//The stuff below is very rough and will be refined once im done writing the actual systems. /* The system has gotten a bit convoluted so im gonna write down some notes here to help people. How do i add new Material trigger procs? -Add a new datum for it in the Mat_MaterialProcs.dm file -Make sure the signature for the execute proc matches what will be passed in. See the Mat_Materials.dm file and the calling procs therein - for example "triggerOnLife" - to find the signatures. -In the New proc of the material datum, do something like addDelegate(triggersOnAdd, new /datum/materialProc/erebite_flash()) How do i add a new Trigger? -Add a list and a calling proc for it in the base material definition -Add the name of the list to triggerVars in Mat_ProcsDefines.dm -Add the required handling for the new trigger in the getFusedMaterial proc in Mat_ProcsDefines.dm - See the existing ones for an example. -Make sure the calling proc you created in step one is called from somewhere in the game. -If possible, make sure that the call for your new trigger has the object owning the material or a relevant entity as its first argument. How do i add a new material flag? -Add it in _setup.dm -Add the handling for it in the getFusedMaterial proc in Mat_ProcsDefines.dm -Give it a name in getMatFlagString in Mat_ProcsDefines.dm MATERIAL PROPERTIES: Tensile Strength: How much a material can be stretched before it snaps Compressive Strength: How much a material can resist being crushed Shear Strength: Essentially resistance to being cut or abrased Ductility: How much it can be fucked with until it is permanently deformed Toughness: How much force it can absorb without fracturing */