 5) //It's been hella miniaturized. - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 2000, "gold" = 1000) + materials = list(MAT_STEEL = 2000, "glass" = 2000, "gold" = 1000) build_path = /obj/item/device/universal_translator/ear sort_string = "TAACB" @@ -42,7 +42,7 @@ desc = "A device to automatically replace lights. Refill with working lightbulbs." id = "light_replacer" req_tech = list(TECH_MAGNET = 3, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 1500, "silver" = 150, "glass" = 3000) + materials = list(MAT_STEEL = 1500, "silver" = 150, "glass" = 3000) build_path = /obj/item/device/lightreplacer sort_string = "TAADA" @@ -51,7 +51,7 @@ desc = "Allows for deciphering the binary channel on-the-fly." id = "binaryencrypt" req_tech = list(TECH_ILLEGAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 300, "glass" = 300) + materials = list(MAT_STEEL = 300, "glass" = 300) build_path = /obj/item/device/encryptionkey/binary sort_string = "TBAAA" @@ -60,7 +60,7 @@ desc = "A kit of dangerous, high-tech equipment with changeable looks." id = "chameleon" req_tech = list(TECH_ILLEGAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 500) + materials = list(MAT_STEEL = 500) build_path = /obj/item/weapon/storage/box/syndie_kit/chameleon sort_string = "TBAAB" @@ -69,6 +69,6 @@ desc = "A marker that can be detected by shuttle landing systems." id = "bsflare" req_tech = list(TECH_DATA = 3, TECH_BLUESPACE = 4) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_GLASS = 2000, MAT_SILVER = 2000) + materials = list(MAT_STEEL = 4000, MAT_GLASS = 2000, MAT_SILVER = 2000) build_path = /obj/item/device/spaceflare sort_string = "TBAAC" diff --git a/code/modules/research/designs/modular_computer.dm b/code/modules/research/designs/modular_computer.dm index e78a776c1c..079e958395 100644 --- a/code/modules/research/designs/modular_computer.dm +++ b/code/modules/research/designs/modular_computer.dm @@ -9,14 +9,14 @@ name = "basic hard drive" id = "hdd_basic" req_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 100) + materials = list(MAT_STEEL = 2000, "glass" = 100) build_path = /obj/item/weapon/computer_hardware/hard_drive/ sort_string = "VAAAA" /datum/design/item/modularcomponent/disk/advanced name = "advanced hard drive" id = "hdd_advanced" - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 200) + materials = list(MAT_STEEL = 4000, "glass" = 200) build_path = /obj/item/weapon/computer_hardware/hard_drive/advanced sort_string = "VAAAB" @@ -24,7 +24,7 @@ name = "super hard drive" id = "hdd_super" req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 400) + materials = list(MAT_STEEL = 8000, "glass" = 400) build_path = /obj/item/weapon/computer_hardware/hard_drive/super sort_string = "VAAAC" @@ -32,7 +32,7 @@ name = "cluster hard drive" id = "hdd_cluster" req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 16000, "glass" = 800) + materials = list(MAT_STEEL = 16000, "glass" = 800) build_path = /obj/item/weapon/computer_hardware/hard_drive/cluster sort_string = "VAAAD" @@ -40,7 +40,7 @@ name = "small hard drive" id = "hdd_small" req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 200) + materials = list(MAT_STEEL = 4000, "glass" = 200) build_path = /obj/item/weapon/computer_hardware/hard_drive/small sort_string = "VAAAE" @@ -48,7 +48,7 @@ name = "micro hard drive" id = "hdd_micro" req_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 100) + materials = list(MAT_STEEL = 2000, "glass" = 100) build_path = /obj/item/weapon/computer_hardware/hard_drive/micro sort_string = "VAAAF" @@ -58,7 +58,7 @@ name = "basic network card" id = "netcard_basic" req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 100) + materials = list(MAT_STEEL = 500, "glass" = 100) build_path = /obj/item/weapon/computer_hardware/network_card sort_string = "VBAAA" @@ -66,7 +66,7 @@ name = "advanced network card" id = "netcard_advanced" req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 200) + materials = list(MAT_STEEL = 1000, "glass" = 200) build_path = /obj/item/weapon/computer_hardware/network_card/advanced sort_string = "VBAAB" @@ -74,7 +74,7 @@ name = "wired network card" id = "netcard_wired" req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 400) + materials = list(MAT_STEEL = 5000, "glass" = 400) build_path = /obj/item/weapon/computer_hardware/network_card/wired sort_string = "VBAAC" @@ -84,7 +84,7 @@ name = "standard battery module" id = "bat_normal" req_tech = list(TECH_POWER = 1, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 2000) + materials = list(MAT_STEEL = 2000) build_path = /obj/item/weapon/computer_hardware/battery_module sort_string = "VCAAA" @@ -92,7 +92,7 @@ name = "advanced battery module" id = "bat_advanced" req_tech = list(TECH_POWER = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000) + materials = list(MAT_STEEL = 4000) build_path = /obj/item/weapon/computer_hardware/battery_module/advanced sort_string = "VCAAB" @@ -100,7 +100,7 @@ name = "super battery module" id = "bat_super" req_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 8000) + materials = list(MAT_STEEL = 8000) build_path = /obj/item/weapon/computer_hardware/battery_module/super sort_string = "VCAAC" @@ -108,7 +108,7 @@ name = "ultra battery module" id = "bat_ultra" req_tech = list(TECH_POWER = 5, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 16000) + materials = list(MAT_STEEL = 16000) build_path = /obj/item/weapon/computer_hardware/battery_module/ultra sort_string = "VCAAD" @@ -116,7 +116,7 @@ name = "nano battery module" id = "bat_nano" req_tech = list(TECH_POWER = 1, TECH_ENGINEERING = 1) - materials = list(DEFAULT_WALL_MATERIAL = 2000) + materials = list(MAT_STEEL = 2000) build_path = /obj/item/weapon/computer_hardware/battery_module/nano sort_string = "VCAAE" @@ -124,7 +124,7 @@ name = "micro battery module" id = "bat_micro" req_tech = list(TECH_POWER = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000) + materials = list(MAT_STEEL = 4000) build_path = /obj/item/weapon/computer_hardware/battery_module/micro sort_string = "VCAAF" @@ -134,7 +134,7 @@ name = "computer processor unit" id = "cpu_normal" req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 8000) + materials = list(MAT_STEEL = 8000) build_path = /obj/item/weapon/computer_hardware/processor_unit sort_string = "VDAAA" @@ -142,7 +142,7 @@ name = "computer microprocessor unit" id = "cpu_small" req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000) + materials = list(MAT_STEEL = 4000) build_path = /obj/item/weapon/computer_hardware/processor_unit/small sort_string = "VDAAB" @@ -150,7 +150,7 @@ name = "computer photonic processor unit" id = "pcpu_normal" req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 32000, glass = 8000) + materials = list(MAT_STEEL = 32000, glass = 8000) build_path = /obj/item/weapon/computer_hardware/processor_unit/photonic sort_string = "VDAAC" @@ -158,7 +158,7 @@ name = "computer photonic microprocessor unit" id = "pcpu_small" req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 16000, glass = 4000) + materials = list(MAT_STEEL = 16000, glass = 4000) build_path = /obj/item/weapon/computer_hardware/processor_unit/photonic/small sort_string = "VDAAD" @@ -168,7 +168,7 @@ name = "RFID card slot" id = "cardslot" req_tech = list(TECH_DATA = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000) + materials = list(MAT_STEEL = 3000) build_path = /obj/item/weapon/computer_hardware/card_slot sort_string = "VEAAA" @@ -176,7 +176,7 @@ name = "nano printer" id = "nanoprinter" req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000) + materials = list(MAT_STEEL = 3000) build_path = /obj/item/weapon/computer_hardware/nano_printer sort_string = "VEAAB" @@ -184,7 +184,7 @@ name = "tesla link" id = "teslalink" req_tech = list(TECH_DATA = 2, TECH_POWER = 3, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MAT_STEEL = 10000) build_path = /obj/item/weapon/computer_hardware/tesla_link sort_string = "VEAAC" diff --git a/code/modules/research/designs/pdas.dm b/code/modules/research/designs/pdas.dm index 78fd01ec23..58e6950060 100644 --- a/code/modules/research/designs/pdas.dm +++ b/code/modules/research/designs/pdas.dm @@ -5,7 +5,7 @@ desc = "Cheaper than whiny non-digital assistants." id = "pda" req_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + materials = list(MAT_STEEL = 50, "glass" = 50) build_path = /obj/item/device/pda sort_string = "WAAAA" @@ -13,7 +13,7 @@ /datum/design/item/pda_cartridge req_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + materials = list(MAT_STEEL = 50, "glass" = 50) /datum/design/item/pda_cartridge/AssembleDesignName() ..() diff --git a/code/modules/research/designs/power_cells.dm b/code/modules/research/designs/power_cells.dm index bbfd593bff..33f0f81be3 100644 --- a/code/modules/research/designs/power_cells.dm +++ b/code/modules/research/designs/power_cells.dm @@ -20,7 +20,7 @@ build_type = PROTOLATHE | MECHFAB id = "basic_cell" req_tech = list(TECH_POWER = 1) - materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50) + materials = list(MAT_STEEL = 700, "glass" = 50) build_path = /obj/item/weapon/cell category = "Misc" sort_string = "BAAAA" @@ -30,7 +30,7 @@ build_type = PROTOLATHE | MECHFAB id = "high_cell" req_tech = list(TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60) + materials = list(MAT_STEEL = 700, "glass" = 60) build_path = /obj/item/weapon/cell/high category = "Misc" sort_string = "BAAAB" @@ -39,7 +39,7 @@ name = "super-capacity" id = "super_cell" req_tech = list(TECH_POWER = 3, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70) + materials = list(MAT_STEEL = 700, "glass" = 70) build_path = /obj/item/weapon/cell/super category = "Misc" sort_string = "BAAAC" @@ -48,7 +48,7 @@ name = "hyper-capacity" id = "hyper_cell" req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 400, "gold" = 150, "silver" = 150, "glass" = 70) + materials = list(MAT_STEEL = 400, "gold" = 150, "silver" = 150, "glass" = 70) build_path = /obj/item/weapon/cell/hyper category = "Misc" sort_string = "BAAAD" @@ -57,7 +57,7 @@ name = "device" build_type = PROTOLATHE id = "device" - materials = list(DEFAULT_WALL_MATERIAL = 350, "glass" = 25) + materials = list(MAT_STEEL = 350, "glass" = 25) build_path = /obj/item/weapon/cell/device category = "Misc" sort_string = "BAABA" @@ -66,7 +66,7 @@ name = "weapon" build_type = PROTOLATHE id = "weapon" - materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50) + materials = list(MAT_STEEL = 700, "glass" = 50) build_path = /obj/item/weapon/cell/device/weapon category = "Misc" sort_string = "BAABB" \ No newline at end of file diff --git a/code/modules/research/designs/stock_parts.dm b/code/modules/research/designs/stock_parts.dm index 18e3c01616..7becf4023f 100644 --- a/code/modules/research/designs/stock_parts.dm +++ b/code/modules/research/designs/stock_parts.dm @@ -19,35 +19,35 @@ /datum/design/item/stock_part/basic_matter_bin id = "basic_matter_bin" req_tech = list(TECH_MATERIAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 80) + materials = list(MAT_STEEL = 80) build_path = /obj/item/weapon/stock_parts/matter_bin sort_string = "AAAAA" /datum/design/item/stock_part/adv_matter_bin id = "adv_matter_bin" req_tech = list(TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 80) + materials = list(MAT_STEEL = 80) build_path = /obj/item/weapon/stock_parts/matter_bin/adv sort_string = "AAAAB" /datum/design/item/stock_part/super_matter_bin id = "super_matter_bin" req_tech = list(TECH_MATERIAL = 5) - materials = list(DEFAULT_WALL_MATERIAL = 80) + materials = list(MAT_STEEL = 80) build_path = /obj/item/weapon/stock_parts/matter_bin/super sort_string = "AAAAC" /datum/design/item/stock_part/hyper_matter_bin id = "hyper_matter_bin" req_tech = list(TECH_MATERIAL = 6, TECH_ARCANE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_VERDANTIUM = 60, MAT_DURASTEEL = 75) + materials = list(MAT_STEEL = 200, MAT_VERDANTIUM = 60, MAT_DURASTEEL = 75) build_path = /obj/item/weapon/stock_parts/matter_bin/hyper sort_string = "AAAAD" /datum/design/item/stock_part/omni_matter_bin id = "omni_matter_bin" req_tech = list(TECH_MATERIAL = 