diff --git a/code/game/machinery/vending/vendor_types/squad_prep/squad_engineer.dm b/code/game/machinery/vending/vendor_types/squad_prep/squad_engineer.dm index 4053b9294c13..c43c66367690 100644 --- a/code/game/machinery/vending/vendor_types/squad_prep/squad_engineer.dm +++ b/code/game/machinery/vending/vendor_types/squad_prep/squad_engineer.dm @@ -206,5 +206,5 @@ GLOBAL_LIST_INIT(cm_vending_clothing_engi, list( /obj/item/stack/sheet/plasteel/medium_stack, /obj/item/cell/high, /obj/item/tool/shovel/etool/folded, - /obj/item/device/lightreplacer, + /obj/item/weapon/gun/smg/nailgun, ) diff --git a/code/game/objects/structures/barricade/barricade.dm b/code/game/objects/structures/barricade/barricade.dm index 0a37e4bcec59..e27cdf82c77d 100644 --- a/code/game/objects/structures/barricade/barricade.dm +++ b/code/game/objects/structures/barricade/barricade.dm @@ -461,7 +461,7 @@ update_health(-repair_value*maxhealth) to_chat(user, SPAN_WARNING("You nail [material] to [src], restoring some of its integrity!")) update_damage_state() - material.use(1) + material.use(4) nailgun.current_mag.current_rounds -= 3 nailgun.in_chamber = null nailgun.load_into_chamber() diff --git a/code/game/turfs/walls/walls.dm b/code/game/turfs/walls/walls.dm index cb58ad2274a4..75188f58f0ba 100644 --- a/code/game/turfs/walls/walls.dm +++ b/code/game/turfs/walls/walls.dm @@ -9,7 +9,7 @@ var/hull = 0 var/walltype = WALL_METAL /// when walls smooth with one another, the type of junction each wall is. - var/junctiontype + var/junctiontype var/thermite = 0 var/melting = FALSE var/claws_minimum = CLAW_TYPE_SHARP @@ -24,7 +24,7 @@ var/damage = 0 /// Wall will break down to girders if damage reaches this point - var/damage_cap = HEALTH_WALL + var/damage_cap = HEALTH_WALL var/damage_overlay var/global/damage_overlays[8] @@ -38,7 +38,7 @@ var/d_state = 0 //Normal walls are now as difficult to remove as reinforced walls /// the acid hole inside the wall - var/obj/effect/acid_hole/acided_hole + var/obj/effect/acid_hole/acided_hole var/acided_hole_dir = SOUTH var/special_icon = 0 @@ -553,7 +553,7 @@ to_chat(user, SPAN_WARNING("You need [amount_needed] sheets of material to fix this!")) return FALSE - for(var/i = 1 to amount_needed) + for(var/i = 4 to amount_needed) var/soundchannel = playsound(src, NG.repair_sound, 25, 1) if(!do_after(user, NG.nailing_speed, INTERRUPT_ALL, BUSY_ICON_FRIENDLY, src)) playsound(src, null, channel = soundchannel)