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
@@ -102,7 +102,7 @@
icon = 'icons/obj/ammo.dmi'
slot_flags = SLOT_BELT
item_state = "syringe_kit"
matter = list(DEFAULT_WALL_MATERIAL = 500)
matter = list(MAT_STEEL = 500)
throwforce = 5
w_class = ITEMSIZE_SMALL
throw_speed = 4
@@ -32,7 +32,7 @@
icon_state = "38"
caliber = ".357"
ammo_type = /obj/item/ammo_casing/a357
matter = list(DEFAULT_WALL_MATERIAL = 1260)
matter = list(MAT_STEEL = 1260)
max_ammo = 6
multiple_sprites = 1
@@ -43,7 +43,7 @@
desc = "A speedloader for .38 revolvers."
icon_state = "38"
caliber = ".38"
matter = list(DEFAULT_WALL_MATERIAL = 360)
matter = list(MAT_STEEL = 360)
ammo_type = /obj/item/ammo_casing/a38
max_ammo = 6
multiple_sprites = 1
@@ -64,7 +64,7 @@
icon_state = "45"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/a45
matter = list(DEFAULT_WALL_MATERIAL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
matter = list(MAT_STEEL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
caliber = ".45"
max_ammo = 7
multiple_sprites = 1
@@ -101,7 +101,7 @@
icon_state = "uzi45"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/a45
matter = list(DEFAULT_WALL_MATERIAL = 1200)
matter = list(MAT_STEEL = 1200)
caliber = ".45"
max_ammo = 16
multiple_sprites = 1
@@ -114,7 +114,7 @@
icon_state = "tommy-mag"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/a45
matter = list(DEFAULT_WALL_MATERIAL = 1500)
matter = list(MAT_STEEL = 1500)
caliber = ".45"
max_ammo = 20
@@ -131,7 +131,7 @@
w_class = ITEMSIZE_NORMAL // Bulky ammo doesn't fit in your pockets!
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/a45
matter = list(DEFAULT_WALL_MATERIAL = 3750)
matter = list(MAT_STEEL = 3750)
caliber = ".45"
max_ammo = 50
@@ -148,7 +148,7 @@
desc = "A stripper clip for reloading .45 rounds into magazines."
caliber = ".45"
ammo_type = /obj/item/ammo_casing/a45
matter = list(DEFAULT_WALL_MATERIAL = 675) // metal costs very roughly based around one .45 casing = 75 metal
matter = list(MAT_STEEL = 675) // metal costs very roughly based around one .45 casing = 75 metal
max_ammo = 9
multiple_sprites = 1
@@ -168,7 +168,7 @@
name = "speedloader (.45)"
icon_state = "45s"
ammo_type = /obj/item/ammo_casing/a45
matter = list(DEFAULT_WALL_MATERIAL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
matter = list(MAT_STEEL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
caliber = ".45"
max_ammo = 7
multiple_sprites = 1
@@ -214,7 +214,7 @@
icon_state = "9x19p_fullsize"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
matter = list(DEFAULT_WALL_MATERIAL = 600)
matter = list(MAT_STEEL = 600)
caliber = "9mm"
ammo_type = /obj/item/ammo_casing/a9mm
max_ammo = 10
@@ -250,7 +250,7 @@
icon_state = "9x19p"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
matter = list(DEFAULT_WALL_MATERIAL = 480)
matter = list(MAT_STEEL = 480)
caliber = "9mm"
ammo_type = /obj/item/ammo_casing/a9mm
max_ammo = 8
@@ -277,7 +277,7 @@
icon_state = "9mmt"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/a9mm
matter = list(DEFAULT_WALL_MATERIAL = 1200)
matter = list(MAT_STEEL = 1200)
caliber = "9mm"
max_ammo = 20
multiple_sprites = 1
@@ -300,14 +300,14 @@
/obj/item/ammo_magazine/m9mmt/ap
name = "top mounted magazine (9mm armor piercing)"
ammo_type = /obj/item/ammo_casing/a9mm/ap
matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_PLASTEEL = 2000)
matter = list(MAT_STEEL = 1000, MAT_PLASTEEL = 2000)
/obj/item/ammo_magazine/m9mmp90
name = "large capacity top mounted magazine (9mm armor-piercing)"
icon_state = "p90"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/a9mm/ap
matter = list(DEFAULT_WALL_MATERIAL = 3000)
matter = list(MAT_STEEL = 3000)
caliber = "9mm"
max_ammo = 50
multiple_sprites = 1
@@ -321,7 +321,7 @@
desc = "A stripper clip for reloading 9mm rounds into magazines."
