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Deleted beach.dm and moved the code to floor_types.dm, the turf/simulated/beach is now turf/simulated/floor/beach. Changed the turfs in the holodeck beach to the new type. Falsewalls and walls have the right descriptions and names now. 'bananium' and 'sand' falsewalls are deleted, we already have 'honk' and 'sandstone', that are the same thing Deleted a bunch of code that does the same thing in girders.dm (This still needs a lot of work, I'm unhappy of how it ended up) I'll keep working with sheets of minerals, they are really messy, I think some of them are defined twice (!) and there are large chunks of code that does the same thing when they are used. But, as always, to be continued~ git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5073 316c924e-a436-60f5-8080-3fe189b3f50e
278 lines
6.3 KiB
Plaintext
278 lines
6.3 KiB
Plaintext
/**********************Mineral ores**************************/
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/obj/item/weapon/ore
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name = "Rock"
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icon = 'icons/obj/mining.dmi'
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icon_state = "ore"
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/obj/item/weapon/ore/uranium
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name = "Uranium ore"
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icon_state = "Uranium ore"
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origin_tech = "materials=5"
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/obj/item/weapon/ore/iron
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name = "Iron ore"
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icon_state = "Iron ore"
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origin_tech = "materials=1"
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/obj/item/weapon/ore/glass
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name = "Sand"
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icon_state = "Glass ore"
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origin_tech = "materials=1"
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attack_self(mob/living/user as mob) //It's magic I ain't gonna explain how instant conversion with no tool works. -- Urist
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var/location = get_turf(user)
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for(var/obj/item/weapon/ore/glass/sandToConvert in location)
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new /obj/item/stack/sheet/sandstone(location)
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del(sandToConvert)
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new /obj/item/stack/sheet/sandstone(location)
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del(src)
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/obj/item/weapon/ore/plasma
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name = "Plasma ore"
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icon_state = "Plasma ore"
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origin_tech = "materials=2"
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/obj/item/weapon/ore/silver
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name = "Silver ore"
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icon_state = "Silver ore"
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origin_tech = "materials=3"
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/obj/item/weapon/ore/gold
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name = "Gold ore"
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icon_state = "Gold ore"
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origin_tech = "materials=4"
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/obj/item/weapon/ore/diamond
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name = "Diamond ore"
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icon_state = "Diamond ore"
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origin_tech = "materials=6"
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/obj/item/weapon/ore/clown
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name = "Bananium ore"
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icon_state = "Clown ore"
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origin_tech = "materials=4"
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/obj/item/weapon/ore/slag
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name = "Slag"
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desc = "Completely useless"
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icon_state = "slag"
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/obj/item/weapon/ore/New()
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pixel_x = rand(0,16)-8
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pixel_y = rand(0,8)-8
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/*****************************Coin********************************/
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/obj/item/weapon/coin
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icon = 'icons/obj/items.dmi'
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name = "Coin"
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icon_state = "coin"
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flags = FPRINT | TABLEPASS| CONDUCT
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force = 0.0
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throwforce = 0.0
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w_class = 1.0
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var/string_attached
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/obj/item/weapon/coin/New()
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pixel_x = rand(0,16)-8
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pixel_y = rand(0,8)-8
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/obj/item/weapon/coin/gold
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name = "Gold coin"
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icon_state = "coin_gold"
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/obj/item/weapon/coin/silver
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name = "Silver coin"
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icon_state = "coin_silver"
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/obj/item/weapon/coin/diamond
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name = "Diamond coin"
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icon_state = "coin_diamond"
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/obj/item/weapon/coin/iron
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name = "Iron coin"
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icon_state = "coin_iron"
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/obj/item/weapon/coin/plasma
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name = "Solid plasma coin"
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icon_state = "coin_plasma"
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/obj/item/weapon/coin/uranium
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name = "Uranium coin"
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icon_state = "coin_uranium"
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/obj/item/weapon/coin/clown
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name = "Bananaium coin"
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icon_state = "coin_clown"
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/obj/item/weapon/coin/adamantine
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name = "Adamantine coin"
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icon_state = "coin_adamantine"
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/obj/item/weapon/coin/mythril
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name = "Mythril coin"
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icon_state = "coin_mythril"
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/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/cable_coil) )
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var/obj/item/weapon/cable_coil/CC = W
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if(string_attached)
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user << "\blue There already is a string attached to this coin."
