mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-08-29 08:09:34 +01:00
Merge branch 'master' of https://github.com/PolarisSS13/Polaris into woodrat_map
This commit is contained in:
@@ -27,7 +27,7 @@ var/global/list/obj/item/device/communicator/all_communicators = list()
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show_messages = 1
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origin_tech = list(TECH_ENGINEERING = 2, TECH_MAGNET = 2, TECH_BLUESPACE = 2, TECH_DATA = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
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matter = list(MAT_STEEL = 30,"glass" = 10)
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var/video_range = 4
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var/obj/machinery/camera/communicator/video_source // Their camera
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@@ -16,7 +16,7 @@
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throw_speed = 3
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desc = "You can use this on airlocks or APCs to try to hack them without cutting wires."
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matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
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matter = list(MAT_STEEL = 50,"glass" = 20)
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origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
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var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage
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@@ -5,7 +5,7 @@
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icon_state = "flashlight"
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w_class = ITEMSIZE_SMALL
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slot_flags = SLOT_BELT
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matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
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matter = list(MAT_STEEL = 50,"glass" = 20)
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action_button_name = "Toggle Flashlight"
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var/on = 0
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var/brightness_on = 4 //luminosity when on
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@@ -275,7 +275,7 @@
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slot_flags = SLOT_BELT
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w_class = ITEMSIZE_SMALL
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attack_verb = list ("smacked", "thwacked", "thunked")
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matter = list(DEFAULT_WALL_MATERIAL = 200,"glass" = 50)
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matter = list(MAT_STEEL = 200,"glass" = 50)
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hitsound = "swing_hit"
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/obj/item/device/flashlight/drone
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@@ -8,7 +8,7 @@ var/list/GPS_list = list()
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w_class = ITEMSIZE_TINY
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slot_flags = SLOT_BELT
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origin_tech = list(TECH_MATERIAL = 2, TECH_BLUESPACE = 2, TECH_MAGNET = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 500)
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matter = list(MAT_STEEL = 500)
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var/gps_tag = "GEN0"
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var/emped = FALSE
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@@ -17,7 +17,7 @@
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drop_sound = 'sound/items/drop/multitool.ogg'
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pickup_sound = 'sound/items/pickup/multitool.ogg'
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matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
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matter = list(MAT_STEEL = 50,"glass" = 20)
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var/mode_index = 1
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var/toolmode = MULTITOOL_MODE_STANDARD
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@@ -9,7 +9,7 @@
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throw_speed = 1
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throw_range = 2
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matter = list(DEFAULT_WALL_MATERIAL = 750,"waste" = 750)
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matter = list(MAT_STEEL = 750,"waste" = 750)
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origin_tech = list(TECH_POWER = 3, TECH_ILLEGAL = 5)
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var/drain_rate = 1500000 // amount of power to drain per tick
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@@ -11,7 +11,7 @@
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slot_flags = SLOT_BACK
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w_class = ITEMSIZE_HUGE
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matter = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 2500)
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matter = list(MAT_STEEL = 10000,"glass" = 2500)
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var/code = 2
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@@ -4,7 +4,7 @@
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var/radio_desc = ""
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icon_state = "headset"
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item_state = null //To remove the radio's state
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matter = list(DEFAULT_WALL_MATERIAL = 75)
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matter = list(MAT_STEEL = 75)
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subspace_transmission = 1
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canhear_range = 0 // can't hear headsets from very far away
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slot_flags = SLOT_EARS
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@@ -58,7 +58,7 @@ var/global/list/default_medbay_channels = list(
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var/bs_tx_preload_id
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var/bs_rx_preload_id
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matter = list("glass" = 25,DEFAULT_WALL_MATERIAL = 75)
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matter = list("glass" = 25,MAT_STEEL = 75)
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var/const/FREQ_LISTENING = 1
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var/list/internal_channels
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@@ -20,7 +20,7 @@ HALOGEN COUNTER - Radcount on mobs
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w_class = ITEMSIZE_SMALL
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throw_speed = 5
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throw_range = 10
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matter = list(DEFAULT_WALL_MATERIAL = 200)
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matter = list(MAT_STEEL = 200)
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origin_tech = list(TECH_MAGNET = 1, TECH_BIO = 1)
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var/mode = 1;
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var/advscan = 0
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@@ -331,7 +331,7 @@ HALOGEN COUNTER - Radcount on mobs
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throw_speed = 4
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throw_range = 20
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matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
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matter = list(MAT_STEEL = 30,"glass" = 20)
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origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
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@@ -369,7 +369,7 @@ HALOGEN COUNTER - Radcount on mobs
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throw_speed = 4
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throw_range = 20
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matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
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matter = list(MAT_STEEL = 30,"glass" = 20)
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origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
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var/details = 0
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@@ -429,7 +429,7 @@ HALOGEN COUNTER - Radcount on mobs
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throwforce = 5
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throw_speed = 4
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throw_range = 20
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matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
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matter = list(MAT_STEEL = 30,"glass" = 20)
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origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
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var/details = 0
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@@ -475,7 +475,7 @@ HALOGEN COUNTER - Radcount on mobs
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throwforce = 0
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throw_speed = 3
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throw_range = 7
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matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
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matter = list(MAT_STEEL = 30,"glass" = 20)
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/obj/item/device/slime_scanner/attack(mob/living/M as mob, mob/living/user as mob)
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if(!istype(M, /mob/living/simple_mob/slime/xenobio))
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@@ -7,7 +7,7 @@
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item_state = "t-ray"
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slot_flags = SLOT_BELT
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w_class = ITEMSIZE_SMALL
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matter = list(DEFAULT_WALL_MATERIAL = 150)
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matter = list(MAT_STEEL = 150)
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origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
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var/scan_range = 1
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@@ -28,7 +28,7 @@
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/obj/item/device/t_scanner/proc/set_active(var/active)
