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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Removed turf_animation for now, ported vg hasproximity optimisation. Rewrite and refactor of how turfs handle icon updates, edge smoothing and
construction/deconstruction. Major map rework/changes.
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@@ -6,7 +6,7 @@
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w_class = 3.0
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throw_speed = 2
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throw_range = 4
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flags = CONDUCT //Copied this from old code, so this may or may not be necessary
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flags = CONDUCT | PROXMOVE
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var/status = 0 //0 - not readied //1 - bomb finished with welder
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var/obj/item/device/assembly_holder/bombassembly = null //The first part of the bomb is an assembly holder, holding an igniter+some device
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var/obj/item/weapon/tank/bombtank = null //the second part of the bomb is a phoron tank
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@@ -3,7 +3,7 @@
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icon = 'icons/obj/assemblies/new_assemblies.dmi'
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icon_state = "holder"
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item_state = "assembly"
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flags = CONDUCT
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flags = CONDUCT | PROXMOVE
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throwforce = 5
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w_class = 2.0
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throw_speed = 3
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@@ -4,8 +4,8 @@
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name = "infrared emitter"
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desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
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icon_state = "infrared"
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origin_tech = list(TECH_MAGNET = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "waste" = 100)
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origin_tech = list(TECH_MAGNET = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "waste" = 100)
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wires = WIRE_PULSE
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@@ -171,9 +171,7 @@
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/obj/effect/beam/i_beam/proc/hit()
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//world << "beam \ref[src]: hit"
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if(master)
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//world << "beam hit \ref[src]: calling master \ref[master].hit"
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master.trigger_beam()
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qdel(src)
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return
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@@ -2,9 +2,9 @@
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name = "proximity sensor"
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desc = "Used for scanning and alerting when someone enters a certain proximity."
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icon_state = "prox"
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origin_tech = list(TECH_MAGNET = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 800, "glass" = 200, "waste" = 50)
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origin_tech = list(TECH_MAGNET = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 800, "glass" = 200, "waste" = 50)
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flags = PROXMOVE
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wires = WIRE_PULSE
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secured = 0
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