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Bubberstation/code/game/objects/effects/forcefields.dm
phil235 2d2975f783 Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.

Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
2016-09-27 22:33:08 +02:00

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/obj/effect/forcefield
desc = "A space wizard's magic wall."
name = "FORCEWALL"
icon_state = "m_shield"
anchored = 1
opacity = 0
density = 1
/obj/effect/forcefield/CanAtmosPass(turf/T)
return !density
/obj/effect/forcefield/cult
desc = "An unholy shield that blocks all attacks."
name = "glowing wall"
icon_state = "cultshield"
///////////Mimewalls///////////
/obj/effect/forcefield/mime
icon_state = "empty"
name = "invisible wall"
desc = "You have a bad feeling about this."
var/timeleft = 300
/obj/effect/forcefield/mime/New()
..()
QDEL_IN(src, timeleft)