Stops using the rad insulation component to provide default rad insulation features in order to save a bit of memory (#40662)

* henk

* oh yeah this

* undo this meme

* stuff
This commit is contained in:
vuonojenmustaturska
2018-10-06 14:28:28 +02:00
committed by AnturK
parent 6acc45e297
commit a287380797
25 changed files with 77 additions and 112 deletions
+11 -12
View File
@@ -13,31 +13,30 @@
max_integrity = 100
canSmoothWith = list(
/turf/closed/wall,
/turf/closed/wall/r_wall,
/obj/structure/falsewall,
/obj/structure/falsewall/brass,
/obj/structure/falsewall/reinforced,
/turf/closed/wall/rust,
/turf/closed/wall/r_wall/rust,
/turf/closed/wall/clockwork)
/turf/closed/wall,
/turf/closed/wall/r_wall,
/obj/structure/falsewall,
/obj/structure/falsewall/brass,
/obj/structure/falsewall/reinforced,
/turf/closed/wall/rust,
/turf/closed/wall/r_wall/rust,
/turf/closed/wall/clockwork)
smooth = SMOOTH_TRUE
can_be_unanchored = FALSE
CanAtmosPass = ATMOS_PASS_DENSITY
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
rad_insulation = RAD_MEDIUM_INSULATION
var/mineral = /obj/item/stack/sheet/metal
var/mineral_amount = 2
var/walltype = /turf/closed/wall
var/girder_type = /obj/structure/girder/displaced
var/opening = FALSE
/obj/structure/falsewall/Initialize()
. = ..()
air_update_turf(TRUE)
/obj/structure/falsewall/ComponentInitialize()
. = ..()
AddComponent(/datum/component/rad_insulation, RAD_MEDIUM_INSULATION)
/obj/structure/falsewall/ratvar_act()
new /obj/structure/falsewall/brass(loc)
qdel(src)
+2 -4
View File
@@ -9,10 +9,8 @@
var/girderpasschance = 20 // percentage chance that a projectile passes through the girder.
var/can_displace = TRUE //If the girder can be moved around by wrenching it
max_integrity = 200
/obj/structure/girder/ComponentInitialize()
. = ..()
AddComponent(/datum/component/rad_insulation, RAD_VERY_LIGHT_INSULATION)
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
rad_insulation = RAD_VERY_LIGHT_INSULATION
/obj/structure/girder/examine(mob/user)
. = ..()
+1 -4
View File
@@ -16,10 +16,7 @@
var/rods_broken = TRUE
var/grille_type = null
var/broken_type = /obj/structure/grille/broken
/obj/structure/grille/ComponentInitialize()
. = ..()
AddComponent(/datum/component/rad_insulation, RAD_NO_INSULATION)
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/structure/grille/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
. = ..()
+5 -9
View File
@@ -69,10 +69,8 @@
/obj/structure/holosign/barrier/engineering
icon_state = "holosign_engi"
/obj/structure/holosign/barrier/engineering/ComponentInitialize()
. = ..()
AddComponent(/datum/component/rad_insulation, RAD_LIGHT_INSULATION)
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
rad_insulation = RAD_LIGHT_INSULATION
/obj/structure/holosign/barrier/atmos
name = "holofirelock"
@@ -84,15 +82,13 @@
CanAtmosPass = ATMOS_PASS_NO
layer = ABOVE_MOB_LAYER
alpha = 150
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
rad_insulation = RAD_LIGHT_INSULATION
/obj/structure/holosign/barrier/atmos/Initialize()
. = ..()
air_update_turf(TRUE)
/obj/structure/holosign/barrier/atmos/ComponentInitialize()
. = ..()
AddComponent(/datum/component/rad_insulation, RAD_LIGHT_INSULATION)
/obj/structure/holosign/barrier/cyborg
name = "Energy Field"
desc = "A fragile energy field that blocks movement. Excels at blocking lethal projectiles."
@@ -177,4 +173,4 @@
var/mob/living/M = AM
M.electrocute_act(15,"Energy Barrier", safety=1)
shockcd = TRUE
addtimer(CALLBACK(src, .proc/cooldown), 5)
addtimer(CALLBACK(src, .proc/cooldown), 5)
+7 -18
View File
@@ -21,15 +21,14 @@
var/openSound = 'sound/effects/stonedoor_openclose.ogg'
var/closeSound = 'sound/effects/stonedoor_openclose.ogg'
CanAtmosPass = ATMOS_PASS_DENSITY
