Split up and rename var/flags (#17794)

* Split up and rename `var/flags`

* Various fixes

* CL

* Don't rename Phoron Guard phoron preset

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
This commit is contained in:
Cody Brittain
2023-11-22 16:27:51 +00:00
committed by GitHub
co-authored by Cody Brittain
parent 4b9303a1e9
commit 06601c9ec3
335 changed files with 763 additions and 674 deletions
@@ -212,7 +212,7 @@
w_class = ITEMSIZE_LARGE
accuracy = 1
force = 10
flags = CONDUCT
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BACK
charge_cost = 300
max_shots = 4
@@ -320,7 +320,7 @@
edge = TRUE
anchored = 0
armor_penetration = 40
flags = NOBLOODY
atom_flags = ATOM_FLAG_NO_BLOOD
can_embed = 0
self_recharge = 1
recharge_time = 2
+1 -1
View File
@@ -5,7 +5,7 @@
switching to HARM intent, then click where you wish to fire. To reload it, insert the appropriate items. Some weapons may require additional drawing of the string or charging, \
which can typically be done with the Unique-Action macro or button located in the bottom right of the screen."
w_class = ITEMSIZE_HUGE
flags = CONDUCT
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BACK
var/release_force = 0
@@ -6,7 +6,7 @@
item_state = "pneumatic"
slot_flags = SLOT_BELT
w_class = ITEMSIZE_HUGE
flags = CONDUCT
obj_flags = OBJ_FLAG_CONDUCTABLE
fire_sound_text = "a loud whoosh of moving air"
fire_delay = 50
fire_sound = 'sound/weapons/tablehit1.ogg'
@@ -8,7 +8,7 @@
throw_speed = 2
throw_range = 10
force = 5.0
flags = CONDUCT
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = 0
origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 5)
fire_sound = 'sound/weapons/rocketlaunch.ogg'
@@ -5,7 +5,7 @@
icon_state = "syringe-cartridge"
var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
matter = list(DEFAULT_WALL_MATERIAL = 125, MATERIAL_GLASS = 375)
flags = CONDUCT
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BELT | SLOT_EARS
throwforce = 3
force = 3
@@ -51,7 +51,7 @@
max_shells = 4
w_class = ITEMSIZE_LARGE
force = 10
flags = CONDUCT
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BACK
caliber = "shotgun"
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
@@ -140,7 +140,7 @@
max_shells = 2
w_class = ITEMSIZE_LARGE
force = 10
flags = CONDUCT
obj_flags = OBJ_FLAG_CONDUCTABLE
is_wieldable = TRUE
var/has_wield_state = TRUE
slot_flags = SLOT_BACK