7, TECH_PRECURSOR = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_PLASTEEL = 100, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100) + materials = list(MAT_STEEL = 2000, MAT_PLASTEEL = 100, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100) build_path = /obj/item/weapon/stock_parts/matter_bin/omni sort_string = "AAAAE" @@ -56,35 +56,35 @@ /datum/design/item/stock_part/micro_mani id = "micro_mani" req_tech = list(TECH_MATERIAL = 1, TECH_DATA = 1) - materials = list(DEFAULT_WALL_MATERIAL = 30) + materials = list(MAT_STEEL = 30) build_path = /obj/item/weapon/stock_parts/manipulator sort_string = "AAABA" /datum/design/item/stock_part/nano_mani id = "nano_mani" req_tech = list(TECH_MATERIAL = 3, TECH_DATA = 2) - materials = list(DEFAULT_WALL_MATERIAL = 30) + materials = list(MAT_STEEL = 30) build_path = /obj/item/weapon/stock_parts/manipulator/nano sort_string = "AAABB" /datum/design/item/stock_part/pico_mani id = "pico_mani" req_tech = list(TECH_MATERIAL = 5, TECH_DATA = 2) - materials = list(DEFAULT_WALL_MATERIAL = 30) + materials = list(MAT_STEEL = 30) build_path = /obj/item/weapon/stock_parts/manipulator/pico sort_string = "AAABC" /datum/design/item/stock_part/hyper_mani id = "hyper_mani" req_tech = list(TECH_MATERIAL = 6, TECH_DATA = 3, TECH_ARCANE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_VERDANTIUM = 50, MAT_DURASTEEL = 50) + materials = list(MAT_STEEL = 200, MAT_VERDANTIUM = 50, MAT_DURASTEEL = 50) build_path = /obj/item/weapon/stock_parts/manipulator/hyper sort_string = "AAABD" /datum/design/item/stock_part/omni_mani id = "omni_mani" req_tech = list(TECH_MATERIAL = 7, TECH_DATA = 4, TECH_PRECURSOR = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_PLASTEEL = 500, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100) + materials = list(MAT_STEEL = 2000, MAT_PLASTEEL = 500, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100) build_path = /obj/item/weapon/stock_parts/manipulator/omni sort_string = "AAABE" @@ -93,35 +93,35 @@ /datum/design/item/stock_part/basic_capacitor id = "basic_capacitor" req_tech = list(TECH_POWER = 1) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + materials = list(MAT_STEEL = 50, "glass" = 50) build_path = /obj/item/weapon/stock_parts/capacitor sort_string = "AAACA" /datum/design/item/stock_part/adv_capacitor id = "adv_capacitor" req_tech = list(TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) + materials = list(MAT_STEEL = 50, "glass" = 50) build_path = /obj/item/weapon/stock_parts/capacitor/adv sort_string = "AAACB" /datum/design/item/stock_part/super_capacitor id = "super_capacitor" req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, "gold" = 20) + materials = list(MAT_STEEL = 50, "glass" = 50, "gold" = 20) build_path = /obj/item/weapon/stock_parts/capacitor/super sort_string = "AAACC" /datum/design/item/stock_part/hyper_capacitor id = "hyper_capacitor" req_tech = list(TECH_POWER = 6, TECH_MATERIAL = 5, TECH_BLUESPACE = 1, TECH_ARCANE = 1) - materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_GLASS = 100, MAT_VERDANTIUM = 30, MAT_DURASTEEL = 25) + materials = list(MAT_STEEL = 200, MAT_GLASS = 100, MAT_VERDANTIUM = 30, MAT_DURASTEEL = 25) build_path = /obj/item/weapon/stock_parts/capacitor/hyper sort_string = "AAACD" /datum/design/item/stock_part/omni_capacitor id = "omni_capacitor" req_tech = list(TECH_POWER = 7, TECH_MATERIAL = 6, TECH_BLUESPACE = 3, TECH_PRECURSOR = 1) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_DIAMOND = 1000, MAT_GLASS = 1000, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100) + materials = list(MAT_STEEL = 2000, MAT_DIAMOND = 1000, MAT_GLASS = 1000, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100) build_path = /obj/item/weapon/stock_parts/capacitor/omni sort_string = "AAACE" @@ -130,35 +130,35 @@ /datum/design/item/stock_part/basic_sensor id = "basic_sensor" req_tech = list(TECH_MAGNET = 1) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20) + materials = list(MAT_STEEL = 50, "glass" = 20) build_path = /obj/item/weapon/stock_parts/scanning_module sort_string = "AAADA" /datum/design/item/stock_part/adv_sensor id = "adv_sensor" req_tech = list(TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20) + materials = list(MAT_STEEL = 50, "glass" = 20) build_path = /obj/item/weapon/stock_parts/scanning_module/adv sort_string = "AAADB" /datum/design/item/stock_part/phasic_sensor id = "phasic_sensor" req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20, "silver" = 10) + materials = list(MAT_STEEL = 50, "glass" = 20, "silver" = 10) build_path = /obj/item/weapon/stock_parts/scanning_module/phasic sort_string = "AAADC" /datum/design/item/stock_part/hyper_sensor id = "hyper_sensor" req_tech = list(TECH_MAGNET = 6, TECH_MATERIAL = 4, TECH_ARCANE = 1) - materials = list(DEFAULT_WALL_MATERIAL = 50, MAT_GLASS = 20, MAT_SILVER = 50, MAT_VERDANTIUM = 40, MAT_DURASTEEL = 50) + materials = list(MAT_STEEL = 50, MAT_GLASS = 20, MAT_SILVER = 50, MAT_VERDANTIUM = 40, MAT_DURASTEEL = 50) build_path = /obj/item/weapon/stock_parts/scanning_module/hyper sort_string = "AAADD" /datum/design/item/stock_part/omni_sensor id = "omni_sensor" req_tech = list(TECH_MAGNET = 7, TECH_MATERIAL = 5, TECH_PRECURSOR = 1) - materials = list(DEFAULT_WALL_MATERIAL = 1000, MAT_PLASTEEL = 500, MAT_GLASS = 750, MAT_SILVER = 500, MAT_MORPHIUM = 60, MAT_DURASTEEL = 100) + materials = list(MAT_STEEL = 1000, MAT_PLASTEEL = 500, MAT_GLASS = 750, MAT_SILVER = 500, MAT_MORPHIUM = 60, MAT_DURASTEEL = 100) build_path = /obj/item/weapon/stock_parts/scanning_module/omni sort_string = "AAADE" @@ -167,35 +167,35 @@ /datum/design/item/stock_part/basic_micro_laser id = "basic_micro_laser" req_tech = list(TECH_MAGNET = 1) - materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20) + materials = list(MAT_STEEL = 10, "glass" = 20) build_path = /obj/item/weapon/stock_parts/micro_laser sort_string = "AAAEA" /datum/design/item/stock_part/high_micro_laser id = "high_micro_laser" req_tech = list(TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20) + materials = list(MAT_STEEL = 10, "glass" = 20) build_path = /obj/item/weapon/stock_parts/micro_laser/high sort_string = "AAAEB" /datum/design/item/stock_part/ultra_micro_laser id = "ultra_micro_laser" req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 5) - materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20, "uranium" = 10) + materials = list(MAT_STEEL = 10, "glass" = 20, "uranium" = 10) build_path = /obj/item/weapon/stock_parts/micro_laser/ultra sort_string = "AAAEC" /datum/design/item/stock_part/hyper_micro_laser id = "hyper_micro_laser" req_tech = list(TECH_MAGNET = 6, TECH_MATERIAL = 6, TECH_ARCANE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_GLASS = 20, MAT_URANIUM = 30, MAT_VERDANTIUM = 50, MAT_DURASTEEL = 100) + materials = list(MAT_STEEL = 200, MAT_GLASS = 20, MAT_URANIUM = 30, MAT_VERDANTIUM = 50, MAT_DURASTEEL = 100) build_path = /obj/item/weapon/stock_parts/micro_laser/hyper sort_string = "AAAED" /datum/design/item/stock_part/omni_micro_laser id = "omni_micro_laser" req_tech = list(TECH_MAGNET = 7, TECH_MATERIAL = 7, TECH_PRECURSOR = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_GLASS = 500, MAT_URANIUM = 2000, MAT_MORPHIUM = 50, MAT_DURASTEEL = 100) + materials = list(MAT_STEEL = 2000, MAT_GLASS = 500, MAT_URANIUM = 2000, MAT_MORPHIUM = 50, MAT_DURASTEEL = 100) build_path = /obj/item/weapon/stock_parts/micro_laser/omni sort_string = "AAAEE" @@ -207,7 +207,7 @@ desc = "Special mechanical module made to store, sort, and apply standard machine parts." id = "rped" req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 5000) + materials = list(MAT_STEEL = 15000, "glass" = 5000) build_path = /obj/item/weapon/storage/part_replacer sort_string = "ABAAA" @@ -216,6 +216,6 @@ desc = "Special mechanical module made to store, sort, and apply standard machine parts. This one has a greatly upgraded storage capacity." id = "arped" req_tech = list(TECH_ENGINEERING = 5, TECH_MATERIAL = 5) - materials = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 10000) + materials = list(MAT_STEEL = 30000, "glass" = 10000) build_path = /obj/item/weapon/storage/part_replacer/adv sort_string = "ABAAB" \ No newline at end of file diff --git a/code/modules/research/designs/subspace_parts.dm b/code/modules/research/designs/subspace_parts.dm index 0fcc0e20e0..9c1c96db68 100644 --- a/code/modules/research/designs/subspace_parts.dm +++ b/code/modules/research/designs/subspace_parts.dm @@ -7,35 +7,35 @@ /datum/design/item/stock_part/subspace/subspace_ansible id = "s-ansible" req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 80, "silver" = 20) + materials = list(MAT_STEEL = 80, "silver" = 20) build_path = /obj/item/weapon/stock_parts/subspace/ansible sort_string = "RAAAA" /datum/design/item/stock_part/subspace/hyperwave_filter id = "s-filter" req_tech = list(TECH_DATA = 3, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 40, "silver" = 10) + materials = list(MAT_STEEL = 40, "silver" = 10) build_path = /obj/item/weapon/stock_parts/subspace/sub_filter sort_string = "RAAAB" /datum/design/item/stock_part/subspace/subspace_amplifier id = "s-amplifier" req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10, "gold" = 30, "uranium" = 15) + materials = list(MAT_STEEL = 10, "gold" = 30, "uranium" = 15) build_path = /obj/item/weapon/stock_parts/subspace/amplifier sort_string = "RAAAC" /datum/design/item/stock_part/subspace/subspace_treatment id = "s-treatment" req_tech = list(TECH_DATA = 3, TECH_MAGNET = 2, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10, "silver" = 20) + materials = list(MAT_STEEL = 10, "silver" = 20) build_path = /obj/item/weapon/stock_parts/subspace/treatment sort_string = "RAAAD" /datum/design/item/stock_part/subspace/subspace_analyzer id = "s-analyzer" req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10, "gold" = 15) + materials = list(MAT_STEEL = 10, "gold" = 15) build_path = /obj/item/weapon/stock_parts/subspace/analyzer sort_string = "RAAAE" diff --git a/code/modules/research/designs/tech_disks.dm b/code/modules/research/designs/tech_disks.dm index 70f6ed0022..cf610bad10 100644 --- a/code/modules/research/designs/tech_disks.dm +++ b/code/modules/research/designs/tech_disks.dm @@ -7,7 +7,7 @@ desc = "Produce additional disks for storing device designs." id = "design_disk" req_tech = list(TECH_DATA = 1) - materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10) + materials = list(MAT_STEEL = 30, "glass" = 10) build_path = /obj/item/weapon/disk/design_disk sort_string = "CAAAA" @@ -16,6 +16,6 @@ desc = "Produce additional disks for storing technology data." id = "tech_disk" req_tech = list(TECH_DATA = 1) - materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10) + materials = list(MAT_STEEL = 30, "glass" = 10) build_path = /obj/item/weapon/disk/tech_disk sort_string = "CAAAB" \ No newline at end of file diff --git a/code/modules/research/designs/uncommented.dm b/code/modules/research/designs/uncommented.dm index f83e3a685b..b1ec4b135d 100644 --- a/code/modules/research/designs/uncommented.dm +++ b/code/modules/research/designs/uncommented.dm @@ -10,7 +10,7 @@ name = "loyalty" id = "implant_loyal" req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000) + materials = list(MAT_STEEL = 7000, "glass" = 7000) build_path = /obj/item/weapon/implantcase/loyalty" /datum/design/rust_core_control diff --git a/code/modules/research/designs/weapons.dm b/code/modules/research/designs/weapons.dm index 7905ac5b9a..a32b01b90c 100644 --- a/code/modules/research/designs/weapons.dm +++ b/code/modules/research/designs/weapons.dm @@ -22,21 +22,21 @@ /datum/design/item/weapon/energy/stunrevolver id = "stunrevolver" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000) + materials = list(MAT_STEEL = 4000) build_path = /obj/item/weapon/gun/energy/stunrevolver sort_string = "MAAAA" /datum/design/item/weapon/energy/nuclear_gun id = "nuclear_gun" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "uranium" = 500) + materials = list(MAT_STEEL = 5000, "glass" = 1000, "uranium" = 500) build_path = /obj/item/weapon/gun/energy/gun/nuclear