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https://github.com/VOREStation/VOREStation.git
synced 2026-08-22 11:38:12 +01:00
Use material defines more
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@@ -10,7 +10,7 @@
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var/displaced_health = 50
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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/default_material = MAT_STEEL
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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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@@ -33,7 +33,7 @@
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/obj/structure/simple_door/proc/set_material(var/material_name)
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if(!material_name)
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material_name = DEFAULT_WALL_MATERIAL
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material_name = MAT_STEEL
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material = get_material_by_name(material_name)
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if(!material)
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return
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@@ -26,7 +26,7 @@
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..(newloc)
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color = null
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if(!new_material)
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new_material = DEFAULT_WALL_MATERIAL
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new_material = MAT_STEEL
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material = get_material_by_name(new_material)
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if(!istype(material))
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qdel(src)
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@@ -202,7 +202,7 @@
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add_overlay(I)
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/obj/structure/bed/chair/bay/comfy/captain/New(var/newloc, var/new_material, var/new_padding_material)
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..(newloc, DEFAULT_WALL_MATERIAL, "blue")
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..(newloc, MAT_STEEL, "blue")
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/obj/structure/bed/chair/bay/shuttle
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name = "shuttle seat"
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@@ -214,7 +214,7 @@
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var/padding = "blue"
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/obj/structure/bed/chair/bay/shuttle/New(var/newloc, var/new_material, var/new_padding_material)
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..(newloc, DEFAULT_WALL_MATERIAL, padding)
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..(newloc, MAT_STEEL, padding)
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/obj/structure/bed/chair/bay/shuttle/post_buckle_mob()
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playsound(src,buckling_sound,75,1)
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@@ -21,7 +21,7 @@ var/global/list/stool_cache = list() //haha stool
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/obj/item/weapon/stool/New(var/newloc, var/new_material, var/new_padding_material)
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..(newloc)
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if(!new_material)
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new_material = DEFAULT_WALL_MATERIAL
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new_material = MAT_STEEL
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material = get_material_by_name(new_material)
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if(new_padding_material)
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padding_material = get_material_by_name(new_padding_material)
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@@ -100,29 +100,29 @@
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/obj/structure/toilet/prison/attackby(obj/item/I, mob/living/user)
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if(istype(I, /obj/item/weapon/grab))
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user.setClickCooldown(user.get_attack_speed(I))
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var/obj/item/weapon/grab/G = I
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user.setClickCooldown(user.get_attack_speed(I))
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var/obj/item/weapon/grab/G = I
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if(isliving(G.affecting))
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var/mob/living/GM = G.affecting
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if(isliving(G.affecting))
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var/mob/living/GM = G.affecting
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if(G.state>1)
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if(!GM.loc == get_turf(src))
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to_chat(user, "<span class='notice'>[GM.name] needs to be on the toilet.</span>")
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return
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if(open && !swirlie)
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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>")
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swirlie = GM
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if(do_after(user, 30, GM))
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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.")
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if(!GM.internal)
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GM.adjustOxyLoss(5)
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swirlie = null
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if(G.state>1)
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if(!GM.loc == get_turf(src))
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to_chat(user, "<span class='notice'>[GM.name] needs to be on the toilet.</span>")
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return
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if(open && !swirlie)
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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>")
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swirlie = GM
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if(do_after(user, 30, GM))
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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.")
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if(!GM.internal)
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GM.adjustOxyLoss(5)
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swirlie = null
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else
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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>")
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GM.adjustBruteLoss(5)
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else
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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>")
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GM.adjustBruteLoss(5)
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else
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to_chat(user, "<span class='notice'>You need a tighter grip.</span>")
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to_chat(user, "<span class='notice'>You need a tighter grip.</span>")
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/obj/structure/urinal
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