caliber = "9mm"
ammo_type = /obj/item/ammo_casing/a9mm
matter = list(DEFAULT_WALL_MATERIAL = 540) // metal costs are very roughly based around one 9mm casing = 60 metal
matter = list(MAT_STEEL = 540) // metal costs are very roughly based around one 9mm casing = 60 metal
max_ammo = 9
multiple_sprites = 1
@@ -342,7 +342,7 @@
icon_state = "S9mm"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/a9mm
matter = list(DEFAULT_WALL_MATERIAL = 1200)
matter = list(MAT_STEEL = 1200)
caliber = "9mm"
max_ammo = 21
origin_tech = list(TECH_COMBAT = 2, TECH_ILLEGAL = 1)
@@ -352,7 +352,7 @@
desc = "A high capacity double stack magazine made specially for the Advanced SMG. Filled with 21 9mm armor piercing bullets."
icon_state = "S9mm"
ammo_type = /obj/item/ammo_casing/a9mm/ap
matter = list(DEFAULT_WALL_MATERIAL = 2000)
matter = list(MAT_STEEL = 2000)
/obj/item/ammo_magazine/m9mmR/saber/empty
initial_ammo = 0
@@ -365,7 +365,7 @@
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
caliber = "10mm"
matter = list(DEFAULT_WALL_MATERIAL = 1500)
matter = list(MAT_STEEL = 1500)
ammo_type = /obj/item/ammo_casing/a10mm
max_ammo = 20
multiple_sprites = 1
@@ -379,7 +379,7 @@
desc = "A stripper clip for reloading 5mm rounds into magazines."
caliber = "10mm"
ammo_type = /obj/item/ammo_casing/a10mm
matter = list(DEFAULT_WALL_MATERIAL = 675) // metal costs are very roughly based around one 10mm casing = 75 metal
matter = list(MAT_STEEL = 675) // metal costs are very roughly based around one 10mm casing = 75 metal
max_ammo = 9
multiple_sprites = 1
@@ -395,14 +395,14 @@
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
caliber = "5.45mm"
matter = list(DEFAULT_WALL_MATERIAL = 1800)
matter = list(MAT_STEEL = 1800)
ammo_type = /obj/item/ammo_casing/a545
max_ammo = 20
multiple_sprites = 1
/obj/item/ammo_magazine/m545/ext
name = "extended magazine (5.45mm)"
matter = list(DEFAULT_WALL_MATERIAL = 2700)
matter = list(MAT_STEEL = 2700)
max_ammo = 30
/obj/item/ammo_magazine/m545/empty
@@ -438,7 +438,7 @@
/obj/item/ammo_magazine/m545/small
name = "reduced magazine (5.45mm)"
icon_state = "m545-small"
matter = list(DEFAULT_WALL_MATERIAL = 900)
matter = list(MAT_STEEL = 900)
max_ammo = 10
/obj/item/ammo_magazine/m545/small/empty
@@ -461,7 +461,7 @@
icon_state = "clip_rifle"
caliber = "5.45mm"
ammo_type = /obj/item/ammo_casing/a545
matter = list(DEFAULT_WALL_MATERIAL = 450) // metal costs are very roughly based around one 10mm casing = 180 metal
matter = list(MAT_STEEL = 450) // metal costs are very roughly based around one 10mm casing = 180 metal
max_ammo = 5
multiple_sprites = 1
@@ -483,7 +483,7 @@
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
caliber = "5.45mm"
matter = list(DEFAULT_WALL_MATERIAL = 10000)
matter = list(MAT_STEEL = 10000)
ammo_type = /obj/item/ammo_casing/a545
w_class = ITEMSIZE_NORMAL // This should NOT fit in your pocket!!
