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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
105 lines
3.4 KiB
Plaintext
105 lines
3.4 KiB
Plaintext
// Glass shards
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/obj/item/weapon/material/shard
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name = "shard"
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icon = 'icons/obj/shards.dmi'
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desc = "Made of nothing. How does this even exist?" // set based on material, if this desc is visible it's a bug (shards default to being made of glass)
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icon_state = "large"
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sharp = 1
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edge = 1
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w_class = ITEMSIZE_SMALL
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force_divisor = 0.25 // 7.5 with hardness 30 (glass)
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thrown_force_divisor = 0.5
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item_state = "shard-glass"
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attack_verb = list("stabbed", "slashed", "sliced", "cut")
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default_material = "glass"
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unbreakable = 1 //It's already broken.
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drops_debris = 0
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/obj/item/weapon/material/shard/suicide_act(mob/user)
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viewers(user) << pick("<span class='danger'>\The [user] is slitting \his wrists with \the [src]! It looks like \he's trying to commit suicide.</span>",
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"<span class='danger'>\The [user] is slitting \his throat with \the [src]! It looks like \he's trying to commit suicide.</span>")
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return (BRUTELOSS)
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/obj/item/weapon/material/shard/set_material(var/new_material)
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..(new_material)
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if(!istype(material))
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return
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icon_state = "[material.shard_icon][pick("large", "medium", "small")]"
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pixel_x = rand(-8, 8)
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pixel_y = rand(-8, 8)
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update_icon()
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if(material.shard_type)
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name = "[material.display_name] [material.shard_type]"
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desc = "A small piece of [material.display_name]. It looks sharp, you wouldn't want to step on it barefoot. Could probably be used as ... a throwing weapon?"
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switch(material.shard_type)
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if(SHARD_SPLINTER, SHARD_SHRAPNEL)
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gender = PLURAL
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else
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gender = NEUTER
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else
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qdel(src)
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/obj/item/weapon/material/shard/update_icon()
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if(material)
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color = material.icon_colour
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// 1-(1-x)^2, so that glass shards with 0.3 opacity end up somewhat visible at 0.51 opacity
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alpha = 255 * (1 - (1 - material.opacity)*(1 - material.opacity))
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else
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color = "#ffffff"
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alpha = 255
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/obj/item/weapon/material/shard/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/weldingtool) && material.shard_can_repair)
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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material.place_sheet(loc)
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qdel(src)
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return
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return ..()
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/obj/item/weapon/material/shard/Crossed(AM as mob|obj)
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..()
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if(isliving(AM))
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var/mob/M = AM
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if(M.buckled) //wheelchairs, office chairs, rollerbeds
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return
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playsound(src.loc, 'sound/effects/glass_step.ogg', 50, 1) // not sure how to handle metal shards with sounds
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.species.siemens_coefficient<0.5) //Thick skin.
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return
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if( H.shoes || ( H.wear_suit && (H.wear_suit.body_parts_covered & FEET) ) )
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return
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M << "<span class='danger'>You step on \the [src]!</span>"
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var/list/check = list("l_foot", "r_foot")
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while(check.len)
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var/picked = pick(check)
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var/obj/item/organ/external/affecting = H.get_organ(picked)
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if(affecting)
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if(affecting.robotic >= ORGAN_ROBOT)
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return
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if(affecting.take_damage(force, 0))
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H.UpdateDamageIcon()
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H.updatehealth()
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if(affecting.can_feel_pain())
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H.Weaken(3)
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return
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check -= picked
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return
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// Preset types - left here for the code that uses them
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/obj/item/weapon/material/shard/shrapnel/New(loc)
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..(loc, "steel")
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/obj/item/weapon/material/shard/phoron/New(loc)
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..(loc, "phglass")
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