Porting a couple material datums code updates and fixes.
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@@ -66,8 +66,8 @@
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if(iswallturf(T))
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T.attackby(src, user, params)
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var/metal_amt = round(custom_materials[getmaterialref(/datum/material/iron)]/MINERAL_MATERIAL_AMOUNT)
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var/glass_amt = round(custom_materials[getmaterialref(/datum/material/glass)]/MINERAL_MATERIAL_AMOUNT)
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var/metal_amt = round(custom_materials[SSmaterials.GetMaterialRef(/datum/material/iron)]/MINERAL_MATERIAL_AMOUNT)
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var/glass_amt = round(custom_materials[SSmaterials.GetMaterialRef(/datum/material/glass)]/MINERAL_MATERIAL_AMOUNT)
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if(istype(W, /obj/item/wrench) && (metal_amt || glass_amt))
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to_chat(user, "<span class='notice'>You dismantle [src].</span>")
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@@ -514,7 +514,7 @@
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item_state = "mace_greyscale"
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR //Material type changes the prefix as well as the color.
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material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Material type changes the prefix as well as the color.
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custom_materials = list(/datum/material/iron = 12000) //Defaults to an Iron Mace.
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slot_flags = ITEM_SLOT_BELT
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force = 14
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@@ -48,7 +48,7 @@
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merge_type = type
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if(custom_materials && custom_materials.len)
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for(var/i in custom_materials)
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custom_materials[getmaterialref(i)] = mats_per_stack * amount
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custom_materials[SSmaterials.GetMaterialRef(i)] = mats_per_stack * amount
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. = ..()
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if(merge)
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for(var/obj/item/stack/S in loc)
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@@ -57,7 +57,7 @@
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var/list/temp_recipes = get_main_recipes()
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recipes = temp_recipes.Copy()
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if(material_type)
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var/datum/material/M = getmaterialref(material_type) //First/main material
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var/datum/material/M = SSmaterials.GetMaterialRef(material_type) //First/main material
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for(var/i in M.categories)
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switch(i)
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if(MAT_CATEGORY_RIGID)
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@@ -225,7 +225,7 @@
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if(R.applies_mats && custom_materials && custom_materials.len)
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var/list/used_materials = list()
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for(var/i in custom_materials)
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used_materials[getmaterialref(i)] = R.req_amount / R.res_amount * (MINERAL_MATERIAL_AMOUNT / custom_materials.len)
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used_materials[SSmaterials.GetMaterialRef(i)] = R.req_amount / R.res_amount * (MINERAL_MATERIAL_AMOUNT / custom_materials.len)
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O.set_custom_materials(used_materials)
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//START: oh fuck i'm so sorry
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@@ -347,7 +347,7 @@
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src.amount += amount
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if(custom_materials && custom_materials.len)
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for(var/i in custom_materials)
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custom_materials[getmaterialref(i)] = MINERAL_MATERIAL_AMOUNT * src.amount
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custom_materials[SSmaterials.GetMaterialRef(i)] = MINERAL_MATERIAL_AMOUNT * src.amount
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set_custom_materials() //Refresh
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update_icon()
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update_weight()
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@@ -153,7 +153,7 @@
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///Material chair
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/obj/structure/chair/greyscale
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icon_state = "chair_greyscale"
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material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR
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material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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item_chair = /obj/item/chair/greyscale
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buildstacktype = null //Custom mats handle this
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@@ -377,7 +377,7 @@
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/obj/item/chair/greyscale
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icon_state = "chair_greyscale_toppled"
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item_state = "chair_greyscale"
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material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR
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material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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origin_type = /obj/structure/chair/greyscale
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/obj/item/chair/stool
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@@ -41,7 +41,7 @@
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make_new_table(material.tableVariant)
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else
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if(material.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need one metal sheet to do this!</span>")
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to_chat(user, "<span class='warning'>You need one sheet to do this!</span>")
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return
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to_chat(user, "<span class='notice'>You start adding [material] to [src]...</span>")
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if(do_after(user, 20, target = src) && material.use(1))
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@@ -212,7 +212,7 @@
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/obj/structure/table/greyscale
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icon = 'icons/obj/smooth_structures/table_greyscale.dmi'
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icon_state = "table"
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material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR
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material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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buildstack = null //No buildstack, so generate from mat datums
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/*
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