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https://github.com/Bubberstation/Bubberstation.git
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* Removes anchroed from mobs, adds move force/resist * Move force and move resist * WIP, still has debug messages. * Fixes * Update living.dm * Anchored removal * Stuff * Unit tests * Removes anchored from dview * DME * Update anchored_mobs.dm * Fix * No ghost spacewind * Update mulebot.dm * Update temporary_visual.dm * Update forcefields.dm * Update step_triggers.dm * Update portals.dm * Update alien_acid.dm * Update bump_teleporter.dm * Update landmarks.dm * Update countdown.dm * Update blessing.dm * Update shieldgen.dm * Update containment_field.dm * Update field_generator.dm * Update singularity.dm * Update atmosmachinery.dm * Update door.dm * Update gravitygenerator.dm * Update door.dm * Update effects.dm * Update temporary_visual.dm * Update bump_teleporter.dm * Update forcefields.dm * Update landmarks.dm * Update portals.dm * Fixes * Throwforce annnd done, finally * Fixes * Haha I'm dumb sometimes
66 lines
1.3 KiB
Plaintext
66 lines
1.3 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/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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