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https://github.com/CHOMPStation2/CHOMPStation2.git
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Merge pull request #9074 from RavingManiac/dev-2
Explosion tweaks and fixes
This commit is contained in:
@@ -4,7 +4,7 @@
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icon_state = "door_closed"
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power_channel = ENVIRON
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explosion_resistance = 15
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explosion_resistance = 10
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var/aiControlDisabled = 0 //If 1, AI control is disabled until the AI hacks back in and disables the lock. If 2, the AI has bypassed the lock. If -1, the control is enabled but the AI had bypassed it earlier, so if it is disabled again the AI would have no trouble getting back in.
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var/hackProof = 0 // if 1, this door can't be hacked by the AI
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var/electrified_until = 0 //World time when the door is no longer electrified. -1 if it is permanently electrified until someone fixes it.
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@@ -80,6 +80,7 @@
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icon = 'icons/obj/doors/Doorglass.dmi'
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hitsound = 'sound/effects/Glasshit.ogg'
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maxhealth = 300
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explosion_resistance = 5
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opacity = 0
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glass = 1
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@@ -91,6 +92,7 @@
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/obj/machinery/door/airlock/vault
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name = "Vault"
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icon = 'icons/obj/doors/vault.dmi'
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explosion_resistance = 20
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opacity = 1
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secured_wires = 1
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assembly_type = /obj/structure/door_assembly/door_assembly_highsecurity //Until somebody makes better sprites.
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@@ -108,12 +110,14 @@
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/obj/machinery/door/airlock/hatch
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name = "Airtight Hatch"
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icon = 'icons/obj/doors/Doorhatchele.dmi'
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explosion_resistance = 20
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opacity = 1
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assembly_type = /obj/structure/door_assembly/door_assembly_hatch
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/obj/machinery/door/airlock/maintenance_hatch
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name = "Maintenance Hatch"
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icon = 'icons/obj/doors/Doorhatchmaint2.dmi'
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explosion_resistance = 20
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opacity = 1
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assembly_type = /obj/structure/door_assembly/door_assembly_mhatch
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@@ -122,6 +126,7 @@
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icon = 'icons/obj/doors/Doorcomglass.dmi'
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hitsound = 'sound/effects/Glasshit.ogg'
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maxhealth = 300
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explosion_resistance = 5
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opacity = 0
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assembly_type = /obj/structure/door_assembly/door_assembly_com
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glass = 1
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@@ -131,6 +136,7 @@
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icon = 'icons/obj/doors/Doorengglass.dmi'
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hitsound = 'sound/effects/Glasshit.ogg'
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maxhealth = 300
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explosion_resistance = 5
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opacity = 0
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assembly_type = /obj/structure/door_assembly/door_assembly_eng
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glass = 1
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@@ -140,6 +146,7 @@
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icon = 'icons/obj/doors/Doorsecglass.dmi'
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hitsound = 'sound/effects/Glasshit.ogg'
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maxhealth = 300
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explosion_resistance = 5
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opacity = 0
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assembly_type = /obj/structure/door_assembly/door_assembly_sec
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glass = 1
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@@ -149,6 +156,7 @@
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icon = 'icons/obj/doors/Doormedglass.dmi'
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hitsound = 'sound/effects/Glasshit.ogg'
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maxhealth = 300
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explosion_resistance = 5
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opacity = 0
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assembly_type = /obj/structure/door_assembly/door_assembly_med
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glass = 1
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@@ -173,6 +181,7 @@
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icon = 'icons/obj/doors/Doorresearchglass.dmi'
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hitsound = 'sound/effects/Glasshit.ogg'
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maxhealth = 300
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explosion_resistance = 5
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opacity = 0
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assembly_type = /obj/structure/door_assembly/door_assembly_research
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glass = 1
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@@ -183,6 +192,7 @@
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icon = 'icons/obj/doors/Doorminingglass.dmi'
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hitsound = 'sound/effects/Glasshit.ogg'
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maxhealth = 300
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explosion_resistance = 5
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opacity = 0
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assembly_type = /obj/structure/door_assembly/door_assembly_min
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glass = 1
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@@ -192,6 +202,7 @@
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icon = 'icons/obj/doors/Dooratmoglass.dmi'
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hitsound = 'sound/effects/Glasshit.ogg'
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maxhealth = 300