max_ammo = 50
@@ -508,7 +508,7 @@
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
caliber = ".44"
matter = list(DEFAULT_WALL_MATERIAL = 1260)
matter = list(MAT_STEEL = 1260)
ammo_type = /obj/item/ammo_casing/a44
max_ammo = 7
multiple_sprites = 1
@@ -522,7 +522,7 @@
desc = "A stripper clip for reloading .44 rounds into magazines."
caliber = ".44"
ammo_type = /obj/item/ammo_casing/a44
matter = list(DEFAULT_WALL_MATERIAL = 1620) // metal costs are very roughly based around one .50 casing = 180 metal
matter = list(MAT_STEEL = 1620) // metal costs are very roughly based around one .50 casing = 180 metal
max_ammo = 9
multiple_sprites = 1
@@ -530,7 +530,7 @@
name = "speedloader (.44)"
icon_state = "44"
ammo_type = /obj/item/ammo_casing/a44
matter = list(DEFAULT_WALL_MATERIAL = 1260) //metal costs are very roughly based around 1 .45 casing = 75 metal
matter = list(MAT_STEEL = 1260) //metal costs are very roughly based around 1 .45 casing = 75 metal
caliber = ".44"
max_ammo = 6
multiple_sprites = 1
@@ -555,7 +555,7 @@
icon_state = "m762-small"
mag_type = MAGAZINE
caliber = "7.62mm"
matter = list(DEFAULT_WALL_MATERIAL = 2000)
matter = list(MAT_STEEL = 2000)
ammo_type = /obj/item/ammo_casing/a762
max_ammo = 10
multiple_sprites = 1
@@ -572,7 +572,7 @@
icon_state = "m762"
mag_type = MAGAZINE
caliber = "7.62mm"
matter = list(DEFAULT_WALL_MATERIAL = 4000)
matter = list(MAT_STEEL = 4000)
ammo_type = /obj/item/ammo_casing/a762
max_ammo = 20
multiple_sprites = 1
@@ -589,7 +589,7 @@
icon_state = "gclip"
mag_type = MAGAZINE
caliber = "7.62mm"
matter = list(DEFAULT_WALL_MATERIAL = 1600)
matter = list(MAT_STEEL = 1600)
ammo_type = /obj/item/ammo_casing/a762
max_ammo = 8
multiple_sprites = 1
@@ -606,7 +606,7 @@
icon_state = "clip_rifle"
caliber = "7.62mm"
ammo_type = /obj/item/ammo_casing/a762
matter = list(DEFAULT_WALL_MATERIAL = 1000) // metal costs are very roughly based around one 7.62 casing = 200 metal
matter = list(MAT_STEEL = 1000) // metal costs are very roughly based around one 7.62 casing = 200 metal
max_ammo = 5
multiple_sprites = 1
@@ -627,7 +627,7 @@
icon_state = "SVD"
mag_type = MAGAZINE
caliber = "7.62mm"
matter = list(DEFAULT_WALL_MATERIAL = 2000)
matter = list(MAT_STEEL = 2000)
ammo_type = /obj/item/ammo_casing/a762
max_ammo = 10
multiple_sprites = 1
@@ -646,7 +646,7 @@
icon_state = "ashot-mag"
mag_type = MAGAZINE
caliber = "12g"
matter = list(DEFAULT_WALL_MATERIAL = 13000)
matter = list(MAT_STEEL = 13000)
ammo_type = /obj/item/ammo_casing/a12g
max_ammo = 24
multiple_sprites = 1
@@ -672,7 +672,7 @@
desc = "A color-coded metal clip for holding and quickly loading shotgun shells. This one is loaded with slugs."
caliber = "12g"
ammo_type = /obj/item/ammo_casing/a12g
matter = list(DEFAULT_WALL_MATERIAL = 1070) // slugs shells x2 + 350 metal for the clip itself.
matter = list(MAT_STEEL = 1070) // slugs shells x2 + 350 metal for the clip itself.
