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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>
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@@ -196,8 +196,8 @@
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if(recipe.use_material)
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O = new recipe.result_type(user.loc, recipe.use_material)
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if(istype(O, /obj))
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var/obj/Ob = O
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if(istype(O, /obj/item))
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var/obj/item/Ob = O
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if(LAZYLEN(Ob.matter)) // Law of equivalent exchange.
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Ob.matter.Cut()
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@@ -213,8 +213,8 @@
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O = new recipe.result_type(user.loc)
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if(recipe.matter_material)
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if(istype(O, /obj))
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var/obj/Ob = O
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if(istype(O, /obj/item))
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var/obj/item/Ob = O
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if(LAZYLEN(Ob.matter)) // Law of equivalent exchange.
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Ob.matter.Cut()
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@@ -228,16 +228,13 @@
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O.set_dir(user.dir)
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O.add_fingerprint(user)
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//VOREStation Addition Start - Let's not store things that get crafted with materials like this, they won't spawn correctly when retrieved.
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if (isobj(O))
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var/obj/P = O
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P.persist_storable = FALSE
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//VOREStation Addition End
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if (istype(O, /obj/item/stack))
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var/obj/item/stack/S = O
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S.amount = produced
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S.add_to_stacks(user)
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if (isitem(O))
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var/obj/item/P = O
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P.persist_storable = FALSE
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if (istype(O, /obj/item/storage)) //BubbleWrap - so newly formed boxes are empty
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for (var/obj/item/I in O)
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qdel(I)
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