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vgstation13/code/game/objects/items/stacks/sheets/sheets.dm
2021-06-19 21:21:57 -05:00

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/obj/item/stack/sheet
name = "sheet"
flags = FPRINT
w_class = W_CLASS_MEDIUM
force = 5
throwforce = 5
max_amount = MAX_SHEET_STACK_AMOUNT
throw_speed = 3
throw_range = 3
attack_verb = list("bashes", "batters", "bludgeons", "thrashes", "smashes")
perunit=3750
inhand_states = list("left_hand" = 'icons/mob/in-hand/left/sheets_n_ores.dmi', "right_hand" = 'icons/mob/in-hand/right/sheets_n_ores.dmi')
var/sheettype = null //this is used for girders in the creation of walls/false walls
var/mat_type //What material this is. e.g. MAT_GLASS, MAT_DIAMOND, etc.
mech_flags = MECH_SCAN_FAIL
/obj/item/stack/sheet/New(var/newloc, var/amount = null)
pixel_x = (rand(0,4)-4) * PIXEL_MULTIPLIER
pixel_y = (rand(0,4)-4) * PIXEL_MULTIPLIER
..()
// Since the sheetsnatcher was consolidated into weapon/storage/bag we now use
// item/attackby() properly, making this unnecessary
/*/obj/item/stack/sheet/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/storage/bag/sheetsnatcher))
var/obj/item/weapon/storage/bag/sheetsnatcher/S = W
if(!S.mode)
S.add(src,user)
else
for (var/obj/item/stack/sheet/stack in locate(src.x,src.y,src.z))
S.add(stack,user)
..()*/