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