Consistency Pass #1

Power cells of all types are now considered stock parts
Went through materials.dm and did some copy+paste work make material definitions consistent across the codebase (eg "steel" = 50 -> MAT_STEEL = 50)
This commit is contained in:
enbyfriend
2023-03-14 19:11:42 -05:00
parent 781fe82a78
commit cbeef1b5db
254 changed files with 1081 additions and 1089 deletions
+7 -7
View File
@@ -36,8 +36,8 @@
if(!owner_rig)
qdel(src)
return
var/obj/item/cell/rigcell = owner_rig.cell
var/obj/item/stock_parts/cell/rigcell = owner_rig.cell
var/obj/item/tank/rigtank = owner_rig.air_supply
var/charge_percentage = rigcell ? rigcell.charge / rigcell.maxcharge : 0
@@ -86,8 +86,8 @@
if(!owner_mech)
qdel(src)
return
var/obj/item/cell/mechcell = owner_mech.cell
var/obj/item/stock_parts/cell/mechcell = owner_mech.cell
var/obj/machinery/portable_atmospherics/canister/mechtank = owner_mech.internal_tank
var/charge_percentage = mechcell ? mechcell.charge / mechcell.maxcharge : 0
@@ -99,7 +99,7 @@
air.icon_state = "air[round(air_percentage / 0.2, 1)]"
health.icon_state = "health[round(health_percentage / 0.2, 1)]"
airtoggle.icon_state = "airon[air_on]"
// Screen objects
/obj/screen/rig
icon = 'icons/mob/screen_rigmech.dmi'
@@ -211,7 +211,7 @@
var/list/adding = list()
HUD.adding = adding
var/obj/screen/using
using = new /obj/screen/ghost/jumptomob()
using.screen_loc = ui_ghost_jumptomob
@@ -227,4 +227,4 @@
using.screen_loc = ui_ghost_reenter_corpse
using.hud = src
adding += using
*/
*/
+2 -2
View File
@@ -96,8 +96,8 @@
contains = list(
/obj/item/storage/toolbox/electrical = 2,
/obj/item/clothing/gloves/yellow = 2,
/obj/item/cell = 2,
/obj/item/cell/high = 2
/obj/item/stock_parts/cell = 2,
/obj/item/stock_parts/cell/high = 2
)
cost = 10
containertype = /obj/structure/closet/crate/ward
+3 -3
View File
@@ -74,7 +74,7 @@
containertype = /obj/structure/closet/crate/secure/weapon
containername = "Shotgun crate"
access = access_armory
/datum/supply_pack/munitions/shotgunsemi
name = "Weapons - Semi-Automatic Shotgun crate"
contains = list(
@@ -244,8 +244,8 @@
/datum/supply_pack/munitions/pcellammo
name = "Ammunition - Power cell"
contains = list(/obj/item/cell/device/weapon = 3)
contains = list(/obj/item/stock_parts/cell/device/weapon = 3)
cost = 50
containertype = /obj/structure/closet/crate/secure/weapon
containername = "Energy ammunition crate"
access = access_security
access = access_security
+1 -1
View File
@@ -17,7 +17,7 @@
/obj/item/assembly/prox_sensor = 3,
/obj/item/storage/toolbox/electrical,
/obj/item/flash = 4,
/obj/item/cell/high = 2
/obj/item/stock_parts/cell/high = 2
)
cost = 10
containertype = /obj/structure/closet/crate/secure/nanotrasen
+1 -1
View File
@@ -134,4 +134,4 @@
/datum/uplink_item/item/ammo/cell
name = "weapon cell"
path = /obj/item/cell/device/weapon
path = /obj/item/stock_parts/cell/device/weapon
+1 -1
View File
@@ -89,7 +89,7 @@
/datum/uplink_item/item/tools/wall_elecrtifier
name = "Wall Electrifier"
item_cost = 5
path = /obj/item/cell/spike
path = /obj/item/stock_parts/cell/spike
desc = "A modified powercell which will electrify walls and reinforced floors in a 3x3 tile range around it. Always active."
/datum/uplink_item/item/tools/emag
+20 -20
View File
@@ -291,7 +291,7 @@
icon_state = "power_mod"
item_state = "std_mod"
desc = "Heavy-duty switching circuits for power control."
matter = list(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/module/id_auth
name = "\improper ID authentication module"
@@ -456,14 +456,14 @@
desc = "Used in the construction of computers and other devices with a interactive console."
icon_state = "screen"
origin_tech = list(TECH_MATERIAL = 1)
matter = list("glass" = 200)
matter = list(MAT_GLASS = 200)
/obj/item/stock_parts/capacitor
name = "capacitor"
desc = "A basic capacitor used in the construction of a variety of devices."
icon_state = "capacitor"
origin_tech = list(TECH_POWER = 1)
matter = list(MAT_STEEL = 50,"glass" = 50)
matter = list(MAT_STEEL = 50,MAT_GLASS = 50)
var/charge = 0
var/max_charge = 1000
@@ -488,7 +488,7 @@
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(MAT_STEEL = 50,"glass" = 20)
matter = list(MAT_STEEL = 50,MAT_GLASS = 20)
/obj/item/stock_parts/manipulator
name = "micro-manipulator"
@@ -502,7 +502,7 @@
desc = "A tiny laser used in certain devices."
icon_state = "micro_laser"
origin_tech = list(TECH_MAGNET = 1)
matter = list(MAT_STEEL = 10,"glass" = 20)
matter = list(MAT_STEEL = 10,MAT_GLASS = 20)
/obj/item/stock_parts/matter_bin
name = "matter bin"
@@ -519,7 +519,7 @@
icon_state = "capacitor_adv"
origin_tech = list(TECH_POWER = 3)
rating = 2
matter = list(MAT_STEEL = 50,"glass" = 50)
matter = list(MAT_STEEL = 50,MAT_GLASS = 50)
/obj/item/stock_parts/scanning_module/adv
name = "advanced scanning module"
@@ -527,7 +527,7 @@
icon_state = "scan_module_adv"
origin_tech = list(TECH_MAGNET = 3)
rating = 2
matter = list(MAT_STEEL = 50,"glass" = 20)
matter = list(MAT_STEEL = 50,MAT_GLASS = 20)
/obj/item/stock_parts/manipulator/nano
name = "nano-manipulator"
@@ -543,7 +543,7 @@
icon_state = "high_micro_laser"
origin_tech = list(TECH_MAGNET = 3)
rating = 2
matter = list(MAT_STEEL = 10,"glass" = 20)
matter = list(MAT_STEEL = 10,MAT_GLASS = 20)
/obj/item/stock_parts/matter_bin/adv
name = "advanced matter bin"
@@ -561,7 +561,7 @@
icon_state = "capacitor_super"
origin_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4)
rating = 3
matter = list(MAT_STEEL = 50,"glass" = 50)
matter = list(MAT_STEEL = 50,MAT_GLASS = 50)
/obj/item/stock_parts/scanning_module/phasic
name = "phasic scanning module"
@@ -569,7 +569,7 @@
icon_state = "scan_module_phasic"
origin_tech = list(TECH_MAGNET = 5)
rating = 3
matter = list(MAT_STEEL = 50,"glass" = 20)
matter = list(MAT_STEEL = 50,MAT_GLASS = 20)
/obj/item/stock_parts/manipulator/pico
name = "pico-manipulator"
@@ -585,7 +585,7 @@
desc = "A tiny laser used in certain devices."
origin_tech = list(TECH_MAGNET = 5)
rating = 3
matter = list(MAT_STEEL = 10,"glass" = 20)
matter = list(MAT_STEEL = 10,MAT_GLASS = 20)
/obj/item/stock_parts/matter_bin/super
name = "super matter bin"
@@ -611,7 +611,7 @@
icon_state = "scan_module_hyper"
origin_tech = list(TECH_MAGNET = 6, TECH_BLUESPACE = 1, TECH_ARCANE = 1)
rating = 4
matter = list(MAT_STEEL = 100,"glass" = 40)
matter = list(MAT_STEEL = 100,MAT_GLASS = 40)
/obj/item/stock_parts/manipulator/hyper
name = "planck-manipulator"
@@ -653,7 +653,7 @@
icon_state = "scan_module_omni"
origin_tech = list(TECH_MAGNET = 7, TECH_BLUESPACE = 3, TECH_PRECURSOR = 1)
rating = 5
matter = list(MAT_STEEL = 100,"glass" = 40)
matter = list(MAT_STEEL = 100,MAT_GLASS = 40)
/obj/item/stock_parts/manipulator/omni
name = "omni-manipulator"
@@ -687,42 +687,42 @@
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(MAT_STEEL = 30,"glass" = 10)
matter = list(MAT_STEEL = 30,MAT_GLASS = 10)
/obj/item/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(MAT_STEEL = 30,"glass" = 10)
matter = list(MAT_STEEL = 30,MAT_GLASS = 10)
/obj/item/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(MAT_STEEL = 30,"glass" = 10)
matter = list(MAT_STEEL = 30,MAT_GLASS = 10)
/obj/item/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(MAT_STEEL = 30,"glass" = 10)
matter = list(MAT_STEEL = 30,MAT_GLASS = 10)
/obj/item/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(MAT_STEEL = 30,"glass" = 10)
matter = list(MAT_STEEL = 30,MAT_GLASS = 10)
/obj/item/stock_parts/subspace/crystal
name = "ansible crystal"
icon_state = "ansible_crystal"
desc = "A crystal made from pure glass used to transmit laser databursts to subspace."
origin_tech = list(TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
matter = list("glass" = 50)
matter = list(MAT_GLASS = 50)
/obj/item/stock_parts/subspace/transmitter
name = "subspace transmitter"
@@ -761,7 +761,7 @@
icon = 'icons/obj/stock_parts.dmi'
icon_state = "motor"
origin_tech = list(TECH_ENGINEERING = 1)
matter = list(MAT_STEEL = 60, "glass" = 10)
matter = list(MAT_STEEL = 60, MAT_GLASS = 10)
/obj/item/stock_parts/spring
name = "spring"
@@ -66,15 +66,15 @@
var/list/L = new() //We make a new list to avoid copypasta.
//Check our hand.
if(istype(held_item,/obj/item/cell))
if(istype(held_item,/obj/item/stock_parts/cell))
L.Add(held_item)
//Now check our hand's item's contents, so we can recharge guns and other stuff.
for(var/obj/item/cell/cell in held_item.contents)
for(var/obj/item/stock_parts/cell/cell in held_item.contents)
L.Add(cell)
//Now for the actual recharging.
for(var/obj/item/cell/cell in L)
for(var/obj/item/stock_parts/cell/cell in L)
visible_message("<span class='warning'>Some sparks fall out from \the [src.name]\'s [held_item]!</span>",
"<span class='warning'>Our hand channels raw electricity into \the [held_item].</span>",
"<span class='italics'>You hear sparks!</span>")
@@ -185,7 +185,7 @@
var/success = 0
var/obj/T = target
//We can also recharge things we touch, such as APCs or hardsuits.
for(var/obj/item/cell/cell in T.contents)
for(var/obj/item/stock_parts/cell/cell in T.contents)
visible_message("<span class='warning'>Some sparks fall out from \the [target]!</span>",
"<span class='warning'>Our hand channels raw electricity into \the [target].</span>",
"<span class='italics'>You hear sparks!</span>")
@@ -210,4 +210,4 @@
to_chat(src, "<span class='warning'>We are unable to affect \the [target].</span>")
else
qdel(src)
return 1
return 1
+1 -2
View File
@@ -450,7 +450,7 @@ var/global/list/all_objectives = list()
"nuclear gun" = /obj/item/gun/energy/gun/nuclear,
"diamond drill" = /obj/item/pickaxe/diamonddrill,
"bag of holding" = /obj/item/storage/backpack/holding,
"hyper-capacity cell" = /obj/item/cell/hyper,
"hyper-capacity cell" = /obj/item/stock_parts/cell/hyper,
"10 diamonds" = /obj/item/stack/material/diamond,
"50 gold bars" = /obj/item/stack/material/gold,
"25 refined uranium bars" = /obj/item/stack/material/uranium,
@@ -896,4 +896,3 @@ var/global/list/all_objectives = list()
rval = 2
return 0
return rval
@@ -138,7 +138,7 @@
var/power_rating
var/power_losses
var/last_power_draw = 0
var/obj/item/cell/cell
var/obj/item/stock_parts/cell/cell
var/use_cell = TRUE
var/removeable_cell = TRUE
@@ -150,12 +150,12 @@
return 0
/obj/machinery/portable_atmospherics/powered/attackby(obj/item/I, mob/user)
if(use_cell && istype(I, /obj/item/cell))
if(use_cell && istype(I, /obj/item/stock_parts/cell))
if(cell)
to_chat(user, "There is already a power cell installed.")