max_ammo = 2
multiple_sprites = 1
@@ -681,14 +681,14 @@
icon_state = "12gclipshell"
desc = "A color-coded metal clip for holding and quickly loading shotgun shells. This one is loaded with buckshot."
ammo_type = /obj/item/ammo_casing/a12g/pellet
matter = list(DEFAULT_WALL_MATERIAL = 1070) // buckshot and slugs cost the same
matter = list(MAT_STEEL = 1070) // buckshot and slugs cost the same
/obj/item/ammo_magazine/clip/c12g/beanbag
name = "ammo clip (12g beanbag)"
icon_state = "12gclipbean"
desc = "A color-coded metal clip for holding and quickly loading shotgun shells. This one is loaded with beanbags."
ammo_type = /obj/item/ammo_casing/a12g/beanbag
matter = list(DEFAULT_WALL_MATERIAL = 710) //beanbags x2 + 350 metal
matter = list(MAT_STEEL = 710) //beanbags x2 + 350 metal
///////// .75 Gyrojet /////////
@@ -712,6 +712,6 @@
caliber = "caps"
color = "#FF0000"
ammo_type = /obj/item/ammo_casing/cap
matter = list(DEFAULT_WALL_MATERIAL = 600)
matter = list(MAT_STEEL = 600)
max_ammo = 7
multiple_sprites = 1
@@ -4,7 +4,7 @@
icon = 'icons/obj/ammo.dmi'
icon_state = "caseless-mag"
w_class = ITEMSIZE_SMALL
matter = list(DEFAULT_WALL_MATERIAL = 1800)
matter = list(MAT_STEEL = 1800)
origin_tech = list(TECH_COMBAT = 1)
var/remaining = 9
preserve_item = 1
+38 -38
View File
@@ -27,7 +27,7 @@
desc = "A .357 bullet casing."
caliber = ".357"
projectile_type = /obj/item/projectile/bullet/pistol/strong
matter = list(DEFAULT_WALL_MATERIAL = 210)
matter = list(MAT_STEEL = 210)
/*
* .38
@@ -37,7 +37,7 @@
desc = "A .38 bullet casing."
caliber = ".38"
projectile_type = /obj/item/projectile/bullet/pistol
matter = list(DEFAULT_WALL_MATERIAL = 60)
matter = list(MAT_STEEL = 60)
/obj/item/ammo_casing/a38/rubber
desc = "A .38 rubber bullet casing."
@@ -49,7 +49,7 @@
desc = "A .38 bullet casing fitted with a single-use ion pulse generator."
icon_state = "empcasing"
projectile_type = /obj/item/projectile/ion/small
matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
matter = list(MAT_STEEL = 130, MAT_URANIUM = 100)
/*
* .44
@@ -59,18 +59,18 @@
desc = "A .44 bullet casing."
caliber = ".44"
projectile_type = /obj/item/projectile/bullet/pistol/strong
matter = list(DEFAULT_WALL_MATERIAL = 210)
matter = list(MAT_STEEL = 210)
/obj/item/ammo_casing/a44/rubber
icon_state = "r-casing"
desc = "A .44 rubber bullet casing."
projectile_type = /obj/item/projectile/bullet/pistol/rubber/strong
matter = list(DEFAULT_WALL_MATERIAL = 60)
matter = list(MAT_STEEL = 60)
/obj/item/ammo_casing/a44/rifle
desc = "A proprietary Hedberg-Hammarstrom .44 bullet casing designed for use in revolving rifles."
projectile_type = /obj/item/projectile/bullet/rifle/a44rifle
matter = list(DEFAULT_WALL_MATERIAL = 210)
matter = list(MAT_STEEL = 210)
/*
* .75 (aka Gyrojet Rockets, aka admin abuse)
@@ -80,7 +80,7 @@
desc = "A .75 gyrojet rocket sheathe."
caliber = ".75"
projectile_type = /obj/item/projectile/bullet/gyro
matter = list(DEFAULT_WALL_MATERIAL = 4000)
matter = list(MAT_STEEL = 4000)
/*
* 9mm
@@ -90,12 +90,12 @@
desc = "A 9mm bullet casing."
caliber = "9mm"
projectile_type = /obj/item/projectile/bullet/pistol
matter = list(DEFAULT_WALL_MATERIAL = 60)
matter = list(MAT_STEEL = 60)
/obj/item/ammo_casing/a9mm/ap
desc = "A 9mm armor-piercing bullet casing."
projectile_type = /obj/item/projectile/bullet/pistol/ap
matter = list(DEFAULT_WALL_MATERIAL = 80)
matter = list(MAT_STEEL = 80)
/obj/item/ammo_casing/a9mm/hp
desc = "A 9mm hollow-point bullet casing."
