[MIRROR] Clothing fallback (#11470)

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
This commit is contained in:
CHOMPStation2StaffMirrorBot
2025-08-19 18:38:30 -07:00
committed by GitHub
parent 6eb4a15df1
commit 4f205c9197
22 changed files with 119 additions and 181 deletions

View File

@@ -40,59 +40,6 @@
girder_material = newgmaterial
update_material()
/turf/simulated/wall/update_icon()
if(!material)
return
if(!damage_overlays[1]) //list hasn't been populated
generate_overlays()
cut_overlays()
var/image/I
if(!density)
I = image(wall_masks, "[material.icon_base]fwall_open")
I.color = material.icon_colour
add_overlay(I)
return
for(var/i = 1 to 4)
I = image(wall_masks, "[material.icon_base][wall_connections[i]]", dir = 1<<(i-1))
I.color = material.icon_colour
add_overlay(I)
if(reinf_material)
if(construction_stage != null && construction_stage < 6)
I = image(wall_masks, "reinf_construct-[construction_stage]")
I.color = reinf_material.icon_colour
add_overlay(I)
else
if("[reinf_material.icon_reinf]0" in cached_icon_states(wall_masks))
// Directional icon
for(var/i = 1 to 4)
I = image(wall_masks, "[reinf_material.icon_reinf][wall_connections[i]]", dir = 1<<(i-1))
I.color = reinf_material.icon_colour
add_overlay(I)
else if("[reinf_material.icon_reinf]" in cached_icon_states(wall_masks))
I = image(wall_masks, reinf_material.icon_reinf)
I.color = reinf_material.icon_colour
add_overlay(I)
var/image/texture = material.get_wall_texture()
if(texture)
add_overlay(texture)
if(damage != 0)
var/integrity = material.integrity
if(reinf_material)
integrity += reinf_material.integrity
var/overlay = round(damage / integrity * damage_overlays.len) + 1
if(overlay > damage_overlays.len)
overlay = damage_overlays.len
add_overlay(damage_overlays[overlay])
return
/turf/simulated/shuttlewalls/proc/generate_overlays()
var/alpha_inc = 256 / damage_overlays.len

View File

@@ -1,54 +0,0 @@
//THIS FILE HAS BEEN UNTICKED, We already got energy_ch.dm, we dont need to override twice
/obj/item/projectile/energy/excavate
//damage = 20
armor_penetration = 60
/obj/item/projectile/energy/excavate/weak
//damage = 10
excavation_amount = 100
/obj/item/projectile/energy/acid
//damage = 15
/obj/item/projectile/energy/neurotoxin/toxic
damage = 10
//
/obj/item/projectile/energy/phase/bolt
range = 4
mob_bonus_damage = 15 // 30 total on animals
icon_state = "cbbolt"
hud_state = "taser"
/obj/item/projectile/energy/phase/bolt/heavy
range = 4
mob_bonus_damage = 25 // 20 total on animals
hud_state = "taser"
/obj/item/projectile/energy/plasma/vepr
//damage = 30
armor_penetration = 15
/obj/item/projectile/energy/phase
//damage = 5
mob_bonus_damage = 15
armor_penetration = 0
SA_vulnerability = list(SA_ANIMAL, MOB_CLASS_SYNTHETIC, MOB_CLASS_ABERRATION)
/obj/item/projectile/energy/phase/light
mob_bonus_damage = 5
armor_penetration = 0
/obj/item/projectile/energy/phase/heavy
//damage = 5
mob_bonus_damage = 20
armor_penetration = 0
/obj/item/projectile/energy/phase/heavy/cannon
//damage = 5
mob_bonus_damage = 35
armor_penetration = 0
/obj/item/gun/energy/Initialize(mapload)
if(icon == 'icons/obj/gun_ch.dmi' && !(icon_state in cached_icon_states('icons/obj/gun_ch.dmi')))
icon = 'icons/obj/gun.dmi'
return ..()