return
var/obj/item/cell/C = I
var/obj/item/stock_parts/cell/C = I
user.drop_item()
C.add_fingerprint(user)
+3 -3
View File
@@ -23,7 +23,7 @@
/obj/machinery/portable_atmospherics/powered/pump/Initialize()
. = ..()
cell = new/obj/item/cell/apc(src)
cell = new/obj/item/stock_parts/cell/apc(src)
var/list/air_mix = StandardAirMix()
src.air_contents.adjust_multi("oxygen", air_mix["oxygen"], "nitrogen", air_mix["nitrogen"])
@@ -141,7 +141,7 @@
data["default_pressure"] = round(initial(target_pressure))
data["min_pressure"] = round(pressuremin)
data["max_pressure"] = round(pressuremax)
data["powerDraw"] = round(last_power_draw)
data["cellCharge"] = cell ? cell.charge : 0
data["cellMaxCharge"] = cell ? cell.maxcharge : 1
@@ -152,7 +152,7 @@
data["holding"]["pressure"] = round(holding.air_contents.return_pressure() > 0 ? holding.air_contents.return_pressure() : 0)
else
data["holding"] = null
return data
/obj/machinery/portable_atmospherics/powered/pump/tgui_act(action, params)
+4 -4
View File
@@ -22,7 +22,7 @@
/obj/machinery/portable_atmospherics/powered/scrubber/Initialize()
. = ..()
cell = new/obj/item/cell/apc(src)
cell = new/obj/item/stock_parts/cell/apc(src)
/obj/machinery/portable_atmospherics/powered/scrubber/emp_act(severity)
if(stat & (BROKEN|NOPOWER))
@@ -109,7 +109,7 @@
data["on"] = on ? 1 : 0
data["connected"] = connected_port ? 1 : 0
data["pressure"] = round(air_contents.return_pressure() > 0 ? air_contents.return_pressure() : 0)
data["rate"] = round(volume_rate)
data["minrate"] = round(minrate)
data["maxrate"] = round(maxrate)
@@ -199,7 +199,7 @@
update_use_power(new_use_power)
if(!on)
return
var/power_draw = -1
var/datum/gas_mixture/environment = loc.return_air()
@@ -228,7 +228,7 @@
return
//doesn't use power cells
if(istype(I, /obj/item/cell))
if(istype(I, /obj/item/stock_parts/cell))
return
if(I.is_screwdriver())
return
@@ -6,7 +6,7 @@
w_class = ITEMSIZE_SMALL
anchored = 0
matter = list(MAT_STEEL = 700,"glass" = 300)
matter = list(MAT_STEEL = 700,MAT_GLASS = 300)
// Motion, EMP-Proof, X-Ray
var/list/obj/item/possible_upgrades = list(/obj/item/assembly/prox_sensor, /obj/item/stack/material/osmium, /obj/item/stock_parts/scanning_module)
+4 -4
View File
@@ -9,7 +9,7 @@
active_power_usage = 60000 //60 kW. (this the power drawn when charging)
var/efficiency = 60000 //will provide the modified power rate when upgraded
power_channel = EQUIP
var/obj/item/cell/charging = null
var/obj/item/stock_parts/cell/charging = null
var/chargelevel = -1
circuit = /obj/item/circuitboard/cell_charger
@@ -45,8 +45,8 @@
if(stat & BROKEN)
return
if(istype(W, /obj/item/cell) && anchored)
if(istype(W, /obj/item/cell/device))
if(istype(W, /obj/item/stock_parts/cell) && anchored)
if(istype(W, /obj/item/stock_parts/cell/device))
to_chat(user, "<span class='warning'>\The [src] isn't fitted for that type of cell.</span>")
return
if(charging)
@@ -128,4 +128,4 @@
var/E = 0
for(var/obj/item/stock_parts/capacitor/C in component_parts)
E += C.rating
efficiency = active_power_usage * (1+ (E - 1)*0.5)
efficiency = active_power_usage * (1+ (E - 1)*0.5)
@@ -4,7 +4,7 @@
icon_state = "door_electronics"
w_class = ITEMSIZE_SMALL //It should be tiny! -Agouri
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50)
matter = list(DEFAULT_WALL_MATERIAL = 50,MAT_GLASS = 50)
req_one_access = list(access_engine) // Access to unlock the device, ignored if emagged
var/list/apply_any_access = list(access_engine) // Can apply any access, not just their own
@@ -133,11 +133,11 @@
// Nothing
if(!id || !id.access)
return list()
// Has engineer access, can put any access
else if(has_access(null, apply_any_access, id.access))
return get_all_station_access()
// Not an engineer, can only pick your own accesses to program
else
return id.access
+1 -1
View File
@@ -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(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
*/
/obj/machinery/partyalarm
name = "\improper PARTY BUTTON"
+2 -2
View File
@@ -5,7 +5,7 @@
icon_state = "flood00"
density = 1
var/on = 0
var/obj/item/cell/cell = null
var/obj/item/stock_parts/cell/cell = null
var/use = 200 // 200W light
var/unlocked = 0
var/open = 0
@@ -116,7 +116,7 @@
open = 1
to_chat(user, "You remove the battery panel.")
if(istype(W, /obj/item/cell))
if(istype(W, /obj/item/stock_parts/cell))
if(open)
if(cell)
to_chat(user, "There is a power cell already installed.")
+1 -1
View File
@@ -11,7 +11,7 @@ var/global/list/floor_light_cache = list()
idle_power_usage = 2
active_power_usage = 20
power_channel = LIGHT
matter = list(DEFAULT_WALL_MATERIAL = 2500, "glass" = 2750)
matter = list(DEFAULT_WALL_MATERIAL = 2500, MAT_GLASS = 2750)
required_dexterity = MOB_DEXTERITY_SIMPLE_MACHINES
+1 -1
View File
@@ -555,7 +555,7 @@
state = FRAME_FASTENED
new /obj/item/stack/cable_coil(src.loc, 5)
else if(istype(P, /obj/item/stack/material) && P.get_material_name() == "glass")
else if(istype(P, /obj/item/stack/material) && P.get_material_name() == MAT_GLASS)
if(state == FRAME_WIRED)
if(frame_type.frame_class == FRAME_CLASS_COMPUTER)
var/obj/item/stack/G = P
+2 -2
View File
@@ -308,11 +308,11 @@ Class Procs:
RefreshParts()
/obj/machinery/proc/default_use_hicell()
var/obj/item/cell/C = locate(/obj/item/cell) in component_parts
var/obj/item/stock_parts/cell/C = locate(/obj/item/stock_parts/cell) in component_parts
if(C)
component_parts -= C
qdel(C)
C = new /obj/item/cell/high(src)
C = new /obj/item/stock_parts/cell/high(src)
component_parts += C
return C
+6 -6
View File
@@ -10,7 +10,7 @@
active_power_usage = 40000 //40 kW
var/efficiency = 40000 //will provide the modified power rate when upgraded
var/obj/item/charging = null
var/list/allowed_devices = list(/obj/item/gun/energy, /obj/item/melee/baton, /obj/item/modular_computer, /obj/item/computer_hardware/battery_module, /obj/item/cell, /obj/item/flashlight, /obj/item/electronic_assembly, /obj/item/weldingtool/electric, /obj/item/ammo_magazine/smart, /obj/item/flash, /obj/item/defib_kit)
var/list/allowed_devices = list(/obj/item/gun/energy, /obj/item/melee/baton, /obj/item/modular_computer, /obj/item/computer_hardware/battery_module, /obj/item/stock_parts/cell, /obj/item/flashlight, /obj/item/electronic_assembly, /obj/item/weldingtool/electric, /obj/item/ammo_magazine/smart, /obj/item/flash, /obj/item/defib_kit)
var/icon_state_charged = "recharger2"
var/icon_state_charging = "recharger1"
var/icon_state_idle = "recharger0" //also when unpowered
@@ -27,7 +27,7 @@
if(get_dist(user, src) <= 5)
. += "[charging ? "[charging]" : "Nothing"] is in [src]."
if(charging)
var/obj/item/cell/C = charging.get_cell()
var/obj/item/stock_parts/cell/C = charging.get_cell()
. += "Current charge: [C.charge] / [C.maxcharge]"
/obj/machinery/recharger/attackby(obj/item/G as obj, mob/user as mob)
@@ -123,7 +123,7 @@
update_use_power(USE_POWER_IDLE)
icon_state = icon_state_idle
else
var/obj/item/cell/C = charging.get_cell()
var/obj/item/stock_parts/cell/C = charging.get_cell()
if(istype(C))
if(!C.fully_charged())
icon_state = icon_state_charging
@@ -139,7 +139,7 @@
return
if(charging)
var/obj/item/cell/C = charging.get_cell()
var/obj/item/stock_parts/cell/C = charging.get_cell()
if(istype(C))
C.emp_act(severity)
@@ -166,9 +166,9 @@
layer = ABOVE_TURF_LAYER
active_power_usage = 60000 //60 kW , It's more specialized than the standalone recharger (guns, batons, and flashlights only) so make it more powerful
efficiency = 60000
allowed_devices = list(/obj/item/gun/energy, /obj/item/gun/magnetic, /obj/item/melee/baton, /obj/item/flashlight, /obj/item/cell/device)
allowed_devices = list(/obj/item/gun/energy, /obj/item/gun/magnetic, /obj/item/melee/baton, /obj/item/flashlight, /obj/item/stock_parts/cell/device)
icon_state_charged = "wrecharger2"
icon_state_charging = "wrecharger1"
icon_state_idle = "wrecharger0"
portable = 0
circuit = /obj/item/circuitboard/recharger/wrecharger
circuit = /obj/item/circuitboard/recharger/wrecharger
+4 -4
View File
@@ -9,7 +9,7 @@
use_power = USE_POWER_IDLE
idle_power_usage = 50
var/mob/occupant = null
var/obj/item/cell/cell = null
var/obj/item/stock_parts/cell/cell = null
var/icon_update_tick = 0 // Used to rebuild the overlay only once every 10 ticks
var/charging = 0
@@ -120,7 +120,7 @@
rigchest.calc_breach_damage()
to_chat(H, "<span class='notice'>[rigchest] is repaired!</span>")
if(wornrig.cell)
var/obj/item/cell/rigcell = wornrig.cell
var/obj/item/stock_parts/cell/rigcell = wornrig.cell
var/diff = min(rigcell.maxcharge - rigcell.charge, charging_power * CELLRATE) // Capped by charging_power / tick
var/charge_used = cell.use(diff)
rigcell.give(charge_used)
@@ -181,7 +181,7 @@
cap_rating += P.rating
if(istype(P, /obj/item/stock_parts/manipulator))
man_rating += P.rating
cell = locate(/obj/item/cell) in component_parts
cell = locate(/obj/item/stock_parts/cell) in component_parts
charging_power = 40000 + 40000 * cap_rating
restore_power_active = 10000 + 15000 * cap_rating
@@ -322,4 +322,4 @@
icon_state = "borg_pod_opened"
if(icon_update_tick == 0)
build_overlays()
build_overlays()
+5 -5
View File
@@ -5,8 +5,8 @@
icon_state = "sheater0"
name = "space heater"
desc = "Made by Space Amish using traditional space techniques, this heater is guaranteed not to set the station on fire."
var/obj/item/cell/cell
var/cell_type = /obj/item/cell/high
var/obj/item/stock_parts/cell/cell
var/cell_type = /obj/item/stock_parts/cell/high
var/on = 0
var/set_temperature = T0C + 20 //K
var/active = 0
@@ -64,14 +64,14 @@
..(severity)
/obj/machinery/space_heater/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/cell))
if(istype(I, /obj/item/stock_parts/cell))
if(panel_open)
if(cell)
to_chat(user, "There is already a power cell inside.")
return
else
// insert cell
var/obj/item/cell/C = usr.get_active_hand()
var/obj/item/stock_parts/cell/C = usr.get_active_hand()
if(istype(C))
user.drop_item()
cell = C
@@ -159,7 +159,7 @@
if("cellinstall")
if(!cell)
var/obj/item/cell/C = usr.get_active_hand()
var/obj/item/stock_parts/cell/C = usr.get_active_hand()
if(istype(C))
usr.drop_item()
cell = C
+2 -2
View File
@@ -74,12 +74,12 @@
/obj/item/mecha_parts/mecha_equipment/teleporter
)
/obj/mecha/combat/gygax/dark/add_cell(var/obj/item/cell/C=null)
/obj/mecha/combat/gygax/dark/add_cell(var/obj/item/stock_parts/cell/C=null)
if(C)
C.forceMove(src)
cell = C
return
cell = new /obj/item/cell/hyper(src)
cell = new /obj/item/stock_parts/cell/hyper(src)
/obj/mecha/combat/gygax/serenity
desc = "A lightweight exosuit made from a modified Gygax chassis combined with proprietary VeyMed medical tech. It's faster and sturdier than most medical mechs, but much of the armor plating has been stripped out, leaving it more vulnerable than a regular Gygax."
