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
+1 -1
View File
@@ -120,7 +120,7 @@
icon_state = "plasmacutter"
item_state = "plasmacutter"
w_class = ITEMSIZE_NORMAL //it is smaller than the pickaxe
damtype = "fire"
damtype = BURN
digspeed = 18 //Can slice though normal walls, all girders, or be used in reinforced wall deconstruction/light thermite on fire
origin_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 3, TECH_ENGINEERING = 3)
matter = list(MAT_STEEL = 3000, MAT_PLASTEEL = 1500, MAT_DIAMONDS = 500, MAT_PHORON = 500)
@@ -263,7 +263,7 @@
return
remove_points(inserted_id, prize.cost)
var/obj/I = new prize.equipment_path(loc)
var/obj/item/I = new prize.equipment_path(loc)
I.persist_storable = FALSE
flick(icon_vend, src)
else