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https://github.com/Bubberstation/Bubberstation.git
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[MIRROR] Defines damage flags. (Hopefully without 50+ commits) (#491)
* Defines damage flags. (#53158) * Defines damage flags. (Hopefully without 50+ commits) Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
This commit is contained in:
co-authored by
TemporalOroboros
parent
a6c3cbb8e3
commit
3bd294f26f
@@ -12,7 +12,7 @@
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max_integrity = 100
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/obj/structure/alien/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
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if(damage_flag == "melee")
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if(damage_flag == MELEE)
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switch(damage_type)
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if(BRUTE)
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damage_amount *= 0.25
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@@ -6,7 +6,7 @@
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req_access = list(ACCESS_BAR)
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max_integrity = 500
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integrity_failure = 0.5
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armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
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buildable_sign = FALSE
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var/panel_open = FALSE
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@@ -7,7 +7,7 @@
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drag_slowdown = 1.5 // Same as a prone mob
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max_integrity = 200
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integrity_failure = 0.25
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armor = list("melee" = 20, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
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armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 60)
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var/icon_door = null
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var/icon_door_override = FALSE //override to have open overlay use icon different to its base's
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@@ -4,6 +4,6 @@
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locked = TRUE
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icon_state = "secure"
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max_integrity = 250
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armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
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armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
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secure = TRUE
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damage_deflection = 20
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@@ -5,7 +5,7 @@
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secure = TRUE
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locked = TRUE
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max_integrity = 500
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armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
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armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
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var/tamperproof = 0
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damage_deflection = 25
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@@ -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, "rad" = 0, "fire" = 70, "acid" = 100)
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armor = list(MELEE = 30, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
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max_integrity = 200
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integrity_failure = 0.25
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var/obj/item/showpiece = null
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@@ -5,7 +5,7 @@
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icon_state = "fireaxe"
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anchored = TRUE
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density = FALSE
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armor = list("melee" = 50, "bullet" = 20, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50)
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armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
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max_integrity = 150
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integrity_failure = 0.33
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var/locked = TRUE
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@@ -7,7 +7,7 @@
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anchored = TRUE
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flags_1 = CONDUCT_1 | RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
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pressure_resistance = 5*ONE_ATMOSPHERE
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armor = list("melee" = 50, "bullet" = 70, "laser" = 70, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
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armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 0, ACID = 0)
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max_integrity = 50
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integrity_failure = 0.4
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var/rods_type = /obj/item/stack/rods
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@@ -85,7 +85,7 @@
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if(!.)
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return
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if(!shock(user, 70) && !QDELETED(src)) //Last hit still shocks but shouldn't deal damage to the grille
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take_damage(rand(5,10), BRUTE, "melee", 1)
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take_damage(rand(5,10), BRUTE, MELEE, 1)
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/obj/structure/grille/attack_paw(mob/user)
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return attack_hand(user)
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@@ -107,14 +107,14 @@
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user.visible_message("<span class='warning'>[user] hits [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
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log_combat(user, src, "hit")
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if(!shock(user, 70))
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take_damage(rand(5,10), BRUTE, "melee", 1)
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take_damage(rand(5,10), BRUTE, MELEE, 1)
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/obj/structure/grille/attack_alien(mob/living/user)
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user.do_attack_animation(src)
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message("<span class='warning'>[user] mangles [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
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if(!shock(user, 70))
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take_damage(20, BRUTE, "melee", 1)
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take_damage(20, BRUTE, MELEE, 1)
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/obj/structure/grille/CanAllowThrough(atom/movable/mover, turf/target)
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. = ..()
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@@ -6,7 +6,7 @@
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icon = 'icons/effects/effects.dmi'
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anchored = TRUE
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max_integrity = 1
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armor = list("melee" = 0, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
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armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
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var/obj/item/holosign_creator/projector
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/obj/structure/holosign/New(loc, source_projector)
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@@ -32,7 +32,7 @@
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return
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user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
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user.changeNext_move(CLICK_CD_MELEE)
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take_damage(5 , BRUTE, "melee", 1)
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take_damage(5 , BRUTE, MELEE, 1)
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/obj/structure/holosign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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@@ -112,11 +112,11 @@
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allow_walk = FALSE
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/obj/structure/holosign/barrier/cyborg/bullet_act(obj/projectile/P)
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take_damage((P.damage / 5) , BRUTE, "melee", 1) //Doesn't really matter what damage flag it is.
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take_damage((P.damage / 5) , BRUTE, MELEE, 1) //Doesn't really matter what damage flag it is.
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if(istype(P, /obj/projectile/energy/electrode))
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take_damage(10, BRUTE, "melee", 1) //Tasers aren't harmful.
