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4ecb0bc21c
Repaths obj/machinery to obj/structure/machinery. **Note for reviewers:** the only meaningful changed code exists within **code/game/objects/structures.dm** and **code/game/objects/structures/_machinery.dm**, largely concerning damage procs. With the exception of moving airlock defines to their own file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES. Objects, _categorically_, are largely divided between those you can hold in your hand/inventory and those you can't. Machinery objects are already subtypes of Structures behaviorally, this PR just makes their pathing reflect that, and allows for future work (tool actions, more health/destruction functionality) to be developed without unnecessary code duplication. I have tested this PR by loading up the Horizon and dismantling various machines and structures with tools, shooting guns of various types throughout the ship, and detonating a bunch of explosions throughout the ship.
22 lines
582 B
Plaintext
22 lines
582 B
Plaintext
/obj/structure/machinery/atmospherics/binary/pump/high_power
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icon = 'icons/atmos/volume_pump.dmi'
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icon_state = "map_off"
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level = 1
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name = "high power gas pump"
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desc = "A pump. Has double the power rating of the standard gas pump."
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idle_power_usage = 450
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power_rating = 45000 //45000 W ~ 60 HP
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/obj/structure/machinery/atmospherics/binary/pump/high_power/on
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use_power = POWER_USE_IDLE
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icon_state = "map_on"
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/obj/structure/machinery/atmospherics/binary/pump/high_power/update_icon()
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if(!powered())
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icon_state = "off"
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else
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icon_state = "[use_power ? "on" : "off"]"
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