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https://github.com/VOREStation/VOREStation.git
synced 2026-08-23 20:17:15 +01:00
Use material defines more
This commit is contained in:
@@ -194,7 +194,7 @@
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throwforce = 5
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throw_speed = 1
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throw_range = 2
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matter = list(DEFAULT_WALL_MATERIAL = 100)
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matter = list(MAT_STEEL = 100)
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/obj/item/device/am_shielding_container/attackby(var/obj/item/I, var/mob/user)
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if(istype(I, /obj/item/device/multitool) && istype(src.loc,/turf))
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@@ -503,7 +503,7 @@ var/list/possible_cable_coil_colours = list(
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w_class = ITEMSIZE_SMALL
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throw_speed = 2
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throw_range = 5
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matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
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matter = list(MAT_STEEL = 50, MAT_GLASS = 20)
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slot_flags = SLOT_BELT
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item_state = "coil"
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attack_verb = list("whipped", "lashed", "disciplined", "flogged")
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@@ -948,7 +948,7 @@ var/list/possible_cable_coil_colours = list(
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w_class = ITEMSIZE_SMALL
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throw_speed = 2
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throw_range = 5
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matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
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matter = list(MAT_STEEL = 50, MAT_GLASS = 20)
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slot_flags = SLOT_BELT
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attack_verb = list("whipped", "lashed", "disciplined", "flogged")
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stacktype = null
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@@ -24,7 +24,7 @@
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var/charge_amount = 25 // How much power to give, if self_recharge is true. The number is in absolute cell charge, as it gets divided by CELLRATE later.
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var/last_use = 0 // A tracker for use in self-charging
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var/charge_delay = 0 // How long it takes for the cell to start recharging after last use
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
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matter = list(MAT_STEEL = 700, MAT_GLASS = 50)
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drop_sound = 'sound/items/drop/component.ogg'
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pickup_sound = 'sound/items/pickup/component.ogg'
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@@ -10,7 +10,7 @@
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throw_range = 7
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maxcharge = 480
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charge_amount = 5
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matter = list("metal" = 350, "glass" = 50)
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matter = list(MAT_STEEL = 350, MAT_GLASS = 50)
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preserve_item = 1
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/obj/item/weapon/cell/device/weapon
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@@ -5,7 +5,7 @@
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origin_tech = list(TECH_POWER = 2)
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icon_state = "spikecell"
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maxcharge = 10000
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matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_GLASS = 80, MAT_SILVER = 100)
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matter = list(MAT_STEEL = 1000, MAT_GLASS = 80, MAT_SILVER = 100)
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self_recharge = TRUE
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charge_amount = 150
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@@ -3,7 +3,7 @@
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desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
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origin_tech = list(TECH_POWER = 0)
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maxcharge = 500
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
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matter = list(MAT_STEEL = 700, MAT_GLASS = 40)
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/obj/item/weapon/cell/crap/empty/New()
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..()
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@@ -13,7 +13,7 @@
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name = "security borg rechargable D battery"
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origin_tech = list(TECH_POWER = 0)
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maxcharge = 600 //600 max charge / 100 charge per shot = six shots
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
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matter = list(MAT_STEEL = 700, MAT_GLASS = 40)
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/obj/item/weapon/cell/secborg/empty/New()
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..()
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@@ -24,14 +24,14 @@
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name = "heavy-duty power cell"
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origin_tech = list(TECH_POWER = 1)
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maxcharge = 5000
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
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matter = list(MAT_STEEL = 700, MAT_GLASS = 50)
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/obj/item/weapon/cell/high
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name = "high-capacity power cell"
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origin_tech = list(TECH_POWER = 2)
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icon_state = "hcell"
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maxcharge = 10000
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60)
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matter = list(MAT_STEEL = 700, MAT_GLASS = 60)
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/obj/item/weapon/cell/high/empty/New()
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..()
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@@ -43,7 +43,7 @@
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origin_tech = list(TECH_POWER = 5)
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icon_state = "scell"
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maxcharge = 20000
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70)
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matter = list(MAT_STEEL = 700, MAT_GLASS = 70)
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/obj/item/weapon/cell/super/empty/New()
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..()
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@@ -55,7 +55,7 @@
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origin_tech = list(TECH_POWER = 6)
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icon_state = "hpcell"
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maxcharge = 30000
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
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matter = list(MAT_STEEL = 700, MAT_GLASS = 80)
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/obj/item/weapon/cell/hyper/empty/New()
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..()
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@@ -72,7 +72,7 @@
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icon_state = "icell"
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origin_tech = null
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maxcharge = 30000 //determines how badly mobs get shocked
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
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matter = list(MAT_STEEL = 700, MAT_GLASS = 80)
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/obj/item/weapon/cell/infinite/check_charge()
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return 1
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@@ -143,7 +143,7 @@
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name = "miniature power cell"
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desc = "A tiny power cell with a very low power capacity. Used in light fixtures to power them in the event of an outage."
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maxcharge = 120 //Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell
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matter = list("glass" = 20)
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matter = list(MAT_GLASS = 20)
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w_class = ITEMSIZE_TINY
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/obj/item/weapon/cell/emergency_light/Initialize()
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@@ -893,7 +893,7 @@ var/global/list/light_type_cache = list()
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force = 2
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throwforce = 5
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w_class = ITEMSIZE_TINY
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matter = list(DEFAULT_WALL_MATERIAL = 60)
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matter = list(MAT_STEEL = 60)
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///LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
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var/status = LIGHT_OK
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@@ -930,7 +930,7 @@ var/global/list/light_type_cache = list()
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icon_state = "ltube"
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base_state = "ltube"
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item_state = "c_tube"
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matter = list("glass" = 100)
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matter = list(MAT_GLASS = 100)
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brightness_range = 7
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brightness_power = 2
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@@ -949,7 +949,7 @@ var/global/list/light_type_cache = list()
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icon_state = "lbulb"
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base_state = "lbulb"
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item_state = "contvapour"
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matter = list("glass" = 100)
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matter = list(MAT_GLASS = 100)
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brightness_range = 5
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brightness_power = 1
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brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
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@@ -981,7 +981,7 @@ var/global/list/light_type_cache = list()
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icon_state = "fbulb"
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base_state = "fbulb"
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item_state = "egg4"
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matter = list("glass" = 100)
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matter = list(MAT_GLASS = 100)
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// update the icon state and description of the light
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/obj/item/weapon/light/update_icon()
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@@ -209,7 +209,7 @@
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update_icon() // VOREStation Add
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return
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if(istype(W, /obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL)
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if(istype(W, /obj/item/stack/material) && W.get_material_name() == MAT_STEEL)
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var/amt = CEILING(( initial(integrity) - integrity)/10, 1)
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if(!amt)
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to_chat(user, "<span class='notice'>\The [src] is already fully repaired.</span>")
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@@ -23,7 +23,7 @@
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name = T_BOARD("grounding rod")
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build_path = /obj/machinery/power/grounding_rod
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board_type = new /datum/frame/frame_types/machine
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matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
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matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
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req_components = list()
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/datum/category_item/autolathe/engineering/grounding_rod
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