Porting further material datum features and improvements.
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///It's gross, gets the name of it's owner, and is all kinds of fucked up
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/datum/material/meat
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name = "meat"
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desc = "Meat"
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color = rgb(214, 67, 67)
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/meat
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value_per_unit = 0.05
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beauty_modifier = -0.3
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strength_modifier = 0.7
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armor_modifiers = list("melee" = 0.3, "bullet" = 0.3, "laser" = 1.2, "energy" = 1.2, "bomb" = 0.3, "bio" = 0, "rad" = 0.7, "fire" = 1, "acid" = 1)
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item_sound_override = 'sound/effects/meatslap.ogg'
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turf_sound_override = FOOTSTEP_MEAT
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texture_layer_icon_state = "meat"
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/datum/material/meat/on_removed(atom/source, material_flags)
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. = ..()
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qdel(source.GetComponent(/datum/component/edible))
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/datum/material/meat/on_applied_obj(obj/O, amount, material_flags)
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. = ..()
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O.obj_flags |= UNIQUE_RENAME //So you can name it after the person its made from, a depressing comprimise.
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make_edible(O, amount, material_flags)
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/datum/material/meat/on_applied_turf(turf/T, amount, material_flags)
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. = ..()
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make_edible(T, amount, material_flags)
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/datum/material/meat/proc/make_edible(atom/source, amount, material_flags)
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var/nutriment_count = 3 * (amount / MINERAL_MATERIAL_AMOUNT)
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var/oil_count = 2 * (amount / MINERAL_MATERIAL_AMOUNT)
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source.AddComponent(/datum/component/edible, list(/datum/reagent/consumable/nutriment = nutriment_count, /datum/reagent/consumable/cooking_oil = oil_count), null, RAW | MEAT | GROSS, null, 30, list("Fleshy"))
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