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https://github.com/PolarisSS13/Polaris.git
synced 2026-08-22 20:56:33 +01:00
Finished coding makeshift armor.
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@@ -10,6 +10,7 @@
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recipes += new/datum/stack_recipe("[display_name] baseball bat", /obj/item/weapon/material/twohanded/baseballbat, 10, time = 20, one_per_turf = 0, on_floor = 1, supplied_material = "[name]")
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recipes += new/datum/stack_recipe("[display_name] ashtray", /obj/item/weapon/material/ashtray, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
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recipes += new/datum/stack_recipe("[display_name] spoon", /obj/item/weapon/material/kitchen/utensil/spoon/plastic, 1, on_floor = 1, supplied_material = "[name]")
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recipes += new/datum/stack_recipe("[display_name] armor plate", /obj/item/weapon/material/armor_plating, 1, time = 20, on_floor = 1, supplied_material = "[name]")
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if(integrity>=50)
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recipes += new/datum/stack_recipe("[display_name] door", /obj/structure/simple_door, 10, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
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@@ -90,11 +90,12 @@ var/list/name_to_material
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var/ignition_point // K, point at which the material catches on fire.
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var/melting_point = 1800 // K, walls will take damage if they're next to a fire hotter than this
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var/integrity = 150 // General-use HP value for products.
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var/protectiveness = 10 // How well this material works as armor. Higher numbers are better, diminishing returns applies.
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var/opacity = 1 // Is the material transparent? 0.5< makes transparent walls/doors.
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var/reflectivity = 0 // How reflective to light is the material? Currently used for laser defense.
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var/reflectivity = 0 // How reflective to light is the material? Currently used for laser reflection and defense.
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var/explosion_resistance = 5 // Only used by walls currently.
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var/conductive = 1 // Objects with this var add CONDUCTS to flags on spawn.
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var/conductivity = null // How conductive the material is. Based somewhat on megasiemens / metre at 20c
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var/conductivity = null // How conductive the material is. Iron acts as the baseline, at 10.
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var/list/composite_material // If set, object matter var will be a list containing these values.
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// Placeholder vars for the time being, todo properly integrate windows/light tiles/rods.
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@@ -104,7 +105,7 @@ var/list/name_to_material
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var/list/window_options = list()
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// Damage values.
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var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons.
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var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons. Also used for bullet protection in armor.
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var/weight = 20 // Determines blunt damage/throwforce for weapons.
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// Noise when someone is faceplanted onto a table made of this material.
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@@ -237,6 +238,7 @@ var/list/name_to_material
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icon_colour = "#00FFE1"
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opacity = 0.4
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reflectivity = 0.6
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conductivity = 1
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shard_type = SHARD_SHARD
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tableslam_noise = 'sound/effects/Glasshit.ogg'
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hardness = 100
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@@ -307,6 +309,8 @@ var/list/name_to_material
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shard_type = SHARD_STONE_PIECE
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weight = 22
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hardness = 55
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protectiveness = 5 // 20%
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conductivity = 5
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door_icon_base = "stone"
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sheet_singular_name = "brick"
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sheet_plural_name = "bricks"
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@@ -323,7 +327,8 @@ var/list/name_to_material
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name = DEFAULT_WALL_MATERIAL
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stack_type = /obj/item/stack/material/steel
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integrity = 150
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conductivity = 6.99 // Assuming this is carbon steel
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conductivity = 11 // Assuming this is carbon steel, it would actually be slightly less conductive than iron, but lets ignore that.
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protectiveness = 10 // 33%
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icon_base = "solid"
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icon_reinf = "reinf_over"
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icon_colour = "#666666"
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@@ -359,6 +364,8 @@ var/list/name_to_material
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explosion_resistance = 25
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hardness = 80
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weight = 23
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protectiveness = 20 // 50%
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conductivity = 13 // For the purposes of balance.
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stack_origin_tech = list(TECH_MATERIAL = 2)
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composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
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@@ -374,6 +381,7 @@ var/list/name_to_material
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explosion_resistance = 75
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hardness = 100
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weight = 28
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protectiveness = 60 // 75%
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reflectivity = 0.7 // Not a perfect mirror, but close.
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stack_origin_tech = list(TECH_MATERIAL = 8)
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composite_material = list("plasteel" = SHEET_MATERIAL_AMOUNT, "diamond" = SHEET_MATERIAL_AMOUNT) //shrug
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@@ -398,6 +406,8 @@ var/list/name_to_material
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tableslam_noise = 'sound/effects/Glasshit.ogg'
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hardness = 30
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weight = 15
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protectiveness = 0 // 0%
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conductivity = 1 // Glass shards don't conduct.
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door_icon_base = "stone"
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destruction_desc = "shatters"
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window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
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@@ -531,6 +541,8 @@ var/list/name_to_material
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icon_colour = "#CCCCCC"
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hardness = 10
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weight = 12
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protectiveness = 5 // 20%
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conductivity = 2 // For the sake of material armor diversity, we're gonna pretend this plastic is a good insulator.
