[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:
SkyratBot
2020-08-24 22:52:31 +02:00
committed by GitHub
co-authored by TemporalOroboros
parent a6c3cbb8e3
commit 3bd294f26f
278 changed files with 731 additions and 700 deletions
+1 -1
View File
@@ -153,7 +153,7 @@
if (!req_access)
req_access = list(ACCESS_ENGINE_EQUIP)
if (!armor)
armor = list("melee" = 20, "bullet" = 20, "laser" = 10, "energy" = 100, "bomb" = 30, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50)
armor = list(MELEE = 20, BULLET = 20, LASER = 10, ENERGY = 100, BOMB = 30, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
..()
GLOB.apcs_list += src
+1 -1
View File
@@ -44,7 +44,7 @@
anchored = TRUE
layer = WALL_OBJ_LAYER
max_integrity = 200
armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
var/stage = 1
var/fixture_type = "tube"
@@ -34,7 +34,7 @@ field_generator power level display
max_integrity = 500
CanAtmosPass = ATMOS_PASS_YES
//100% immune to lasers and energy projectiles since it absorbs their energy.
armor = list("melee" = 25, "bullet" = 10, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
armor = list(MELEE = 25, BULLET = 10, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70)
var/power_level = 0
var/active = FG_OFFLINE
var/power = 20 // Current amount of power
@@ -163,7 +163,7 @@ field_generator power level display
..()
/obj/machinery/field/generator/bullet_act(obj/projectile/Proj)
if(Proj.flag != "bullet")
if(Proj.flag != BULLET)
power = min(power + Proj.damage, field_generator_max_power)
check_power_level()
. = ..()
@@ -768,7 +768,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
return FALSE
if(!istype(Proj.firer, /obj/machinery/power/emitter) && power_changes)
investigate_log("has been hit by [Proj] fired by [key_name(Proj.firer)]", INVESTIGATE_SUPERMATTER)
if(Proj.flag != "bullet")
if(Proj.flag != BULLET)
if(power_changes) //This needs to be here I swear
power += Proj.damage * bullet_energy
if(!has_been_powered)