@@ -125,43 +125,43 @@
desc = "A .45 bullet casing."
caliber = ".45"
projectile_type = /obj/item/projectile/bullet/pistol/medium
matter = list(DEFAULT_WALL_MATERIAL = 75)
matter = list(MAT_STEEL = 75)
/obj/item/ammo_casing/a45/ap
desc = "A .45 Armor-Piercing bullet casing."
icon_state = "r-casing"
projectile_type = /obj/item/projectile/bullet/pistol/medium/ap
matter = list(DEFAULT_WALL_MATERIAL = 50, MAT_PLASTEEL = 25)
matter = list(MAT_STEEL = 50, MAT_PLASTEEL = 25)
/obj/item/ammo_casing/a45/practice
desc = "A .45 practice bullet casing."
icon_state = "r-casing"
projectile_type = /obj/item/projectile/bullet/practice
matter = list(DEFAULT_WALL_MATERIAL = 60)
matter = list(MAT_STEEL = 60)
/obj/item/ammo_casing/a45/rubber
desc = "A .45 rubber bullet casing."
icon_state = "r-casing"
projectile_type = /obj/item/projectile/bullet/pistol/rubber
matter = list(DEFAULT_WALL_MATERIAL = 60)
matter = list(MAT_STEEL = 60)
/obj/item/ammo_casing/a45/flash
desc = "A .45 flash shell casing."
icon_state = "r-casing"
projectile_type = /obj/item/projectile/energy/flash
matter = list(DEFAULT_WALL_MATERIAL = 60)
matter = list(MAT_STEEL = 60)
/obj/item/ammo_casing/a45/emp
name = ".45 haywire round"
desc = "A .45 bullet casing fitted with a single-use ion pulse generator."
projectile_type = /obj/item/projectile/ion/small
icon_state = "empcasing"
matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
matter = list(MAT_STEEL = 130, MAT_URANIUM = 100)
/obj/item/ammo_casing/a45/hp
desc = "A .45 hollow-point bullet casing."
projectile_type = /obj/item/projectile/bullet/pistol/medium/hp
matter = list(DEFAULT_WALL_MATERIAL = 60, MAT_PLASTIC = 15)
matter = list(MAT_STEEL = 60, MAT_PLASTIC = 15)
/*
* 10mm
@@ -171,14 +171,14 @@
desc = "A 10mm bullet casing."
caliber = "10mm"
projectile_type = /obj/item/projectile/bullet/pistol/medium
matter = list(DEFAULT_WALL_MATERIAL = 75)
matter = list(MAT_STEEL = 75)
/obj/item/ammo_casing/a10mm/emp
name = "10mm haywire round"
desc = "A 10mm bullet casing fitted with a single-use ion pulse generator."
projectile_type = /obj/item/projectile/ion/small
icon_state = "empcasing"
matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
matter = list(MAT_STEEL = 130, MAT_URANIUM = 100)
/*
* 12g (aka shotgun ammo)
@@ -190,7 +190,7 @@
icon_state = "slshell"
caliber = "12g"
projectile_type = /obj/item/projectile/bullet/shotgun
matter = list(DEFAULT_WALL_MATERIAL = 360)
matter = list(MAT_STEEL = 360)
/obj/item/ammo_casing/a12g/pellet
name = "shotgun shell"
@@ -203,21 +203,21 @@
desc = "A blank shell."
