/obj/item/stack/sheet name = "sheet" lefthand_file = 'icons/mob/inhands/misc/sheets_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/sheets_righthand.dmi' full_w_class = WEIGHT_CLASS_NORMAL force = 5 throwforce = 5 max_amount = 50 throw_speed = 1 throw_range = 3 attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed") novariants = FALSE mats_per_stack = MINERAL_MATERIAL_AMOUNT var/sheettype = null //this is used for girders in the creation of walls/false walls var/point_value = 0 //turn-in value for the gulag stacker - loosely relative to its rarity var/is_fabric = FALSE //is this a valid material for the loom? var/loom_result //result from pulling on the loom var/pull_effort = 0 //amount of delay when pulling on the loom var/shard_type // the shard debris typepath left over by solar panels and windows etc. /obj/item/stack/sheet/Initialize(mapload, new_amount, merge) . = ..() pixel_x = rand(-4, 4) pixel_y = rand(-4, 4) /** * Called on the glass sheet upon solar construction (duh): * Different glass sheets can modify different stas/vars, such as obj_integrity or efficiency * and possibly extra effects if you wish to code them. * Keep in mind the solars' max_integrity is set equal to the obj_integrity later, * so you won't have to do so here. */ /obj/item/stack/sheet/proc/on_solar_construction(/obj/machinery/power/solar/S) return