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Basic multiZ mob movement procs (Observers can always move)
Open space, showing what things are below it, and everything that entails. No complex support for dynamic generation just yet.
Decide how openspace should look :/
Atoms falling through open space (NO MOB SUPPORT/DAMAGE/ANYTHING YET.)
//CANCELLED FOR ANOTHER PR - [ ] Being able to see upwards? Downwards is going to be handled by open space.
MultiZ tile atmospherics - EDIT: Working demo! https://puu.sh/B7mUs/3f6274740f.mp4
Bugtest the heck out of this trainwreck.
69 lines
1.4 KiB
Plaintext
69 lines
1.4 KiB
Plaintext
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//objects in /obj/effect should never be things that are attackable, use obj/structure instead.
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//Effects are mostly temporary visual effects like sparks, smoke, as well as decals, etc...
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/obj/effect
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icon = 'icons/effects/effects.dmi'
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
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move_resist = INFINITY
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obj_flags = 0
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/obj/effect/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
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return
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/obj/effect/fire_act(exposed_temperature, exposed_volume)
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return
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/obj/effect/acid_act()
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return
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/obj/effect/mech_melee_attack(obj/mecha/M)
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return 0
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/obj/effect/blob_act(obj/structure/blob/B)
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return
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/obj/effect/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
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return 0
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/obj/effect/experience_pressure_difference()
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return
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/obj/effect/ex_act(severity, target)
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if(target == src)
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qdel(src)
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else
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switch(severity)
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if(1)
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qdel(src)
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if(2)
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if(prob(60))
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qdel(src)
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if(3)
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if(prob(25))
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qdel(src)
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/obj/effect/singularity_act()
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qdel(src)
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return 0
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/obj/effect/ConveyorMove()
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return
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/obj/effect/abstract/ex_act(severity, target)
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return
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/obj/effect/abstract/singularity_pull()
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return
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/obj/effect/abstract/singularity_act()
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return
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/obj/effect/abstract/has_gravity(turf/T)
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return FALSE
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/obj/effect/dummy/singularity_pull()
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return
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/obj/effect/dummy/singularity_act()
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return
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