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next set of globals (#19131)
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@@ -238,7 +238,7 @@
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to_chat(user, span_notice("There isn't enough material here to construct a wall."))
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return FALSE
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var/datum/material/M = name_to_material[S.default_type]
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var/datum/material/M = GLOB.name_to_material[S.default_type]
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if(!istype(M))
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return FALSE
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@@ -279,7 +279,7 @@
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to_chat(user, span_notice("There isn't enough material here to reinforce the girder."))
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return 0
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var/datum/material/M = name_to_material[S.default_type]
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var/datum/material/M = GLOB.name_to_material[S.default_type]
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if(!istype(M) || M.integrity < 50)
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to_chat(user, "You cannot reinforce \the [src] with that; it is too soft.")
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return 0
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@@ -412,7 +412,7 @@
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var/turf/simulated/wall/new_T = get_turf(src) // Ref to the wall we just built.
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// Apparently set_material(...) for walls requires refs to the material singletons and not strings.
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// This is different from how other material objects with their own set_material(...) do it, but whatever.
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var/datum/material/M = name_to_material[the_rcd.material_to_use]
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var/datum/material/M = GLOB.name_to_material[the_rcd.material_to_use]
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new_T.set_material(M, the_rcd.make_rwalls ? M : null, girder_material)
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new_T.add_hiddenprint(user)
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qdel(src)
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