Fixed a few bugs with clockwork proselytizers (#21221)

* Fixed a few bugs with clockwork proselytizers

* condensed

* formatting

* proselytizer.

* i need more sanity checks I think this crashed something

* proper!

* better desc

* sanity! SANITY!
This commit is contained in:
Joan Lung
2016-10-28 18:34:03 -04:00
committed by oranges
parent a4a57d1ddf
commit df4bc0a093
10 changed files with 187 additions and 127 deletions
@@ -133,6 +133,14 @@
framestack = /obj/item/stack/sheet/brass
framestackamount = 1
/obj/structure/table_frame/brass/New()
change_construction_value(1)
..()
/obj/structure/table_frame/brass/Destroy()
change_construction_value(-1)
return ..()
/obj/structure/table_frame/brass/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/stack/sheet/brass))
var/obj/item/stack/sheet/brass/W = I
@@ -330,6 +330,15 @@
buildstackamount = 1
canSmoothWith = list(/obj/structure/table/reinforced/brass)
/obj/structure/table/reinforced/brass/New()
change_construction_value(2)
..()
/obj/structure/table/reinforced/brass/Destroy()
change_construction_value(-2)
return ..()
/obj/structure/table/reinforced/brass/narsie_act()
take_damage(rand(15, 45), BRUTE)
if(src) //do we still exist?
+16 -32
View File
@@ -14,8 +14,8 @@
var/reinf = 0
var/wtype = "glass"
var/fulltile = 0
// var/silicate = 0 // number of units of silicate
// var/icon/silicateIcon = null // the silicated icon
var/glass_type = /obj/item/stack/sheet/glass
var/glass_amount = 1
var/image/crack_overlay
var/list/debris = list()
can_be_unanchored = 1
@@ -182,19 +182,8 @@
if(qdeleted(src))
return
if(reinf)
var/obj/item/stack/sheet/rglass/RG = new (user.loc)
RG.add_fingerprint(user)
if(fulltile) //fulltiles drop two panes
RG = new (user.loc)
RG.add_fingerprint(user)
else
var/obj/item/stack/sheet/glass/G = new (user.loc)
G.add_fingerprint(user)
if(fulltile)
G = new (user.loc)
G.add_fingerprint(user)
var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
G.add_fingerprint(user)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You successfully disassemble [src].</span>"
@@ -297,21 +286,6 @@
else
revrotate()
/*
/obj/structure/window/proc/updateSilicate() what do you call a syndicate silicon?
if(silicateIcon && silicate)
icon = initial(icon)
var/icon/I = icon(icon,icon_state,dir)
var/r = (silicate / 100) + 1
var/g = (silicate / 70) + 1
var/b = (silicate / 50) + 1
I.SetIntensity(r,g,b)
icon = I
silicateIcon = I
*/
/obj/structure/window/Destroy()
density = 0
air_update_turf(1)
@@ -379,6 +353,7 @@
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 25, bio = 100, rad = 100, fire = 80, acid = 100)
max_integrity = 50
explosion_block = 1
glass_type = /obj/item/stack/sheet/rglass
/obj/structure/window/reinforced/tinted
name = "tinted window"
@@ -400,6 +375,7 @@
fulltile = 1
smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile)
glass_amount = 2
/obj/structure/window/reinforced/fulltile
icon = 'icons/obj/smooth_structures/reinforced_window.dmi'
@@ -410,6 +386,7 @@
smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile)
level = 3
glass_amount = 2
/obj/structure/window/reinforced/tinted/fulltile
icon = 'icons/obj/smooth_structures/tinted_window.dmi'
@@ -419,6 +396,7 @@
smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile/)
level = 3
glass_amount = 2
/obj/structure/window/reinforced/fulltile/ice
icon = 'icons/obj/smooth_structures/rice_window.dmi'
@@ -426,6 +404,7 @@
max_integrity = 150
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/reinforced/fulltile/ice)
level = 3
glass_amount = 2
/obj/structure/window/shuttle
name = "shuttle window"
@@ -442,6 +421,8 @@
canSmoothWith = null
explosion_block = 1
level = 3
glass_type = /obj/item/stack/sheet/rglass
glass_amount = 2
/obj/structure/window/shuttle/narsie_act()
color = "#3C3434"
@@ -457,6 +438,8 @@
resistance_flags = FIRE_PROOF | ACID_PROOF
max_integrity = 100
explosion_block = 2 //fancy AND hard to destroy. the most useful combination.
glass_type = /obj/item/stack/sheet/brass
glass_amount = 1
var/made_glow = FALSE
/obj/structure/window/reinforced/clockwork/New(loc, direct)
@@ -475,7 +458,7 @@
PoolOrNew(/obj/effect/overlay/temp/ratvar/window, get_turf(src))
made_glow = TRUE
debris += new/obj/item/stack/sheet/brass(src, 2)
change_construction_value(fulltile ? 3 : 2)
change_construction_value(fulltile ? 2 : 1)
/obj/structure/window/reinforced/clockwork/setDir(direct)
if(!made_glow)
@@ -485,7 +468,7 @@
..()
/obj/structure/window/reinforced/clockwork/Destroy()
change_construction_value(fulltile ? -3 : -2)
change_construction_value(fulltile ? -2 : -1)
return ..()
/obj/structure/window/reinforced/clockwork/ratvar_act()
@@ -507,3 +490,4 @@
fulltile = 1
dir = NORTHEAST
max_integrity = 150
glass_amount = 2