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https://github.com/VOREStation/VOREStation.git
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Use material defines more
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@@ -162,8 +162,8 @@
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"spod" = "\ref[spod]",
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"name" = sanitize(capitalize(spod.name)),
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"busy" = spod.busy,
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"steel" = spod.stored_material[DEFAULT_WALL_MATERIAL],
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"glass" = spod.stored_material["glass"]
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"steel" = spod.stored_material[MAT_STEEL],
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"glass" = spod.stored_material[MAT_GLASS]
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)))
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data["spods"] = temppods.Copy()
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temppods.Cut()
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@@ -289,8 +289,8 @@
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return
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//Not enough steel or glass
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else if(spod.stored_material[DEFAULT_WALL_MATERIAL] < spod.body_cost)
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set_temp("Error: Not enough [DEFAULT_WALL_MATERIAL] in SynthFab.", "danger")
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else if(spod.stored_material[MAT_STEEL] < spod.body_cost)
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set_temp("Error: Not enough [MAT_STEEL] in SynthFab.", "danger")
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return
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else if(spod.stored_material["glass"] < spod.body_cost)
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set_temp("Error: Not enough glass in SynthFab.", "danger")
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@@ -62,7 +62,7 @@
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throw_speed = 1
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throw_range = 5
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w_class = ITEMSIZE_SMALL
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matter = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 2000)
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matter = list(MAT_STEEL = 2000, MAT_GLASS = 2000)
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var/list/obj/item/weapon/implant/backup/imps = list()
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var/max_implants = 4 //Iconstates need to exist due to the update proc!
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@@ -194,7 +194,7 @@
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density = 1
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anchored = 1
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var/list/stored_material = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 30000)
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var/list/stored_material = list(MAT_STEEL = 30000, MAT_GLASS = 30000)
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var/connected //What console it's done up with
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var/busy = 0 //Busy cloning
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var/body_cost = 15000 //Cost of a cloned body (metal and glass ea.)
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@@ -255,7 +255,7 @@
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if(!istype(BR) || busy)
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return 0
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if(stored_material[DEFAULT_WALL_MATERIAL] < body_cost || stored_material["glass"] < body_cost)
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if(stored_material[MAT_STEEL] < body_cost || stored_material["glass"] < body_cost)
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return 0
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current_project = BR
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@@ -350,7 +350,7 @@
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H.loc = get_turf(src)
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//Machine specific stuff at the end
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stored_material[DEFAULT_WALL_MATERIAL] -= body_cost
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stored_material[MAT_STEEL] -= body_cost
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stored_material["glass"] -= body_cost
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busy = 0
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update_icon()
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@@ -23,7 +23,7 @@
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var/mob/living/silicon/infomorph/infomorph
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var/current_emotion = 1
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matter = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000)
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matter = list(MAT_STEEL = 4000, MAT_GLASS = 4000)
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/obj/item/device/sleevecard/relaymove(var/mob/user, var/direction)
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if(user.stat || user.stunned)
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