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* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
221 lines
7.1 KiB
Plaintext
221 lines
7.1 KiB
Plaintext
//Generic Ring
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/obj/item/clothing/accessory/ring
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name = "generic ring"
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desc = "Torus shaped finger decoration."
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icon_state = "material"
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drop_sound = 'sound/items/drop/ring.ogg'
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slot = ACCESSORY_SLOT_RING
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slot_flags = SLOT_GLOVES
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_gloves.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_gloves.dmi',
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)
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gender = PLURAL
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w_class = ITEMSIZE_SMALL
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icon = 'icons/inventory/hands/item.dmi'
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drop_sound = 'sound/items/drop/ring.ogg'
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pickup_sound = 'sound/items/pickup/ring.ogg'
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force = 7 //base punch strength is 5
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punch_force = 2 //added to base punch strength when added as a glove accessory
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siemens_coefficient = 1
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slowdown = 0
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/////////////////////////////////////////
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//Standard Rings
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/obj/item/clothing/accessory/ring/engagement
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name = "engagement ring"
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desc = "An engagement ring. It certainly looks expensive."
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icon_state = "diamond"
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special_handling = TRUE
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/obj/item/clothing/accessory/ring/engagement/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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user.visible_message(span_warning("\The [user] gets down on one knee, presenting \the [src]."),span_warning("You get down on one knee, presenting \the [src]."))
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/obj/item/clothing/accessory/ring/cti
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name = "CTI ring"
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desc = "A ring commemorating graduation from CTI."
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icon_state = "cti-grad"
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/obj/item/clothing/accessory/ring/mariner
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name = "Mariner University ring"
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desc = "A ring commemorating graduation from Mariner University."
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icon_state = "mariner-grad"
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/////////////////////////////////////////
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//Reagent Rings
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/obj/item/clothing/accessory/ring/reagent
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flags = OPENCONTAINER
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origin_tech = list(TECH_MATERIAL = 2, TECH_ILLEGAL = 4)
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/obj/item/clothing/accessory/ring/reagent/Initialize(mapload)
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. = ..()
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create_reagents(15)
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/obj/item/clothing/accessory/ring/reagent/equipped(var/mob/living/carbon/human/H)
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..()
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if(istype(H) && H.gloves==src)
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if(reagents.total_volume)
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to_chat(H, span_danger("You feel a prick as you slip on \the [src]."))
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if(H.reagents)
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var/contained = reagents.get_reagents()
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var/trans = reagents.trans_to_mob(H, 15, CHEM_BLOOD)
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add_attack_logs(usr, H, "Injected with [name] containing [contained] transferred [trans] units")
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return
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//Sleepy Ring
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/obj/item/clothing/accessory/ring/reagent/sleepy
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name = "silver ring"
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desc = "A ring made from what appears to be silver."
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icon_state = "material"
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origin_tech = list(TECH_MATERIAL = 2, TECH_ILLEGAL = 5)
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/obj/item/clothing/accessory/ring/reagent/sleepy/Initialize(mapload)
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. = ..()
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reagents.add_reagent(REAGENT_ID_CHLORALHYDRATE, 15) // Less than a sleepy-pen, but still enough to knock someone out
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/////////////////////////////////////////
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//Seals and Signet Rings
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/obj/item/clothing/accessory/ring/seal
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var/stamptext = null
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/obj/item/clothing/accessory/ring/seal/secgen
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name = "Secretary-General's official seal"
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desc = "The official seal of the Secretary-General of the Sol Central Government, featured prominently on a silver ring."
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icon_state = "seal-secgen"
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/obj/item/clothing/accessory/ring/seal/mason
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name = "\improper Masonic ring"
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desc = "The Square and Compasses feature prominently on this Masonic ring."
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icon_state = "seal-masonic"
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/obj/item/clothing/accessory/ring/seal/signet
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name = "signet ring"
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desc = "A signet ring, for when you're too sophisticated to sign letters."
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icon_state = "seal-signet"
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var/nameset = FALSE
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special_handling = TRUE
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/obj/item/clothing/accessory/ring/seal/signet/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(nameset)
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to_chat(user, span_notice("The [src] has already been claimed!"))
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return
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to_chat(user, span_notice("You claim the [src] as your own!"))
