Use material defines more

This commit is contained in:
Aronai Sieyes
2021-07-03 18:18:05 -04:00
parent 4b52bf232f
commit b71c7e7271
206 changed files with 908 additions and 918 deletions
+1 -1
View File
@@ -10,7 +10,7 @@
var/displaced_health = 50
var/current_damage = 0
var/cover = 50 //how much cover the girder provides against projectiles.
var/default_material = DEFAULT_WALL_MATERIAL
var/default_material = MAT_STEEL
var/datum/material/girder_material
var/datum/material/reinf_material
var/reinforcing = 0
+1 -1
View File
@@ -33,7 +33,7 @@
/obj/structure/simple_door/proc/set_material(var/material_name)
if(!material_name)
material_name = DEFAULT_WALL_MATERIAL
material_name = MAT_STEEL
material = get_material_by_name(material_name)
if(!material)
return
@@ -26,7 +26,7 @@
..(newloc)
color = null
if(!new_material)
new_material = DEFAULT_WALL_MATERIAL
new_material = MAT_STEEL
material = get_material_by_name(new_material)
if(!istype(material))
qdel(src)
@@ -202,7 +202,7 @@
add_overlay(I)
/obj/structure/bed/chair/bay/comfy/captain/New(var/newloc, var/new_material, var/new_padding_material)
..(newloc, DEFAULT_WALL_MATERIAL, "blue")
..(newloc, MAT_STEEL, "blue")
/obj/structure/bed/chair/bay/shuttle
name = "shuttle seat"
@@ -214,7 +214,7 @@
var/padding = "blue"
/obj/structure/bed/chair/bay/shuttle/New(var/newloc, var/new_material, var/new_padding_material)
..(newloc, DEFAULT_WALL_MATERIAL, padding)
..(newloc, MAT_STEEL, padding)
/obj/structure/bed/chair/bay/shuttle/post_buckle_mob()
playsound(src,buckling_sound,75,1)
@@ -21,7 +21,7 @@ var/global/list/stool_cache = list() //haha stool
/obj/item/weapon/stool/New(var/newloc, var/new_material, var/new_padding_material)
..(newloc)
if(!new_material)
new_material = DEFAULT_WALL_MATERIAL
new_material = MAT_STEEL
material = get_material_by_name(new_material)
if(new_padding_material)
padding_material = get_material_by_name(new_padding_material)
+20 -20
View File
@@ -100,29 +100,29 @@
/obj/structure/toilet/prison/attackby(obj/item/I, mob/living/user)
if(istype(I, /obj/item/weapon/grab))
user.setClickCooldown(user.get_attack_speed(I))
var/obj/item/weapon/grab/G = I
user.setClickCooldown(user.get_attack_speed(I))
var/obj/item/weapon/grab/G = I
if(isliving(G.affecting))
var/mob/living/GM = G.affecting
if(isliving(G.affecting))
var/mob/living/GM = G.affecting
if(G.state>1)
if(!GM.loc == get_turf(src))
to_chat(user, "<span class='notice'>[GM.name] needs to be on the toilet.</span>")
return
if(open && !swirlie)
user.visible_message("<span class='danger'>[user] starts to give [GM.name] a swirlie!</span>", "<span class='notice'>You start to give [GM.name] a swirlie!</span>")
swirlie = GM
if(do_after(user, 30, GM))
user.visible_message("<span class='danger'>[user] gives [GM.name] a swirlie!</span>", "<span class='notice'>You give [GM.name] a swirlie!</span>", "You hear a toilet flushing.")
if(!GM.internal)
GM.adjustOxyLoss(5)
swirlie = null
if(G.state>1)
if(!GM.loc == get_turf(src))
to_chat(user, "<span class='notice'>[GM.name] needs to be on the toilet.</span>")
return
if(open && !swirlie)
user.visible_message("<span class='danger'>[user] starts to give [GM.name] a swirlie!</span>", "<span class='notice'>You start to give [GM.name] a swirlie!</span>")
swirlie = GM
if(do_after(user, 30, GM))
user.visible_message("<span class='danger'>[user] gives [GM.name] a swirlie!</span>", "<span class='notice'>You give [GM.name] a swirlie!</span>", "You hear a toilet flushing.")
if(!GM.internal)
GM.adjustOxyLoss(5)
swirlie = null
else
user.visible_message("<span class='danger'>[user] slams [GM.name] into the [src]!</span>", "<span class='notice'>You slam [GM.name] into the [src]!</span>")
GM.adjustBruteLoss(5)
else
user.visible_message("<span class='danger'>[user] slams [GM.name] into the [src]!</span>", "<span class='notice'>You slam [GM.name] into the [src]!</span>")
GM.adjustBruteLoss(5)
else
to_chat(user, "<span class='notice'>You need a tighter grip.</span>")
to_chat(user, "<span class='notice'>You need a tighter grip.</span>")
/obj/structure/urinal