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melting_point = T0C+371 //assuming heat resistant plastic
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stack_origin_tech = list(TECH_MATERIAL = 3)
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@@ -561,6 +573,7 @@ var/list/name_to_material
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stack_type = /obj/item/stack/material/mhydrogen
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icon_colour = "#E6C5DE"
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stack_origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 6, TECH_MAGNET = 5)
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conductivity = 100
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/material/platinum
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name = "platinum"
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@@ -592,6 +605,7 @@ var/list/name_to_material
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explosion_resistance = 200 // Hull plating.
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hardness = 500
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weight = 500
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protectiveness = 80 // 80%
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// Likewise.
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/material/alienalloy/elevatorium
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@@ -610,6 +624,8 @@ var/list/name_to_material
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shard_can_repair = 0 // you can't weld splinters back into planks
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hardness = 15
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weight = 18
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protectiveness = 8 // 28%
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conductivity = 1
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melting_point = T0C+300 //okay, not melting in this case, but hot enough to destroy wood
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ignition_point = T0C+288
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stack_origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
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@@ -641,6 +657,7 @@ var/list/name_to_material
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icon_colour = "#AAAAAA"
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hardness = 1
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weight = 1
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protectiveness = 0 // 0%
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ignition_point = T0C+232 //"the temperature at which book-paper catches fire, and burns." close enough
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melting_point = T0C+232 //temperature at which cardboard walls would be destroyed
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stack_origin_tech = list(TECH_MATERIAL = 1)
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@@ -657,6 +674,7 @@ var/list/name_to_material
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integrity = 1
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hardness = 1
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weight = 1
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protectiveness = 0 // 0%
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stack_origin_tech = list(TECH_MATERIAL = 1)
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melting_point = T0C+1
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destruction_desc = "crumples"
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@@ -669,6 +687,7 @@ var/list/name_to_material
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door_icon_base = "wood"
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ignition_point = T0C+232
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melting_point = T0C+300
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protectiveness = 1 // 4%
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flags = MATERIAL_PADDING
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/material/cult
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@@ -702,6 +721,7 @@ var/list/name_to_material
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flags = MATERIAL_PADDING
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ignition_point = T0C+300
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melting_point = T0C+300
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protectiveness = 3 // 13%
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/material/carpet
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name = "carpet"
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@@ -713,6 +733,7 @@ var/list/name_to_material
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melting_point = T0C+300
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sheet_singular_name = "tile"
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sheet_plural_name = "tiles"
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protectiveness = 1 // 4%
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/material/cotton
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name = "cotton"
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@@ -721,7 +742,9 @@ var/list/name_to_material
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flags = MATERIAL_PADDING
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ignition_point = T0C+232
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melting_point = T0C+300
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protectiveness = 1 // 4%
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// This all needs to be OOP'd and use inheritence if its ever used in the future.
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/material/cloth_teal
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name = "teal"
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display_name ="teal"
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@@ -730,6 +753,7 @@ var/list/name_to_material
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flags = MATERIAL_PADDING
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ignition_point = T0C+232
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melting_point = T0C+300
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protectiveness = 1 // 4%
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/material/cloth_black
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name = "black"
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@@ -739,6 +763,7 @@ var/list/name_to_material
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flags = MATERIAL_PADDING
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ignition_point = T0C+232
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melting_point = T0C+300
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protectiveness = 1 // 4%
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/material/cloth_green
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name = "green"
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@@ -748,6 +773,7 @@ var/list/name_to_material
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flags = MATERIAL_PADDING
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ignition_point = T0C+232
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melting_point = T0C+300
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protectiveness = 1 // 4%
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/material/cloth_puple
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name = "purple"
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@@ -757,6 +783,7 @@ var/list/name_to_material
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flags = MATERIAL_PADDING
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ignition_point = T0C+232
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melting_point = T0C+300
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protectiveness = 1 // 4%
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/material/cloth_blue
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name = "blue"
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@@ -766,6 +793,7 @@ var/list/name_to_material
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flags = MATERIAL_PADDING
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ignition_point = T0C+232
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melting_point = T0C+300
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protectiveness = 1 // 4%
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/material/cloth_beige
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name = "beige"
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@@ -775,6 +803,7 @@ var/list/name_to_material
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flags = MATERIAL_PADDING
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ignition_point = T0C+232
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melting_point = T0C+300
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protectiveness = 1 // 4%
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/material/cloth_lime
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name = "lime"
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@@ -784,6 +813,7 @@ var/list/name_to_material
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flags = MATERIAL_PADDING
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ignition_point = T0C+232
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melting_point = T0C+300
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protectiveness = 1 // 4%
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/material/toy_foam
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name = "foam"
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@@ -794,4 +824,5 @@ var/list/name_to_material
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melting_point = T0C+300
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icon_colour = "#ff9900"
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hardness = 1
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weight = 1
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weight = 1
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protectiveness = 0 // 0%
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