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* Initial wiki system * wiki organization and spoilers * hide belly chems * move ads to tgui * add search * . * load screen * error screen * 8 * center * . * . * make this more realistic * tgui errro col * move search to top * . * non NT theme * logo to common * base custom theme * . * wip refactor * almost halfway * reworked wiki data * easy fix * get data fix * Material Page in tgui * catch null supply points * . * forward crash * reset pages * . * canvas prep * fix icon stacking * . * colored outlined images * fix sm datum * fix material names * subType prep * only on crash * fix null crash * . * fix solgov * clean hiding * . * implement catalog page * . * particle smasher page * I'm lazy * unfuck some sins * ore page * botany page * allergen list * allergen returns null too * slime injection var * slime core data * fixed warning * wip * proper data list for chems * pass is_slime as null * chems * split that * . * . * . * . * donation for bingle, some cleanup * return types * partially colord icons for chemistry * . * more sillies * donation page * thaler * needs some variation * . * this will crash until implemented * handle it * fix that * dismiss donation banner button * . * fix that * donating procs * donation stuff for comp * - * drink glass for drinks * illegal iconstate pass * fixes * . * nuke drink fix * . * . * . * Drink reagent fix * more cleanup * adjust * . * simple food * . * food list * sending nulls, removed flavor from recipes * . * . * get_donation_current added * . * missing key * . * duped recipes fixed * . * . * wiki food reagent recipes * double list add * properly forbid remaining bad reagent * hide this too * stacky * enable eslint const * fix typing * update that * use proper donation proc * printing fixes * grinding * . * beaker fill volume * plant ore and mat grinding results * duped recipes fixed, unit test tweak * yes this is terrible * . * . * . * chem analyzer tgui mode, some subsystem changes to support it * redoce * . * , * . * small fixes, missing reagent volume * push * sort * catalog entries unlocked by explo * new chem stuff * . * fix byond code * fix scroll tracking * comment * alphabetical * also this * . * fallback icon * . * ... * rel path * that too * to defines * organ to define * . * . * . --------- Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
56 lines
1.8 KiB
Plaintext
56 lines
1.8 KiB
Plaintext
// Forged in the equivalent of Hell, one piece at a time.
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/obj/item/stack/material/supermatter
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name = MAT_SUPERMATTER
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icon_state = "sheet-super"
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item_state = "diamond"
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default_type = MAT_SUPERMATTER
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apply_colour = TRUE
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/obj/item/stack/material/supermatter/proc/update_mass() // Due to how dangerous they can be, the item will get heavier and larger the more are in the stack.
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slowdown = amount / 10
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w_class = min(5, round(amount / 10) + 1)
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throw_range = round(amount / 7) + 1
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/obj/item/stack/material/supermatter/use(var/used)
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. = ..()
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update_mass()
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return
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/obj/item/stack/material/supermatter/attack_hand(mob/user)
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. = ..()
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update_mass()
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SSradiation.radiate(src, 5 + amount)
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var/mob/living/M = user
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if(!istype(M))
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return
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var/burn_user = TRUE
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if(ishuman(M))
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var/mob/living/carbon/human/H = user
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var/obj/item/clothing/gloves/G = H.gloves
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if(istype(G) && ((G.flags & THICKMATERIAL && prob(70)) || istype(G, /obj/item/clothing/gloves/gauntlets)))
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burn_user = FALSE
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if(burn_user)
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H.visible_message(span_danger("\The [src] flashes as it scorches [H]'s hands!"))
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H.apply_damage(amount / 2 + 5, BURN, BP_R_HAND, used_weapon=src)
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H.apply_damage(amount / 2 + 5, BURN, BP_L_HAND, used_weapon=src)
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H.drop_from_inventory(src, get_turf(H))
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return
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if(isrobot(user))
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burn_user = FALSE
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if(burn_user)
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M.apply_damage(amount, BURN, null, used_weapon=src)
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/obj/item/stack/material/supermatter/ex_act(severity) // An incredibly hard to manufacture material, SM chunks are unstable by their 'stabilized' nature.
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if(prob((4 / severity) * 20))
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SSradiation.radiate(get_turf(src), amount * 4)
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explosion(get_turf(src),round(amount / 12) , round(amount / 6), round(amount / 3), round(amount / 25))
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qdel(src)
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return
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SSradiation.radiate(get_turf(src), amount * 2)
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..()
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