sort_string = "MAAAB" /datum/design/item/weapon/energy/phoronpistol id = "ppistol" req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "phoron" = 3000) + materials = list(MAT_STEEL = 5000, "glass" = 1000, "phoron" = 3000) build_path = /obj/item/weapon/gun/energy/toxgun sort_string = "MAAAC" @@ -44,7 +44,7 @@ desc = "The lasing medium of this prototype is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core." id = "lasercannon" req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 1000, "diamond" = 2000) + materials = list(MAT_STEEL = 10000, "glass" = 1000, "diamond" = 2000) build_path = /obj/item/weapon/gun/energy/lasercannon sort_string = "MAAAD" @@ -59,14 +59,14 @@ desc = "A gun that shoots high-powered glass-encased energy temperature bullets." id = "temp_gun" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 500, "silver" = 3000) + materials = list(MAT_STEEL = 5000, "glass" = 500, "silver" = 3000) build_path = /obj/item/weapon/gun/energy/temperature sort_string = "MAAAF" /datum/design/item/weapon/energy/flora_gun id = "flora_gun" req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "uranium" = 500) + materials = list(MAT_STEEL = 2000, "glass" = 500, "uranium" = 500) build_path = /obj/item/weapon/gun/energy/floragun sort_string = "MAAAG" @@ -80,7 +80,7 @@ id = "smg" desc = "An advanced 9mm SMG with a reflective laser optic." req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 8000, "silver" = 2000, "diamond" = 1000) + materials = list(MAT_STEEL = 8000, "silver" = 2000, "diamond" = 1000) build_path = /obj/item/weapon/gun/projectile/automatic/advanced_smg sort_string = "MABAA" @@ -95,7 +95,7 @@ id = "ammo_9mm" desc = "A 21 round magazine for an advanced 9mm SMG." req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 3750, "silver" = 100) // Requires silver for proprietary magazines! Or something. + materials = list(MAT_STEEL = 3750, "silver" = 100) // Requires silver for proprietary magazines! Or something. build_path = /obj/item/ammo_magazine/m9mmAdvanced sort_string = "MABBA" @@ -104,7 +104,7 @@ desc = "A stunning shell for a shotgun." id = "stunshell" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 4000) + materials = list(MAT_STEEL = 4000) build_path = /obj/item/weapon/storage/box/stunshells sort_string = "MABBB" @@ -113,7 +113,7 @@ desc = "An electromagnetic shell for a shotgun." id = "empshell" req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_URANIUM = 1000) + materials = list(MAT_STEEL = 4000, MAT_URANIUM = 1000) build_path = /obj/item/weapon/storage/box/empshells sort_string = "MABBC" @@ -126,28 +126,28 @@ /datum/design/item/weapon/phase/phase_pistol id = "phasepistol" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000) + materials = list(MAT_STEEL = 4000) build_path = /obj/item/weapon/gun/energy/phasegun/pistol sort_string = "MACAA" /datum/design/item/weapon/phase/phase_carbine id = "phasecarbine" req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1500) + materials = list(MAT_STEEL = 6000, "glass" = 1500) build_path = /obj/item/weapon/gun/energy/phasegun sort_string = "MACAB" /datum/design/item/weapon/phase/phase_rifle id = "phaserifle" req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2000, "silver" = 500) + materials = list(MAT_STEEL = 7000, "glass" = 2000, "silver" = 500) build_path = /obj/item/weapon/gun/energy/phasegun/rifle sort_string = "MACAC" /datum/design/item/weapon/phase/phase_cannon id = "phasecannon" req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_POWER = 4) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "silver" = 1000, "diamond" = 750) + materials = list(MAT_STEEL = 10000, "glass" = 2000, "silver" = 1000, "diamond" = 750) build_path = /obj/item/weapon/gun/energy/phasegun/cannon sort_string = "MACAD" @@ -156,7 +156,7 @@ /datum/design/item/weapon/rapidsyringe id = "rapidsyringe" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000) + materials = list(MAT_STEEL = 5000, "glass" = 1000) build_path = /obj/item/weapon/gun/launcher/syringe/rapid sort_string = "MADAA" @@ -164,7 +164,7 @@ desc = "A gun that fires small hollow chemical-payload darts." id = "dartgun_r" req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_BIO = 4, TECH_MAGNET = 3, TECH_ILLEGAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "gold" = 5000, "silver" = 2500, "glass" = 750) + materials = list(MAT_STEEL = 5000, "gold" = 5000, "silver" = 2500, "glass" = 750) build_path = /obj/item/weapon/gun/projectile/dartgun/research sort_string = "MADAB" @@ -172,14 +172,14 @@ desc = "An advanced chem spraying device." id = "chemsprayer" req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000) + materials = list(MAT_STEEL = 5000, "glass" = 1000) build_path = /obj/item/weapon/reagent_containers/spray/chemsprayer sort_string = "MADAC" /datum/design/item/weapon/fuelrod id = "fuelrod_gun" req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_PHORON = 4, TECH_ILLEGAL = 5, TECH_MAGNET = 5) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "gold" = 500, "silver" = 500, "uranium" = 1000, "phoron" = 3000, "diamond" = 1000) + materials = list(MAT_STEEL = 10000, "glass" = 2000, "gold" = 500, "silver" = 500, "uranium" = 1000, "phoron" = 3000, "diamond" = 1000) build_path = /obj/item/weapon/gun/magnetic/fuelrod sort_string = "MADAD" @@ -188,35 +188,35 @@ /datum/design/item/weapon/ammo/dartgunmag_small id = "dartgun_mag_s" req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 300, "gold" = 100, "silver" = 100, "glass" = 300) + materials = list(MAT_STEEL = 300, "gold" = 100, "silver" = 100, "glass" = 300) build_path = /obj/item/ammo_magazine/chemdart/small sort_string = "MADBA" /datum/design/item/weapon/ammo/dartgun_ammo_small id = "dartgun_ammo_s" req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 50, "gold" = 30, "silver" = 30, "glass" = 50) + materials = list(MAT_STEEL = 50, "gold" = 30, "silver" = 30, "glass" = 50) build_path = /obj/item/ammo_casing/chemdart/small sort_string = "MADBB" /datum/design/item/weapon/ammo/dartgunmag_med id = "dartgun_mag_m" req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 150, "silver" = 150, "diamond" = 200, "glass" = 400) + materials = list(MAT_STEEL = 500, "gold" = 150, "silver" = 150, "diamond" = 200, "glass" = 400) build_path = /obj/item/ammo_magazine/chemdart sort_string = "MADBC" /datum/design/item/weapon/ammo/dartgun_ammo_med id = "dartgun_ammo_m" req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 80, "gold" = 40, "silver" = 40, "glass" = 60) + materials = list(MAT_STEEL = 80, "gold" = 40, "silver" = 40, "glass" = 60) build_path = /obj/item/ammo_casing/chemdart sort_string = "MADBD" /datum/design/item/weapon/ammo/flechette id = "magnetic_ammo" req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_MAGNET = 4) - materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 300, "glass" = 150, MAT_PHORON = 100) + materials = list(MAT_STEEL = 500, "gold" = 300, "glass" = 150, MAT_PHORON = 100) build_path = /obj/item/weapon/magnetic_ammo sort_string = "MADBE" @@ -250,6 +250,6 @@ /datum/design/item/weapon/grenade/large_grenade id = "large_Grenade" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 3000) + materials = list(MAT_STEEL = 3000) build_path = /obj/item/weapon/grenade/chem_grenade/large sort_string = "MCAAA" \ No newline at end of file diff --git a/code/modules/research/designs/xenoarch_toys.dm b/code/modules/research/designs/xenoarch_toys.dm index 7c69090b1b..c7385cd3b9 100644 --- a/code/modules/research/designs/xenoarch_toys.dm +++ b/code/modules/research/designs/xenoarch_toys.dm @@ -9,7 +9,7 @@ id = "ano_scanner" desc = "Aids in triangulation of exotic particles." req_tech = list(TECH_BLUESPACE = 3, TECH_MAGNET = 3) - materials = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 5000) + materials = list(MAT_STEEL = 10000,"glass" = 5000) build_path = /obj/item/device/ano_scanner sort_string = "GAAAA" @@ -18,7 +18,7 @@ id = "xenoarch_multitool" req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3, TECH_BLUESPACE = 3) build_path = /obj/item/device/xenoarch_multi_tool - materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "uranium" = 500, "phoron" = 500) + materials = list(MAT_STEEL = 2000, "glass" = 1000, "uranium" = 500, "phoron" = 500) sort_string = "GAAAB" /datum/design/item/weapon/xenoarch/excavationdrill @@ -26,6 +26,6 @@ id = "excavationdrill" req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINEERING = 2, TECH_BLUESPACE = 3) build_type = PROTOLATHE - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000) + materials = list(MAT_STEEL = 4000, "glass" = 4000) build_path = /obj/item/weapon/pickaxe/excavationdrill sort_string = "GAAAC" \ No newline at end of file diff --git a/code/modules/research/designs/xenobio_toys.dm b/code/modules/research/designs/xenobio_toys.dm index 917f8ba6c3..ed59f4dff6 100644 --- a/code/modules/research/designs/xenobio_toys.dm +++ b/code/modules/research/designs/xenobio_toys.dm @@ -7,14 +7,14 @@ /datum/design/item/weapon/xenobio/slimebaton id = "slimebaton" req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 2, TECH_POWER = 3, TECH_COMBAT = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000) + materials = list(MAT_STEEL = 5000) build_path = /obj/item/weapon/melee/baton/slime sort_string = "HAAAA" /datum/design/item/weapon/xenobio/slimetaser id = "slimetaser" req_tech = list(TECH_MATERIAL = 3, TECH_BIO = 3, TECH_POWER = 4, TECH_COMBAT = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000) + materials = list(MAT_STEEL = 5000) build_path = /obj/item/weapon/gun/energy/taser/xeno sort_string = "HAAAB" @@ -25,6 +25,6 @@ desc = "A hand-held body scanner able to learn information about slimes." id = "slime_scanner" req_tech = list(TECH_MAGNET = 2, TECH_BIO = 2) - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 500) + materials = list(MAT_STEEL = 500, "glass" = 500) build_path = /obj/item/device/slime_scanner sort_string = "HBAAA" \ No newline at end of file diff --git a/code/modules/research/mechfab_designs.dm b/code/modules/research/mechfab_designs.dm index 1c0c9481bc..9b8bdb9a3d 100644 --- a/code/modules/research/mechfab_designs.dm +++ b/code/modules/research/mechfab_designs.dm @@ -11,7 +11,7 @@ id = "ripley_chassis" build_path = /obj/item/mecha_parts/chassis/ripley time = 10 - materials = list(DEFAULT_WALL_MATERIAL = 15000) + materials = list(MAT_STEEL = 15000) /datum/design/item/mechfab/ripley/chassis/firefighter name = "Firefigher Chassis" @@ -23,35 +23,35 @@ id = "ripley_torso" build_path = /obj/item/mecha_parts/part/ripley_torso time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 11250) + materials = list(MAT_STEEL = 30000, "glass" = 11250) /datum/design/item/mechfab/ripley/left_arm name = "Ripley Left Arm" id = "ripley_left_arm" build_path = /obj/item/mecha_parts/part/ripley_left_arm time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 18750) + materials = list(MAT_STEEL = 18750) /datum/design/item/mechfab/ripley/right_arm name = "Ripley Right Arm" id = "ripley_right_arm" build_path = /obj/item/mecha_parts/part/ripley_right_arm time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 18750) + materials = list(MAT_STEEL = 18750) /datum/design/item/mechfab/ripley/left_leg name = "Ripley Left Leg" id = "ripley_left_leg" build_path = /obj/item/mecha_parts/part/ripley_left_leg time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 22500) + materials = list(MAT_STEEL = 22500) /datum/design/item/mechfab/ripley/right_leg name = "Ripley Right Leg" id = "ripley_right_leg" build_path = /obj/item/mecha_parts/part/ripley_right_leg time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 22500) + materials = list(MAT_STEEL = 22500) /datum/design/item/mechfab/odysseus category = "Odysseus" @@ -61,49 +61,49 @@ id = "odysseus_chassis" build_path = /obj/item/mecha_parts/chassis/odysseus time = 10 - materials = list(DEFAULT_WALL_MATERIAL = 15000) + materials = list(MAT_STEEL = 15000) /datum/design/item/mechfab/odysseus/torso name = "Odysseus Torso" id = "odysseus_torso" build_path = /obj/item/mecha_parts/part/odysseus_torso time = 18 - materials = list(DEFAULT_WALL_MATERIAL = 18750) + materials = list(MAT_STEEL = 