icon_state = "blshell"
projectile_type = /obj/item/projectile/bullet/blank
matter = list(DEFAULT_WALL_MATERIAL = 90)
matter = list(MAT_STEEL = 90)
/obj/item/ammo_casing/a12g/practice
name = "shotgun shell"
desc = "A practice shell."
icon_state = "pshell"
projectile_type = /obj/item/projectile/bullet/practice
matter = list(DEFAULT_WALL_MATERIAL = 90)
matter = list(MAT_STEEL = 90)
/obj/item/ammo_casing/a12g/beanbag
name = "beanbag shell"
desc = "A beanbag shell."
icon_state = "bshell"
projectile_type = /obj/item/projectile/bullet/shotgun/beanbag
matter = list(DEFAULT_WALL_MATERIAL = 180)
matter = list(MAT_STEEL = 180)
//Can stun in one hit if aimed at the head, but
//is blocked by clothing that stops tasers and is vulnerable to EMP
@@ -226,7 +226,7 @@
desc = "A 12 gauge taser cartridge."
icon_state = "stunshell"
projectile_type = /obj/item/projectile/energy/electrode/stunshot
matter = list(DEFAULT_WALL_MATERIAL = 360, "glass" = 720)
matter = list(MAT_STEEL = 360, MAT_GLASS = 720)
/obj/item/ammo_casing/a12g/stunshell/emp_act(severity)
if(prob(100/severity)) BB = null
@@ -238,7 +238,7 @@
desc = "A chemical shell used to signal distress or provide illumination."
icon_state = "fshell"
projectile_type = /obj/item/projectile/energy/flash/flare
matter = list(DEFAULT_WALL_MATERIAL = 90, "glass" = 90)
matter = list(MAT_STEEL = 90, MAT_GLASS = 90)
/obj/item/ammo_casing/a12g/emp
name = "ion shell"
@@ -246,7 +246,7 @@
icon_state = "empshell"
projectile_type = /obj/item/projectile/ion
// projectile_type = /obj/item/projectile/bullet/shotgun/ion
matter = list(DEFAULT_WALL_MATERIAL = 360, "uranium" = 240)
matter = list(MAT_STEEL = 360, MAT_URANIUM = 240)
/obj/item/ammo_casing/a12g/flechette
name = "shotgun flechette"
@@ -254,7 +254,7 @@
icon_state = "slshell"
caliber = "12g"
projectile_type = /obj/item/projectile/scatter/flechette
matter = list(DEFAULT_WALL_MATERIAL = 360, MAT_PLASTEEL = 100)
matter = list(MAT_STEEL = 360, MAT_PLASTEEL = 100)
/*
* 7.62mm
@@ -265,23 +265,23 @@
caliber = "7.62mm"
icon_state = "rifle-casing"
projectile_type = /obj/item/projectile/bullet/rifle/a762
matter = list(DEFAULT_WALL_MATERIAL = 200)
matter = list(MAT_STEEL = 200)
/obj/item/ammo_casing/a762/ap
desc = "A 7.62mm armor-piercing bullet casing."
projectile_type = /obj/item/projectile/bullet/rifle/a762/ap
matter = list(DEFAULT_WALL_MATERIAL = 300)
matter = list(MAT_STEEL = 300)
/obj/item/ammo_casing/a762/practice
desc = "A 7.62mm practice bullet casing."
icon_state = "rifle-casing" // Need to make an icon for these
projectile_type = /obj/item/projectile/bullet/practice
matter = list(DEFAULT_WALL_MATERIAL = 90)
matter = list(MAT_STEEL = 90)
/obj/item/ammo_casing/a762/blank
desc = "A blank 7.62mm bullet casing."
projectile_type = /obj/item/projectile/bullet/blank
matter = list(DEFAULT_WALL_MATERIAL = 90)
matter = list(MAT_STEEL = 90)
/obj/item/ammo_casing/a762/hp
desc = "A 7.62mm hollow-point bullet casing."
@@ -300,7 +300,7 @@
icon_state = "lcasing"
caliber = "14.5mm"
projectile_type = /obj/item/projectile/bullet/rifle/a145
matter = list(DEFAULT_WALL_MATERIAL = 1250)
matter = list(MAT_STEEL = 1250)
/obj/item/ammo_casing/a145/highvel
desc = "A 14.5mm sabot shell."