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on = active
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if(on)
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START_PROCESSING(SSobj, src)
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START_PROCESSING(SSobj, src)
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flicker = 0
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else
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STOP_PROCESSING(SSobj, src)
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@@ -135,14 +135,14 @@
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/obj/item/device/t_scanner/upgraded
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name = "Upgraded T-ray Scanner"
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desc = "An upgraded version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
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matter = list(DEFAULT_WALL_MATERIAL = 500, PHORON = 150)
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matter = list(MAT_STEEL = 500, PHORON = 150)
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origin_tech = list(TECH_MAGNET = 4, TECH_ENGINEERING = 5)
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scan_range = 3
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/obj/item/device/t_scanner/advanced
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name = "Advanced T-ray Scanner"
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desc = "An advanced version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
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matter = list(DEFAULT_WALL_MATERIAL = 1500, PHORON = 200, SILVER = 250)
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matter = list(MAT_STEEL = 1500, PHORON = 200, SILVER = 250)
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origin_tech = list(TECH_MAGNET = 7, TECH_ENGINEERING = 7, TECH_MATERIAL = 6)
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scan_range = 7
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@@ -5,7 +5,7 @@
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item_state = "analyzer"
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w_class = ITEMSIZE_SMALL
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matter = list(DEFAULT_WALL_MATERIAL = 60,"glass" = 30)
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matter = list(MAT_STEEL = 60,"glass" = 30)
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var/emagged = 0.0
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var/recording = 0.0
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@@ -361,7 +361,7 @@
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icon_state = "tape_white"
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item_state = "analyzer"
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w_class = ITEMSIZE_TINY
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matter = list(DEFAULT_WALL_MATERIAL=20, "glass"=5)
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matter = list(MAT_STEEL=20, "glass"=5)
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force = 1
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throwforce = 0
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var/max_capacity = 1800
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@@ -100,7 +100,7 @@
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/obj/item/robot_parts/robot_suit/attackby(obj/item/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
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if(istype(W, /obj/item/stack/material) && W.get_material_name() == MAT_STEEL && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
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var/obj/item/stack/material/M = W
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if (M.use(1))
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var/obj/item/weapon/secbot_assembly/ed209_assembly/B = new /obj/item/weapon/secbot_assembly/ed209_assembly
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@@ -13,7 +13,7 @@
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var/cell_type = null //Can put a starting cell here
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density = 1 //Is dense, but not anchored, so you can swap with it
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slowdown = 3 //Heevvee.
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slowdown = 1.5 //Heevvee.
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health = 100
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var/power_per_process = 50 // About 6.5 minutes of use on a high-cell (10,000)
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@@ -201,14 +201,14 @@
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if(UAV_OFF) //Packing
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state = UAV_PACKED
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w_class = ITEMSIZE_LARGE
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slowdown = 1
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slowdown = 0.5
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density = FALSE
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update_icon()
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return TRUE
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if(UAV_PACKED) //Unpacking
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state = UAV_OFF
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w_class = ITEMSIZE_HUGE
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slowdown = 3
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slowdown = 1.5
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density = TRUE
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update_icon()
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return TRUE
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@@ -14,7 +14,7 @@
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throw_range = 5
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w_class = ITEMSIZE_NORMAL
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origin_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 50000)
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matter = list(MAT_STEEL = 50000)
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preserve_item = TRUE // RCDs are pretty important.
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var/datum/effect/effect/system/spark_spread/spark_system
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var/stored_matter = 0
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@@ -10,7 +10,7 @@
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force = 5.0
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throwforce = 7.0
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w_class = ITEMSIZE_NORMAL
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matter = list(DEFAULT_WALL_MATERIAL = 50)
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matter = list(MAT_STEEL = 50)
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attack_verb = list("bludgeoned", "whacked", "disciplined", "thrashed")
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/obj/item/weapon/cane/crutch
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@@ -36,7 +36,7 @@
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name = T_BOARD("entertainment camera monitor")
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build_path = /obj/machinery/computer/security/telescreen/entertainment
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board_type = new /datum/frame/frame_types/display
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matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
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||||
matter = list(MAT_STEEL = 50, "glass" = 50)
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||||
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||||
/obj/item/weapon/circuitboard/security/telescreen/entertainment/New()
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||||
..()
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@@ -10,37 +10,37 @@
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||||
name = T_BOARD("guestpass console")
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||||
build_path = /obj/machinery/computer/guestpass
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||||
board_type = new /datum/frame/frame_types/guest_pass_console
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||||
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
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||||
matter = list(MAT_STEEL = 50, "glass" = 50)
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||||
|
||||
/obj/item/weapon/circuitboard/status_display
|
||||
name = T_BOARD("status display")
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build_path = /obj/machinery/status_display
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||||
board_type = new /datum/frame/frame_types/display
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||||
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
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||||
matter = list(MAT_STEEL = 50, "glass" = 50)
|
||||
|
||||
/obj/item/weapon/circuitboard/ai_status_display
|
||||
name = T_BOARD("ai status display")
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||||
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)
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -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'
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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'
|
||||
|
||||
@@ -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)
|
||||
@@ -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"
|
||||
@@ -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"
|
||||
@@ -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"
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
// -----------------------------
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
)
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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'
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -116,7 +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
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
|
||||
@@ -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'
|
||||
@@ -78,7 +78,6 @@
|
||||
desc = "This cuts wires. With <span class='alien'>Science!</span>"
|
||||
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'
|
||||
|
||||
@@ -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
|
||||
@@ -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'
|
||||
@@ -73,7 +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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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'
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user