+2 -2
View File
@@ -57,8 +57,8 @@
var/done = FALSE
var/obj/mecha/mech = charging
var/obj/item/cell/cell = charging.get_cell()
if(cell)
var/obj/item/stock_parts/cell/cell = charging.get_cell()
if(cell)
var/t = min(charge, cell.maxcharge - cell.charge)
if(t > 0)
if(istype(mech))
+1 -1
View File
@@ -13,7 +13,7 @@
var/speed = 1
var/mat_efficiency = 1
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/materials = list(MAT_STEEL = 0, MAT_GLASS = 0, MAT_PLASTIC = 0, MAT_GRAPHITE = 0, MAT_PLASTEEL = 0, MAT_GOLD = 0, MAT_SILVER = 0, MAT_LEAD = 0, MAT_OSMIUM = 0, MAT_DIAMOND = 0, MAT_DURASTEEL = 0, MAT_PHORON = 0, MAT_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
+1 -1
View File
@@ -13,7 +13,7 @@
var/speed = 1
var/mat_efficiency = 1
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/materials = list(MAT_STEEL = 0, MAT_GLASS = 0, MAT_PLASTIC = 0, MAT_GRAPHITE = 0, MAT_PLASTEEL = 0, MAT_GOLD = 0, MAT_SILVER = 0, MAT_LEAD = 0, MAT_OSMIUM = 0, MAT_DIAMOND = 0, MAT_DURASTEEL = 0, MAT_PHORON = 0, MAT_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
+4 -4
View File
@@ -49,7 +49,7 @@
var/minimum_penetration = 15 //Incoming damage won't be fully applied if you don't have at least 20. Almost all AP clears this.
var/fail_penetration_value = 0.66 //By how much failing to penetrate reduces your shit. 66% by default. 100dmg = 66dmg if failed pen
var/obj/item/cell/cell
var/obj/item/stock_parts/cell/cell
var/state = MECHA_OPERATING
var/list/log = new
var/last_message = 0
@@ -449,12 +449,12 @@
internal_tank = new /obj/machinery/portable_atmospherics/canister/air(src)
return internal_tank
/obj/mecha/proc/add_cell(var/obj/item/cell/C=null)
/obj/mecha/proc/add_cell(var/obj/item/stock_parts/cell/C=null)
if(C)
C.forceMove(src)
cell = C
return
cell = new /obj/item/cell/mech(src)
cell = new /obj/item/stock_parts/cell/mech(src)
/obj/mecha/get_cell()
return cell
@@ -1496,7 +1496,7 @@
src.log_message("Eject attempt made using maintenance controls - rejected.")
return
else if(istype(W, /obj/item/cell))
else if(istype(W, /obj/item/stock_parts/cell))
if(state==MECHA_CELL_OUT)
if(!src.cell)
to_chat(user, "You install the powercell")
+2 -2
View File
@@ -211,14 +211,14 @@
name="Phazon Torso"
icon_state = "phazon_harness"
//construction_time = 300
//construction_cost = list(MAT_STEEL=35000,"glass"=10000,"phoron"=20000)
//construction_cost = list(MAT_STEEL=35000,MAT_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(MAT_STEEL=15000,"glass"=5000,"phoron"=10000)
//construction_cost = list(MAT_STEEL=15000,MAT_GLASS=5000,"phoron"=10000)
origin_tech = list(TECH_DATA = 4, TECH_MATERIAL = 5, TECH_MAGNET = 6)
/obj/item/mecha_parts/part/phazon_left_arm
@@ -28,7 +28,7 @@ var/global/list/obj/item/communicator/all_communicators = list()
show_messages = 1
origin_tech = list(TECH_ENGINEERING = 2, TECH_MAGNET = 2, TECH_BLUESPACE = 2, TECH_DATA = 2)
matter = list(MAT_STEEL = 30,"glass" = 10)
matter = list(MAT_STEEL = 30,MAT_GLASS = 10)
var/video_range = 4
var/obj/machinery/camera/communicator/video_source // Their camera
@@ -363,4 +363,4 @@ var/global/list/obj/item/communicator/all_communicators = list()
/obj/item/communicator/rugged
desc = "The RB-65, voted most robust communicator 2566!"
icon_state = "commrugged"
note = "Thank you for choosing the RB-65 Communicator, this is your notepad!" //Current note in the notepad function
note = "Thank you for choosing the RB-65 Communicator, this is your notepad!" //Current note in the notepad function
+1 -1
View File
@@ -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(MAT_STEEL = 50,"glass" = 20)
matter = list(MAT_STEEL = 50,MAT_GLASS = 20)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage
+6 -6
View File
@@ -17,7 +17,7 @@
action_button_name = "Remove/Replace Paddles"
var/obj/item/shockpaddles/linked/paddles
var/obj/item/cell/bcell = null
var/obj/item/stock_parts/cell/bcell = null
/obj/item/defib_kit/get_cell()
return bcell
@@ -39,7 +39,7 @@
QDEL_NULL(bcell)
/obj/item/defib_kit/loaded //starts with a cell
bcell = /obj/item/cell/apc
bcell = /obj/item/stock_parts/cell/apc
/obj/item/defib_kit/update_icon()
@@ -84,7 +84,7 @@
/obj/item/defib_kit/attackby(obj/item/W, mob/user, params)
if(W == paddles)
reattach_paddles(user)
else if(istype(W, /obj/item/cell))
else if(istype(W, /obj/item/stock_parts/cell))
if(bcell)
to_chat(user, "<span class='notice'>\the [src] already has a cell.</span>")
else
@@ -176,7 +176,7 @@
origin_tech = list(TECH_BIO = 5, TECH_POWER = 3)
/obj/item/defib_kit/compact/loaded
bcell = /obj/item/cell/high
bcell = /obj/item/stock_parts/cell/high
/obj/item/defib_kit/compact/combat
@@ -185,7 +185,7 @@
paddles = /obj/item/shockpaddles/linked/combat
/obj/item/defib_kit/compact/combat/loaded
bcell = /obj/item/cell/high
bcell = /obj/item/stock_parts/cell/high
/obj/item/shockpaddles/linked/combat
combat = 1
@@ -673,7 +673,7 @@
paddles = /obj/item/shockpaddles/linked/jumper
/obj/item/defib_kit/jumper_kit/loaded
bcell = /obj/item/cell/high
bcell = /obj/item/stock_parts/cell/high
/obj/item/shockpaddles/linked/jumper
name = "jumper cables"
+5 -5
View File
@@ -29,11 +29,11 @@
var/base_icon = "flash"
var/obj/item/cell/power_supply //What type of power cell this uses
var/obj/item/stock_parts/cell/power_supply //What type of power cell this uses
var/charge_cost = 30 //How much energy is needed to flash.
var/use_external_power = FALSE // Do we use charge from an external source?
var/cell_type = /obj/item/cell/device
var/cell_type = /obj/item/stock_parts/cell/device
/obj/item/flash/Initialize()
. = ..()
@@ -59,7 +59,7 @@
..()
/obj/item/flash/update_icon()
var/obj/item/cell/battery = power_supply
var/obj/item/stock_parts/cell/battery = power_supply
if(use_external_power)
battery = get_external_power_supply()
@@ -102,7 +102,7 @@
break
else if(use_external_power)
var/obj/item/cell/external = get_external_power_supply()
var/obj/item/stock_parts/cell/external = get_external_power_supply()
if(!external || !external.use(charge_cost)) //Take power from the borg or rig!
break
@@ -120,7 +120,7 @@
/obj/item/flash/proc/check_capacitor(var/mob/user)
//spamming the flash before it's fully charged (60 seconds) increases the chance of it breaking
//It will never break on the first use.
var/obj/item/cell/battery = power_supply
var/obj/item/stock_parts/cell/battery = power_supply
if(use_external_power)
battery = get_external_power_supply()
@@ -5,14 +5,14 @@
icon_state = "flashlight"
w_class = ITEMSIZE_SMALL
slot_flags = SLOT_BELT
matter = list(MAT_STEEL = 50,"glass" = 20)
matter = list(MAT_STEEL = 50,MAT_GLASS = 20)
action_button_name = "Toggle Flashlight"
var/on = 0
var/brightness_on = 4 //luminosity when on
var/flashlight_power = 0.8 //lighting power when on
var/flashlight_colour = LIGHT_COLOR_INCANDESCENT_FLASHLIGHT //lighting colour when on
var/obj/item/cell/cell
var/cell_type = /obj/item/cell/device
var/obj/item/stock_parts/cell/cell
var/cell_type = /obj/item/stock_parts/cell/device
var/list/brightness_levels
var/brightness_level = "medium"
var/power_usage
@@ -27,7 +27,7 @@
power_usage = brightness_levels[brightness_level]
else
verbs -= /obj/item/flashlight/verb/toggle
update_icon()
/obj/item/flashlight/Destroy()
@@ -217,8 +217,8 @@
/obj/item/flashlight/attackby(obj/item/W, mob/user as mob)
if(power_use)
if(istype(W, /obj/item/cell))
if(istype(W, /obj/item/cell/device))
if(istype(W, /obj/item/stock_parts/cell))
if(istype(W, /obj/item/stock_parts/cell/device))
if(!cell)
user.drop_item()
W.loc = src
@@ -275,7 +275,7 @@
slot_flags = SLOT_BELT
w_class = ITEMSIZE_SMALL
attack_verb = list ("smacked", "thwacked", "thunked")
matter = list(MAT_STEEL = 200,"glass" = 50)
matter = list(MAT_STEEL = 200,MAT_GLASS = 50)
hitsound = "swing_hit"
/obj/item/flashlight/drone
@@ -8,7 +8,7 @@
item_state = "pen"
var/pointer_icon_state
slot_flags = SLOT_BELT
matter = list("glass" = 500,"metal" = 500)
matter = list(MAT_GLASS = 500,"metal" = 500)
w_class = 2 //Increased to 2, because diodes are w_class 2. Conservation of matter.
origin_tech = list(TECH_MAGNET = 2, TECH_COMBAT = 1)
var/turf/pointer_loc
@@ -220,4 +220,4 @@
energy = max_energy
recharging = 0
recharge_locked = 0
..()
..()
@@ -69,7 +69,7 @@
. += "It has [uses] lights remaining."