@@ -319,23 +319,23 @@
caliber = "5.45mm"
icon_state = "rifle-casing"
projectile_type = /obj/item/projectile/bullet/rifle/a545
matter = list(DEFAULT_WALL_MATERIAL = 180)
matter = list(MAT_STEEL = 180)
/obj/item/ammo_casing/a545/ap
desc = "A 5.45mm armor-piercing bullet casing."
projectile_type = /obj/item/projectile/bullet/rifle/a545/ap
matter = list(DEFAULT_WALL_MATERIAL = 270)
matter = list(MAT_STEEL = 270)
/obj/item/ammo_casing/a545/practice
desc = "A 5.45mm practice bullet casing."
icon_state = "rifle-casing" // Need to make an icon for these
projectile_type = /obj/item/projectile/bullet/practice
matter = list(DEFAULT_WALL_MATERIAL = 90)
matter = list(MAT_STEEL = 90)
/obj/item/ammo_casing/a545/blank
desc = "A blank 5.45mm bullet casing."
projectile_type = /obj/item/projectile/bullet/blank
matter = list(DEFAULT_WALL_MATERIAL = 90)
matter = list(MAT_STEEL = 90)
/obj/item/ammo_casing/a545/hp
desc = "A 5.45mm hollow-point bullet casing."
@@ -354,7 +354,7 @@
caliber = "5mm caseless"
icon_state = "casing" // Placeholder. Should probably be purple.
projectile_type = /obj/item/projectile/bullet/pistol // Close enough to be comparable.
matter = list(DEFAULT_WALL_MATERIAL = 180)
matter = list(MAT_STEEL = 180)
caseless = 1
/obj/item/ammo_casing/a5mmcaseless/stun
@@ -371,7 +371,7 @@
icon_state = "rocketshell"
projectile_type = /obj/item/projectile/bullet/srmrocket
caliber = "rocket"
matter = list(DEFAULT_WALL_MATERIAL = 10000)
matter = list(MAT_STEEL = 10000)
/obj/item/ammo_casing/cap
name = "cap"
@@ -380,7 +380,7 @@
icon_state = "r-casing"
color = "#FF0000"
projectile_type = /obj/item/projectile/bullet/pistol/cap
matter = list(DEFAULT_WALL_MATERIAL = 85)
matter = list(MAT_STEEL = 85)
/obj/item/ammo_casing/spent // For simple hostile mobs only, so they don't cough up usable bullets when firing. This is for literally nothing else.
icon_state = "s-casing-spent"
+1 -1
View File
@@ -39,7 +39,7 @@
icon_state = "detective"
item_state = "gun"
slot_flags = SLOT_BELT|SLOT_HOLSTER
matter = list(DEFAULT_WALL_MATERIAL = 2000)
matter = list(MAT_STEEL = 2000)
w_class = ITEMSIZE_NORMAL
throwforce = 5
throw_speed = 4
@@ -11,7 +11,7 @@
w_class = ITEMSIZE_LARGE
force = 10
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
matter = list(MAT_STEEL = 2000)
projectile_type = /obj/item/projectile/beam/midlaser
one_handed_penalty = 30
@@ -77,7 +77,7 @@
w_class = ITEMSIZE_LARGE
force = 15
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
matter = list(MAT_STEEL = 2000)
projectile_type = /obj/item/projectile/beam/mininglaser
one_handed_penalty = 30
@@ -284,7 +284,7 @@
item_state = "laser"
desc = "Standard issue weapon of the Imperial Guard"
origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
matter = list(MAT_STEEL = 2000)
projectile_type = /obj/item/projectile/beam/lasertag/blue
cell_type = /obj/item/weapon/cell/device/weapon/recharge
battery_lock = 1
@@ -43,7 +43,7 @@
w_class = ITEMSIZE_NORMAL
force = 10
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
matter = list(MAT_STEEL = 2000)
fire_sound = 'sound/weapons/mandalorian.ogg'
projectile_type = /obj/item/projectile/beam/imperial
+2 -2
View File
@@ -49,7 +49,7 @@
w_class = ITEMSIZE_SMALL
item_state = "crossbow"
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 2, TECH_ILLEGAL = 5)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
matter = list(MAT_STEEL = 2000)
slot_flags = SLOT_BELT | SLOT_HOLSTER
silenced = 1
projectile_type = /obj/item/projectile/energy/bolt
@@ -67,7 +67,7 @@
desc = "A weapon favored by mercenary infiltration teams."
