to the base (#52917)

This commit is contained in:
Rohesie
2020-08-21 22:48:02 +02:00
committed by GitHub
parent 441c3278e9
commit 584580d664
8 changed files with 16 additions and 16 deletions
+3
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@@ -112,6 +112,9 @@
/// A luminescence-shifted value of the last color calculated for chatmessage overlays
var/chat_color_darkened
///Used for changing icon states for different base sprites.
var/base_icon_state
///Icon-smoothing behavior.
var/smoothing_flags = NONE
///Smoothing variable
@@ -29,8 +29,7 @@
max_integrity = 160 //the turret's health
integrity_failure = 0.5
armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
/// Base turret icon state
var/base_icon_state = "standard"
base_icon_state = "standard"
/// Scan range of the turret for locating targets
var/scan_range = 7
/// For turrets inside other objects
+1 -1
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@@ -77,7 +77,7 @@
myseed.genes += G
set_light(G.glow_range(myseed), G.glow_power(myseed), G.glow_color)
setDir(CalcDir())
var/base_icon_state = initial(icon_state)
base_icon_state = initial(icon_state)
if(!floor)
switch(dir) //offset to make it be on the wall rather than on the floor
if(NORTH)
+1 -1
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@@ -297,6 +297,7 @@
throwforce = 6
w_class = WEIGHT_CLASS_BULKY
resistance_flags = INDESTRUCTIBLE
base_icon_state = "defibpaddles"
var/revivecost = 1000
var/cooldown = FALSE
@@ -304,7 +305,6 @@
var/obj/item/defibrillator/defib
var/req_defib = TRUE
var/combat = FALSE //If it penetrates armor and gives additional functionality
var/base_icon_state = "defibpaddles"
var/wielded = FALSE // track wielded status on item
/obj/item/shockpaddles/ComponentInitialize()
+1 -1
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@@ -199,7 +199,7 @@
force = 3
throwforce = 3
throw_speed = 3
var/base_icon_state = "eshield" // [base_icon_state]1 for expanded, [base_icon_state]0 for contracted
base_icon_state = "eshield" // [base_icon_state]1 for expanded, [base_icon_state]0 for contracted
var/on_force = 10
var/on_throwforce = 8
var/on_throw_speed = 2
@@ -10,13 +10,17 @@
desc = "A canister for the storage of gas."
icon_state = "yellow"
density = TRUE
base_icon_state = "yellow" //Used to make dealing with breaking the canister less hellish.
volume = 1000
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 50)
max_integrity = 250
integrity_failure = 0.4
pressure_resistance = 7 * ONE_ATMOSPHERE
req_access = list()
///The base iconstate, used to make dealing with breaking the canister less hellish
var/base_icon_state = "yellow"
var/valve_open = FALSE
var/release_log = ""
volume = 1000
var/filled = 0.5
var/gas_type
@@ -28,10 +32,6 @@
///Max amount of pressure allowed inside of the canister before it starts to break (different tiers have different limits)
var/pressure_limit = 50000
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 50)
max_integrity = 250
integrity_failure = 0.4
pressure_resistance = 7 * ONE_ATMOSPHERE
var/temperature_resistance = 1000 + T0C
var/starter_temp
// Prototype vars
@@ -45,7 +45,6 @@
var/restricted = FALSE
///Set the tier of the canister and overlay used
var/mode = CANISTER_TIER_1
req_access = list()
var/update = 0
var/static/list/label2types = list(
@@ -106,6 +106,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
light_range = 4
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
critical_machine = TRUE
base_icon_state = "darkmatter"
///The id of our supermatter
var/uid = 1
@@ -115,8 +116,6 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
var/zap_icon = DEFAULT_ZAP_ICON_STATE
///The portion of the gasmix we're on that we should remove
var/gasefficency = 0.15
///Used for changing icon states for diff base sprites
var/base_icon_state = "darkmatter"
///Are we exploding?
var/final_countdown = FALSE
+1 -1
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@@ -1,10 +1,10 @@
/obj/effect/proc_holder/spell/aimed
name = "aimed projectile spell"
base_icon_state = "projectile"
var/projectile_type = /obj/projectile/magic/teleport
var/deactive_msg = "You discharge your projectile..."
var/active_msg = "You charge your projectile!"
var/base_icon_state = "projectile"
var/active_icon_state = "projectile"
var/list/projectile_var_overrides = list()
var/projectile_amount = 1 //Projectiles per cast.