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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-25 05:51:56 +01:00
Ports /tg/'s meteor implementation.
Merges the two meteor events into one, and now takes severity into consideration instead. Including the basic meteors there are also new types ranging from flaming to radioactive which may drop appropriate types of ore.
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@@ -210,13 +210,6 @@
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A.loc = src.loc
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qdel(src)
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/obj/structure/closet/meteorhit(obj/O as obj)
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if(O.icon_state == "flaming")
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for(var/mob/M in src)
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M.meteorhit(O)
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src.dump_contents()
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qdel(src)
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/obj/structure/closet/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(src.opened)
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if(istype(W, /obj/item/weapon/grab))
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@@ -80,12 +80,15 @@
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/obj/structure/closet/statue/toggle()
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return
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/obj/structure/closet/statue/bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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/obj/structure/closet/statue/proc/check_health()
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if(health <= 0)
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for(var/mob/M in src)
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shatter(M)
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/obj/structure/closet/statue/bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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check_health()
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return
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/obj/structure/closet/statue/attack_generic(var/mob/user, damage, attacktext, environment_smash)
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@@ -97,19 +100,17 @@
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for(var/mob/M in src)
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shatter(M)
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/obj/structure/closet/statue/meteorhit(obj/O as obj)
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if(O.icon_state == "flaming")
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for(var/mob/M in src)
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M.meteorhit(O)
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shatter(M)
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/obj/structure/closet/statue/ex_act(severity)
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for(var/mob/M in src)
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M.ex_act(severity)
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health -= 60 / severity
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check_health()
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/obj/structure/closet/statue/attackby(obj/item/I as obj, mob/user as mob)
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health -= I.force
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user.do_attack_animation(src)
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visible_message("<span class='danger'>[user] strikes [src] with [I].</span>")
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if(health <= 0)
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for(var/mob/M in src)
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shatter(M)
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check_health()
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/obj/structure/closet/statue/MouseDrop_T()
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return
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@@ -43,13 +43,6 @@
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occupied = 0
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qdel(src)
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/obj/structure/displaycase/meteorhit(obj/O as obj)
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new /obj/item/weapon/material/shard( src.loc )
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new /obj/item/weapon/gun/energy/captain( src.loc )
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qdel(src)
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/obj/structure/displaycase/proc/healthcheck()
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if (src.health <= 0)
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if (!( src.destroyed ))
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@@ -19,9 +19,6 @@
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/obj/structure/grille/blob_act()
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qdel(src)
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/obj/structure/grille/meteorhit(var/obj/M)
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qdel(src)
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/obj/structure/grille/update_icon()
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if(destroyed)
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icon_state = "[initial(icon_state)]-b"
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@@ -63,9 +63,6 @@
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/obj/structure/inflatable/blob_act()
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deflate(1)
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/obj/structure/inflatable/meteorhit()
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deflate(1)
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/obj/structure/inflatable/attack_hand(mob/user as mob)
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add_fingerprint(user)
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return
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@@ -39,13 +39,6 @@
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Break()
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qdel(src)
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/obj/structure/lamarr/meteorhit(obj/O as obj)
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new /obj/item/weapon/material/shard( src.loc )
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Break()
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qdel(src)
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/obj/structure/lamarr/proc/healthcheck()
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if (src.health <= 0)
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if (!( src.destroyed ))
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@@ -167,11 +167,6 @@ obj/structure/safe/blob_act()
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obj/structure/safe/ex_act(severity)
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return
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obj/structure/safe/meteorhit(obj/O as obj)
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return
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//FLOOR SAFES
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/obj/structure/safe/floor
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name = "floor safe"
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@@ -125,10 +125,6 @@
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/obj/structure/window/blob_act()
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shatter()
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/obj/structure/window/meteorhit()
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shatter()
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//TODO: Make full windows a separate type of window.
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//Once a full window, it will always be a full window, so there's no point
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//having the same type for both.
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