/obj/item/lightreplacer/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/stack/material) && W.get_material_name() == "glass")
if(istype(W, /obj/item/stack/material) && W.get_material_name() == MAT_GLASS)
var/obj/item/stack/G = W
if(uses >= max_uses)
to_chat(user, "<span class='warning'>[src.name] is full.</span>")
@@ -228,4 +228,4 @@
#undef LIGHT_OK
#undef LIGHT_EMPTY
#undef LIGHT_BROKEN
#undef LIGHT_BURNED
#undef LIGHT_BURNED
+1 -1
View File
@@ -20,7 +20,7 @@
drop_sound = 'sound/items/drop/multitool.ogg'
pickup_sound = 'sound/items/pickup/multitool.ogg'
matter = list(MAT_STEEL = 50,"glass" = 20)
matter = list(MAT_STEEL = 50,MAT_GLASS = 20)
var/mode_index = 1
var/toolmode = MULTITOOL_MODE_STANDARD
@@ -11,7 +11,7 @@
slot_flags = SLOT_BACK
w_class = ITEMSIZE_HUGE
matter = list(MAT_STEEL = 10000,"glass" = 2500)
matter = list(MAT_STEEL = 10000,MAT_GLASS = 2500)
var/code = 2
@@ -25,7 +25,7 @@ var/global/list/active_radio_jammers = list()
var/on = 0
var/jam_range = 7
var/obj/item/cell/device/weapon/power_source
var/obj/item/stock_parts/cell/device/weapon/power_source
var/tick_cost = 8 // Will last for roughly ten minutes, as process() ticks every 2 seconds.
origin_tech = list(TECH_ILLEGAL = 7, TECH_BLUESPACE = 5) //Such technology! Subspace jamming!
@@ -90,7 +90,7 @@ var/global/list/active_radio_jammers = list()
to_chat(user,"<span class='warning'>\The [src] has no power source!</span>")
/obj/item/radio_jammer/attackby(obj/W, mob/user)
if(istype(W,/obj/item/cell/device/weapon) && !power_source)
if(istype(W,/obj/item/stock_parts/cell/device/weapon) && !power_source)
power_source = W
power_source.update_icon() //Why doesn't a cell do this already? :|
user.unEquip(power_source)
@@ -115,4 +115,3 @@ var/global/list/active_radio_jammers = list()
cut_overlays()
add_overlay("jammer_overlay_[overlay_percent]")
last_overlay_percent = overlay_percent
@@ -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,MAT_STEEL = 75)
matter = list(MAT_GLASS = 25,MAT_STEEL = 75)
var/const/FREQ_LISTENING = 1
var/list/internal_channels
+4 -4
View File
@@ -346,7 +346,7 @@ HALOGEN COUNTER - Radcount on mobs
throw_speed = 4
throw_range = 20
matter = list(MAT_STEEL = 30,"glass" = 20)
matter = list(MAT_STEEL = 30,MAT_GLASS = 20)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
@@ -387,7 +387,7 @@ HALOGEN COUNTER - Radcount on mobs
throw_speed = 4
throw_range = 20
matter = list(MAT_STEEL = 30,"glass" = 20)
matter = list(MAT_STEEL = 30,MAT_GLASS = 20)
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
var/details = 0
@@ -450,7 +450,7 @@ HALOGEN COUNTER - Radcount on mobs
throwforce = 5
throw_speed = 4
throw_range = 20
matter = list(MAT_STEEL = 30,"glass" = 20)
matter = list(MAT_STEEL = 30,MAT_GLASS = 20)
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
var/details = 0
@@ -499,7 +499,7 @@ HALOGEN COUNTER - Radcount on mobs
throwforce = 0
throw_speed = 3
throw_range = 7
matter = list(MAT_STEEL = 30,"glass" = 20)
matter = list(MAT_STEEL = 30,MAT_GLASS = 20)
/obj/item/slime_scanner/attack(mob/living/M as mob, mob/living/user as mob)
if(!istype(M, /mob/living/simple_mob/slime/xenobio))
@@ -15,12 +15,12 @@
throw_range = 4
action_button_name = "Toggle Heatsink"
matter = list("steel" = 15000, "glass" = 3500)
matter = list("steel" = 15000, MAT_GLASS = 3500)
origin_tech = list(TECH_MAGNET = 2, TECH_MATERIAL = 2)
var/on = 0 //is it turned on?
var/cover_open = 0 //is the cover open?
var/obj/item/cell/cell
var/obj/item/stock_parts/cell/cell
var/max_cooling = 15 // in degrees per second - probably don't need to mess with heat capacity here
var/charge_consumption = 3 // charge per second at max_cooling
var/thermostat = T20C
@@ -32,7 +32,7 @@
/obj/item/suit_cooling_unit/Initialize()
. = ..()
cell = new/obj/item/cell/high(src) //comes not with the crappy default power cell - because this is dedicated EVA equipment
cell = new/obj/item/stock_parts/cell/high(src) //comes not with the crappy default power cell - because this is dedicated EVA equipment
/obj/item/suit_cooling_unit/Destroy()
QDEL_NULL(cell)
@@ -157,7 +157,7 @@
updateicon()
return
if (istype(W, /obj/item/cell))
if (istype(W, /obj/item/stock_parts/cell))
if(cover_open)
if(cell)
to_chat(user, "There is a [cell] already installed here.")
@@ -8,7 +8,7 @@
item_state = "analyzer"
w_class = ITEMSIZE_SMALL
matter = list(MAT_STEEL = 60,"glass" = 30)
matter = list(MAT_STEEL = 60,MAT_GLASS = 30)
var/emagged = 0.0
var/recording = 0.0
@@ -367,7 +367,7 @@
icon_state = "tape_white"
item_state = "analyzer"
w_class = ITEMSIZE_TINY
matter = list(MAT_STEEL=20, "glass"=5)
matter = list(MAT_STEEL=20, MAT_GLASS=5)
force = 1
throwforce = 0
var/max_capacity = 1800
+2 -2
View File
@@ -10,7 +10,7 @@
icon = 'icons/obj/items.dmi'
icon_state = "jar"
w_class = ITEMSIZE_SMALL
matter = list("glass" = 200)
matter = list(MAT_GLASS = 200)
item_flags = NOBLUDGEON
var/list/accept_mobs = list(/mob/living/simple_mob/animal/passive/lizard, /mob/living/simple_mob/animal/passive/mouse, /mob/living/simple_mob/animal/sif/leech, /mob/living/simple_mob/animal/sif/frostfly, /mob/living/simple_mob/animal/sif/glitterfly)
var/contains = 0 // 0 = nothing, 1 = money, 2 = animal, 3 = spiderling
@@ -134,7 +134,7 @@
/obj/item/glass_jar/fish/plastic
name = "plastic tank"
desc = "A large plastic tank."
matter = list("plastic" = 4000)
matter = list(MAT_PLASTIC = 4000)
/obj/item/glass_jar/fish/update_icon() // Also updates name and desc
underlays.Cut()
+2 -2
View File
@@ -46,7 +46,7 @@
icon_state = "chest"
part = list(BP_GROIN,BP_TORSO)
var/wires = 0.0
var/obj/item/cell/cell = null
var/obj/item/stock_parts/cell/cell = null
/obj/item/robot_parts/head
name = "cyborg head"
@@ -238,7 +238,7 @@
/obj/item/robot_parts/chest/attackby(obj/item/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/cell))
if(istype(W, /obj/item/stock_parts/cell))
if(src.cell)
to_chat(user, "<span class='warning'>You have already inserted a cell!</span>")
return
@@ -187,21 +187,21 @@
name = "steel floor tile"
singular_name = "steel floor tile"
icon_state = "tile_steel"
matter = list("plasteel" = SHEET_MATERIAL_AMOUNT / 4)
matter = list(MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT / 4)
no_variants = FALSE
/obj/item/stack/tile/floor/steel
name = "steel floor tile"
singular_name = "steel floor tile"
icon_state = "tile_steel"
matter = list("plasteel" = SHEET_MATERIAL_AMOUNT / 4)
matter = list(MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT / 4)
no_variants = FALSE
/obj/item/stack/tile/floor/white
name = "white floor tile"
singular_name = "white floor tile"
icon_state = "tile_white"
matter = list("plastic" = SHEET_MATERIAL_AMOUNT / 4)
matter = list(MAT_PLASTIC = SHEET_MATERIAL_AMOUNT / 4)
no_variants = FALSE
/obj/item/stack/tile/floor/yellow
@@ -215,14 +215,14 @@
name = "dark floor tile"
singular_name = "dark floor tile"
icon_state = "tile_steel"
matter = list("plasteel" = SHEET_MATERIAL_AMOUNT / 4)
matter = list(MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT / 4)
no_variants = FALSE
/obj/item/stack/tile/floor/freezer
name = "freezer floor tile"
singular_name = "freezer floor tile"
icon_state = "tile_freezer"
matter = list("plastic" = SHEET_MATERIAL_AMOUNT / 4)
matter = list(MAT_PLASTIC = SHEET_MATERIAL_AMOUNT / 4)
no_variants = FALSE
/obj/item/stack/tile/floor/cyborg
+4 -4
View File
@@ -9,7 +9,7 @@
icon = 'icons/obj/uav.dmi'
icon_state = "uav"
var/obj/item/cell/cell
var/obj/item/stock_parts/cell/cell
var/cell_type = null //Can put a starting cell here
density = 1 //Is dense, but not anchored, so you can swap with it
@@ -39,7 +39,7 @@
var/no_masters_time = 0
/obj/item/uav/loaded
cell_type = /obj/item/cell/high
cell_type = /obj/item/stock_parts/cell/high
/obj/item/uav/Initialize()
. = ..()
@@ -107,7 +107,7 @@
cell.forceMove(get_turf(src))
cell = null
else if(istype(I, /obj/item/cell) && !cell)
else if(istype(I, /obj/item/stock_parts/cell) && !cell)
if(do_after(user, 3 SECONDS, src))
to_chat(user, "<span class='notice'>You insert [I] into [nickname].</span>")
playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
@@ -346,4 +346,4 @@
#undef UAV_OFF
#undef UAV_ON
#undef UAV_PACKED
#undef UAV_PACKED
+7 -7
View File
@@ -177,13 +177,13 @@
name = "electric rapid construction device"
desc = "A device used to rapidly build and deconstruct. It runs directly off of electricity, no matter cartridges needed."
icon_state = "electric_rcd"
var/obj/item/cell/cell = null
var/obj/item/stock_parts/cell/cell = null
var/make_cell = TRUE // If false, initialize() won't spawn a cell for this.
var/electric_cost_coefficent = 83.33 // Higher numbers make it less efficent. 86.3... means it should matche the standard RCD capacity on a 10k cell.
/obj/item/rcd/electric/Initialize()
if(make_cell)
cell = new /obj/item/cell/high(src)
cell = new /obj/item/stock_parts/cell/high(src)
return ..()
/obj/item/rcd/electric/Destroy()
@@ -195,7 +195,7 @@
return cell
/obj/item/rcd/electric/can_afford(amount) // This makes it so borgs won't drain their last sliver of charge by mistake, as a bonus.
var/obj/item/cell/cell = get_cell()
var/obj/item/stock_parts/cell/cell = get_cell()
if(cell)
return cell.check_charge(amount * electric_cost_coefficent)
return FALSE
@@ -203,11 +203,11 @@
/obj/item/rcd/electric/consume_resources(amount)
if(!can_afford(amount))
return FALSE
var/obj/item/cell/cell = get_cell()
var/obj/item/stock_parts/cell/cell = get_cell()
return cell.checked_use(amount * electric_cost_coefficent)
/obj/item/rcd/electric/display_resources()
var/obj/item/cell/cell = get_cell()
var/obj/item/stock_parts/cell/cell = get_cell()
if(cell)
return "The power source connected to \the [src] has a charge of [cell.percent()]%."
return "It lacks a source of power, and cannot function."
