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https://github.com/VOREStation/VOREStation.git
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Revert "[MIRROR] /atom New() => Initialize() [MDB IGNORE]"
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@@ -10,13 +10,15 @@ var/global/list/ashtray_cache = list()
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var/image/base_image
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var/max_butts = 10
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/obj/item/weapon/material/ashtray/Initialize(var/ml, var/material_name)
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. = ..(ml, material_name)
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/obj/item/weapon/material/ashtray/New(var/newloc, var/material_name)
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..(newloc, material_name)
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if(!material)
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return INITIALIZE_HINT_QDEL
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qdel(src)
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return
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max_butts = round(material.hardness/5) //This is arbitrary but whatever.
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randpixel_xy()
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update_icon()
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return
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/obj/item/weapon/material/ashtray/update_icon()
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color = null
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@@ -90,11 +92,11 @@ var/global/list/ashtray_cache = list()
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update_icon()
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return ..()
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/obj/item/weapon/material/ashtray/plastic/Initialize(var/ml)
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. = ..(ml, MAT_PLASTIC)
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/obj/item/weapon/material/ashtray/plastic/New(var/newloc)
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..(newloc, "plastic")
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/obj/item/weapon/material/ashtray/bronze/Initialize(var/ml)
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. = ..(ml, MAT_BRONZE)
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/obj/item/weapon/material/ashtray/bronze/New(var/newloc)
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..(newloc, "bronze")
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/obj/item/weapon/material/ashtray/glass/Initialize(var/ml)
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. = ..(ml, MAT_GLASS)
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/obj/item/weapon/material/ashtray/glass/New(var/newloc)
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..(newloc, "glass")
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@@ -13,17 +13,17 @@
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slot_flags = SLOT_BACK
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//Predefined materials go here.
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/obj/item/weapon/material/twohanded/baseballbat/metal/Initialize(var/ml)
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. = ..(ml, MAT_STEEL)
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/obj/item/weapon/material/twohanded/baseballbat/metal/New(var/newloc)
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..(newloc,"steel")
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/obj/item/weapon/material/twohanded/baseballbat/uranium/Initialize(var/ml)
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. = ..(ml, MAT_URANIUM)
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/obj/item/weapon/material/twohanded/baseballbat/uranium/New(var/newloc)
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..(newloc,"uranium")
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/obj/item/weapon/material/twohanded/baseballbat/gold/Initialize(var/ml)
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. = ..(ml, MAT_GOLD)
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/obj/item/weapon/material/twohanded/baseballbat/gold/New(var/newloc)
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..(newloc,"gold")
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/obj/item/weapon/material/twohanded/baseballbat/platinum/Initialize(var/ml)
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. = ..(ml, MAT_PLATINUM)
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/obj/item/weapon/material/twohanded/baseballbat/platinum/New(var/newloc)
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..(newloc,"platinum")
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/obj/item/weapon/material/twohanded/baseballbat/diamond/Initialize(var/ml)
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. = ..(ml, MAT_DIAMOND)
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/obj/item/weapon/material/twohanded/baseballbat/diamond/New(var/newloc)
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..(newloc,"diamond")
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@@ -1,5 +1,5 @@
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/obj/item/weapon/material/twohanded/baseballbat/foam/Initialize(var/ml)
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. = ..(ml, "foam")
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/obj/item/weapon/material/twohanded/baseballbat/foam/New(var/newloc)
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..(newloc,"foam")
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/obj/item/weapon/material/sword/foam
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attack_verb = list("bonked","whacked")
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@@ -12,8 +12,8 @@
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force_divisor = 0
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unbreakable = 1
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/obj/item/weapon/material/sword/foam/Initialize(var/ml)
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. = ..(ml, "foam")
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/obj/item/weapon/material/sword/foam/New(var/newloc)
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..(newloc,"foam")
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/obj/item/weapon/material/twohanded/spear/foam
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attack_verb = list("bonked","whacked")
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@@ -24,8 +24,8 @@
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icon_state = "spear_mask0"
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unbreakable = 1
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/obj/item/weapon/material/twohanded/spear/foam/Initialize(var/ml)
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. = ..(ml, "foam")
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/obj/item/weapon/material/twohanded/spear/foam/New(var/newloc)
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..(newloc,"foam")
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/obj/item/weapon/material/twohanded/fireaxe/foam
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attack_verb = list("bonked","whacked")
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@@ -36,8 +36,8 @@
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icon_state = "fireaxe_mask0"
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unbreakable = 1
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/obj/item/weapon/material/twohanded/fireaxe/foam/Initialize(var/ml)
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. = ..(ml,"foam")
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/obj/item/weapon/material/twohanded/fireaxe/foam/New(var/newloc)
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..(newloc,"foam")
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/obj/item/weapon/material/twohanded/fireaxe/foam/afterattack()
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return
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@@ -35,8 +35,8 @@ Protectiveness | Armor %
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var/material_slowdown_modifier = 0
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var/material_slowdown_multiplier = 0.5
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/obj/item/clothing/Initialize(var/ml, var/material_key)
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. = ..(ml)
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/obj/item/clothing/New(var/newloc, var/material_key)
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..(newloc)
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if(!material_key)
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material_key = default_material
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if(material_key) // May still be null if a material was not specified as a default.
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@@ -27,8 +27,8 @@
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var/datum/material/material
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var/drops_debris = 1
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/obj/item/weapon/material/Initialize(var/ml, var/material_key)
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. = ..(ml)
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/obj/item/weapon/material/New(var/newloc, var/material_key)
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..(newloc)
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if(!material_key)
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material_key = default_material
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set_material(material_key)
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@@ -142,8 +142,8 @@
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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/Initialize(var/ml)
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. = ..(ml, MAT_STEEL)
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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/Initialize(var/ml)
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. = ..(ml, "borosilicate glass")
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/obj/item/weapon/material/shard/phoron/New(loc)
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..(loc, "borosilicate glass")
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@@ -9,8 +9,8 @@
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sharp = TRUE
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edge = TRUE
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/obj/item/weapon/material/star/Initialize()
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. = ..()
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/obj/item/weapon/material/star/New()
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..()
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src.pixel_x = rand(-12, 12)
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src.pixel_y = rand(-12, 12)
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@@ -56,8 +56,8 @@
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throwforce = round(force*thrown_force_divisor)
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//to_world("[src] has unwielded force [force_unwielded], wielded force [force_wielded] and throwforce [throwforce] when made from default material [material.name]")
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/obj/item/weapon/material/twohanded/Initialize()
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. = ..()
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/obj/item/weapon/material/twohanded/New()
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..()
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update_icon()
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//Allow a small chance of parrying melee attacks when wielded - maybe generalize this to other weapons someday
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