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return
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if(CC.amount <= 0)
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user << "\blue This cable coil appears to be empty."
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del(CC)
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return
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overlays += image('icons/obj/items.dmi',"coin_string_overlay")
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string_attached = 1
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user << "\blue You attach a string to the coin."
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CC.use(1)
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else if(istype(W,/obj/item/weapon/wirecutters) )
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if(!string_attached)
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..()
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return
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var/obj/item/weapon/cable_coil/CC = new/obj/item/weapon/cable_coil(user.loc)
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CC.amount = 1
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CC.updateicon()
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overlays = list()
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string_attached = null
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user << "\blue You detach the string from the coin."
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else ..()
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/******************************Materials****************************/
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/obj/item/stack/sheet/gold
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name = "gold"
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icon_state = "sheet-gold"
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force = 5.0
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throwforce = 5
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w_class = 3.0
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throw_speed = 3
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throw_range = 3
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origin_tech = "materials=4"
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perunit = 2000
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sheettype = "gold"
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/obj/item/stack/sheet/gold/New(loc,amount)
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..()
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pixel_x = rand(0,4)-4
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pixel_y = rand(0,4)-4
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/* recipes = gold_recipes //Commenting out until there's a proper sprite. The golden plaque is supposed to be a special item dedicated to a really good player. -Agouri
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var/global/list/datum/stack_recipe/gold_recipes = list ( \
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new/datum/stack_recipe("Plaque", /obj/item/weapon/plaque_assembly, 2), \
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)*/
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/obj/item/stack/sheet/silver
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name = "silver"
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icon_state = "sheet-silver"
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force = 5.0
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throwforce = 5
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w_class = 3.0
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throw_speed = 3
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throw_range = 3
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origin_tech = "materials=3"
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perunit = 2000
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sheettype = "silver"
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/obj/item/stack/sheet/silver/New(loc,amount)
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..()
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pixel_x = rand(0,4)-4
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pixel_y = rand(0,4)-4
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/obj/item/stack/sheet/diamond
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name = "diamond"
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icon_state = "sheet-diamond"
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force = 5.0
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throwforce = 5
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w_class = 3.0
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throw_range = 3
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origin_tech = "materials=6"
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perunit = 3750
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sheettype = "diamond"
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/obj/item/stack/sheet/diamond/New(loc,amount)
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..()
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pixel_x = rand(0,4)-4
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pixel_y = rand(0,4)-4
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/obj/item/stack/sheet/uranium
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name = "uranium"
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icon_state = "sheet-uranium"
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force = 5.0
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throwforce = 5
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w_class = 3.0
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throw_speed = 3
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throw_range = 3
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origin_tech = "materials=5"
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perunit = 2000
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sheettype = "uranium"
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/obj/item/stack/sheet/enruranium
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name = "enriched uranium"
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icon_state = "sheet-enruranium"
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force = 5.0
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throwforce = 5
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w_class = 3.0
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throw_speed = 3
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throw_range = 3
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origin_tech = "materials=5"
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perunit = 1000
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/obj/item/stack/sheet/plasma
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name = "solid plasma"
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icon_state = "sheet-plasma"
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force = 5.0
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throwforce = 5
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w_class = 3.0
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throw_speed = 3
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throw_range = 3
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origin_tech = "plasmatech=2;materials=2"
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perunit = 2000
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sheettype = "plasma"
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/obj/item/stack/sheet/adamantine
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name = "adamantine"
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icon_state = "sheet-adamantine"
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force = 5.0
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throwforce = 5
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w_class = 3.0
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throw_speed = 3
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throw_range = 3
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origin_tech = "materials=4"
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perunit = 2000
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/obj/item/stack/sheet/mythril
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name = "mythril"
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icon_state = "sheet-mythril"
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force = 5.0
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throwforce = 5
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w_class = 3.0
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throw_speed = 3
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throw_range = 3
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origin_tech = "materials=4"
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perunit = 2000
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/obj/item/stack/sheet/clown
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name = "bananium"
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icon_state = "sheet-clown"
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force = 5.0
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throwforce = 5
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w_class = 3.0
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throw_speed = 3
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throw_range = 3
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origin_tech = "materials=4"
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perunit = 2000
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sheettype = "clown"
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/obj/item/stack/sheet/clown/New(loc,amount)
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..()
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pixel_x = rand(0,4)-4
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pixel_y = rand(0,4)-4 |