@@ -303,12 +303,12 @@
item_state = "rcdammo"
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 2)
matter = list(DEFAULT_WALL_MATERIAL = 30000,"glass" = 15000)
matter = list(DEFAULT_WALL_MATERIAL = 30000,MAT_GLASS = 15000)
var/remaining = RCD_MAX_CAPACITY / 3
/obj/item/rcd_ammo/large
name = "high-capacity matter cartridge"
desc = "Do not ingest."
matter = list(DEFAULT_WALL_MATERIAL = 45000,"glass" = 22500)
matter = list(DEFAULT_WALL_MATERIAL = 45000,MAT_GLASS = 22500)
origin_tech = list(TECH_MATERIAL = 4)
remaining = RCD_MAX_CAPACITY
@@ -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(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/circuitboard/security/telescreen/entertainment/Initialize()
. = ..()
@@ -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(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/circuitboard/status_display
name = T_BOARD("status display")
build_path = /obj/machinery/status_display
board_type = new /datum/frame/frame_types/display
matter = list(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/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(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/circuitboard/newscaster
name = T_BOARD("newscaster")
build_path = /obj/machinery/newscaster
board_type = new /datum/frame/frame_types/newscaster
matter = list(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/circuitboard/atm
name = T_BOARD("atm")
build_path = /obj/machinery/atm
board_type = new /datum/frame/frame_types/atm
matter = list(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/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(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_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(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/circuitboard/airalarm
name = T_BOARD("air alarm")
build_path = /obj/machinery/alarm
board_type = new /datum/frame/frame_types/air_alarm
matter = list(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/circuitboard/intercom
name = T_BOARD("intercom")
build_path = /obj/item/radio/intercom
board_type = new /datum/frame/frame_types/intercom
matter = list(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/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(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/circuitboard/geiger
name = T_BOARD("geiger counter")
build_path = /obj/item/geiger/wall
board_type = new /datum/frame/frame_types/geiger
matter = list(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_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(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
/obj/item/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(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/stock_parts/scanning_module = 1,
/obj/item/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(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/stock_parts/scanning_module = 1,
/obj/item/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(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/stock_parts/motor = 1,
/obj/item/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(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/stock_parts/motor = 1,
/obj/item/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(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/stock_parts/console_screen = 1,
/obj/item/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(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/stock_parts/capacitor = 3,
/obj/item/stock_parts/scanning_module = 1,
@@ -32,7 +32,7 @@
/obj/item/stock_parts/capacitor = 3,
/obj/item/stock_parts/scanning_module = 1,
/obj/item/stock_parts/matter_bin = 2)
/obj/item/circuitboard/grill
name = T_BOARD("grill")
desc = "The circuitboard for an industrial grill."
@@ -67,8 +67,8 @@
name = T_BOARD("deluxe microwave")
build_path = /obj/machinery/microwave/advanced
board_type = new /datum/frame/frame_types/microwave
matter = list(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/stock_parts/console_screen = 1,
/obj/item/stock_parts/motor = 1,
/obj/item/stock_parts/capacitor = 1)
/obj/item/stock_parts/capacitor = 1)
@@ -9,7 +9,7 @@
origin_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1)
req_components = list(
/obj/item/stock_parts/capacitor = 1,
/obj/item/cell = 1,
/obj/item/stock_parts/cell = 1,
/obj/item/stock_parts/matter_bin = 1,
/obj/item/stock_parts/micro_laser = 1)
@@ -6,7 +6,7 @@
name = T_BOARD("papershredder")
build_path = /obj/machinery/papershredder
board_type = new /datum/frame/frame_types/machine
matter = list(MAT_STEEL = 50, "glass" = 50)
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
req_components = list(
/obj/item/stock_parts/motor = 1,
/obj/item/stock_parts/gear = 2,
@@ -11,4 +11,4 @@
/obj/item/stack/cable_coil = 5,
/obj/item/stock_parts/capacitor = 2,
/obj/item/stock_parts/manipulator = 2,
/obj/item/cell = 1)
/obj/item/stock_parts/cell = 1)
+2 -2
View File
@@ -3,7 +3,7 @@
desc = "For the modern approach to smoking."
icon = 'icons/obj/ecig.dmi'
var/active = 0
//var/obj/item/cell/ec_cell = /obj/item/cell/device
//var/obj/item/stock_parts/cell/ec_cell = /obj/item/stock_parts/cell/device
var/cartridge_type = /obj/item/reagent_containers/ecig_cartridge/med_nicotine
var/obj/item/reagent_containers/ecig_cartridge/ec_cartridge
w_class = ITEMSIZE_TINY
@@ -151,7 +151,7 @@
w_class = ITEMSIZE_TINY
icon = 'icons/obj/ecig.dmi'
icon_state = "ecartridge"
matter = list("metal" = 50, "glass" = 10)
matter = list("metal" = 50, MAT_GLASS = 10)
volume = 20
atom_flags = ATOM_REAGENTS_IS_OPEN
@@ -39,7 +39,7 @@
return IC.examine(user)
/obj/item/implant/integrated_circuit/attackby(var/obj/item/O, var/mob/user)
if(O.is_crowbar() || istype(O, /obj/item/integrated_electronics) || istype(O, /obj/item/integrated_circuit) || O.is_screwdriver() || istype(O, /obj/item/cell/device) )
if(O.is_crowbar() || istype(O, /obj/item/integrated_electronics) || istype(O, /obj/item/integrated_circuit) || O.is_screwdriver() || istype(O, /obj/item/stock_parts/cell/device) )
IC.attackby(O, user)
else
..()
@@ -6,7 +6,7 @@
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_SMALL
matter = list(MAT_STEEL = 1000, "glass" = 1000)
matter = list(MAT_STEEL = 1000, MAT_GLASS = 1000)
var/obj/item/implant/imp = null
var/active = 1
@@ -304,7 +304,7 @@ Protectiveness | Armor %
default_material = "durasteel"
/obj/item/clothing/suit/armor/material/makeshift/glass
default_material = "glass"
default_material = MAT_GLASS
// Used to craft sheet armor, and possibly other things in the Future(tm).
/obj/item/material/armor_plating
@@ -13,7 +13,7 @@
thrown_force_divisor = 0.5
item_state = "shard-glass"
attack_verb = list("stabbed", "slashed", "sliced", "cut")
default_material = "glass"
default_material = MAT_GLASS
unbreakable = 1 //It's already broken.
drops_debris = 0
@@ -158,7 +158,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
mob_throw_hit_sound = 'sound/weapons/pierce.ogg'
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
default_material = "glass"
default_material = MAT_GLASS
applies_material_colour = 0
fragile = 1 //It's a haphazard thing of glass, wire, and steel
reach = 2 // Spears are long.
@@ -17,8 +17,8 @@
// If it uses energy.
var/use_cell = FALSE
var/hitcost = 120
var/obj/item/cell/bcell = null
var/cell_type = /obj/item/cell/device
var/obj/item/stock_parts/cell/bcell = null
var/cell_type = /obj/item/stock_parts/cell/device
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_melee.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_melee.dmi',
@@ -249,7 +249,7 @@
/obj/item/melee/energy/axe/charge/loaded/Initialize()
. = ..()
bcell = new/obj/item/cell/device/weapon(src)
bcell = new/obj/item/stock_parts/cell/device/weapon(src)
/*
* Energy Sword
@@ -409,7 +409,7 @@
/obj/item/melee/energy/sword/charge/loaded/Initialize()
. = ..()
bcell = new/obj/item/cell/device/weapon(src)
bcell = new/obj/item/stock_parts/cell/device/weapon(src)
//Energy Blade (ninja uses this)
+1 -1
View File
@@ -68,7 +68,7 @@
throw_range = 4
w_class = ITEMSIZE_LARGE
origin_tech = list(TECH_MATERIAL = 2)
matter = list("glass" = 7500, MAT_STEEL = 1000)
matter = list(MAT_GLASS = 7500, MAT_STEEL = 1000)
attack_verb = list("shoved", "bashed")
var/cooldown = 0 //shield bash cooldown. based on world.time
@@ -53,7 +53,7 @@
/obj/item/tool/wrench,
/obj/item/multitool,
/obj/item/flashlight,
/obj/item/cell/device,
/obj/item/stock_parts/cell/device,
/obj/item/stack/cable_coil,
/obj/item/t_scanner,
/obj/item/analyzer,
@@ -146,7 +146,7 @@
/obj/item/clothing/glasses,
/obj/item/tool/crowbar,
/obj/item/flashlight,
/obj/item/cell/device,
/obj/item/stock_parts/cell/device,
/obj/item/extinguisher/mini,
/obj/item/storage/quickdraw/syringe_case
)
@@ -169,7 +169,7 @@
/obj/item/clothing/glasses,
/obj/item/ammo_casing/a12g,
/obj/item/ammo_magazine,
/obj/item/cell/device,
/obj/item/stock_parts/cell/device,
/obj/item/reagent_containers/food/snacks/donut/,
/obj/item/melee/baton,
/obj/item/gun/energy/taser,
@@ -206,7 +206,7 @@
/obj/item/cassette_tape,
/obj/item/clothing/glasses,
/obj/item/flashlight,
/obj/item/cell/device,
/obj/item/stock_parts/cell/device,
/obj/item/reagent_containers/spray/luminol,
/obj/item/sample,
/obj/item/forensics/sample_kit/powder,
@@ -299,7 +299,7 @@
/obj/item/clothing/glasses,
/obj/item/tool/crowbar,
/obj/item/flashlight,
/obj/item/cell/device,
/obj/item/stock_parts/cell/device,
/obj/item/extinguisher/mini,
/obj/item/surgical
)
@@ -347,7 +347,7 @@
can_hold = list(
/obj/item/clothing/glasses,
/obj/item/flashlight,
/obj/item/cell/device,
/obj/item/stock_parts/cell/device,
/obj/item/grenade,
/obj/item/pda,
/obj/item/radio/headset,
@@ -375,7 +375,7 @@
/obj/item/gps,
/obj/item/measuring_tape,
/obj/item/flashlight,
/obj/item/cell/device,
/obj/item/stock_parts/cell/device,
/obj/item/pickaxe,
/obj/item/depth_scanner,
/obj/item/camera,
@@ -128,7 +128,7 @@
/obj/item/storage/box/syndie_kit/imp_aug/sprinter
case_type = /obj/item/implantcase/sprinter
/obj/item/storage/box/syndie_kit/imp_aug/armblade
case_type = /obj/item/implantcase/armblade
@@ -316,7 +316,7 @@
name = "secure briefcase"
starts_with = list(
/obj/item/gun/magnetic/gasthrower,
/obj/item/cell/super,
/obj/item/stock_parts/cell/super,
/obj/item/stock_parts/capacitor/adv,
/obj/item/tank/phoron/pressurized = 2
)
@@ -327,7 +327,7 @@
description_fluff = "The container, upon opening, looks to have a few oddly shaped indentations in its packing."
description_antag = "This case will likely contain a charged fuel rod gun, and a few fuel rods to go with it. It can only hold the fuel rod gun, fuel rods, batteries, a screwdriver, and stock machine parts."
force = 12 //Anti-rad lined i.e. Lead, probably gonna hurt a bit if you get bashed with it.
can_hold = list(/obj/item/gun/magnetic/fuelrod, /obj/item/fuel_assembly, /obj/item/cell, /obj/item/stock_parts, /obj/item/tool/screwdriver)
can_hold = list(/obj/item/gun/magnetic/fuelrod, /obj/item/fuel_assembly, /obj/item/stock_parts/cell, /obj/item/stock_parts, /obj/item/tool/screwdriver)
cant_hold = list(/obj/item/tool/screwdriver/power)
starts_with = list(
/obj/item/gun/magnetic/fuelrod,
+6 -6
View File
@@ -19,7 +19,7 @@
var/stunforce = 0
var/agonyforce = 60
var/status = 0 //whether the thing is on or not
var/obj/item/cell/bcell = null
var/obj/item/stock_parts/cell/bcell = null
var/hitcost = 240
var/use_external_power = FALSE //only used to determine if it's a cyborg baton
@@ -65,7 +65,7 @@
/obj/item/melee/baton/loaded/Initialize() //this one starts with a cell pre-installed.
