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[MIRROR] Refactors armor into dedicated subtypes [MDB IGNORE] (#18291)
* Refactors armor into dedicated subtypes * start * most tg things * pain (#18584) * shit * non-mod changes * compile Co-authored-by: John Doe <gamingskeleton3@gmail.com> * #18291 * compile fix * ??? Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: John Doe <gamingskeleton3@gmail.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
This commit is contained in:
co-authored by
John Doe
Zephyr
Zonespace
parent
9aac55ef4d
commit
011fefdd81
@@ -6,7 +6,7 @@
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density = TRUE
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anchored = TRUE
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resistance_flags = ACID_PROOF
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armor = list(MELEE = 30, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, FIRE = 70, ACID = 100)
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armor_type = /datum/armor/structure_displaycase
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max_integrity = 200
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integrity_failure = 0.25
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///The showpiece item inside the case
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@@ -29,6 +29,12 @@
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///Used for subtypes that have a UI in them. The examine on click while adjecent will not fire, as we already get a popup
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var/autoexamine_while_closed = TRUE
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/datum/armor/structure_displaycase
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melee = 30
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bomb = 10
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fire = 70
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acid = 100
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/obj/structure/displaycase/Initialize(mapload)
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. = ..()
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if(start_showpiece_type)
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@@ -227,6 +233,12 @@
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var/obj/item/electronics/airlock/electronics
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/datum/armor/structure_displaycase
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melee = 30
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bomb = 10
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fire = 70
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acid = 100
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/obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
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if(I.tool_behaviour == TOOL_WRENCH) //The player can only deconstruct the wooden frame
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to_chat(user, span_notice("You start disassembling [src]..."))
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@@ -307,6 +319,12 @@
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///the trophy message
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var/trophy_message = ""
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/datum/armor/structure_displaycase
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melee = 30
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bomb = 10
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fire = 70
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acid = 100
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/obj/structure/displaycase/trophy/Initialize(mapload)
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. = ..()
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GLOB.trophy_cases += src
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@@ -423,6 +441,12 @@
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/obj/item/showpiece_dummy
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name = "holographic replica"
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/datum/armor/structure_displaycase
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melee = 30
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bomb = 10
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fire = 70
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acid = 100
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/obj/item/showpiece_dummy/Initialize(mapload, path)
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. = ..()
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var/obj/item/item_path = path
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@@ -448,6 +472,12 @@
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///The Account which will receive payment for purchases. Set by the first ID to swipe the tray.
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var/datum/bank_account/payments_acc = null
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/datum/armor/structure_displaycase
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melee = 30
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bomb = 10
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fire = 70
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acid = 100
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/obj/structure/displaycase/forsale/update_icon_state()
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icon_state = "[initial(icon_state)][broken ? "_broken" : (open ? "_open" : (!showpiece ? "_empty" : null))]"
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return ..()
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