Gets rid of hasvar usage and moves up some vars (#18262)

* Gets rid of hasvar usage

* thiiis

* moves damtype to /obj/item

* throwing

* Move vars moved

* matter as well

Pretty much only used for the robot lathe and when crafting...When you could only smelt down obj/item for its materials

* Update floor_light.dm

* exploitable

* this can be moved up...

* move persist to /item

you can't ever place /obj in storage anyway...It would imply you can store the supermatter, which I think we don't want.

* gets rid of being_used

I added this for xenoarch, that was a mistake

* move these

* move these to the base file

* Makes floorlight autolathe recipe not shit

* Update floor_light.dm

* Update floor_light.dm

* Mechs no longer gib when hitting things

---------

Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
This commit is contained in:
Cameron Lennox
2025-08-21 17:08:10 -04:00
committed by GitHub
parent 56d0cd3e20
commit 37779acf01
56 changed files with 223 additions and 254 deletions
@@ -448,14 +448,14 @@
if(.)
user.visible_message(span_notice("[user] activates the flare."), span_notice("You pull the cord on the flare, activating it!"))
src.force = on_damage
src.damtype = "fire"
src.damtype = BURN
START_PROCESSING(SSobj, src)
/obj/item/flashlight/flare/proc/ignite() //Used for flare launchers.
on = !on
update_brightness()
force = on_damage
damtype = "fire"
damtype = BURN
START_PROCESSING(SSobj, src)
return 1
+2 -2
View File
@@ -75,8 +75,8 @@
if (use(required))
var/atom/O = new recipe.result_type(user.loc, bag_material)
if(istype(O, /obj))
var/obj/Ob = O
if(istype(O, /obj/item))
var/obj/item/Ob = O
if(LAZYLEN(Ob.matter)) // Law of equivalent exchange.
Ob.matter.Cut()
+7 -10
View File
@@ -196,8 +196,8 @@
if(recipe.use_material)
O = new recipe.result_type(user.loc, recipe.use_material)
if(istype(O, /obj))
var/obj/Ob = O
if(istype(O, /obj/item))
var/obj/item/Ob = O
if(LAZYLEN(Ob.matter)) // Law of equivalent exchange.
Ob.matter.Cut()
@@ -213,8 +213,8 @@
O = new recipe.result_type(user.loc)
if(recipe.matter_material)
if(istype(O, /obj))
var/obj/Ob = O
if(istype(O, /obj/item))
var/obj/item/Ob = O
if(LAZYLEN(Ob.matter)) // Law of equivalent exchange.
Ob.matter.Cut()
@@ -228,16 +228,13 @@
O.set_dir(user.dir)
O.add_fingerprint(user)
//VOREStation Addition Start - Let's not store things that get crafted with materials like this, they won't spawn correctly when retrieved.
if (isobj(O))
var/obj/P = O
P.persist_storable = FALSE
//VOREStation Addition End
if (istype(O, /obj/item/stack))
var/obj/item/stack/S = O
S.amount = produced
S.add_to_stacks(user)
if (isitem(O))
var/obj/item/P = O
P.persist_storable = FALSE
if (istype(O, /obj/item/storage)) //BubbleWrap - so newly formed boxes are empty
for (var/obj/item/I in O)
qdel(I)
@@ -71,7 +71,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
/obj/item/flame/match/proc/burn_out()
lit = 0
burnt = 1
damtype = "brute"
damtype = BRUTE
icon_state = "match_burnt"
item_state = "cigoff"
name = "burnt match"
@@ -168,7 +168,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
if(!src.lit)
src.lit = 1
playsound(src, 'sound/items/cigs_lighters/cig_light.ogg', 75, 1, -1)
damtype = "fire"
damtype = BURN
if(reagents.get_reagent_amount(REAGENT_ID_PHORON)) // the phoron explodes when exposed to fire
var/datum/effect/effect/system/reagents_explosion/e = new()
e.set_up(round(reagents.get_reagent_amount(REAGENT_ID_PHORON) / 2.5, 1), get_turf(src), 0, 0)
@@ -117,7 +117,7 @@
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks basic and could be improved."
icon_state = "scalpel_laser1"
damtype = "fire"
damtype = BURN
hitsound = 'sound/weapons/blade1.ogg'
clamp_chance = 75
@@ -125,7 +125,7 @@
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks somewhat advanced."
icon_state = "scalpel_laser2"
damtype = "fire"
damtype = BURN
hitsound = 'sound/weapons/blade1.ogg'
force = 12.0
clamp_chance = 85
@@ -134,7 +134,7 @@
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks to be the pinnacle of precision energy cutlery!"
icon_state = "scalpel_laser3"
damtype = "fire"
damtype = BURN
hitsound = 'sound/weapons/blade1.ogg'
force = 15.0
clamp_chance = 95
@@ -276,7 +276,7 @@
T.visible_message(span_danger("\The [src] turns on."))
playsound(src, acti_sound, 50, 1)
src.force = 15
src.damtype = "fire"
src.damtype = BURN
src.w_class = ITEMSIZE_LARGE
src.hitsound = 'sound/items/welder.ogg'
welding = 1
@@ -298,7 +298,7 @@
T.visible_message(span_warning("\The [src] turns off."))
playsound(src, deac_sound, 50, 1)
src.force = 3
src.damtype = "brute"
src.damtype = BRUTE
src.w_class = initial(src.w_class)
src.welding = 0
src.hitsound = initial(src.hitsound)