. = ..()
bcell = new/obj/item/cell/device/weapon(src)
bcell = new/obj/item/stock_parts/cell/device/weapon(src)
update_icon()
/obj/item/melee/baton/proc/deductcharge(var/chrgdeductamt)
@@ -102,8 +102,8 @@
/obj/item/melee/baton/attackby(obj/item/W, mob/user)
if(use_external_power)
return
if(istype(W, /obj/item/cell))
if(istype(W, /obj/item/cell/device))
if(istype(W, /obj/item/stock_parts/cell))
if(istype(W, /obj/item/stock_parts/cell/device))
if(!bcell)
user.drop_item()
W.loc = src
@@ -220,8 +220,8 @@
slot_flags = null
/obj/item/melee/baton/cattleprod/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/cell))
if(!istype(W, /obj/item/cell/device))
if(istype(W, /obj/item/stock_parts/cell))
if(!istype(W, /obj/item/stock_parts/cell/device))
if(!bcell)
user.drop_item()
W.loc = src
@@ -30,7 +30,7 @@
name = "retractor"
desc = "Retracts stuff."
icon_state = "retractor"
matter = list(MAT_STEEL = 10000, "glass" = 5000)
matter = list(MAT_STEEL = 10000, MAT_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(MAT_STEEL = 5000, "glass" = 2500)
matter = list(MAT_STEEL = 5000, MAT_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(MAT_STEEL = 5000, "glass" = 2500)
matter = list(MAT_STEEL = 5000, MAT_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(MAT_STEEL = 15000, "glass" = 10000)
matter = list(MAT_STEEL = 15000, MAT_GLASS = 10000)
force = 15.0
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
@@ -89,7 +89,7 @@
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
matter = list(MAT_STEEL = 10000, "glass" = 5000)
matter = list(MAT_STEEL = 10000, MAT_GLASS = 5000)
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
drop_sound = 'sound/items/drop/knife.ogg'
@@ -146,7 +146,7 @@
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
matter = list(MAT_STEEL = 20000,"glass" = 10000)
matter = list(MAT_STEEL = 20000,MAT_GLASS = 10000)
attack_verb = list("attacked", "slashed", "sawed", "cut")
sharp = 1
edge = 1
@@ -17,7 +17,7 @@
w_class = ITEMSIZE_SMALL
//Cost to make in the autolathe
matter = list(MAT_STEEL = 70, "glass" = 30)
matter = list(MAT_STEEL = 70, MAT_GLASS = 30)
//R&D tech level
origin_tech = list(TECH_ENGINEERING = 1)
@@ -359,7 +359,7 @@
icon_state = "indwelder"
max_fuel = 40
origin_tech = list(TECH_ENGINEERING = 2, TECH_PHORON = 2)
matter = list(MAT_STEEL = 70, "glass" = 60)
matter = list(MAT_STEEL = 70, MAT_GLASS = 60)
/obj/item/weldingtool/largetank/cyborg
name = "integrated welding tool"
@@ -373,7 +373,7 @@
max_fuel = 80
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_ENGINEERING = 3)
matter = list(MAT_STEEL = 70, "glass" = 120)
matter = list(MAT_STEEL = 70, MAT_GLASS = 120)
/obj/item/weldingtool/mini
name = "emergency welding tool"
@@ -435,7 +435,7 @@
max_fuel = 40
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_ENGINEERING = 4, TECH_PHORON = 3)
matter = list(MAT_STEEL = 70, "glass" = 120)
matter = list(MAT_STEEL = 70, MAT_GLASS = 120)
toolspeed = 0.5
change_icons = 0
flame_intensity = 3
@@ -532,9 +532,9 @@
icon_state = "arcwelder"
max_fuel = 0 //We'll handle the consumption later.
item_state = "ewelder"
var/obj/item/cell/power_supply //What type of power cell this uses
var/obj/item/stock_parts/cell/power_supply //What type of power cell this uses
var/charge_cost = 24 //The rough equivalent of 1 unit of fuel, based on us wanting 10 welds per battery
var/cell_type = /obj/item/cell/device
var/cell_type = /obj/item/stock_parts/cell/device
var/use_external_power = 0 //If in a borg or hardsuit, this needs to = 1
flame_color = "#00CCFF" // Blue-ish, to set it apart from the gas flames.
acti_sound = 'sound/effects/sparks4.ogg'
@@ -550,7 +550,7 @@
else if(cell_type)
power_supply = new cell_type(src)
else
power_supply = new /obj/item/cell/device(src)
power_supply = new /obj/item/stock_parts/cell/device(src)
update_icon()
/obj/item/weldingtool/electric/get_cell()
@@ -566,7 +566,7 @@
/obj/item/weldingtool/electric/get_fuel()
if(use_external_power)
var/obj/item/cell/external = get_external_power_supply()
var/obj/item/stock_parts/cell/external = get_external_power_supply()
if(external)
return external.charge
else if(power_supply)
@@ -576,7 +576,7 @@
/obj/item/weldingtool/electric/get_max_fuel()
if(use_external_power)
var/obj/item/cell/external = get_external_power_supply()
var/obj/item/stock_parts/cell/external = get_external_power_supply()
if(external)
return external.maxcharge
else if(power_supply)
@@ -589,7 +589,7 @@
if(get_fuel() >= amount)
power_supply.checked_use(charge_cost)
if(use_external_power)
var/obj/item/cell/external = get_external_power_supply()
var/obj/item/stock_parts/cell/external = get_external_power_supply()
if(!external || !external.use(charge_cost)) //Take power from the borg...
power_supply.give(charge_cost) //Give it back to the cell.
if(M)
@@ -617,8 +617,8 @@
return ..()
/obj/item/weldingtool/electric/attackby(obj/item/W, mob/user as mob)
if(istype(W, /obj/item/cell))
if(istype(W, /obj/item/cell/device))
if(istype(W, /obj/item/stock_parts/cell))
if(istype(W, /obj/item/stock_parts/cell/device))
if(!power_supply)
user.drop_item()
W.loc = src
+6 -6
View File
@@ -33,10 +33,10 @@ something, make sure it's not in one of the other lists.*/
prob(1);/obj/item/flashlight/glowstick/red,
prob(1);/obj/item/flashlight/glowstick/yellow,
prob(1);/obj/item/flashlight/pen,
prob(4);/obj/item/cell,
prob(4);/obj/item/cell/device,
prob(3);/obj/item/cell/high,
prob(2);/obj/item/cell/super,
prob(4);/obj/item/stock_parts/cell,
prob(4);/obj/item/stock_parts/cell/device,
prob(3);/obj/item/stock_parts/cell/high,
prob(2);/obj/item/stock_parts/cell/super,
prob(5);/obj/random/cigarettes,
prob(3);/obj/item/clothing/mask/gas,
prob(2);/obj/item/clothing/mask/gas/half,
@@ -114,7 +114,7 @@ something, make sure it's not in one of the other lists.*/
return pick(prob(320);/obj/random/maintenance/clean,
prob(2);/obj/item/flashlight/maglight,
prob(2);/obj/item/flash,
prob(1);/obj/item/cell/device/weapon,
prob(1);/obj/item/stock_parts/cell/device/weapon,
prob(1);/obj/item/clothing/mask/gas/swat,
prob(1);/obj/item/clothing/mask/gas/syndicate,
prob(2);/obj/item/clothing/mask/balaclava,
@@ -247,7 +247,7 @@ something, make sure it's not in one of the other lists.*/
prob(3);/obj/item/analyzer/plant_analyzer,
prob(1);/obj/item/flash/synthetic,
prob(2);/obj/item/bucket_sensor,
prob(1);/obj/item/cell/device/weapon,
prob(1);/obj/item/stock_parts/cell/device/weapon,
prob(5);/obj/item/storage/backpack/toxins,
prob(5);/obj/item/storage/backpack/satchel/tox,
prob(5);/obj/item/storage/backpack/messenger/tox,
+16 -16
View File
@@ -289,8 +289,8 @@
prob(2);list(
/obj/item/melee/baton/cattleprod,
/obj/item/melee/baton/cattleprod,
/obj/item/cell/high,
/obj/item/cell/high,
/obj/item/stock_parts/cell/high,
/obj/item/stock_parts/cell/high,
/obj/structure/closet/crate
),
prob(2);list(
@@ -723,7 +723,7 @@
/obj/item/module/power_control,
/obj/item/stack/cable_coil,
/obj/item/frame/apc,
/obj/item/cell/apc,
/obj/item/stock_parts/cell/apc,
/obj/structure/closet/crate/focalpoint //FOCAL APC
),
prob(5);list(
@@ -760,10 +760,10 @@
prob(2);list(
/obj/random/energy,
/obj/random/energy,
/obj/item/cell/device/weapon,
/obj/item/cell/device/weapon,
/obj/item/cell/device/weapon,
/obj/item/cell/device/weapon,
/obj/item/stock_parts/cell/device/weapon,
/obj/item/stock_parts/cell/device/weapon,
/obj/item/stock_parts/cell/device/weapon,
/obj/item/stock_parts/cell/device/weapon,
/obj/structure/closet/crate/secure/heph //HEPHAESTUS ENERGY
),
prob(1);list(
@@ -1020,7 +1020,7 @@
/obj/item/module/power_control,
/obj/item/stack/cable_coil,
/obj/item/frame/apc,
/obj/item/cell/apc,
/obj/item/stock_parts/cell/apc,
/obj/structure/closet/crate/focalpoint //FOCAL APC
),
prob(5);list(
@@ -1256,16 +1256,16 @@
prob(2);list(
/obj/random/energy,
/obj/random/energy,
/obj/item/cell/device/weapon,
/obj/item/cell/device/weapon,
/obj/item/cell/device/weapon,
/obj/item/cell/device/weapon,
/obj/item/stock_parts/cell/device/weapon,
/obj/item/stock_parts/cell/device/weapon,
/obj/item/stock_parts/cell/device/weapon,
/obj/item/stock_parts/cell/device/weapon,
/obj/random/energy,
/obj/random/energy,
/obj/item/cell/device/weapon,
/obj/item/cell/device/weapon,
/obj/item/cell/device/weapon,
/obj/item/cell/device/weapon,
/obj/item/stock_parts/cell/device/weapon,
/obj/item/stock_parts/cell/device/weapon,
/obj/item/stock_parts/cell/device/weapon,
/obj/item/stock_parts/cell/device/weapon,
/obj/structure/closet/crate/large/secure/heph //HEPH ENERGY
),
prob(2);list(
+5 -5
View File
@@ -71,11 +71,11 @@
icon_state = "cell"
/obj/random/powercell/item_to_spawn()
return pick(prob(40);/obj/item/cell,
prob(25);/obj/item/cell/device,
prob(25);/obj/item/cell/high,
prob(9);/obj/item/cell/super,
prob(1);/obj/item/cell/hyper)
return pick(prob(40);/obj/item/stock_parts/cell,
prob(25);/obj/item/stock_parts/cell/device,
prob(25);/obj/item/stock_parts/cell/high,
prob(9);/obj/item/stock_parts/cell/super,
prob(1);/obj/item/stock_parts/cell/hyper)
/obj/random/bomb_supply
@@ -1364,7 +1364,7 @@
color = COLOR_LIGHT_CYAN
decals = null
extra_decals = list(
"glass" = COLOR_WHITE
MAT_GLASS = COLOR_WHITE
)
/decl/closet_appearance/wall/medical
@@ -1381,7 +1381,7 @@
decals = null
extra_decals = list(
"stripes" = COLOR_BEASTY_BROWN,
"glass" = COLOR_WHITE
MAT_GLASS = COLOR_WHITE
)
/decl/closet_appearance/wall/hydrant
@@ -1389,7 +1389,7 @@
decals = null
extra_decals = list(
"stripes" = COLOR_OFF_WHITE,
"glass" = COLOR_WHITE
MAT_GLASS = COLOR_WHITE
)
// Wall cabinets
@@ -1419,7 +1419,7 @@
decals = null
extra_decals = list(
"stripes" = COLOR_OFF_WHITE,
"glass" = COLOR_WHITE
MAT_GLASS = COLOR_WHITE
)
// Carts
@@ -1640,4 +1640,4 @@
"stripe_vertical_left_full" = COLOR_BEASTY_BROWN,
"stripe_vertical_right_full" = COLOR_BEASTY_BROWN,
"cargo_upper" = COLOR_CLOSET_GOLD
)
)
@@ -8,5 +8,5 @@
/obj/item/clothing/head/helmet/space/void,
/obj/item/clothing/suit/space/void,
/obj/item/tool/crowbar,
/obj/item/cell,
/obj/item/stock_parts/cell,
/obj/item/multitool)
@@ -93,7 +93,7 @@
/obj/item/melee/baton/loaded,
/obj/item/gun/magnetic/railgun/heater/pistol/hos,
/obj/item/rcd_ammo/large,
/obj/item/cell/device/weapon,
/obj/item/stock_parts/cell/device/weapon,
/obj/item/clothing/accessory/holster/waist,
/obj/item/melee/telebaton,
/obj/item/clothing/head/beret/sec/corporate/hos,
@@ -140,7 +140,7 @@
/obj/item/reagent_containers/spray/pepper,
/obj/item/melee/baton/loaded,
/obj/item/gun/energy/gun,
/obj/item/cell/device/weapon,
/obj/item/stock_parts/cell/device/weapon,
/obj/item/storage/box/holobadge,
/obj/item/clothing/head/beret/sec/corporate/warden,
/obj/item/clothing/suit/storage/hooded/wintercoat/security,
@@ -184,7 +184,7 @@
/obj/item/clothing/under/rank/security/corp,
/obj/item/ammo_magazine/m45/rubber,
/obj/item/gun/energy/taser,
/obj/item/cell/device/weapon,
/obj/item/stock_parts/cell/device/weapon,
/obj/item/clothing/suit/storage/hooded/wintercoat/security,
/obj/item/clothing/shoes/boots/winter/security,
/obj/item/flashlight/maglight)
@@ -13,7 +13,7 @@
/obj/item/clothing/head/helmet/space/void/merc,
/obj/item/clothing/suit/space/void/merc,
/obj/item/tool/crowbar/red,
/obj/item/cell/high,
/obj/item/stock_parts/cell/high,
/obj/item/card/id/syndicate,
/obj/item/multitool,
/obj/item/shield/energy,
+13 -13
View File
@@ -138,8 +138,8 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
/obj/item/flashlight/glowstick/red,
/obj/item/flashlight/glowstick/yellow,
/obj/item/flashlight/pen,
/obj/item/cell,
/obj/item/cell/device,
/obj/item/stock_parts/cell,
/obj/item/stock_parts/cell/device,
/obj/item/clothing/mask/gas,
/obj/item/clothing/mask/gas/half,
/obj/item/clothing/mask/breath,
@@ -348,9 +348,9 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
/obj/item/frame,
/obj/item/broken_device/random,
/obj/item/borg/upgrade/restart,
/obj/item/cell,
/obj/item/cell/high,
/obj/item/cell/device,
/obj/item/stock_parts/cell,
/obj/item/stock_parts/cell/high,
/obj/item/stock_parts/cell/device,
/obj/item/circuitboard/broken,
/obj/item/circuitboard/arcade,
/obj/item/circuitboard/autolathe,
@@ -393,8 +393,8 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
)
uncommon_loot = list(
/obj/item/cell/super,
/obj/item/cell/device/weapon,
/obj/item/stock_parts/cell/super,
/obj/item/stock_parts/cell/device/weapon,
/obj/item/circuitboard/security,
/obj/item/circuitboard/crew,
/obj/item/aiModule/reset,
@@ -424,7 +424,7 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
)
rare_loot = list(
/obj/item/cell/hyper,
/obj/item/stock_parts/cell/hyper,
/obj/item/aiModule/freeform,
/obj/item/aiModule/asimov,
/obj/item/aiModule/paladin,
@@ -487,7 +487,7 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
// May contain powercells or alien weaponry.
