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https://github.com/VOREStation/VOREStation.git
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Convert /material to /datum/material
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@@ -187,7 +187,7 @@
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if ((pass_color || recipe.pass_color))
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if(!color)
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if(recipe.use_material)
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var/material/MAT = get_material_by_name(recipe.use_material)
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var/datum/material/MAT = get_material_by_name(recipe.use_material)
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if(MAT.icon_colour)
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O.color = MAT.icon_colour
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else
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@@ -27,7 +27,7 @@ Protectiveness | Armor %
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// Putting these at /clothing/ level saves a lot of code duplication in armor/helmets/gauntlets/etc
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/obj/item/clothing
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var/material/material = null // Why isn't this a datum?
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var/datum/material/material = null // Why isn't this a datum?
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var/applies_material_color = TRUE
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var/unbreakable = FALSE
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var/default_material = null // Set this to something else if you want material attributes on init.
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@@ -24,7 +24,7 @@
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var/thrown_force_divisor = 0.5
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var/dulled_divisor = 0.5 //Just drops the damage by half
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var/default_material = DEFAULT_WALL_MATERIAL
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var/material/material
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var/datum/material/material
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var/drops_debris = 1
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/obj/item/weapon/material/New(var/newloc, var/material_key)
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@@ -9,7 +9,7 @@
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var/burning = FALSE
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var/next_fuel_consumption = 0 // world.time of when next item in fuel list gets eatten to sustain the fire.
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var/grill = FALSE
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var/material/material
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var/datum/material/material
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var/set_temperature = T0C + 30 //K
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var/heating_power = 80000
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@@ -11,8 +11,8 @@
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var/current_damage = 0
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var/cover = 50 //how much cover the girder provides against projectiles.
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var/default_material = DEFAULT_WALL_MATERIAL
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var/material/girder_material
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var/material/reinf_material
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var/datum/material/girder_material
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var/datum/material/reinf_material
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var/reinforcing = 0
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var/applies_material_colour = 1
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@@ -226,7 +226,7 @@
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to_chat(user, "<span class='notice'>There isn't enough material here to construct a wall.</span>")
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return 0
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var/material/M = name_to_material[S.default_type]
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var/datum/material/M = name_to_material[S.default_type]
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if(!istype(M))
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return 0
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@@ -267,7 +267,7 @@
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to_chat(user, "<span class='notice'>There isn't enough material here to reinforce the girder.</span>")
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return 0
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var/material/M = name_to_material[S.default_type]
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var/datum/material/M = name_to_material[S.default_type]
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if(!istype(M) || M.integrity < 50)
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to_chat(user, "You cannot reinforce \the [src] with that; it is too soft.")
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return 0
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@@ -401,7 +401,7 @@
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var/turf/simulated/wall/new_T = get_turf(src) // Ref to the wall we just built.
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// Apparently set_material(...) for walls requires refs to the material singletons and not strings.
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// This is different from how other material objects with their own set_material(...) do it, but whatever.
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var/material/M = name_to_material[the_rcd.material_to_use]
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var/datum/material/M = name_to_material[the_rcd.material_to_use]
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new_T.set_material(M, the_rcd.make_rwalls ? M : null, girder_material)
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new_T.add_hiddenprint(user)
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qdel(src)
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@@ -17,7 +17,7 @@
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var/epitaph = "" //A quick little blurb
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// var/dir_locked = 0 //Can it be spun? Not currently implemented
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var/material/material
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var/datum/material/material
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/obj/structure/gravemarker/New(var/newloc, var/material_name)
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..(newloc)
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@@ -7,7 +7,7 @@
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icon = 'icons/obj/doors/material_doors.dmi'
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icon_state = "metal"
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var/material/material
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var/datum/material/material
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var/state = 0 //closed, 1 == open
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var/isSwitchingStates = 0
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var/hardness = 1
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@@ -1,4 +1,4 @@
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/material/flockium
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/datum/material/flockium
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name = "flockium"
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//stack_type = /obj/item/stack/material/sandstone
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icon_base = "flock"
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@@ -17,8 +17,8 @@
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can_buckle = 1
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buckle_dir = SOUTH
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buckle_lying = 1
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var/material/material
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var/material/padding_material
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var/datum/material/material
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var/datum/material/padding_material
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var/base_icon = "bed"
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var/applies_material_colour = 1
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@@ -226,7 +226,7 @@
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/obj/structure/bed/chair/sofa/update_icon()
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if(applies_material_colour && sofa_material)
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var/material/color_material = get_material_by_name(sofa_material)
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var/datum/material/color_material = get_material_by_name(sofa_material)
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color = color_material.icon_colour
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if(sofa_material == "carpet")
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@@ -12,8 +12,8 @@ var/global/list/stool_cache = list() //haha stool
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throwforce = 10
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w_class = ITEMSIZE_HUGE
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var/base_icon = "stool_base"
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var/material/material
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var/material/padding_material
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var/datum/material/material
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var/datum/material/padding_material
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/obj/item/weapon/stool/padded
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icon_state = "stool_padded_preview" //set for the map
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