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30 lines
1.3 KiB
Plaintext
30 lines
1.3 KiB
Plaintext
/obj/item/stack/sheet
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name = "sheet"
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lefthand_file = 'icons/mob/inhands/misc/sheets_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/misc/sheets_righthand.dmi'
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full_w_class = WEIGHT_CLASS_NORMAL
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force = 5
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throwforce = 5
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max_amount = 50
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throw_speed = 1
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throw_range = 3
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attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed")
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novariants = FALSE
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var/perunit = MINERAL_MATERIAL_AMOUNT
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var/sheettype = null //this is used for girders in the creation of walls/false walls
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var/point_value = 0 //turn-in value for the gulag stacker - loosely relative to its rarity
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var/is_fabric = FALSE //is this a valid material for the loom?
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var/loom_result //result from pulling on the loom
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var/pull_effort = 0 //amount of delay when pulling on the loom
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var/shard_type // the shard debris typepath left over by solar panels and windows etc.
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/**
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* Called on the glass sheet upon solar construction (duh):
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* Different glass sheets can modify different stas/vars, such as obj_integrity or efficiency
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* and possibly extra effects if you wish to code them.
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* Keep in mind the solars' max_integrity is set equal to the obj_integrity later,
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* so you won't have to do so here.
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*/
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/obj/item/stack/sheet/proc/on_solar_construction(/obj/machinery/power/solar/S)
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return
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