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take_damage(10, BRUTE, MELEE, 1) //Tasers aren't harmful.
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if(istype(P, /obj/projectile/beam/disabler))
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take_damage(5, BRUTE, "melee", 1) //Disablers aren't harmful.
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take_damage(5, BRUTE, MELEE, 1) //Disablers aren't harmful.
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return BULLET_ACT_HIT
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/obj/structure/holosign/barrier/medical
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@@ -173,7 +173,7 @@
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var/shockcd = 0
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/obj/structure/holosign/barrier/cyborg/hacked/bullet_act(obj/projectile/P)
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take_damage(P.damage, BRUTE, "melee", 1) //Yeah no this doesn't get projectile resistance.
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take_damage(P.damage, BRUTE, MELEE, 1) //Yeah no this doesn't get projectile resistance.
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return BULLET_ACT_HIT
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/obj/structure/holosign/barrier/cyborg/hacked/proc/cooldown()
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@@ -54,14 +54,14 @@
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var/max_y = 1
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var/min_x = world.maxx
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var/min_y = world.maxy
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for(var/p in lift_platforms)
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var/obj/structure/industrial_lift/lift_platform = p
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max_x = max(max_x, lift_platform.x)
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max_y = max(max_y, lift_platform.y)
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min_x = min(min_x, lift_platform.x)
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min_y = min(min_y, lift_platform.y)
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//This must be safe way to border tile to tile move of bordered platforms, that excludes platform overlapping.
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if( going & WEST )
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//Go along the X axis from min to max, from left to right
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@@ -75,7 +75,7 @@
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//Go along the Y axis from min to max, from down to up
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for(var/y in min_y to max_y)
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var/obj/structure/industrial_lift/lift_platform = locate(/obj/structure/industrial_lift, locate(x, y, z))
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lift_platform.travel(going)
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lift_platform.travel(going)
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else
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//Go along the X axis from max to min, from right to left
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for(var/x in max_x to min_x step -1)
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@@ -88,7 +88,7 @@
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//Go along the Y axis from min to max, from down to up
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for(var/y in min_y to max_y)
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var/obj/structure/industrial_lift/lift_platform = locate(/obj/structure/industrial_lift, locate(x, y, z))
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lift_platform.travel(going)
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lift_platform.travel(going)
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///Check destination turfs
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/datum/lift_master/proc/Check_lift_move(check_dir)
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@@ -105,7 +105,7 @@
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icon_state = "catwalk"
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density = FALSE
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anchored = TRUE
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
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max_integrity = 50
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layer = LATTICE_LAYER //under pipes
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plane = FLOOR_PLANE
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@@ -203,7 +203,7 @@
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use(user)
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if("Cancel")
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return
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add_fingerprint(user)
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/obj/structure/industrial_lift/proc/check_menu(mob/user)
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@@ -5,7 +5,7 @@
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icon_state = "lattice"
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density = FALSE
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anchored = TRUE
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
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max_integrity = 50
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layer = LATTICE_LAYER //under pipes
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plane = FLOOR_PLANE
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@@ -11,7 +11,7 @@
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icon = 'icons/obj/doors/mineral_doors.dmi'
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icon_state = "metal"
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max_integrity = 200
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armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
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armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 50, ACID = 50)
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CanAtmosPass = ATMOS_PASS_DENSITY
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flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
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rad_insulation = RAD_MEDIUM_INSULATION
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@@ -9,7 +9,7 @@
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layer = SIGN_LAYER
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custom_materials = list(/datum/material/gold = 2000)
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max_integrity = 200 //Twice as durable as regular signs.
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
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flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
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///Custom plaque structures and items both start "unengraved", once engraved with a fountain pen their text can't be altered again. Static plaques are already engraved.
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var/engraved = FALSE
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@@ -25,7 +25,7 @@
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w_class = WEIGHT_CLASS_NORMAL
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custom_materials = list(/datum/material/gold = 2000)
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max_integrity = 200
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
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///This points the item to make the proper structure when placed on a wall.
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var/plaque_path = /obj/structure/plaque
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///Custom plaque structures and items both start "unengraved", once engraved with a fountain pen their text can't be altered again.
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@@ -4,7 +4,7 @@
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gender = PLURAL
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "plasticflaps"
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armor = list("melee" = 100, "bullet" = 80, "laser" = 80, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
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armor = list(MELEE = 100, BULLET = 80, LASER = 80, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 50, ACID = 50)
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density = FALSE
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anchored = TRUE
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CanAtmosPass = ATMOS_PASS_NO
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@@ -6,7 +6,7 @@
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layer = SIGN_LAYER
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custom_materials = list(/datum/material/plastic = 2000)
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max_integrity = 100
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
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///Determines if a sign is unwrenchable.