w_class = ITEMSIZE_LARGE
force = 10
matter = list(DEFAULT_WALL_MATERIAL = 200000)
matter = list(MAT_STEEL = 200000)
slot_flags = SLOT_BELT
projectile_type = /obj/item/projectile/energy/bolt/large
@@ -15,7 +15,7 @@
var/obj/item/weapon/grenade/chambered
var/list/grenades = new/list()
var/max_grenades = 5 //holds this + one in the chamber
matter = list(DEFAULT_WALL_MATERIAL = 2000)
matter = list(MAT_STEEL = 2000)
//revolves the magazine, allowing players to choose between multiple grenade types
/obj/item/weapon/gun/launcher/grenade/proc/pump(mob/M as mob)
@@ -172,7 +172,7 @@
buildstate++
update_icon()
return
else if(istype(W,/obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL)
else if(istype(W,/obj/item/stack/material) && W.get_material_name() == MAT_STEEL)
if(buildstate == 2)
var/obj/item/stack/material/M = W
if(M.use(5))
@@ -4,7 +4,7 @@
icon = 'icons/obj/ammo.dmi'
icon_state = "syringe-cartridge"
var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
matter = list(DEFAULT_WALL_MATERIAL = 125, "glass" = 375)
matter = list(MAT_STEEL = 125, MAT_GLASS = 375)
slot_flags = SLOT_BELT | SLOT_EARS
throwforce = 3
force = 3
@@ -68,7 +68,7 @@
item_state = "syringegun"
w_class = ITEMSIZE_NORMAL
force = 7
matter = list(DEFAULT_WALL_MATERIAL = 2000)
matter = list(MAT_STEEL = 2000)
slot_flags = SLOT_BELT
fire_sound = 'sound/weapons/empty.ogg'
@@ -12,7 +12,7 @@
if(istype(thing, /obj/item/stack/material) && construction_stage == 1)
var/obj/item/stack/material/reinforcing = thing
var/datum/material/reinforcing_with = reinforcing.get_material()
if(reinforcing_with.name == DEFAULT_WALL_MATERIAL) // Steel
if(reinforcing_with.name == MAT_STEEL) // Steel
if(reinforcing.get_amount() < 5)
to_chat(user, "<span class='warning'>You need at least 5 [reinforcing.singular_name]\s for this task.</span>")
return
+1 -1
View File
@@ -8,7 +8,7 @@
icon_state = "revolver"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
w_class = ITEMSIZE_NORMAL
matter = list(DEFAULT_WALL_MATERIAL = 1000)
matter = list(MAT_STEEL = 1000)
recoil = 1
projectile_type = /obj/item/projectile/bullet/pistol/strong //Only used for chameleon guns
@@ -201,7 +201,7 @@
icon_state = "smg"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
matter = list(DEFAULT_WALL_MATERIAL = 1800)
matter = list(MAT_STEEL = 1800)
caliber = "9mm"
ammo_type = /obj/item/ammo_casing/a9mm
max_ammo = 30
@@ -80,7 +80,7 @@
icon_state = "9x19p"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
matter = list(DEFAULT_WALL_MATERIAL = 480)
matter = list(MAT_STEEL = 480)
caliber = ".380"
ammo_type = /obj/item/ammo_casing/a380
max_ammo = 8
@@ -103,7 +103,7 @@
icon = 'icons/obj/ammo_vr.dmi'
icon_state = "s357"
caliber = ".44"
matter = list(DEFAULT_WALL_MATERIAL = 1260)
matter = list(MAT_STEEL = 1260)
ammo_type = /obj/item/ammo_casing/a44
max_ammo = 6
multiple_sprites = 1