/obj/structure/loot_pile/surface/alien/security
uncommon_loot = list(
/obj/item/cell/device/weapon/recharge/alien,
/obj/item/stock_parts/cell/device/weapon/recharge/alien,
/obj/item/clothing/suit/armor/alien,
/obj/item/clothing/head/helmet/alien
)
@@ -517,7 +517,7 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
/obj/item/surgical/retractor/alien,
/obj/item/surgical/scalpel/alien,
/obj/item/surgical/surgicaldrill/alien,
/obj/item/cell/device/weapon/recharge/alien,
/obj/item/stock_parts/cell/device/weapon/recharge/alien,
/obj/item/clothing/suit/armor/alien,
/obj/item/clothing/head/helmet/alien,
/obj/item/gun/energy/alien
@@ -899,12 +899,12 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
/obj/item/stack/material/steel{amount = 25},
/obj/item/stack/material/glass{amount = 10},
/obj/item/stack/material/plasteel{amount = 5},
/obj/item/cell,
/obj/item/stock_parts/cell,
/obj/item/material/shard
)
uncommon_loot = list(
/obj/item/cell/high,
/obj/item/stock_parts/cell/high,
/obj/item/robot_parts/robot_component/actuator,
/obj/item/robot_parts/robot_component/armour,
/obj/item/robot_parts/robot_component/binary_communication_device,
@@ -914,7 +914,7 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
)
rare_loot = list(
/obj/item/cell/super,
/obj/item/stock_parts/cell/super,
/obj/item/borg/upgrade/restart,
/obj/item/borg/upgrade/jetpack,
/obj/item/borg/upgrade/tasercooler,
@@ -121,7 +121,7 @@
/datum/gear/utility/battery
display_name = "cell, device"
path = /obj/item/cell/device
path = /obj/item/stock_parts/cell/device
/datum/gear/utility/pen
display_name = "fountain pen"
+1 -1
View File
@@ -280,7 +280,7 @@
siemens_coefficient = 0.9
blood_sprite_state = "bloodyhands"
var/wired = 0
var/obj/item/cell/cell = 0
var/obj/item/stock_parts/cell/cell = 0
var/fingerprint_chance = 0 //How likely the glove is to let fingerprints through
var/obj/item/clothing/gloves/ring = null //Covered ring
var/mob/living/carbon/human/wearer = null //Used for covered rings when dropping
+1 -1
View File
@@ -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(MAT_STEEL = 1500, "glass" = 1000)
matter = list(MAT_STEEL = 1500, MAT_GLASS = 1000)
item_flags = AIRTIGHT
var/up = 0
flash_protection = FLASH_PROTECTION_MAJOR
+2 -2
View File
@@ -97,8 +97,8 @@
The device is also capable of 'frankenstein'-ing a corpse, long after normal technology would be able to save them. The body will still be tied to the\
normal damage limits for survival, however, so care must be taken."
icon_state = "material"
var/battery_type = /obj/item/cell/device/weapon/recharge
var/obj/item/cell/battery = null
var/battery_type = /obj/item/stock_parts/cell/device/weapon/recharge
var/obj/item/stock_parts/cell/battery = null
/obj/item/clothing/gloves/ring/buzzer/get_cell()
return battery
+1 -1
View File
@@ -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(MAT_STEEL = 3000, "glass" = 1000)
matter = list(MAT_STEEL = 3000, MAT_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)
@@ -13,7 +13,7 @@
desc = "It looks pretty sciency."
icon = 'icons/obj/rig_modules.dmi'
icon_state = "module"
matter = list(MAT_STEEL = 20000, "plastic" = 30000, "glass" = 5000)
matter = list(MAT_STEEL = 20000, MAT_PLASTIC = 30000, MAT_GLASS = 5000)
var/damage = 0
var/obj/item/rig/holder
+2 -2
View File
@@ -42,7 +42,7 @@
var/helm_type = /obj/item/clothing/head/helmet/space/rig
var/boot_type = /obj/item/clothing/shoes/magboots/rig
var/glove_type = /obj/item/clothing/gloves/gauntlets/rig
var/cell_type = /obj/item/cell/high
var/cell_type = /obj/item/stock_parts/cell/high
var/air_type = /obj/item/tank/oxygen
//Component/device holders.
@@ -51,7 +51,7 @@
var/obj/item/clothing/suit/space/rig/chest // Deployable chestpiece, if any.
var/obj/item/clothing/head/helmet/space/rig/helmet = null // Deployable helmet, if any.
var/obj/item/clothing/gloves/gauntlets/rig/gloves = null // Deployable gauntlets, if any.
var/obj/item/cell/cell // Power supply, if any.
var/obj/item/stock_parts/cell/cell // Power supply, if any.
var/obj/item/rig_module/selected_module = null // Primary system (used with middle-click)
var/obj/item/rig_module/vision/visor // Kinda shitty to have a var for a module, but saves time.
var/obj/item/rig_module/voice/speech // As above.
@@ -93,7 +93,7 @@
update_icon()
return 1
else if(!cell && istype(W,/obj/item/cell))
else if(!cell && istype(W,/obj/item/stock_parts/cell))
if(!user.unEquip(W))
return
@@ -94,7 +94,7 @@
req_access = list(access_syndicate)
cell_type = /obj/item/cell/hyper
cell_type = /obj/item/stock_parts/cell/hyper
initial_modules = list(
/obj/item/rig_module/mounted/energy_blade,
@@ -114,7 +114,7 @@
req_access = list(access_syndicate)
cell_type = /obj/item/cell/hyper
cell_type = /obj/item/stock_parts/cell/hyper
initial_modules = list(
/obj/item/rig_module/stealth_field,
@@ -12,7 +12,7 @@
/obj/item/handcuffs,
/obj/item/tank,
/obj/item/suit_cooling_unit,
/obj/item/cell,
/obj/item/stock_parts/cell,
/obj/item/storage
)
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
@@ -97,7 +97,7 @@
chest_type = /obj/item/clothing/suit/space/rig/light/ninja
glove_type = /obj/item/clothing/gloves/gauntlets/rig/light/ninja
boot_type = /obj/item/clothing/shoes/magboots/rig/light/ninja
cell_type = /obj/item/cell/hyper
cell_type = /obj/item/stock_parts/cell/hyper
req_access = list(access_syndicate)
@@ -66,7 +66,7 @@
/obj/item/geiger,
/obj/item/tool,
/obj/item/weldingtool,
/obj/item/cell,
/obj/item/stock_parts/cell,
/obj/item/pickaxe,
/obj/item/measuring_tape,
/obj/item/lightreplacer,
@@ -105,7 +105,7 @@
/obj/item/stack/medical,
/obj/item/gps,
/obj/item/radio/beacon,
/obj/item/cell
/obj/item/stock_parts/cell
)
//Marine Crewsuit (BLUE, SHIELD)
@@ -142,7 +142,7 @@
/obj/item/holowarrant,
/obj/item/megaphone,
/obj/item/ammo_magazine,
/obj/item/cell
/obj/item/stock_parts/cell
)
//Officer Crewsuit (GOLD, X)
@@ -180,7 +180,7 @@
/obj/item/holowarrant,
/obj/item/megaphone,
/obj/item/ammo_magazine,
/obj/item/cell
/obj/item/stock_parts/cell
)
//Pilot Crewsuit (ROYAL BLUE, I)
@@ -257,7 +257,7 @@
/obj/item/stack/marker_beacon,
/obj/item/stack/flag,
/obj/item/clipboard,
/obj/item/cell
/obj/item/stock_parts/cell
)
//Mercenary Crewsuit (RED, CROSS)
@@ -297,5 +297,5 @@
/obj/item/spaceflare,
/obj/item/powersink,
/obj/item/radio_jammer,
/obj/item/cell
)
/obj/item/stock_parts/cell
)
@@ -36,7 +36,7 @@
/obj/item/holowarrant,
/obj/item/megaphone,
/obj/item/ammo_magazine,
/obj/item/cell
/obj/item/stock_parts/cell
)
//Tajaran Pearlshield Coalition Spacesuit
@@ -101,4 +101,4 @@
icon_state = "hedberg_helmet"
armor = list(melee = 70, bullet = 80, laser = 60, energy = 25, bomb = 40, bio = 100, rad = 0)
siemens_coefficient = 0.8
no_cycle = TRUE
no_cycle = TRUE
+4 -4
View File
@@ -633,7 +633,7 @@
products = list(/obj/item/geiger = 4,
/obj/item/clothing/glasses/meson = 2,
/obj/item/multitool = 4,
/obj/item/cell/high = 10,
/obj/item/stock_parts/cell/high = 10,
/obj/item/airlock_electronics = 10,
/obj/item/module/power_control = 10,
/obj/item/circuitboard/airalarm = 10,
@@ -661,7 +661,7 @@
/obj/item/circuitboard/body_scanner,
/obj/item/circuitboard/sleeper,
/obj/item/circuitboard/dna_analyzer)
contraband = list(/obj/item/cell/potato = 3)
contraband = list(/obj/item/stock_parts/cell/potato = 3)
premium = list(/obj/item/storage/belt/utility = 3)
product_records = list()
req_log_access = access_ce
@@ -686,7 +686,7 @@
/obj/item/tool/wrench = 12,
/obj/item/t_scanner = 12,
/obj/item/stack/cable_coil/heavyduty = 8,
/obj/item/cell = 8,
/obj/item/stock_parts/cell = 8,
/obj/item/weldingtool = 8,
/obj/item/clothing/head/welding = 8,
/obj/item/light/tube = 10,
@@ -708,7 +708,7 @@
/obj/item/clothing/under/rank/roboticist = 4,
/obj/item/stack/cable_coil = 4,
/obj/item/flash = 4,
/obj/item/cell/high = 12,
/obj/item/stock_parts/cell/high = 12,
/obj/item/assembly/prox_sensor = 3,
/obj/item/assembly/signaler = 3,
/obj/item/healthanalyzer = 3,
@@ -25,7 +25,7 @@ var/global/const/DRINK_ICON_NOISY = "_noise"
possible_transfer_amounts = list(5,10,15,30)
atom_flags = ATOM_REAGENTS_IS_OPEN
matter = list("glass" = 60)
matter = list(MAT_GLASS = 60)
/obj/item/reagent_containers/food/drinks/glass2/examine(mob/M as mob)
. = ..()
@@ -7,7 +7,7 @@
volume = 30
possible_transfer_amounts = list(5,10,15,30)
rim_pos = list(23,13,20) // y, x0, x1
matter = list("glass" = 60)
matter = list(MAT_GLASS = 60)
/obj/item/reagent_containers/food/drinks/glass2/rocks
name = "rocks glass"
@@ -17,7 +17,7 @@
volume = 20
possible_transfer_amounts = list(5,10,20)