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var/buildable_sign = TRUE
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flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
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@@ -33,7 +33,7 @@
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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w_class = WEIGHT_CLASS_NORMAL
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custom_materials = list(/datum/material/plastic = 2000)
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
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resistance_flags = FLAMMABLE
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max_integrity = 100
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///The type of sign structure that will be created when placed on a turf, the default looks just like a sign backing item.
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@@ -308,7 +308,7 @@
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canSmoothWith = null
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max_integrity = 70
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resistance_flags = ACID_PROOF
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
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var/list/debris = list()
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/obj/structure/table/glass/Initialize()
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@@ -481,7 +481,7 @@
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buildstack = /obj/item/stack/sheet/plasteel
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max_integrity = 200
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integrity_failure = 0.25
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armor = list("melee" = 10, "bullet" = 30, "laser" = 30, "energy" = 100, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
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armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
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/obj/structure/table/reinforced/deconstruction_hints(mob/user)
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if(deconstruction_ready)
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@@ -637,7 +637,7 @@
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src, ATTACK_EFFECT_KICK)
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user.visible_message("<span class='danger'>[user] kicks [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
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take_damage(rand(4,8), BRUTE, "melee", 1)
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take_damage(rand(4,8), BRUTE, MELEE, 1)
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/obj/structure/rack/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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@@ -10,7 +10,7 @@
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max_integrity = 25
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can_be_unanchored = TRUE
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resistance_flags = ACID_PROOF
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
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CanAtmosPass = ATMOS_PASS_PROC
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rad_insulation = RAD_VERY_LIGHT_INSULATION
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var/ini_dir = null
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@@ -364,7 +364,7 @@
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icon_state = "rwindow"
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reinf = TRUE
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heat_resistance = 1600
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armor = list("melee" = 80, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
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armor = list(MELEE = 80, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
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max_integrity = 75
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explosion_block = 1
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damage_deflection = 11
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@@ -459,7 +459,7 @@
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icon_state = "plasmawindow"
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reinf = FALSE
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heat_resistance = 25000
|
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armor = list("melee" = 80, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
|
||||
armor = list(MELEE = 80, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
|
||||
max_integrity = 200
|
||||
explosion_block = 1
|
||||
glass_type = /obj/item/stack/sheet/plasmaglass
|
||||
@@ -492,7 +492,7 @@
|
||||
icon_state = "plasmarwindow"
|
||||
reinf = TRUE
|
||||
heat_resistance = 50000
|
||||
armor = list("melee" = 80, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
|
||||
armor = list(MELEE = 80, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
|
||||
max_integrity = 500
|
||||
damage_deflection = 21
|
||||
explosion_block = 2
|
||||
@@ -676,7 +676,7 @@
|
||||
flags_1 = PREVENT_CLICK_UNDER_1
|
||||
reinf = TRUE
|
||||
heat_resistance = 1600
|
||||
armor = list("melee" = 90, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
|
||||
armor = list(MELEE = 90, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
|
||||
smoothing_flags = SMOOTH_CORNERS
|
||||
smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS)
|
||||
canSmoothWith = null
|
||||
@@ -705,7 +705,7 @@
|
||||
fulltile = TRUE
|
||||
flags_1 = PREVENT_CLICK_UNDER_1
|
||||
heat_resistance = 1600
|
||||
armor = list("melee" = 95, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
|
||||
armor = list(MELEE = 95, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
|
||||
smoothing_flags = SMOOTH_CORNERS
|
||||
smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS)
|
||||
canSmoothWith = null
|
||||
@@ -738,7 +738,7 @@
|
||||
decon_speed = 10
|
||||
CanAtmosPass = ATMOS_PASS_YES
|
||||
resistance_flags = FLAMMABLE
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
breaksound = 'sound/items/poster_ripped.ogg'
|
||||
hitsound = 'sound/weapons/slashmiss.ogg'
|
||||
var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "torn", layer = ABOVE_OBJ_LAYER - 0.1)
|
||||
@@ -768,7 +768,7 @@
|
||||
user.visible_message("<span class='notice'>[user] knocks on [src].</span>")
|
||||
playsound(src, "pageturn", 50, TRUE)
|
||||
else
|
||||
take_damage(4,BRUTE,"melee", 0)
|
||||
take_damage(4,BRUTE,MELEE, 0)
|
||||
playsound(src, hitsound, 50, TRUE)
|
||||
if(!QDELETED(src))
|
||||
user.visible_message("<span class='danger'>[user] tears a hole in [src].</span>")
|
||||
|
||||
Reference in New Issue
Block a user