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Cleaned up environment_smash vars with bitflag defines (#30154)
* Switched to bitflags * CB's change. * fixed * i can spell i swear * cb2
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@@ -22,7 +22,7 @@
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melee_damage_upper = 18
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damage_coeff = list(BRUTE = 1, BURN = 1.5, TOX = 1.5, CLONE = 0, STAMINA = 0, OXY = 1.5)
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obj_damage = 20
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environment_smash = 2
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environment_smash = ENVIRONMENT_SMASH_WALLS
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attacktext = "pummels"
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attack_sound = 'sound/weapons/punch1.ogg'
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dextrous = TRUE
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@@ -2,7 +2,7 @@
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faction = list("hostile")
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stop_automated_movement_when_pulled = 0
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obj_damage = 40
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environment_smash = ENVIRONMENT_SMASH_STRUCTURES //Set to 1 to break closets,tables,racks, etc; 2 for walls; 3 for rwalls
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environment_smash = ENVIRONMENT_SMASH_STRUCTURES //Bitflags. Set to ENVIRONMENT_SMASH_STRUCTURES to break closets,tables,racks, etc; ENVIRONMENT_SMASH_WALLS for walls; ENVIRONMENT_SMASH_RWALLS for rwalls
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var/atom/target
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var/ranged = 0
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var/rapid = 0
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@@ -253,7 +253,7 @@
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if(target.loc != null && get_dist(targets_from, target.loc) <= vision_range) //We can't see our target, but he's in our vision range still
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if(ranged_ignores_vision && ranged_cooldown <= world.time) //we can't see our target... but we can fire at them!
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OpenFire(target)
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if(environment_smash >= 2) //If we're capable of smashing through walls, forget about vision completely after finding our target
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if((environment_smash & ENVIRONMENT_SMASH_WALLS) || (environment_smash & ENVIRONMENT_SMASH_RWALLS)) //If we're capable of smashing through walls, forget about vision completely after finding our target
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Goto(target,move_to_delay,minimum_distance)
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FindHidden()
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return 1
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@@ -122,6 +122,6 @@
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A.melee_damage_lower = max((A.melee_damage_lower * 2), 10)
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A.melee_damage_upper = max((A.melee_damage_upper * 2), 10)
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A.transform *= 2
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A.environment_smash += 2
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A.environment_smash |= ENVIRONMENT_SMASH_STRUCTURES | ENVIRONMENT_SMASH_RWALLS
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to_chat(user, "<span class='info'>You increase the size of [A], giving it a surge of strength!</span>")
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qdel(src)
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@@ -128,7 +128,7 @@ field_generator power level display
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return ..()
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/obj/machinery/field/generator/attack_animal(mob/living/simple_animal/M)
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if(M.environment_smash >= 3 && active == FG_OFFLINE && state != FG_UNSECURED)
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if(M.environment_smash & ENVIRONMENT_SMASH_RWALLS && active == FG_OFFLINE && state != FG_UNSECURED)
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state = FG_UNSECURED
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anchored = FALSE
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M.visible_message("<span class='warning'>[M] rips [src] free from its moorings!</span>")
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