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
rad_insulation = RAD_MEDIUM_INSULATION
/obj/structure/mineral_door/Initialize()
. = ..()
initial_state = icon_state
air_update_turf(TRUE)
/obj/structure/mineral_door/ComponentInitialize()
AddComponent(/datum/component/rad_insulation, RAD_MEDIUM_INSULATION)
/obj/structure/mineral_door/Move()
var/turf/T = loc
. = ..()
@@ -150,17 +149,13 @@
icon_state = "silver"
sheetType = /obj/item/stack/sheet/mineral/silver
max_integrity = 300
/obj/structure/mineral_door/silver/ComponentInitialize()
AddComponent(/datum/component/rad_insulation, RAD_HEAVY_INSULATION)
rad_insulation = RAD_HEAVY_INSULATION
/obj/structure/mineral_door/gold
name = "gold door"
icon_state = "gold"
sheetType = /obj/item/stack/sheet/mineral/gold
/obj/structure/mineral_door/gold/ComponentInitialize()
AddComponent(/datum/component/rad_insulation, RAD_HEAVY_INSULATION)
rad_insulation = RAD_HEAVY_INSULATION
/obj/structure/mineral_door/uranium
name = "uranium door"
@@ -180,9 +175,7 @@
/obj/structure/mineral_door/transparent
opacity = FALSE
/obj/structure/mineral_door/transparent/ComponentInitialize()
AddComponent(/datum/component/rad_insulation, RAD_VERY_LIGHT_INSULATION)
rad_insulation = RAD_VERY_LIGHT_INSULATION
/obj/structure/mineral_door/transparent/Close()
..()
@@ -218,9 +211,7 @@
icon_state = "diamond"
sheetType = /obj/item/stack/sheet/mineral/diamond
max_integrity = 1000
/obj/structure/mineral_door/transparent/diamond/ComponentInitialize()
AddComponent(/datum/component/rad_insulation, RAD_EXTREME_INSULATION)
rad_insulation = RAD_EXTREME_INSULATION
/obj/structure/mineral_door/wood
name = "wood door"
@@ -230,9 +221,7 @@
sheetType = /obj/item/stack/sheet/mineral/wood
resistance_flags = FLAMMABLE
max_integrity = 200
/obj/structure/mineral_door/wood/ComponentInitialize()
AddComponent(/datum/component/rad_insulation, RAD_VERY_LIGHT_INSULATION)
rad_insulation = RAD_VERY_LIGHT_INSULATION
/obj/structure/mineral_door/paperframe
name = "paper frame door"
+1 -4
View File
@@ -7,10 +7,7 @@
max_integrity = 100
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/buildable_sign = 1 //unwrenchable and modifiable
/obj/structure/sign/ComponentInitialize()
. = ..()
AddComponent(/datum/component/rad_insulation, RAD_NO_INSULATION) // Since this is on a wall if it becomes irradiated it will smuggle the radiation past the wall
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/structure/sign/basic
name = "blank sign"
+7 -6
View File
@@ -8,6 +8,12 @@
anchored = TRUE //initially is 0 for tile smoothing
flags_1 = ON_BORDER_1
max_integrity = 25
can_be_unanchored = TRUE
resistance_flags = ACID_PROOF
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
CanAtmosPass = ATMOS_PASS_PROC
rad_insulation = RAD_VERY_LIGHT_INSULATION
rad_flags = RAD_PROTECT_CONTENTS
var/ini_dir = null
var/state = WINDOW_OUT_OF_FRAME
var/reinf = FALSE
@@ -18,14 +24,10 @@
var/glass_type = /obj/item/stack/sheet/glass
var/glass_amount = 1
var/mutable_appearance/crack_overlay
can_be_unanchored = TRUE
resistance_flags = ACID_PROOF
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
CanAtmosPass = ATMOS_PASS_PROC
var/real_explosion_block //ignore this, just use explosion_block
var/breaksound = "shatter"
var/hitsound = 'sound/effects/Glasshit.ogg'
var/rad_insulation = RAD_VERY_LIGHT_INSULATION
/obj/structure/window/examine(mob/user)
..()
@@ -63,7 +65,6 @@
/obj/structure/window/ComponentInitialize()
. = ..()
AddComponent(/datum/component/rad_insulation, rad_insulation, TRUE, FALSE)
AddComponent(/datum/component/simple_rotation,ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS ,null,CALLBACK(src, .proc/can_be_rotated),CALLBACK(src,.proc/after_rotation))
/obj/structure/window/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)