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change_name(user)
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nameset = TRUE
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/obj/item/clothing/accessory/ring/seal/signet/proc/change_name(var/signet_name = "Unknown")
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name = "[signet_name]'s signet ring"
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desc = "A signet ring belonging to [signet_name], for when you're too sophisticated to sign letters."
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/obj/item/clothing/accessory/ring/wedding
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name = "golden wedding ring"
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desc = "For showing your devotion to another person. It has a golden glimmer to it."
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icon = 'icons/inventory/hands/item.dmi'
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icon_state = "wedring_g"
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item_state = "wedring_g"
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var/partnername = ""
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special_handling = TRUE
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/obj/item/clothing/accessory/ring/wedding/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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var/input = tgui_input_text(user, "Would you like to change the holoengraving on the ring?", "Name your spouse", "Bae", MAX_NAME_LEN)
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if(!input)
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return
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partnername = input
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name = "[initial(name)] - [partnername]"
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/obj/item/clothing/accessory/ring/wedding/silver
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name = "silver wedding ring"
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desc = "For showing your devotion to another person. It has a silver glimmer to it."
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icon_state = "wedring_s"
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item_state = "wedring_s"
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/////////////////////////////////////////
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//Material Rings
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/obj/item/clothing/accessory/ring/material
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icon = 'icons/inventory/hands/item.dmi'
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icon_state = "material"
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material_slowdown_multiplier = 0 //it's a ring, it's never gonna be heavy enough to matter
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/obj/item/clothing/accessory/ring/material/Initialize(mapload, var/new_material)
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. = ..()
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if(!new_material)
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new_material = MAT_STEEL
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material = get_material_by_name(new_material)
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if(!istype(material))
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return INITIALIZE_HINT_QDEL
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name = "[material.display_name] ring"
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desc = "A ring made from [material.display_name]."
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color = material.icon_colour
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/obj/item/clothing/accessory/ring/material/get_material()
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return material
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/obj/item/clothing/accessory/ring/material/wood/Initialize(mapload)
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. = ..(mapload, MAT_WOOD)
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/obj/item/clothing/accessory/ring/material/plastic/Initialize(mapload)
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. = ..(mapload, MAT_PLASTIC)
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/obj/item/clothing/accessory/ring/material/iron/Initialize(mapload)
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. = ..(mapload, MAT_IRON)
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/obj/item/clothing/accessory/ring/material/glass/Initialize(mapload)
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. = ..(mapload, MAT_GLASS)
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/obj/item/clothing/accessory/ring/material/steel/Initialize(mapload)
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. = ..(mapload, MAT_STEEL)
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/obj/item/clothing/accessory/ring/material/silver/Initialize(mapload)
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. = ..(mapload, MAT_SILVER)
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/obj/item/clothing/accessory/ring/material/gold/Initialize(mapload)
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. = ..(mapload, MAT_GOLD)
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/obj/item/clothing/accessory/ring/material/platinum/Initialize(mapload)
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. = ..(mapload, MAT_PLATINUM)
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/obj/item/clothing/accessory/ring/material/phoron/Initialize(mapload)
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. = ..(mapload, MAT_PHORON)
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/obj/item/clothing/accessory/ring/material/titanium/Initialize(mapload)
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. = ..(mapload, MAT_TITANIUM)
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/obj/item/clothing/accessory/ring/material/copper/Initialize(mapload)
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. = ..(mapload, MAT_COPPER)
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/obj/item/clothing/accessory/ring/material/bronze/Initialize(mapload)
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. = ..(mapload, MAT_BRONZE)
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/obj/item/clothing/accessory/ring/material/uranium/Initialize(mapload)
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. = ..(mapload, MAT_URANIUM)
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/obj/item/clothing/accessory/ring/material/osmium/Initialize(mapload)
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. = ..(mapload, MAT_OSMIUM)
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/obj/item/clothing/accessory/ring/material/lead/Initialize(mapload)
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. = ..(mapload, MAT_LEAD)
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/obj/item/clothing/accessory/ring/material/diamond/Initialize(mapload)
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. = ..(mapload, MAT_DIAMOND)
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/obj/item/clothing/accessory/ring/material/tin/Initialize(mapload)
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. = ..(mapload, MAT_TIN)
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/obj/item/clothing/accessory/ring/material/void_opal/Initialize(mapload)
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. = ..(mapload, MAT_VOPAL)
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