Merge branch 'materials' of https://github.com/Zuhayr/Baystation12 into dev

This commit is contained in:
Zuhayr
2015-05-16 23:35:05 +09:30
78 changed files with 1097 additions and 1082 deletions

View File

@@ -2,7 +2,7 @@
/obj/structure/closet/fireaxecabinet
name = "fire axe cabinet"
desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
var/obj/item/weapon/twohanded/fireaxe/fireaxe
var/obj/item/weapon/material/twohanded/fireaxe/fireaxe
icon_state = "fireaxe1000"
icon_closed = "fireaxe1000"
icon_opened = "fireaxe1100"
@@ -16,7 +16,7 @@
New()
..()
fireaxe = new /obj/item/weapon/twohanded/fireaxe(src)
fireaxe = new /obj/item/weapon/material/twohanded/fireaxe(src)
attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
//..() //That's very useful, Erro
@@ -55,7 +55,7 @@
src.localopened = 1
update_icon()
return
if (istype(O, /obj/item/weapon/twohanded/fireaxe) && src.localopened)
if (istype(O, /obj/item/weapon/material/twohanded/fireaxe) && src.localopened)
if(!fireaxe)
if(O:wielded)
user << "\red Unwield the axe first."

View File

@@ -13,7 +13,7 @@
/obj/structure/displaycase/ex_act(severity)
switch(severity)
if (1)
new /obj/item/weapon/shard( src.loc )
new /obj/item/weapon/material/shard( src.loc )
if (occupied)
new /obj/item/weapon/gun/energy/captain( src.loc )
occupied = 0
@@ -37,7 +37,7 @@
/obj/structure/displaycase/blob_act()
if (prob(75))
new /obj/item/weapon/shard( src.loc )
new /obj/item/weapon/material/shard( src.loc )
if (occupied)
new /obj/item/weapon/gun/energy/captain( src.loc )
occupied = 0
@@ -45,7 +45,7 @@
/obj/structure/displaycase/meteorhit(obj/O as obj)
new /obj/item/weapon/shard( src.loc )
new /obj/item/weapon/material/shard( src.loc )
new /obj/item/weapon/gun/energy/captain( src.loc )
qdel(src)
@@ -55,7 +55,7 @@
if (!( src.destroyed ))
src.density = 0
src.destroyed = 1
new /obj/item/weapon/shard( src.loc )
new /obj/item/weapon/material/shard( src.loc )
playsound(src, "shatter", 70, 1)
update_icon()
else

View File

@@ -153,7 +153,7 @@
return
//window placing end
else if(istype(W, /obj/item/weapon/shard))
else if(istype(W, /obj/item/weapon/material/shard))
health -= W.force * 0.1
else if(!shock(user, 70))
playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)

View File

@@ -13,7 +13,7 @@
/obj/structure/lamarr/ex_act(severity)
switch(severity)
if (1)
new /obj/item/weapon/shard( src.loc )
new /obj/item/weapon/material/shard( src.loc )
Break()
qdel(src)
if (2)
@@ -35,13 +35,13 @@
/obj/structure/lamarr/blob_act()
if (prob(75))
new /obj/item/weapon/shard( src.loc )
new /obj/item/weapon/material/shard( src.loc )
Break()
qdel(src)
/obj/structure/lamarr/meteorhit(obj/O as obj)
new /obj/item/weapon/shard( src.loc )
new /obj/item/weapon/material/shard( src.loc )
Break()
qdel(src)
@@ -51,7 +51,7 @@
if (!( src.destroyed ))
src.density = 0
src.destroyed = 1
new /obj/item/weapon/shard( src.loc )
new /obj/item/weapon/material/shard( src.loc )
playsound(src, "shatter", 70, 1)
Break()
else

View File

@@ -13,7 +13,7 @@
var/state = 2
var/reinf = 0
var/basestate
var/shardtype = /obj/item/weapon/shard
var/shardtype = /obj/item/weapon/material/shard
var/glasstype = null // Set this in subtypes. Null is assumed strange or otherwise impossible to dismantle, such as for shuttle glass.
var/silicate = 0 // number of units of silicate
@@ -87,11 +87,11 @@
var/index = null
index = 0
while(index < 2)
new shardtype(loc)
new shardtype(loc) //todo pooling?
if(reinf) PoolOrNew(/obj/item/stack/rods, loc)
index++
else
new shardtype(loc)
new shardtype(loc) //todo pooling?
if(reinf) PoolOrNew(/obj/item/stack/rods, loc)
qdel(src)
return
@@ -406,7 +406,7 @@
desc = "A phoron-glass alloy window. It looks insanely tough to break. It appears it's also insanely tough to burn through."
basestate = "phoronwindow"
icon_state = "phoronwindow"
shardtype = /obj/item/weapon/shard/phoron
shardtype = /obj/item/weapon/material/shard/phoron
glasstype = /obj/item/stack/sheet/glass/phoronglass
maxhealth = 120
@@ -420,7 +420,7 @@
desc = "A phoron-glass alloy window, with rods supporting it. It looks hopelessly tough to break. It also looks completely fireproof, considering how basic phoron windows are insanely fireproof."
basestate = "phoronrwindow"
icon_state = "phoronrwindow"
shardtype = /obj/item/weapon/shard/phoron
shardtype = /obj/item/weapon/material/shard/phoron
glasstype = /obj/item/stack/sheet/glass/phoronrglass
reinf = 1
maxhealth = 160