18750) /datum/design/item/mechfab/odysseus/head name = "Odysseus Head" id = "odysseus_head" build_path = /obj/item/mecha_parts/part/odysseus_head time = 10 - materials = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 7500) + materials = list(MAT_STEEL = 1500, "glass" = 7500) /datum/design/item/mechfab/odysseus/left_arm name = "Odysseus Left Arm" id = "odysseus_left_arm" build_path = /obj/item/mecha_parts/part/odysseus_left_arm time = 12 - materials = list(DEFAULT_WALL_MATERIAL = 7500) + materials = list(MAT_STEEL = 7500) /datum/design/item/mechfab/odysseus/right_arm name = "Odysseus Right Arm" id = "odysseus_right_arm" build_path = /obj/item/mecha_parts/part/odysseus_right_arm time = 12 - materials = list(DEFAULT_WALL_MATERIAL = 7500) + materials = list(MAT_STEEL = 7500) /datum/design/item/mechfab/odysseus/left_leg name = "Odysseus Left Leg" id = "odysseus_left_leg" build_path = /obj/item/mecha_parts/part/odysseus_left_leg time = 13 - materials = list(DEFAULT_WALL_MATERIAL = 11250) + materials = list(MAT_STEEL = 11250) /datum/design/item/mechfab/odysseus/right_leg name = "Odysseus Right Leg" id = "odysseus_right_leg" build_path = /obj/item/mecha_parts/part/odysseus_right_leg time = 13 - materials = list(DEFAULT_WALL_MATERIAL = 11250) + materials = list(MAT_STEEL = 11250) /datum/design/item/mechfab/gygax category = "Gygax" @@ -112,63 +112,63 @@ name = "Serenity Chassis" id = "serenity_chassis" build_path = /obj/item/mecha_parts/chassis/serenity - materials = list(DEFAULT_WALL_MATERIAL = 18750, "phoron" = 4000) + materials = list(MAT_STEEL = 18750, "phoron" = 4000) /datum/design/item/mechfab/gygax/chassis name = "Gygax Chassis" id = "gygax_chassis" build_path = /obj/item/mecha_parts/chassis/gygax time = 10 - materials = list(DEFAULT_WALL_MATERIAL = 18750) + materials = list(MAT_STEEL = 18750) /datum/design/item/mechfab/gygax/torso name = "Gygax Torso" id = "gygax_torso" build_path = /obj/item/mecha_parts/part/gygax_torso time = 30 - materials = list(DEFAULT_WALL_MATERIAL = 37500, "glass" = 15000) + materials = list(MAT_STEEL = 37500, "glass" = 15000) /datum/design/item/mechfab/gygax/head name = "Gygax Head" id = "gygax_head" build_path = /obj/item/mecha_parts/part/gygax_head time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 7500) + materials = list(MAT_STEEL = 15000, "glass" = 7500) /datum/design/item/mechfab/gygax/left_arm name = "Gygax Left Arm" id = "gygax_left_arm" build_path = /obj/item/mecha_parts/part/gygax_left_arm time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 22500) + materials = list(MAT_STEEL = 22500) /datum/design/item/mechfab/gygax/right_arm name = "Gygax Right Arm" id = "gygax_right_arm" build_path = /obj/item/mecha_parts/part/gygax_right_arm time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 22500) + materials = list(MAT_STEEL = 22500) /datum/design/item/mechfab/gygax/left_leg name = "Gygax Left Leg" id = "gygax_left_leg" build_path = /obj/item/mecha_parts/part/gygax_left_leg time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 26250) + materials = list(MAT_STEEL = 26250) /datum/design/item/mechfab/gygax/right_leg name = "Gygax Right Leg" id = "gygax_right_leg" build_path = /obj/item/mecha_parts/part/gygax_right_leg time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 26250) + materials = list(MAT_STEEL = 26250) /datum/design/item/mechfab/gygax/armour name = "Gygax Armour Plates" id = "gygax_armour" build_path = /obj/item/mecha_parts/part/gygax_armour time = 60 - materials = list(DEFAULT_WALL_MATERIAL = 37500, "diamond" = 7500) + materials = list(MAT_STEEL = 37500, "diamond" = 7500) /datum/design/item/mechfab/durand category = "Durand" @@ -178,56 +178,56 @@ id = "durand_chassis" build_path = /obj/item/mecha_parts/chassis/durand time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 18750, MAT_PLASTEEL = 20000) + materials = list(MAT_STEEL = 18750, MAT_PLASTEEL = 20000) /datum/design/item/mechfab/durand/torso name = "Durand Torso" id = "durand_torso" build_path = /obj/item/mecha_parts/part/durand_torso time = 30 - materials = list(DEFAULT_WALL_MATERIAL = 41250, MAT_PLASTEEL = 15000, "silver" = 7500) + materials = list(MAT_STEEL = 41250, MAT_PLASTEEL = 15000, "silver" = 7500) /datum/design/item/mechfab/durand/head name = "Durand Head" id = "durand_head" build_path = /obj/item/mecha_parts/part/durand_head time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 18750, "glass" = 7500, "silver" = 2250) + materials = list(MAT_STEEL = 18750, "glass" = 7500, "silver" = 2250) /datum/design/item/mechfab/durand/left_arm name = "Durand Left Arm" id = "durand_left_arm" build_path = /obj/item/mecha_parts/part/durand_left_arm time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 26250, "silver" = 2250) + materials = list(MAT_STEEL = 26250, "silver" = 2250) /datum/design/item/mechfab/durand/right_arm name = "Durand Right Arm" id = "durand_right_arm" build_path = /obj/item/mecha_parts/part/durand_right_arm time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 26250, "silver" = 2250) + materials = list(MAT_STEEL = 26250, "silver" = 2250) /datum/design/item/mechfab/durand/left_leg name = "Durand Left Leg" id = "durand_left_leg" build_path = /obj/item/mecha_parts/part/durand_left_leg time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 30000, "silver" = 2250) + materials = list(MAT_STEEL = 30000, "silver" = 2250) /datum/design/item/mechfab/durand/right_leg name = "Durand Right Leg" id = "durand_right_leg" build_path = /obj/item/mecha_parts/part/durand_right_leg time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 30000, "silver" = 2250) + materials = list(MAT_STEEL = 30000, "silver" = 2250) /datum/design/item/mechfab/durand/armour name = "Durand Armour Plates" id = "durand_armour" build_path = /obj/item/mecha_parts/part/durand_armour time = 60 - materials = list(DEFAULT_WALL_MATERIAL = 27500, MAT_PLASTEEL = 10000, "uranium" = 7500) + materials = list(MAT_STEEL = 27500, MAT_PLASTEEL = 10000, "uranium" = 7500) /datum/design/item/mechfab/janus category = "Janus" @@ -246,42 +246,42 @@ id = "janus_torso" build_path = /obj/item/mecha_parts/part/janus_torso time = 300 - materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_DURASTEEL = 8000, MAT_MORPHIUM = 10000, MAT_GOLD = 5000, MAT_VERDANTIUM = 5000) + materials = list(MAT_STEEL = 30000, MAT_DURASTEEL = 8000, MAT_MORPHIUM = 10000, MAT_GOLD = 5000, MAT_VERDANTIUM = 5000) /datum/design/item/mechfab/janus/head name = "Imperion Head" id = "janus_head" build_path = /obj/item/mecha_parts/part/janus_head time = 200 - materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 6000, MAT_GOLD = 5000) + materials = list(MAT_STEEL = 30000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 6000, MAT_GOLD = 5000) /datum/design/item/mechfab/janus/left_arm name = "Prototype Gygax Left Arm" id = "janus_left_arm" build_path = /obj/item/mecha_parts/part/janus_left_arm time = 200 - materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_DIAMOND = 7000) + materials = list(MAT_STEEL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_DIAMOND = 7000) /datum/design/item/mechfab/janus/right_arm name = "Prototype Gygax Right Arm" id = "janus_right_arm" build_path = /obj/item/mecha_parts/part/janus_right_arm time = 200 - materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_DIAMOND = 7000) + materials = list(MAT_STEEL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_DIAMOND = 7000) /datum/design/item/mechfab/janus/left_leg name = "Prototype Durand Left Leg" id = "janus_left_leg" build_path = /obj/item/mecha_parts/part/janus_left_leg time = 200 - materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_URANIUM = 7000) + materials = list(MAT_STEEL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_URANIUM = 7000) /datum/design/item/mechfab/janus/right_leg name = "Prototype Durand Right Leg" id = "janus_right_leg" build_path = /obj/item/mecha_parts/part/janus_right_leg time = 200 - materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_URANIUM = 7000) + materials = list(MAT_STEEL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_URANIUM = 7000) /datum/design/item/mechfab/janus/phase_coil name = "Janus Phase Coil" @@ -294,7 +294,7 @@ build_type = MECHFAB category = "Exosuit Equipment" time = 10 - materials = list(DEFAULT_WALL_MATERIAL = 7500) + materials = list(MAT_STEEL = 7500) /datum/design/item/mecha/AssembleDesignDesc() if(!desc) @@ -304,7 +304,7 @@ name = "Exosuit Tracking Beacon" id = "mech_tracker" time = 5 - materials = list(DEFAULT_WALL_MATERIAL = 375) + materials = list(MAT_STEEL = 375) build_path = /obj/item/mecha_parts/mecha_tracking /datum/design/item/mecha/hydraulic_clamp @@ -326,32 +326,32 @@ name = "Cable Layer" id = "mech_cable_layer" build_path = /obj/item/mecha_parts/mecha_equipment/tool/cable_layer - materials = list(DEFAULT_WALL_MATERIAL = 7500, "plastic" = 1000) + materials = list(MAT_STEEL = 7500, "plastic" = 1000) /datum/design/item/mecha/flaregun name = "Flare Launcher" id = "mecha_flare_gun" build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flare - materials = list(DEFAULT_WALL_MATERIAL = 9375) + materials = list(MAT_STEEL = 9375) /datum/design/item/mecha/sleeper name = "Sleeper" id = "mech_sleeper" build_path = /obj/item/mecha_parts/mecha_equipment/tool/sleeper - materials = list(DEFAULT_WALL_MATERIAL = 3750, "glass" = 7500) + materials = list(MAT_STEEL = 3750, "glass" = 7500) /datum/design/item/mecha/syringe_gun name = "Syringe Gun" id = "mech_syringe_gun" build_path = /obj/item/mecha_parts/mecha_equipment/tool/syringe_gun time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 2250, "glass" = 1500) + materials = list(MAT_STEEL = 2250, "glass" = 1500) /datum/design/item/mecha/passenger name = "Passenger Compartment" id = "mech_passenger" build_path = /obj/item/mecha_parts/mecha_equipment/tool/passenger - materials = list(DEFAULT_WALL_MATERIAL = 3750, "glass" = 3750) + materials = list(MAT_STEEL = 3750, "glass" = 3750) /datum/design/item/mecha/taser name = "PBT \"Pacifier\" Mounted Taser" @@ -369,7 +369,7 @@ id = "mech_shocker" req_tech = list(TECH_COMBAT = 3, TECH_POWER = 6, TECH_MAGNET = 1) build_path = /obj/item/mecha_parts/mecha_equipment/shocker - materials = list(DEFAULT_WALL_MATERIAL = 3500, "gold" = 750, "glass" = 1000) + materials = list(MAT_STEEL = 3500, "gold" = 750, "glass" = 1000) /datum/design/item/mecha/lmg name = "Ultra AC 2" @@ -383,7 +383,7 @@ /datum/design/item/mecha/weapon req_tech = list(TECH_COMBAT = 3) - materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 2000) + materials = list(MAT_STEEL = 8000, "glass" = 2000) // *** Weapon modules /datum/design/item/mecha/weapon/scattershot @@ -391,21 +391,21 @@ id = "mech_scattershot" req_tech = list(TECH_COMBAT = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot - materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 3000, "plastic" = 2000, "silver" = 2500) + materials = list(MAT_STEEL = 8000, "glass" = 3000, "plastic" = 2000, "silver" = 2500) /datum/design/item/mecha/weapon/rigged_scattershot name = "Jury-Rigged Shrapnel Cannon" id = "mech_scattershot-r" req_tech = list(TECH_COMBAT = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot/rigged - materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2000, "plastic" = 2000, "silver" = 2000) + materials = list(MAT_STEEL = 7000, "glass" = 2000, "plastic" = 2000, "silver" = 2000) /datum/design/item/mecha/weapon/laser name = "CH-PS \"Immolator\" Laser" id = "mech_laser" req_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 3) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser - materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 3000, "plastic" = 2000) + materials = list(MAT_STEEL = 8000, "glass" = 3000, "plastic" = 2000) /datum/design/item/mecha/weapon/laser_rigged name = "Jury-Rigged Welder-Laser" @@ -419,70 +419,70 @@ id = "mech_laser_heavy" req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy - materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 3000, "diamond" = 2000, "osmium" = 5000, "plastic" = 2000) + materials = list(MAT_STEEL = 10000, "glass" = 3000, "diamond" = 2000, "osmium" = 5000, "plastic" = 