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* Adds hostile environiment suits * NOBODY SAW THIS * the CURSE * c * No more stun removal * fix * a * in the chest * back * Fixes * duh * fucking helmets fucking secbots fucking past coders * yeah * REEEEE * revert to here * this better work * cyberboss * Update effects.dm * check for charges * B U L K * spraycans * READY * the if, man * why the fuck did it convert to spaces * Fix it
59 lines
1.2 KiB
Plaintext
59 lines
1.2 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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can_be_hit = FALSE
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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()
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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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