a394ccdc2b
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can) this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc. also applies materials to everything, with fixes, which can close #46299
55 lines
1.9 KiB
Plaintext
55 lines
1.9 KiB
Plaintext
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/obj/vehicle/ridden/secway
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name = "secway"
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desc = "A brave security cyborg gave its life to help you look like a complete tool."
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icon_state = "secway"
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max_integrity = 60
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armor = list("melee" = 10, "bullet" = 0, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
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key_type = /obj/item/key/security
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integrity_failure = 0.5
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/obj/vehicle/ridden/secway/Initialize()
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. = ..()
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var/datum/component/riding/D = LoadComponent(/datum/component/riding)
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D.vehicle_move_delay = 1.75
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D.set_riding_offsets(RIDING_OFFSET_ALL, list(TEXT_NORTH = list(0, 4), TEXT_SOUTH = list(0, 4), TEXT_EAST = list(0, 4), TEXT_WEST = list( 0, 4)))
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/obj/vehicle/ridden/secway/obj_break()
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START_PROCESSING(SSobj, src)
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return ..()
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/obj/vehicle/ridden/secway/process()
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if(obj_integrity >= integrity_failure * max_integrity)
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return PROCESS_KILL
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if(prob(20))
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return
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var/datum/effect_system/smoke_spread/smoke = new
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smoke.set_up(0, src)
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smoke.start()
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/obj/vehicle/ridden/secway/attackby(obj/item/W, mob/user, params)
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if(W.tool_behaviour == TOOL_WELDER && user.a_intent != INTENT_HARM)
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if(obj_integrity < max_integrity)
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if(W.use_tool(src, user, 0, volume = 50, amount = 1))
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user.visible_message("<span class='notice'>[user] repairs some damage to [name].</span>", "<span class='notice'>You repair some damage to \the [src].</span>")
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obj_integrity += min(10, max_integrity-obj_integrity)
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if(obj_integrity == max_integrity)
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to_chat(user, "<span class='notice'>It looks to be fully repaired now.</span>")
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return TRUE
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return ..()
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/obj/vehicle/ridden/secway/obj_destruction()
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explosion(src, -1, 0, 2, 4, flame_range = 3)
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return ..()
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/obj/vehicle/ridden/secway/Destroy()
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STOP_PROCESSING(SSobj,src)
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return ..()
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/obj/vehicle/ridden/secway/bullet_act(obj/projectile/P)
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if(prob(60) && buckled_mobs)
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for(var/mob/M in buckled_mobs)
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M.bullet_act(P)
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return TRUE
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return ..()
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