2000) /datum/design/item/mecha/weapon/rigged_laser_heavy name = "Jury-Rigged Emitter Cannon" id = "mech_laser_heavy-r" req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 4, TECH_PHORON = 3, TECH_ILLEGAL = 1) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy/rigged - materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 4000, "diamond" = 1500, "osmium" = 4000, "plastic" = 2000) + materials = list(MAT_STEEL = 8000, "glass" = 4000, "diamond" = 1500, "osmium" = 4000, "plastic" = 2000) /datum/design/item/mecha/weapon/laser_xray name = "CH-XS \"Penetrator\" Laser" id = "mech_laser_xray" req_tech = list(TECH_MATERIAL = 3, TECH_COMBAT = 3, TECH_PHORON = 3, TECH_POWER = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/xray - materials = list(DEFAULT_WALL_MATERIAL = 9000, "glass" = 3000, "phoron" = 1000, "silver" = 1500, "gold" = 2500, "plastic" = 2000) + materials = list(MAT_STEEL = 9000, "glass" = 3000, "phoron" = 1000, "silver" = 1500, "gold" = 2500, "plastic" = 2000) /datum/design/item/mecha/weapon/rigged_laser_xray name = "Jury-Rigged Xray Rifle" id = "mech_laser_xray-r" req_tech = list(TECH_MATERIAL = 3, TECH_COMBAT = 3, TECH_PHORON = 3, TECH_POWER = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/xray/rigged - materials = list(DEFAULT_WALL_MATERIAL = 8500, "glass" = 2500, "phoron" = 1000, "silver" = 1250, "gold" = 2000, "plastic" = 2000) + materials = list(MAT_STEEL = 8500, "glass" = 2500, "phoron" = 1000, "silver" = 1250, "gold" = 2000, "plastic" = 2000) /datum/design/item/mecha/weapon/phase name = "NT-PE \"Scorpio\" Phase-Emitter" id = "mech_phase" req_tech = list(TECH_MATERIAL = 1, TECH_COMBAT = 2, TECH_MAGNET = 2) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/phase - materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 3000, "plastic" = 3000) + materials = list(MAT_STEEL = 6000, "glass" = 3000, "plastic" = 3000) /datum/design/item/mecha/weapon/ion name = "MK-IV Ion Heavy Cannon" id = "mech_ion" req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/ion - materials = list(DEFAULT_WALL_MATERIAL = 15000, "uranium" = 2000, "silver" = 2000, "osmium" = 4500, "plastic" = 2000) + materials = list(MAT_STEEL = 15000, "uranium" = 2000, "silver" = 2000, "osmium" = 4500, "plastic" = 2000) /datum/design/item/mecha/weapon/rigged_ion name = "Jury-Rigged Ion Cannon" id = "mech_ion-r" req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 4) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/ion/rigged - materials = list(DEFAULT_WALL_MATERIAL = 13000, "uranium" = 1000, "silver" = 1000, "osmium" = 3000, "plastic" = 2000) + materials = list(MAT_STEEL = 13000, "uranium" = 1000, "silver" = 1000, "osmium" = 3000, "plastic" = 2000) /datum/design/item/mecha/weapon/grenade_launcher name = "SGL-6 Grenade Launcher" id = "mech_grenade_launcher" req_tech = list(TECH_COMBAT = 3) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/grenade - materials = list(DEFAULT_WALL_MATERIAL = 7000, "gold" = 2000, "plastic" = 3000) + materials = list(MAT_STEEL = 7000, "gold" = 2000, "plastic" = 3000) /datum/design/item/mecha/weapon/rigged_grenade_launcher name = "Jury-Rigged Pneumatic Flashlauncher" id = "mech_grenade_launcher-rig" req_tech = list(TECH_COMBAT = 3) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/grenade/rigged - materials = list(DEFAULT_WALL_MATERIAL = 5000, "gold" = 2000, "plastic" = 2000) + materials = list(MAT_STEEL = 5000, "gold" = 2000, "plastic" = 2000) /datum/design/item/mecha/weapon/clusterbang_launcher name = "SOP-6 Grenade Launcher" desc = "A weapon that violates the Geneva Convention at 6 rounds per minute." id = "clusterbang_launcher" req_tech = list(TECH_COMBAT= 5, TECH_MATERIAL = 5, TECH_ILLEGAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 15000, "gold" = 4500, "uranium" = 4500) + materials = list(MAT_STEEL = 15000, "gold" = 4500, "uranium" = 4500) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/grenade/clusterbang/limited /datum/design/item/mecha/weapon/conc_grenade_launcher @@ -490,21 +490,21 @@ id = "mech_grenade_launcher_conc" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_ILLEGAL = 1) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/grenade/concussion - materials = list(DEFAULT_WALL_MATERIAL = 9000, "gold" = 1000, "osmium" = 1000, "plastic" = 3000) + materials = list(MAT_STEEL = 9000, "gold" = 1000, "osmium" = 1000, "plastic" = 3000) /datum/design/item/mecha/weapon/frag_grenade_launcher name = "HEP-MI 6 Grenade Launcher" id = "mech_grenade_launcher_frag" req_tech = list(TECH_COMBAT = 4, TECH_ENGINEERING = 2, TECH_MATERIAL = 3, TECH_ILLEGAL = 2) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/grenade/frag/mini - materials = list(DEFAULT_WALL_MATERIAL = 10000, "gold" = 2500, "uranium" = 3000, "osmium" = 3000, "plastic" = 3000) + materials = list(MAT_STEEL = 10000, "gold" = 2500, "uranium" = 3000, "osmium" = 3000, "plastic" = 3000) /datum/design/item/mecha/weapon/flamer name = "CR-3 Mark 8 Flamethrower" desc = "A weapon that violates the CCWC at two hundred gallons per minute." id = "mech_flamer_full" req_tech = list(TECH_MATERIAL = 4, TECH_COMBAT = 6, TECH_PHORON = 4, TECH_ILLEGAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "gold" = 2000, "uranium" = 3000, "phoron" = 8000) + materials = list(MAT_STEEL = 10000, "gold" = 2000, "uranium" = 3000, "phoron" = 8000) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/flamer /datum/design/item/mecha/weapon/flamer_rigged @@ -512,7 +512,7 @@ desc = "A weapon that accidentally violates the CCWC at one hundred gallons per minute." id = "mech_flamer_rigged" req_tech = list(TECH_MATERIAL = 3, TECH_COMBAT = 3, TECH_PHORON = 3, TECH_ILLEGAL = 2) - materials = list(DEFAULT_WALL_MATERIAL = 8000, "gold" = 1500, "silver" = 1500, "uranium" = 2000, "phoron" = 6000) + materials = list(MAT_STEEL = 8000, "gold" = 1500, "silver" = 1500, "uranium" = 2000, "phoron" = 6000) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/flamer/rigged /datum/design/item/mecha/weapon/flame_mg @@ -520,7 +520,7 @@ desc = "A weapon that violates the CCWC at sixty rounds a minute." id = "mech_lmg_flamer" req_tech = list(TECH_MATERIAL = 4, TECH_COMBAT = 5, TECH_PHORON = 2, TECH_ILLEGAL = 1) - materials = list(DEFAULT_WALL_MATERIAL = 8000, "gold" = 2000, "silver" = 1750, "uranium" = 1500, "phoron" = 4000) + materials = list(MAT_STEEL = 8000, "gold" = 2000, "silver" = 1750, "uranium" = 1500, "phoron" = 4000) build_path = /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/incendiary // *** Nonweapon modules @@ -550,7 +550,7 @@ desc = "An exosuit-mounted rapid construction device." id = "mech_rcd" time = 120 - materials = list(DEFAULT_WALL_MATERIAL = 20000, "plastic" = 10000, "phoron" = 18750, "silver" = 15000, "gold" = 15000) + materials = list(MAT_STEEL = 20000, "plastic" = 10000, "phoron" = 18750, "silver" = 15000, "gold" = 15000) req_tech = list(TECH_MATERIAL = 4, TECH_BLUESPACE = 3, TECH_MAGNET = 4, TECH_POWER = 4, TECH_ENGINEERING = 4) build_path = /obj/item/mecha_parts/mecha_equipment/tool/rcd @@ -566,7 +566,7 @@ desc = "Automated repair droid, exosuits' best companion. BEEP BOOP" id = "mech_repair_droid" req_tech = list(TECH_MAGNET = 3, TECH_DATA = 3, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7500, "gold" = 750, "silver" = 1500, "glass" = 3750) + materials = list(MAT_STEEL = 7500, "gold" = 750, "silver" = 1500, "glass" = 3750) build_path = /obj/item/mecha_parts/mecha_equipment/repair_droid /* These are way too OP to be buildable @@ -575,7 +575,7 @@ desc = "Linear shield projector. Deploys a large, familiar, and rectangular shield in one direction at a time." id = "mech_shield_droid" req_tech = list(TECH_PHORON = 3, TECH_MAGNET = 6, TECH_ILLEGAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 8000, "gold" = 2000, "silver" = 3000, "phoron" = 5000, "glass" = 3750) + materials = list(MAT_STEEL = 8000, "gold" = 2000, "silver" = 3000, "phoron" = 5000, "glass" = 3750) build_path = /obj/item/mecha_parts/mecha_equipment/combat_shield /datum/design/item/mecha/omni_shield @@ -583,7 +583,7 @@ desc = "Integral shield projector. Can only protect the exosuit, but has no weak angles." id = "mech_shield_omni" req_tech = list(TECH_PHORON = 3, TECH_MAGNET = 6, TECH_ILLEGAL = 4) - materials = list(DEFAULT_WALL_MATERIAL = 8000, "gold" = 2000, "silver" = 3000, "phoron" = 5000, "glass" = 3750) + materials = list(MAT_STEEL = 8000, "gold" = 2000, "silver" = 3000, "phoron" = 5000, "glass" = 3750) build_path = /obj/item/mecha_parts/mecha_equipment/omni_shield */ @@ -592,7 +592,7 @@ desc = "Deploys a small medical drone capable of patching small wounds in order to stabilize nearby patients." id = "mech_med_droid" req_tech = list(TECH_PHORON = 3, TECH_MAGNET = 6, TECH_BIO = 5, TECH_DATA = 4, TECH_ARCANE = 1) - materials = list(DEFAULT_WALL_MATERIAL = 8000, MAT_GOLD = 2000, MAT_SILVER = 3000, MAT_VERDANTIUM = 2500, MAT_GLASS = 3000) + materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_SILVER = 3000, MAT_VERDANTIUM = 2500, MAT_GLASS = 3000) build_path = /obj/item/mecha_parts/mecha_equipment/crisis_drone /datum/design/item/mecha/rad_drone @@ -600,7 +600,7 @@ desc = "Deploys a small hazmat drone capable of purging minor radiation damage in order to stabilize nearby patients." id = "mech_rad_droid" req_tech = list(TECH_PHORON = 4, TECH_MAGNET = 5, TECH_BIO = 6, TECH_DATA = 4, TECH_ARCANE = 1) - materials = list(DEFAULT_WALL_MATERIAL = 8000, MAT_GOLD = 2000, MAT_URANIUM = 3000, MAT_VERDANTIUM = 2500, MAT_GLASS = 3000) + materials = list(MAT_STEEL = 8000, MAT_GOLD = 2000, MAT_URANIUM = 3000, MAT_VERDANTIUM = 2500, MAT_GLASS = 3000) build_path = /obj/item/mecha_parts/mecha_equipment/crisis_drone/rad /datum/design/item/mecha/medanalyzer @@ -617,20 +617,20 @@ id = "mech_jetpack" req_tech = list(TECH_ENGINEERING = 3, TECH_MAGNET = 4) //One less magnet than the actual got-damn teleporter. build_path = /obj/item/mecha_parts/mecha_equipment/tool/jetpack - materials = list(DEFAULT_WALL_MATERIAL = 7500, "silver" = 300, "glass" = 600) + materials = list(MAT_STEEL = 7500, "silver" = 300, "glass" = 600) /datum/design/item/mecha/phoron_generator desc = "Phoron Reactor" id = "mech_phoron_generator" req_tech = list(TECH_PHORON = 2, TECH_POWER= 2, TECH_ENGINEERING = 2) build_path = /obj/item/mecha_parts/mecha_equipment/generator - materials = list(DEFAULT_WALL_MATERIAL = 7500, "silver" = 375, "glass" = 750) + materials = list(MAT_STEEL = 7500, "silver" = 375, "glass" = 750) /datum/design/item/mecha/energy_relay name = "Energy Relay" id = "mech_energy_relay" req_tech = list(TECH_MAGNET = 4, TECH_POWER = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7500, "gold" = 1500, "silver" = 2250, "glass" = 1500) + materials = list(MAT_STEEL = 7500, "gold" = 1500, "silver" = 2250, "glass" = 1500) build_path = /obj/item/mecha_parts/mecha_equipment/tesla_energy_relay /datum/design/item/mecha/ccw_armor @@ -638,7 +638,7 @@ desc = "Exosuit close-combat armor booster." id = "mech_ccw_armor" req_tech = list(TECH_MATERIAL = 5, TECH_COMBAT = 4) - materials = list(DEFAULT_WALL_MATERIAL = 11250, "silver" = 3750) + materials = list(MAT_STEEL = 11250, "silver" = 3750) build_path = /obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster /datum/design/item/mecha/proj_armor @@ -646,7 +646,7 @@ desc = "Exosuit projectile armor booster." id = "mech_proj_armor" req_tech = list(TECH_MATERIAL = 5, TECH_COMBAT = 5, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 15000, "gold" = 3750) + materials = list(MAT_STEEL = 15000, "gold" = 3750) build_path = /obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster /datum/design/item/mecha/diamond_drill @@ -654,7 +654,7 @@ desc = "A diamond version of the exosuit drill. It's harder, better, faster, stronger." id = "mech_diamond_drill" req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7500, "diamond" = 4875) + materials = list(MAT_STEEL = 7500, "diamond" = 4875) build_path = /obj/item/mecha_parts/mecha_equipment/tool/drill/diamonddrill /datum/design/item/mecha/ground_drill @@ -662,7 +662,7 @@ desc = "A heavy duty bore. Bigger, better, stronger than the core sampler, but not quite as good as a large drill." id = "mech_ground_drill" req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 2, TECH_PHORON = 1) - materials = list(DEFAULT_WALL_MATERIAL = 7000, "silver" = 3000, "phoron" = 2000) + materials = list(MAT_STEEL = 7000, "silver" = 3000, "phoron" = 2000) build_path = /obj/item/mecha_parts/mecha_equipment/tool/drill/bore /datum/design/item/mecha/orescanner @@ -670,7 +670,7 @@ desc = "A hefty device used to scan for subterranean veins of ore." id = "mech_ore_scanner" req_tech = list(TECH_MATERIAL = 2, TECH_MAGNET = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 1000) + materials = list(MAT_STEEL = 4000, "glass" = 1000) build_path = /obj/item/mecha_parts/mecha_equipment/tool/orescanner /datum/design/item/mecha/advorescanner @@ -678,7 +678,7 @@ desc = "A hefty device used to scan for the exact volumes of subterranean veins of ore." id = "mech_ore_scanner_adv" req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 4, TECH_POWER = 4, TECH_BLUESPACE = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "osmium" = 3000, "silver" = 1000) + materials = list(MAT_STEEL = 5000, "osmium" = 3000, "silver" = 1000) build_path = /obj/item/mecha_parts/mecha_equipment/tool/orescanner/advanced /datum/design/item/mecha/runningboard @@ -686,7 +686,7 @@ desc = "A running board with a power-lifter attachment, to quickly catapult exosuit pilots into the cockpit. Only fits to working exosuits." id = "mech_runningboard" req_tech = list(TECH_MATERIAL = 6) - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MAT_STEEL = 10000) build_path = /obj/item/mecha_parts/mecha_equipment/runningboard/limited /datum/design/item/mecha/powerwrench @@ -694,7 +694,7 @@ desc = "A large, hydraulic wrench." id = "mech_wrench" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, "plastic" = 2000, "glass" = 1250) + materials = list(MAT_STEEL = 5000, "plastic" = 2000, "glass" = 1250) build_path = /obj/item/mecha_parts/mecha_equipment/tool/powertool /datum/design/item/mecha/powercrowbar @@ -702,7 +702,7 @@ desc = "A large, hydraulic prybar." id = "mech_crowbar" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "osmium" = 3000, "glass" = 1000) + materials = list(MAT_STEEL = 4000, "osmium" = 3000, "glass" = 1000) build_path = /obj/item/mecha_parts/mecha_equipment/tool/powertool/prybar /datum/design/item/mecha/powercutters @@ -710,7 +710,7 @@ desc = "A large, hydraulic cablecutter." id = "mech_wirecutter" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "osmium" = 3000, "glass" = 1000) + materials = list(MAT_STEEL = 4000, "osmium" = 3000, "glass" = 1000) build_path = /obj/item/mecha_parts/mecha_equipment/tool/powertool/cutter /datum/design/item/mecha/powerscrewdriver @@ -718,7 +718,7 @@ desc = "A large, hydraulic screwdriver." id = "mech_screwdriver" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, "osmium" = 3000, "glass" = 1000) + materials = list(MAT_STEEL = 4000, "osmium" = 3000, "glass" = 1000) build_path = /obj/item/mecha_parts/mecha_equipment/tool/powertool/screwdriver /datum/design/item/mecha/powerwelder @@ -726,7 +726,7 @@ desc = "A large welding laser." id = "mech_welder" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_PHORON = 3000, "glass" = 1000) + materials = list(MAT_STEEL = 4000, MAT_PHORON = 3000, "glass" = 1000) build_path = /obj/item/mecha_parts/mecha_equipment/tool/powertool/welding /datum/design/item/mecha/inflatables @@ -734,7 +734,7 @@ desc = "A large pneumatic inflatable deployer." id = "mech_inflatables" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_PLASTIC = 4000, "glass" = 1000) + materials = list(MAT_STEEL = 2000, MAT_PLASTIC = 4000, "glass" = 1000) build_path = /obj/item/mecha_parts/mecha_equipment/tool/powertool/inflatables /datum/design/item/mecha/hardpoint_clamp @@ -750,7 +750,7 @@ desc = "Exosuit-held nuclear reactor. Converts uranium and everyone's health to energy." id = "mech_generator_nuclear" req_tech = list(TECH_POWER= 3, TECH_ENGINEERING = 3, TECH_MATERIAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7500, "silver" = 375, "glass" = 750) + materials = list(MAT_STEEL = 7500, "silver" = 375, "glass" = 750) build_path = /obj/item/mecha_parts/mecha_equipment/generator/nuclear /datum/design/item/mecha/speedboost_ripley @@ -758,7 +758,7 @@ desc = "System enhancements and overdrives to make a mech's legs move faster." id = "mech_speedboost_ripley" req_tech = list( TECH_POWER = 5, TECH_MATERIAL = 4, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "silver" = 1000, "gold" = 1000) + materials = list(MAT_STEEL = 10000, "silver" = 1000, "gold" = 1000) build_path = /obj/item/mecha_parts/mecha_equipment/speedboost /datum/design/item/synthetic_flash @@ -766,7 +766,7 @@ id = "sflash" req_tech = list(TECH_MAGNET = 3, TECH_COMBAT = 2) build_type = MECHFAB - materials = list(DEFAULT_WALL_MATERIAL = 562, "glass" = 562) + materials = list(MAT_STEEL = 562, "glass" = 562) build_path = /obj/item/device/flash/synthetic category = "Misc" @@ -784,7 +784,7 @@ desc = "A space-bike's un-assembled frame." id = "vehicle_chassis_spacebike" req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 6, TECH_BLUESPACE = 3, TECH_PHORON = 3) - materials = list(DEFAULT_WALL_MATERIAL = 12000, "silver" = 3000, "phoron" = 3000, "osmium" = 1000) + materials = list(MAT_STEEL = 12000, "silver" = 3000, "phoron" = 3000, "osmium" = 1000) build_path = /obj/item/weapon/vehicle_assembly/spacebike /datum/design/item/mechfab/vehicle/quadbike_chassis @@ -792,7 +792,7 @@ desc = "A space-bike's un-assembled frame." id = "vehicle_chassis_quadbike" req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 6, TECH_MAGNET = 3, TECH_POWER = 2) - materials = list(DEFAULT_WALL_MATERIAL = 15000, "silver" = 3000, "plastic" = 3000, "osmium" = 1000) + materials = list(MAT_STEEL = 15000, "silver" = 3000, "plastic" = 3000, "osmium" = 1000) build_path = /obj/item/weapon/vehicle_assembly/quadbike /* @@ -1047,7 +1047,7 @@ build_path = /obj/item/device/uav time = 20 req_tech = list(TECH_MATERIAL = 6, TECH_ENGINEERING = 5, TECH_PHORON = 3, TECH_MAGNET = 4, TECH_POWER = 6) - materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 6000, "silver" = 4000) + materials = list(MAT_STEEL = 10000, "glass" = 6000, "silver" = 4000) // Exosuit Internals @@ -1061,7 +1061,7 @@ category = "Exosuit Internals" id = "exo_int_armor_standard" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MAT_STEEL = 10000) build_path = /obj/item/mecha_parts/component/armor /datum/design/item/mechfab/exointernal/light_armor @@ -1069,7 +1069,7 @@ category = "Exosuit Internals" id = "exo_int_armor_lightweight" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 3) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MAT_PLASTIC = 3000) + materials = list(MAT_STEEL = 5000, MAT_PLASTIC = 3000) build_path = /obj/item/mecha_parts/component/armor/lightweight /datum/design/item/mechfab/exointernal/reinf_armor @@ -1077,7 +1077,7 @@ category = "Exosuit Internals" id = "exo_int_armor_reinforced" req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 20000, MAT_PLASTEEL = 10000) + materials = list(MAT_STEEL = 20000, MAT_PLASTEEL = 10000) build_path = /obj/item/mecha_parts/component/armor/reinforced /datum/design/item/mechfab/exointernal/mining_armor @@ -1085,7 +1085,7 @@ category = "Exosuit Internals" id = "exo_int_armor_blast" req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 20000, MAT_PLASTEEL = 10000) + materials = list(MAT_STEEL = 20000, MAT_PLASTEEL = 10000) build_path = /obj/item/mecha_parts/component/armor/mining /datum/design/item/mechfab/exointernal/gygax_armor @@ -1093,7 +1093,7 @@ category = "Exosuit Internals" id = "exo_int_armor_gygax" req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_COMBAT = 2) - materials = list(DEFAULT_WALL_MATERIAL = 40000, MAT_DIAMOND = 8000) + materials = list(MAT_STEEL = 40000, MAT_DIAMOND = 8000) build_path = /obj/item/mecha_parts/component/armor/marshal /datum/design/item/mechfab/exointernal/darkgygax_armor @@ -1108,7 +1108,7 @@ name = "Armor Plate (Military)" id = "exo_int_armor_durand" req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_COMBAT = 2) - materials = list(DEFAULT_WALL_MATERIAL = 40000, MAT_PLASTEEL = 9525, "uranium" = 8000) + materials = list(MAT_STEEL = 40000, MAT_PLASTEEL = 9525, "uranium" = 8000) build_path = /obj/item/mecha_parts/component/armor/military /datum/design/item/mechfab/exointernal/marauder_armour @@ -1130,7 +1130,7 @@ category = "Exosuit Internals" id = "exo_int_hull_standard" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MAT_STEEL = 10000) build_path = /obj/item/mecha_parts/component/hull /datum/design/item/mechfab/exointernal/durable_hull @@ -1138,7 +1138,7 @@ category = "Exosuit Internals" id = "exo_int_hull_durable" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 8000, MAT_PLASTEEL = 5000) + materials = list(MAT_STEEL = 8000, MAT_PLASTEEL = 5000) build_path = /obj/item/mecha_parts/component/hull/durable /datum/design/item/mechfab/exointernal/light_hull @@ -1146,7 +1146,7 @@ category = "Exosuit Internals" id = "exo_int_hull_light" req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MAT_PLASTIC = 3000) + materials = list(MAT_STEEL = 5000, MAT_PLASTIC = 3000) build_path = /obj/item/mecha_parts/component/hull/lightweight /datum/design/item/mechfab/exointernal/stan_gas @@ -1154,7 +1154,7 @@ category = "Exosuit Internals" id = "exo_int_lifesup_standard" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MAT_STEEL = 10000) build_path = /obj/item/mecha_parts/component/gas /datum/design/item/mechfab/exointernal/reinf_gas @@ -1162,7 +1162,7 @@ category = "Exosuit Internals" id = "exo_int_lifesup_reinforced" req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 4) - materials = list(DEFAULT_WALL_MATERIAL = 8000, MAT_PLASTEEL = 8000, MAT_GRAPHITE = 1000) + materials = list(MAT_STEEL = 8000, MAT_PLASTEEL = 8000, MAT_GRAPHITE = 1000) build_path = /obj/item/mecha_parts/component/gas/reinforced /datum/design/item/mechfab/exointernal/stan_electric @@ -1170,7 +1170,7 @@ category = "Exosuit Internals" id = "exo_int_electric_standard" req_tech = list(TECH_POWER = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MAT_PLASTIC = 1000) + materials = list(MAT_STEEL = 5000, MAT_PLASTIC = 1000) build_path = /obj/item/mecha_parts/component/electrical /datum/design/item/mechfab/exointernal/efficient_electric @@ -1178,7 +1178,7 @@ category = "Exosuit Internals" id = "exo_int_electric_efficient" req_tech = list(TECH_POWER = 4, TECH_ENGINEERING = 4, TECH_DATA = 2) - materials = list(DEFAULT_WALL_MATERIAL = 5000, MAT_PLASTIC = 3000, MAT_SILVER = 3000) + materials = list(MAT_STEEL = 5000, MAT_PLASTIC = 3000, MAT_SILVER = 3000) build_path = /obj/item/mecha_parts/component/electrical/high_current /datum/design/item/mechfab/exointernal/stan_actuator @@ -1186,7 +1186,7 @@ category = "Exosuit Internals" id = "exo_int_actuator_standard" req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2) - materials = list(DEFAULT_WALL_MATERIAL = 10000) + materials = list(MAT_STEEL = 10000) build_path = /obj/item/mecha_parts/component/actuator /datum/design/item/mechfab/exointernal/hispeed_actuator diff --git a/code/modules/research/prosfab_designs.dm b/code/modules/research/prosfab_designs.dm index ad9173be1c..beebd6d67b 100644 --- a/code/modules/research/prosfab_designs.dm +++ b/code/modules/research/prosfab_designs.dm @@ -92,7 +92,7 @@ //////////////////// Prosthetics //////////////////// /datum/design/item/prosfab/pros/torso time = 35 - materials = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 7500) + materials = list(MAT_STEEL = 30000, "glass" = 7500) // req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 3, TECH_DATA = 3) //Saving the values just in case var/gender = MALE @@ -115,7 +115,7 @@ id = "pros_head" build_path = /obj/item/organ/external/head time = 30 - materials = list(DEFAULT_WALL_MATERIAL = 18750, "glass" = 3750) + materials = list(MAT_STEEL = 18750, "glass" = 3750) // req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 3, TECH_DATA = 3) //Saving the values just in case /datum/design/item/prosfab/pros/l_arm @@ -123,56 +123,56 @@ id = "pros_l_arm" build_path = /obj/item/organ/external/arm