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