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Refining/fixing material ejection from exo/pros fab.
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@@ -227,7 +227,7 @@
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to_chat(user, "<span class='notice'>There isn't enough material here to construct a wall.</span>")
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return 0
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var/datum/material/M = name_to_material[S.default_type]
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var/datum/material/M = get_material_by_name(S.default_type)
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if(!istype(M))
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return 0
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@@ -268,7 +268,7 @@
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to_chat(user, "<span class='notice'>There isn't enough material here to reinforce the girder.</span>")
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return 0
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var/datum/material/M = name_to_material[S.default_type]
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var/datum/material/M = get_material_by_name(S.default_type)
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if(!istype(M) || M.integrity < 50)
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to_chat(user, "You cannot reinforce \the [src] with that; it is too soft.")
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return 0
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@@ -402,7 +402,7 @@
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var/turf/simulated/wall/new_T = get_turf(src) // Ref to the wall we just built.
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// Apparently set_material(...) for walls requires refs to the material singletons and not strings.
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// This is different from how other material objects with their own set_material(...) do it, but whatever.
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var/datum/material/M = name_to_material[the_rcd.material_to_use]
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var/datum/material/M = get_material_by_name(the_rcd.material_to_use)
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new_T.set_material(M, the_rcd.make_rwalls ? M : null, girder_material)
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new_T.add_hiddenprint(user)
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qdel(src)
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@@ -412,4 +412,3 @@
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to_chat(user, span("notice", "You deconstruct \the [src]."))
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qdel(src)
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return TRUE
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