time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 10125) + materials = list(MAT_STEEL = 10125) /datum/design/item/prosfab/pros/l_hand name = "Prosthetic Left Hand" id = "pros_l_hand" build_path = /obj/item/organ/external/hand time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 3375) + materials = list(MAT_STEEL = 3375) /datum/design/item/prosfab/pros/r_arm name = "Prosthetic Right Arm" id = "pros_r_arm" build_path = /obj/item/organ/external/arm/right time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 10125) + materials = list(MAT_STEEL = 10125) /datum/design/item/prosfab/pros/r_hand name = "Prosthetic Right Hand" id = "pros_r_hand" build_path = /obj/item/organ/external/hand/right time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 3375) + materials = list(MAT_STEEL = 3375) /datum/design/item/prosfab/pros/l_leg name = "Prosthetic Left Leg" id = "pros_l_leg" build_path = /obj/item/organ/external/leg time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 8437) + materials = list(MAT_STEEL = 8437) /datum/design/item/prosfab/pros/l_foot name = "Prosthetic Left Foot" id = "pros_l_foot" build_path = /obj/item/organ/external/foot time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 2813) + materials = list(MAT_STEEL = 2813) /datum/design/item/prosfab/pros/r_leg name = "Prosthetic Right Leg" id = "pros_r_leg" build_path = /obj/item/organ/external/leg/right time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 8437) + materials = list(MAT_STEEL = 8437) /datum/design/item/prosfab/pros/r_foot name = "Prosthetic Right Foot" id = "pros_r_foot" build_path = /obj/item/organ/external/foot/right time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 2813) + materials = list(MAT_STEEL = 2813) /datum/design/item/prosfab/pros/internal category = "Prosthetics, Internal" @@ -182,7 +182,7 @@ id = "pros_cell" build_path = /obj/item/organ/internal/cell time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 7500, "glass" = 3000) + materials = list(MAT_STEEL = 7500, "glass" = 3000) // req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2) /datum/design/item/prosfab/pros/internal/eyes @@ -190,7 +190,7 @@ id = "pros_eyes" build_path = /obj/item/organ/internal/eyes/robot time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 5625, "glass" = 5625) + materials = list(MAT_STEEL = 5625, "glass" = 5625) // req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2) /datum/design/item/prosfab/pros/internal/hydraulic @@ -198,35 +198,35 @@ id = "pros_hydraulic" build_path = /obj/item/organ/internal/heart/machine time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 7500, MAT_PLASTIC = 3000) + materials = list(MAT_STEEL = 7500, MAT_PLASTIC = 3000) /datum/design/item/prosfab/pros/internal/reagcycler name = "Reagent Cycler" id = "pros_reagcycler" build_path = /obj/item/organ/internal/stomach/machine time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 7500, MAT_PLASTIC = 3000) + materials = list(MAT_STEEL = 7500, MAT_PLASTIC = 3000) /datum/design/item/prosfab/pros/internal/heatsink name = "Heatsink" id = "pros_heatsink" build_path = /obj/item/organ/internal/robotic/heatsink time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 7500, MAT_PLASTIC = 3000) + materials = list(MAT_STEEL = 7500, MAT_PLASTIC = 3000) /datum/design/item/prosfab/pros/internal/diagnostic name = "Diagnostic Controller" id = "pros_diagnostic" build_path = /obj/item/organ/internal/robotic/diagnostic time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 7500, MAT_PLASTIC = 3000) + materials = list(MAT_STEEL = 7500, MAT_PLASTIC = 3000) /datum/design/item/prosfab/pros/internal/heart name = "Prosthetic Heart" id = "pros_heart" build_path = /obj/item/organ/internal/heart time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 5625, "glass" = 1000) + materials = list(MAT_STEEL = 5625, "glass" = 1000) // req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2) /datum/design/item/prosfab/pros/internal/lungs @@ -234,7 +234,7 @@ id = "pros_lung" build_path = /obj/item/organ/internal/lungs time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 5625, "glass" = 1000) + materials = list(MAT_STEEL = 5625, "glass" = 1000) // req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2) /datum/design/item/prosfab/pros/internal/liver @@ -242,7 +242,7 @@ id = "pros_liver" build_path = /obj/item/organ/internal/liver time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 5625, "glass" = 1000) + materials = list(MAT_STEEL = 5625, "glass" = 1000) // req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2) /datum/design/item/prosfab/pros/internal/kidneys @@ -250,7 +250,7 @@ id = "pros_kidney" build_path = /obj/item/organ/internal/kidneys time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 5625, "glass" = 1000) + materials = list(MAT_STEEL = 5625, "glass" = 1000) // req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2) /datum/design/item/prosfab/pros/internal/spleen @@ -258,7 +258,7 @@ id = "pros_spleen" build_path = /obj/item/organ/internal/spleen time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 3000, MAT_GLASS = 750) + materials = list(MAT_STEEL = 3000, MAT_GLASS = 750) // req_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2) /datum/design/item/prosfab/pros/internal/larynx @@ -266,62 +266,62 @@ id = "pros_larynx" build_path = /obj/item/organ/internal/voicebox time = 15 - materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_GLASS = 750, MAT_PLASTIC = 500) + materials = list(MAT_STEEL = 2000, MAT_GLASS = 750, MAT_PLASTIC = 500) //////////////////// Cyborg Parts //////////////////// /datum/design/item/prosfab/cyborg category = "Cyborg Parts" time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 3750) + materials = list(MAT_STEEL = 3750) /datum/design/item/prosfab/cyborg/exoskeleton name = "Robot Exoskeleton" id = "robot_exoskeleton" build_path = /obj/item/robot_parts/robot_suit time = 50 - materials = list(DEFAULT_WALL_MATERIAL = 37500) + materials = list(MAT_STEEL = 37500) /datum/design/item/prosfab/cyborg/torso name = "Robot Torso" id = "robot_torso" build_path = /obj/item/robot_parts/chest time = 35 - materials = list(DEFAULT_WALL_MATERIAL = 30000) + materials = list(MAT_STEEL = 30000) /datum/design/item/prosfab/cyborg/head name = "Robot Head" id = "robot_head" build_path = /obj/item/robot_parts/head time = 35 - materials = list(DEFAULT_WALL_MATERIAL = 18750) + materials = list(MAT_STEEL = 18750) /datum/design/item/prosfab/cyborg/l_arm name = "Robot Left Arm" id = "robot_l_arm" build_path = /obj/item/robot_parts/l_arm time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 13500) + materials = list(MAT_STEEL = 13500) /datum/design/item/prosfab/cyborg/r_arm name = "Robot Right Arm" id = "robot_r_arm" build_path = /obj/item/robot_parts/r_arm time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 13500) + materials = list(MAT_STEEL = 13500) /datum/design/item/prosfab/cyborg/l_leg name = "Robot Left Leg" id = "robot_l_leg" build_path = /obj/item/robot_parts/l_leg time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 11250) + materials = list(MAT_STEEL = 11250) /datum/design/item/prosfab/cyborg/r_leg name = "Robot Right Leg" id = "robot_r_leg" build_path = /obj/item/robot_parts/r_leg time = 20 - materials = list(DEFAULT_WALL_MATERIAL = 11250) + materials = list(MAT_STEEL = 11250) //////////////////// Cyborg Internals //////////////////// @@ -329,7 +329,7 @@ category = "Cyborg Internals" build_type = PROSFAB time = 12 - materials = list(DEFAULT_WALL_MATERIAL = 7500) + materials = list(MAT_STEEL = 7500) /datum/design/item/prosfab/cyborg/component/binary_communication_device name = "Binary Communication Device" @@ -376,7 +376,7 @@ category = "Cyborg Modules" build_type = PROSFAB time = 12 - materials = list(DEFAULT_WALL_MATERIAL = 7500) + materials = list(MAT_STEEL = 7500) /datum/design/item/prosfab/robot_upgrade/rename name = "Rename Module" @@ -394,35 +394,35 @@ name = "Emergency Restart Module" desc = "Used to force a restart of a disabled-but-repaired robot, bringing it back online." id = "borg_restart_module" - materials = list(DEFAULT_WALL_MATERIAL = 45000, "glass" = 3750) + materials = list(MAT_STEEL = 45000, "glass" = 3750) build_path = /obj/item/borg/upgrade/restart /datum/design/item/prosfab/robot_upgrade/vtec name = "VTEC Module" desc = "Used to kick in a robot's VTEC systems, increasing their speed." id = "borg_vtec_module" - materials = list(DEFAULT_WALL_MATERIAL = 60000, "glass" = 4500, "gold" = 3750) + materials = list(MAT_STEEL = 60000, "glass" = 4500, "gold" = 3750) build_path = /obj/item/borg/upgrade/vtec /datum/design/item/prosfab/robot_upgrade/tasercooler name = "Rapid Taser Cooling Module" desc = "Used to cool a mounted taser, increasing the potential current in it and thus its recharge rate." id = "borg_taser_module" - materials = list(DEFAULT_WALL_MATERIAL = 60000, "glass" = 4500, "gold" = 1500, "diamond" = 375) + materials = list(MAT_STEEL = 60000, "glass" = 4500, "gold" = 1500, "diamond" = 375) build_path = /obj/item/borg/upgrade/tasercooler /datum/design/item/prosfab/robot_upgrade/jetpack name = "Jetpack Module" desc = "A carbon dioxide jetpack suitable for low-gravity mining operations." id = "borg_jetpack_module" - materials = list(DEFAULT_WALL_MATERIAL = 7500, "phoron" = 11250, "uranium" = 15000) + materials = list(MAT_STEEL = 7500, "phoron" = 11250, "uranium" = 15000) build_path = /obj/item/borg/upgrade/jetpack /datum/design/item/prosfab/robot_upgrade/advhealth name = "Advanced Health Analyzer Module" desc = "An advanced health analyzer suitable for diagnosing more serious injuries." id = "borg_advhealth_module" - materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 6500, "diamond" = 350) + materials = list(MAT_STEEL = 10000, "glass" = 6500, "diamond" = 350) build_path = /obj/item/borg/upgrade/advhealth /datum/design/item/prosfab/robot_upgrade/syndicate @@ -430,7 +430,7 @@ desc = "Allows for the construction of lethal upgrades for cyborgs." id = "borg_syndicate_module" req_tech = list(TECH_COMBAT = 4, TECH_ILLEGAL = 3) - materials = list(DEFAULT_WALL_MATERIAL = 7500, "glass" = 11250, "diamond" = 7500) + materials = list(MAT_STEEL = 7500, "glass" = 11250, "diamond" = 7500) build_path = /obj/item/borg/upgrade/syndicate /datum/design/item/prosfab/robot_upgrade/language @@ -438,7 +438,7 @@ desc = "Used to let cyborgs other than clerical or service speak a variety of languages." id = "borg_language_module" req_tech = list(TECH_DATA = 6, TECH_MATERIAL = 6) - materials = list(DEFAULT_WALL_MATERIAL = 25000, "glass" = 3000, "gold" = 350) + materials = list(MAT_STEEL = 25000, "glass" = 3000, "gold" = 350) build_path = /obj/item/borg/upgrade/language // Synthmorph Bags. @@ -447,42 +447,42 @@ name = "Synthmorph Storage Bag" desc = "Used to store or slowly defragment an FBP." id = "misc_synth_bag" - materials = list(DEFAULT_WALL_MATERIAL = 250, "glass" = 250, "plastic" = 2000) + materials = list(MAT_STEEL = 250, "glass" = 250, "plastic" = 2000) build_path = /obj/item/bodybag/cryobag/robobag /datum/design/item/prosfab/badge_nt name = "NanoTrasen Tag" desc = "Used to identify an empty NanoTrasen FBP." id = "misc_synth_bag_tag_nt" - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000) + materials = list(MAT_STEEL = 1000, "glass" = 500, "plastic" = 1000) build_path = /obj/item/clothing/accessory/badge/corporate_tag /datum/design/item/prosfab/badge_morph name = "Morpheus Tag" desc = "Used to identify an empty Morpheus FBP." id = "misc_synth_bag_tag_morph" - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000) + materials = list(MAT_STEEL = 1000, "glass" = 500, "plastic" = 1000) build_path = /obj/item/clothing/accessory/badge/corporate_tag/morpheus /datum/design/item/prosfab/badge_wardtaka name = "Ward-Takahashi Tag" desc = "Used to identify an empty Ward-Takahashi FBP." id = "misc_synth_bag_tag_wardtaka" - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000) + materials = list(MAT_STEEL = 1000, "glass" = 500, "plastic" = 1000) build_path = /obj/item/clothing/accessory/badge/corporate_tag/wardtaka /datum/design/item/prosfab/badge_zenghu name = "Zeng-Hu Tag" desc = "Used to identify an empty Zeng-Hu FBP." id = "misc_synth_bag_tag_zenghu" - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000) + materials = list(MAT_STEEL = 1000, "glass" = 500, "plastic" = 1000) build_path = /obj/item/clothing/accessory/badge/corporate_tag/zenghu /datum/design/item/prosfab/badge_gilthari name = "Gilthari Tag" desc = "Used to identify an empty Gilthari FBP." id = "misc_synth_bag_tag_gilthari" - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "gold" = 1000) + materials = list(MAT_STEEL = 1000, "glass" = 500, "gold" = 1000) build_path = /obj/item/clothing/accessory/badge/corporate_tag/gilthari req_tech = list(TECH_MATERIAL = 4, TECH_ILLEGAL = 2, TECH_PHORON = 2) @@ -490,7 +490,7 @@ name = "Vey-Medical Tag" desc = "Used to identify an empty Vey-Medical FBP." id = "misc_synth_bag_tag_veymed" - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000) + materials = list(MAT_STEEL = 1000, "glass" = 500, "plastic" = 1000) build_path = /obj/item/clothing/accessory/badge/corporate_tag/veymed req_tech = list(TECH_MATERIAL = 3, TECH_ILLEGAL = 1, TECH_BIO = 4) @@ -498,26 +498,26 @@ name = "Hephaestus Tag" desc = "Used to identify an empty Hephaestus FBP." id = "misc_synth_bag_tag_heph" - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000) + materials = list(MAT_STEEL = 1000, "glass" = 500, "plastic" = 1000) build_path = /obj/item/clothing/accessory/badge/corporate_tag/hephaestus /datum/design/item/prosfab/badge_grayson name = "Grayson Tag" desc = "Used to identify an empty Grayson FBP." id = "misc_synth_bag_tag_grayson" - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000) + materials = list(MAT_STEEL = 1000, "glass" = 500, "plastic" = 1000) build_path = /obj/item/clothing/accessory/badge/corporate_tag/grayson /datum/design/item/prosfab/badge_xion name = "Xion Tag" desc = "Used to identify an empty Xion FBP." id = "misc_synth_bag_tag_xion" - materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000) + materials = list(MAT_STEEL = 1000, "glass" = 500, "plastic" = 1000) build_path = /obj/item/clothing/accessory/badge/corporate_tag/xion /datum/design/item/prosfab/badge_bishop name = "Bishop Tag" desc = "Used to identify an empty Bishop FBP." id = "misc_synth_bag_tag_bishop" - materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 2000, "plastic" = 500) + materials = list(MAT_STEEL = 500, "glass" = 2000, "plastic" = 500) build_path = /obj/item/clothing/accessory/badge/corporate_tag/bishop diff --git a/code/modules/research/protolathe.dm b/code/modules/research/protolathe.dm index 7a0e5b92ca..1e87da449e 100644 --- a/code/modules/research/protolathe.dm +++ b/code/modules/research/protolathe.dm @@ -15,7 +15,7 @@ var/mat_efficiency = 1 var/speed = 1 - materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, MAT_PLASTEEL = 0, "plastic" = 0, MAT_GRAPHITE = 0, "gold" = 0, "silver" = 0, "osmium" = 0, MAT_LEAD = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0, MAT_DURASTEEL = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0, MAT_METALHYDROGEN = 0, MAT_SUPERMATTER = 0) + materials = list(MAT_STEEL = 0, "glass" = 0, MAT_PLASTEEL = 0, "plastic" = 0, MAT_GRAPHITE = 0, "gold" = 0, "silver" = 0, "osmium" = 0, MAT_LEAD = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0, MAT_DURASTEEL = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0, MAT_METALHYDROGEN = 0, MAT_SUPERMATTER = 0) hidden_materials = list(MAT_PLASTEEL, MAT_DURASTEEL, MAT_GRAPHITE, MAT_VERDANTIUM, MAT_MORPHIUM, MAT_METALHYDROGEN, MAT_SUPERMATTER) diff --git a/code/modules/research/research.dm b/code/modules/research/research.dm index e8aa507f86..173c021d1d 100644 --- a/code/modules/research/research.dm +++ b/code/modules/research/research.dm @@ -227,7 +227,7 @@ research holder datum. item_state = "card-id" randpixel = 5 w_class = ITEMSIZE_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10) + matter = list(MAT_STEEL = 30, "glass" = 10) var/datum/tech/stored /obj/item/weapon/disk/tech_disk/New() @@ -241,7 +241,7 @@ research holder datum. item_state = "card-id" randpixel = 5 w_class = ITEMSIZE_SMALL - matter = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10) + matter = list(MAT_STEEL = 30, "glass" = 10) var/datum/design/blueprint /obj/item/weapon/disk/design_disk/New() diff --git a/code/modules/tables/presets.dm b/code/modules/tables/presets.dm index 739d4dde2d..0663a899c9 100644 --- a/code/modules/tables/presets.dm +++ b/code/modules/tables/presets.dm @@ -12,7 +12,7 @@ color = "#666666" /obj/structure/table/steel/New() - material = get_material_by_name(DEFAULT_WALL_MATERIAL) + material = get_material_by_name(MAT_STEEL) ..() /obj/structure/table/marble @@ -29,7 +29,7 @@ /obj/structure/table/reinforced/New() material = get_material_by_name(DEFAULT_TABLE_MATERIAL) - reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL) + reinforced = get_material_by_name(MAT_STEEL) ..() /obj/structure/table/steel_reinforced @@ -37,8 +37,8 @@ color = "#666666" /obj/structure/table/steel_reinforced/New() - material = get_material_by_name(DEFAULT_WALL_MATERIAL) - reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL) + material = get_material_by_name(MAT_STEEL) + reinforced = get_material_by_name(MAT_STEEL) ..() /obj/structure/table/wooden_reinforced @@ -47,7 +47,7 @@ /obj/structure/table/wooden_reinforced/New() material = get_material_by_name("wood") - reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL) + reinforced = get_material_by_name(MAT_STEEL) ..() /obj/structure/table/woodentable @@ -72,7 +72,7 @@ /obj/structure/table/sifwooden_reinforced/New() material = get_material_by_name("alien wood") - reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL) + reinforced = get_material_by_name(MAT_STEEL) ..() /obj/structure/table/gamblingtable @@ -97,14 +97,14 @@ color = "#EEEEEE" /obj/structure/table/holotable/New() - material = get_material_by_name("holo[DEFAULT_TABLE_MATERIAL]") + material = get_material_by_name("holo" + DEFAULT_TABLE_MATERIAL) ..() /obj/structure/table/woodentable/holotable icon_state = "holo_preview" /obj/structure/table/woodentable/holotable/New() - material = get_material_by_name("holowood") + material = get_material_by_name("holo" + MAT_WOOD) ..() /obj/structure/table/alien @@ -138,7 +138,7 @@ color = "#666666" /obj/structure/table/bench/steel/New() - material = get_material_by_name(DEFAULT_WALL_MATERIAL) + material = get_material_by_name(MAT_STEEL) ..() @@ -156,7 +156,7 @@ /obj/structure/table/bench/reinforced/New() material = get_material_by_name(DEFAULT_TABLE_MATERIAL) - reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL) + reinforced = get_material_by_name(MAT_STEEL) ..() /obj/structure/table/bench/steel_reinforced @@ -164,8 +164,8 @@ color = "#666666" /obj/structure/table/bench/steel_reinforced/New() - material = get_material_by_name(DEFAULT_WALL_MATERIAL) - reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL) + material = get_material_by_name(MAT_STEEL) + reinforced = get_material_by_name(MAT_STEEL) ..() /obj/structure/table/bench/wooden_reinforced @@ -174,7 +174,7 @@ /obj/structure/table/bench/wooden_reinforced/New() material = get_material_by_name("wood") - reinforced = get_material_by_name(DEFAULT_WALL_MATERIAL) + reinforced = get_material_by_name(MAT_STEEL) ..() */ /obj/structure/table/bench/wooden @@ -201,7 +201,7 @@ icon_state = "padded_preview" /obj/structure/table/bench/padded/New() - material = get_material_by_name(DEFAULT_WALL_MATERIAL) + material = get_material_by_name(MAT_STEEL) carpeted = 1 ..() diff --git a/code/modules/tables/tables.dm b/code/modules/tables/tables.dm index 010d0dedfe..2a6829b87c 100644 --- a/code/modules/tables/tables.dm +++ b/code/modules/tables/tables.dm @@ -320,7 +320,7 @@ if(full_return || prob(20)) new /obj/item/stack/material/steel(src.loc) else - var/datum/material/M = get_material_by_name(DEFAULT_WALL_MATERIAL) + var/datum/material/M = get_material_by_name(MAT_STEEL) S = M.place_shard(loc) if(S) shards += S qdel(src) diff --git a/code/modules/xenoarcheaology/finds/find_spawning.dm b/code/modules/xenoarcheaology/finds/find_spawning.dm index b121724219..f46caa86b1 100644 --- a/code/modules/xenoarcheaology/finds/find_spawning.dm +++ b/code/modules/xenoarcheaology/finds/find_spawning.dm @@ -21,8 +21,8 @@ var/apply_prefix = 1 if(prob(40)) - material_descriptor = pick("rusted ","dusty ","archaic ","fragile ", "damaged", "pristine") - source_material = pick("cordite","quadrinium",DEFAULT_WALL_MATERIAL,"titanium","aluminium","ferritic-alloy","plasteel","duranium") + material_descriptor = pick("rusted ", "dusty ", "archaic ", "fragile ", "damaged", "pristine") + source_material = pick("cordite", "quadrinium", MAT_STEEL, MAT_TITANIUM, MAT_ALUMINIUM, "ferritic-alloy", MAT_PLASTEEL, "duranium") var/talkative = 0 if(prob(5)) @@ -477,7 +477,7 @@ var/new_boat_mat = pickweight(list( MAT_WOOD = 100, MAT_SIFWOOD = 200, - DEFAULT_WALL_MATERIAL = 60, + MAT_STEEL = 60, MAT_URANIUM = 14, MAT_MARBLE = 16, MAT_GOLD = 20, @@ -583,7 +583,7 @@ if(istype(new_item, /obj/item/weapon/material)) var/new_item_mat = pickweight(list( - DEFAULT_WALL_MATERIAL = 80, + MAT_STEEL = 80, MAT_WOOD = 20, MAT_SIFWOOD = 40, MAT_URANIUM = 14, @@ -612,7 +612,7 @@ var/decorations = "" if(apply_material_decorations) - source_material = pick("cordite","quadrinium",DEFAULT_WALL_MATERIAL,"titanium","aluminium","ferritic-alloy","plasteel","duranium") + source_material = pick("cordite","quadrinium",MAT_STEEL,"titanium","aluminium","ferritic-alloy","plasteel","duranium") if(istype(new_item, /obj/item/weapon/material)) var/obj/item/weapon/material/MW = new_item diff --git a/code/modules/xenoarcheaology/tools/tools.dm b/code/modules/xenoarcheaology/tools/tools.dm index 2da6f6ee55..9c997e1a12 100644 --- a/code/modules/xenoarcheaology/tools/tools.dm +++ b/code/modules/xenoarcheaology/tools/tools.dm @@ -4,7 +4,7 @@ icon = 'icons/obj/xenoarchaeology.dmi' icon_state = "measuring" origin_tech = list(TECH_MATERIAL = 1) - matter = list(DEFAULT_WALL_MATERIAL = 100) + matter = list(MAT_STEEL = 100) w_class = ITEMSIZE_SMALL /obj/item/weapon/storage/bag/fossils @@ -37,7 +37,7 @@ icon_state = "flashgun" item_state = "lampgreen" origin_tech = list(TECH_BLUESPACE = 3, TECH_MAGNET = 3) - matter = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 5000) + matter = list(MAT_STEEL = 10000,"glass" = 5000) w_class = ITEMSIZE_SMALL slot_flags = SLOT_BELT @@ -95,7 +95,7 @@ icon_state = "depth_scanner" item_state = "analyzer" origin_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2, TECH_BLUESPACE = 2) - matter = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 1000) + matter = list(MAT_STEEL = 1000,"glass" = 1000) w_class = ITEMSIZE_SMALL slot_flags = SLOT_BELT var/list/positive_locations = list() @@ -222,7 +222,7 @@ icon_state = "pinoff" //pinonfar, pinonmedium, pinonclose, pinondirect, pinonnull item_state = "electronic" origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 2, TECH_BLUESPACE = 3) - matter = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 500) + matter = list(MAT_STEEL = 1000,"glass" = 500) var/frequency = PUB_FREQ var/scan_ticks = 0 var/obj/item/device/radio/target_radio @@ -318,7 +318,7 @@ item_state = "lampgreen" icon = 'icons/obj/xenoarchaeology.dmi' origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3, TECH_BLUESPACE = 2) - matter = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 5000) + matter = list(MAT_STEEL = 10000,"glass" = 5000) w_class = ITEMSIZE_SMALL slot_flags = SLOT_BELT var/mode = 1 //Start off scanning. 1 = scanning, 0 = measuring From e3cb292c7b3ca7f0dbd6432aa5c2feba4c1373e1 Mon Sep 17 00:00:00 2001 From: Leshana Date: Fri, 18 Jun 2021 11:13:12 -0400 Subject: [PATCH 7/7] Fix compiler warning from unused var. --- code/datums/browser.dm | 3 --- 1 file changed, 3 deletions(-) diff --git a/code/datums/browser.dm b/code/datums/browser.dm index 9cf2d0f486..274d9132a6 100644 --- a/code/datums/browser.dm +++ b/code/datums/browser.dm @@ -300,9 +300,6 @@ var/output = {"
    "} if (inputtype == "checkbox" || inputtype == "radio") for (var/i in values) - var/div_slider = slidecolor - if(!i["allowed_edit"]) - div_slider = "locked" output += {"