rim_pos = list(21, 10, 23)
matter = list("glass" = 40)
matter = list(MAT_GLASS = 40)
/obj/item/reagent_containers/food/drinks/glass2/shake
name = "milkshake glass"
@@ -27,7 +27,7 @@
volume = 30
possible_transfer_amounts = list(5,10,15,30)
rim_pos = list(25, 13, 21)
matter = list("glass" = 30)
matter = list(MAT_GLASS = 30)
/obj/item/reagent_containers/food/drinks/glass2/cocktail
name = "cocktail glass"
@@ -37,7 +37,7 @@
volume = 15
possible_transfer_amounts = list(5,10,15)
rim_pos = list(22, 13, 21)
matter = list("glass" = 30)
matter = list(MAT_GLASS = 30)
/obj/item/reagent_containers/food/drinks/glass2/shot
name = "shot glass"
@@ -47,7 +47,7 @@
volume = 5
possible_transfer_amounts = list(1,2,5)
rim_pos = list(17, 13, 21)
matter = list("glass" = 10)
matter = list(MAT_GLASS = 10)
/obj/item/reagent_containers/food/drinks/glass2/pint
name = "pint glass"
@@ -57,7 +57,7 @@
volume = 60
possible_transfer_amounts = list(5,10,15,30,60)
rim_pos = list(25, 12, 21)
matter = list("glass" = 120)
matter = list(MAT_GLASS = 120)
/obj/item/reagent_containers/food/drinks/glass2/mug
name = "glass mug"
@@ -67,7 +67,7 @@
volume = 40
possible_transfer_amounts = list(5,10,20,40)
rim_pos = list(22, 12, 20)
matter = list("glass" = 80)
matter = list(MAT_GLASS = 80)
/obj/item/reagent_containers/food/drinks/glass2/wine
name = "wine glass"
@@ -77,4 +77,4 @@
volume = 25
possible_transfer_amounts = list(5, 10, 15, 25)
rim_pos = list(25, 12, 21)
matter = list("glass" = 50)
matter = list(MAT_GLASS = 50)
+2 -2
View File
@@ -6,7 +6,7 @@
volume = 30
unacidable = 1 //glass
center_of_mass = list("x"=16, "y"=10)
matter = list("glass" = 500)
matter = list(MAT_GLASS = 500)
icon = 'icons/obj/drinks.dmi'
/obj/item/reagent_containers/food/drinks/metaglass/metapint
@@ -683,4 +683,4 @@ Drinks Data
glass_icon_state = "dynhot"
/datum/reagent/drink/tea/icetea/dyn
glass_icon_state = "dyncold"
glass_icon_state = "dyncold"
+2 -2
View File
@@ -5,7 +5,7 @@
icon_state = "fitness-cup_black"
base_icon = "fitness-cup"
volume = 100
matter = list("plastic" = 2000)
matter = list(MAT_PLASTIC = 2000)
filling_states = list(10,20,30,40,50,60,70,80,90,100)
possible_transfer_amounts = list(5, 10, 15, 25)
rim_pos = null // no fruit slices
@@ -34,4 +34,4 @@
..()
// And now set half the stuff back because our name shouldn't change
name = initial(name)
desc = initial(desc)
desc = initial(desc)
@@ -8,7 +8,7 @@
volume = 30
unacidable = 1 //glass
center_of_mass = list("x"=16, "y"=10)
matter = list("glass" = 500)
matter = list(MAT_GLASS = 500)
/obj/item/reagent_containers/food/drinks/drinkingglass/on_reagent_change()
if (!length(reagents?.reagent_list))
@@ -101,7 +101,7 @@
icon_state = "shotglass"
amount_per_transfer_from_this = 10
volume = 10
matter = list("glass" = 175)
matter = list(MAT_GLASS = 175)
/obj/item/reagent_containers/food/drinks/drinkingglass/shotglass/on_reagent_change()
cut_overlays()
@@ -125,7 +125,7 @@
desc = "Big enough to contain enough protein to get perfectly swole. Don't mind the bits."
icon_state = "fitness-cup_black"
volume = 100
matter = list("plastic" = 2000)
matter = list(MAT_PLASTIC = 2000)
/obj/item/reagent_containers/food/drinks/drinkingglass/fitnessflask/Initialize()
. = ..()
+2 -2
View File
@@ -4053,7 +4053,7 @@
icon_state = "rosesalad"
filling_color = "#FF3867"
nutriment_amt = 10
nutriment_desc = list("bittersweet" = 10, "iron" = 5)
nutriment_desc = list("bittersweet" = 10, MAT_IRON = 5)
bitesize = 4
/obj/item/reagent_containers/food/snacks/rosesalad/Initialize()
@@ -7815,4 +7815,4 @@
icon_state = "kirani_jellypuff"
nutriment_amt = 8
bitesize = 2
nutriment_desc = list("puffed minty qa'zal bread" = 1, "super-sweet kirani jelly" = 1)
nutriment_desc = list("puffed minty qa'zal bread" = 1, "super-sweet kirani jelly" = 1)
+17 -17
View File
@@ -31,8 +31,8 @@
var/datum/mini_hud/mapper/hud_datum
var/obj/screen/movable/mapper_holder/hud_item
var/obj/item/cell/cell
var/cell_type = /obj/item/cell/device
var/obj/item/stock_parts/cell/cell
var/cell_type = /obj/item/stock_parts/cell/device
var/power_usage = 0.5 // Usage per map scan (doubled for ping mode)
var/uses_power = 1 // If it uses power at all
@@ -69,7 +69,7 @@
"/obj/item/clothing/head/helmet/ert/engineer" = "erte",
"/obj/item/clothing/head/helmet/ert/medical" = "ertm",
)
prefix_update_rig = list(
"/obj/item/rig/ert" = "ertc",
"/obj/item/rig/ert/security" = "erts",
@@ -83,9 +83,9 @@
if(!mask_icon)
mask_icon = icon('icons/effects/64x64.dmi', "mapper_mask")
extras_holder = new()
var/obj/screen/mapper/marker/mark = new()
mark.icon = 'icons/effects/64x64.dmi'
mark.icon_state = "mapper_none"
@@ -109,7 +109,7 @@
mapping_units -= src
last_run()
map_image_cache.Cut()
icon_image_cache.Cut()
QDEL_NULL(extras_holder)
@@ -132,7 +132,7 @@
if(!ishuman(loc) || user != loc)
to_chat(H, "<span class='warning'>This device needs to be on your person.</span>")
if(hud_datum?.main_hud)
hide_device()
to_chat(H, "<span class='notice'>You put \the [src] away.</span>")
@@ -199,7 +199,7 @@
if(!updating || (uses_power && !cell))
stop_updates()
return
if(uses_power)
var/power_to_use = pinging ? power_usage*2 : power_usage
if(cell.use(power_to_use) != power_to_use) // we weren't able to use our full power_usage amount!
@@ -289,11 +289,11 @@
// Mapper not on a turf or elsewhere
if(!TU || (TU.z != T_z))
continue
// We're the marker
if(HC == src)
mob_indicator = HOLOMAP_YOU
// The marker is held by a borg
else if(isrobot(HC.loc))
var/mob/living/silicon/robot/R = HC.loc
@@ -301,7 +301,7 @@
mob_indicator = HOLOMAP_DEAD
else
mob_indicator = HOLOMAP_OTHER
// The marker is worn by a human
else if(ishuman(loc))
var/mob/living/carbon/human/H = loc
@@ -309,11 +309,11 @@
mob_indicator = HOLOMAP_DEAD
else
mob_indicator = HOLOMAP_OTHER
// It's not attached to anything useful
else
mob_indicator = HOLOMAP_DEAD
// Ask it to update it's icon based on helmet (or whatever)
HC.update_marker()
@@ -344,19 +344,19 @@
var/obj/item/holomap_beacon/HB = hb
if(HB.mapper_filter != mapper_filter)
continue
var/turf/TB = get_turf(HB)
// Marker beacon not on a turf or elsewhere
if(!TB || (TB.z != T_z))
continue
var/marker_cache_key = "\ref[HB]_marker"
if(!(marker_cache_key in icon_image_cache))
var/obj/screen/mapper/marker/mark = new()
mark.icon_state = "beacon"
mark.layer = 1
icon_image_cache[marker_cache_key] = mark
var/obj/screen/mapper/marker/mark = icon_image_cache[marker_cache_key]
handle_marker(mark,TB.x,TB.y)
extras += mark
@@ -371,7 +371,7 @@
extras_holder.vis_contents = extras
hud_item.update(bgmap, extras_holder, badmap ? FALSE : pinging)
/obj/item/mapping_unit/proc/update_marker()
marker_prefix = base_prefix
if (prefix_update_head)
+1 -1
View File
@@ -182,7 +182,7 @@
if(C.use(5))
//TODO: generalize this.
to_chat(user, "<span class='notice'>You add some cable to the [src.name] and slide it inside the battery casing.</span>")
var/obj/item/cell/potato/pocell = new /obj/item/cell/potato(get_turf(user))
var/obj/item/stock_parts/cell/potato/pocell = new /obj/item/stock_parts/cell/potato(get_turf(user))
if(src.loc == user && istype(user,/mob/living/carbon/human))
user.put_in_hands(pocell)
pocell.maxcharge = src.potency * 10
+2 -2
View File
@@ -31,7 +31,7 @@
display_name = "gold apple tree"
kitchen_tag = "goldapple"
mutants = null
chems = list("nutriment" = list(1,10), "gold" = list(1,5))
chems = list("nutriment" = list(1,10), MAT_GOLD = list(1,5))
/datum/seed/apple/gold/New()
..()
@@ -59,4 +59,4 @@
set_trait(TRAIT_PRODUCT_COLOUR,"#0720c3")
set_trait(TRAIT_PLANT_ICON,"tree5")
set_trait(TRAIT_FLESH_COLOUR,"#05157d")
set_trait(TRAIT_IDEAL_LIGHT, 1)
set_trait(TRAIT_IDEAL_LIGHT, 1)
@@ -26,7 +26,7 @@
seed_name = "glowberry"
display_name = "glowberry bush"
mutants = null
chems = list("nutriment" = list(1,10), "uranium" = list(3,5))
chems = list("nutriment" = list(1,10), MAT_URANIUM = list(3,5))
/datum/seed/berry/glow/New()
..()
@@ -67,4 +67,4 @@
set_trait(TRAIT_YIELD,3)
set_trait(TRAIT_POTENCY,50)
set_trait(TRAIT_PRODUCT_COLOUR,"#7A5454")
set_trait(TRAIT_NUTRIENT_CONSUMPTION, 0.35)
set_trait(TRAIT_NUTRIENT_CONSUMPTION, 0.35)
+2 -2
View File
@@ -4,7 +4,7 @@
seed_name = "alien weed"
display_name = "alien weeds"
force_layer = 3
chems = list("phoron" = list(1,3))
chems = list(MAT_PHORON = list(1,3))
/datum/seed/xenomorph/New()
..()
@@ -16,4 +16,4 @@
set_trait(TRAIT_PRODUCTION,1)
set_trait(TRAIT_YIELD,-1)
set_trait(TRAIT_SPREAD,2)
set_trait(TRAIT_POTENCY,50)
set_trait(TRAIT_POTENCY,50)

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