- Material comparisons done by name rather than reference equality
- get_material_by_name proc that ensures the material list is initialised, initialising it if neccessary
- holographic materials moved into main material list
- table frames are not a source of infinite metal, and can be deconstructed correctly
- gambling table icons are no longer E-W flipped
This commit is contained in:
GinjaNinja32
2015-05-14 22:26:19 +01:00
parent 428014c372
commit 63f28ee0e0
6 changed files with 35 additions and 33 deletions
+18 -2
View File
@@ -1,7 +1,7 @@
var/list/name_to_material
/proc/populate_material_list()
if(name_to_material) return // Already set up!
/proc/populate_material_list(force_remake=0)
if(name_to_material && !force_remake) return // Already set up!
name_to_material = list()
for(var/type in typesof(/material) - /material)
var/material/new_mineral = new type
@@ -10,6 +10,12 @@ var/list/name_to_material
name_to_material[lowertext(new_mineral.name)] = new_mineral
return 1
/proc/get_material_by_name(name)
if(!name_to_material)
populate_material_list()
return name_to_material[name]
/*
Valid sprite masks:
stone
@@ -102,6 +108,11 @@ var/list/name_to_material
icon_reinf = "reinf_over"
icon_colour = "#666666"
/material/steel/holographic
name = "holographic [DEFAULT_WALL_MATERIAL]"
display_name = DEFAULT_WALL_MATERIAL
stack_type = null
/material/plasteel
name = "plasteel"
stack_type = /obj/item/stack/sheet/plasteel
@@ -159,6 +170,11 @@ var/list/name_to_material
icon_base = "solid"
explosion_resistance = 2
/material/wood/holographic
name = "holographic wood"
display_name = "wood"
stack_type = null
/material/cult
name = "cult"
display_name = "disturbing stone"