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explosion_resistance = 5
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opacity = 0
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assembly_type = /obj/structure/door_assembly/door_assembly_atmo
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glass = 1
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@@ -292,6 +303,7 @@
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/obj/machinery/door/airlock/highsecurity
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name = "Secure Airlock"
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icon = 'icons/obj/doors/hightechsecurity.dmi'
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explosion_resistance = 20
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secured_wires = 1
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assembly_type = /obj/structure/door_assembly/door_assembly_highsecurity
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@@ -65,7 +65,7 @@ proc/explosion_rec(turf/epicenter, power)
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var/explosion_resistance
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/turf/space
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explosion_resistance = 10
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explosion_resistance = 3
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/turf/simulated/floor
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explosion_resistance = 1
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@@ -83,10 +83,10 @@ proc/explosion_rec(turf/epicenter, power)
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explosion_resistance = 1
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/turf/simulated/shuttle/wall
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explosion_resistance = 5
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explosion_resistance = 10
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/turf/simulated/wall
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explosion_resistance = 5
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explosion_resistance = 10
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/turf/simulated/wall/r_wall
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explosion_resistance = 25
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@@ -107,24 +107,16 @@ proc/explosion_rec(turf/epicenter, power)
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explosion_turfs[src] = power
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var/spread_power = power - src.explosion_resistance //This is the amount of power that will be spread to the tile in the direction of the blast
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var/side_spread_power = power - 2 * src.explosion_resistance //This is the amount of power that will be spread to the side tiles
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for(var/obj/O in src)
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if(O.explosion_resistance)
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spread_power -= O.explosion_resistance
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side_spread_power -= O.explosion_resistance
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var/turf/T = get_step(src, direction)
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T.explosion_spread(spread_power, direction)
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T = get_step(src, turn(direction,90))
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T.explosion_spread(side_spread_power, turn(direction,90))
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T.explosion_spread(spread_power, turn(direction,90))
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T = get_step(src, turn(direction,-90))
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T.explosion_spread(side_spread_power, turn(direction,90))
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/*
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for(var/direction in cardinal)
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var/turf/T = get_step(src, direction)
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T.explosion_spread(spread_power)
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*/
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T.explosion_spread(spread_power, turn(direction,90))
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/turf/unsimulated/explosion_spread(power)
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return //So it doesn't get to the parent proc, which simulates explosions
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@@ -8,7 +8,7 @@
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flags = CONDUCT
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pressure_resistance = 5*ONE_ATMOSPHERE
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layer = 2.9
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explosion_resistance = 5
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explosion_resistance = 1
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var/health = 10
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var/destroyed = 0
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@@ -82,19 +82,19 @@ var/list/wood_icons = list("wood","wood-broken")
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if(1.0)
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src.ChangeTurf(/turf/space)
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if(2.0)
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switch(pick(1,2;75,3))
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switch(pick(40;1,40;2,3))
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if (1)
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src.ReplaceWithLattice()
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if(prob(33)) new /obj/item/stack/sheet/metal(src)
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src.ReplaceWithLattice()
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if(2)
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src.ChangeTurf(/turf/space)
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if(3)
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if(prob(33)) new /obj/item/stack/sheet/metal(src)
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if(prob(80))
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src.break_tile_to_plating()
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else
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src.break_tile()
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src.hotspot_expose(1000,CELL_VOLUME)
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if(prob(33)) new /obj/item/stack/sheet/metal(src)
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if(3.0)
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if (prob(50))
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src.break_tile()
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@@ -338,7 +338,8 @@
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/turf/proc/ReplaceWithLattice()
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src.ChangeTurf(/turf/space)
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new /obj/structure/lattice( locate(src.x, src.y, src.z) )
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spawn()
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new /obj/structure/lattice( locate(src.x, src.y, src.z) )
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/turf/proc/kill_creatures(mob/U = null)//Will kill people/creatures and damage mechs./N
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//Useful to batch-add creatures to the list.
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