mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-13 11:43:31 +00:00
Singularity Engine -Recoded some parts, still works mostly the same Welders -Recoded, it works mostly the same but is easier to use in code -Cyborgs have a larger fuel tank -Brought most if not all of the areas that use welders upto spec Moved the changeling chem recharge code into the human life proc New players who log out before spawning in are now deleted New minor Common event Machines around the station use more power, system might need some changes later Likely few other minor changes that I just cant think of atm git-svn-id: http://tgstation13.googlecode.com/svn/trunk@945 316c924e-a436-60f5-8080-3fe189b3f50e
132 lines
2.5 KiB
Plaintext
132 lines
2.5 KiB
Plaintext
/atom
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layer = 2
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var/level = 2
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var/flags = FPRINT
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var/fingerprints = null
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var/list/fingerprintshidden = new/list()
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var/fingerprintslast = null
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var/blood_DNA = null
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var/blood_type = null
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var/last_bumped = 0
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///Chemistry.
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var/datum/reagents/reagents = null
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//var/chem_is_open_container = 0
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// replaced by OPENCONTAINER flags and atom/proc/is_open_container()
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///Chemistry.
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proc/assume_air(datum/air_group/giver)
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del(giver)
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return null
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proc/remove_air(amount)
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return null
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proc/return_air()
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return null
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// Convenience proc to see if a container is open for chemistry handling
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// returns true if open
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// false if closed
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proc/is_open_container()
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return flags & OPENCONTAINER
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/*//Convenience proc to see whether a container can be accessed in a certain way.
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proc/can_subract_container()
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return flags & EXTRACT_CONTAINER
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proc/can_add_container()
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return flags & INSERT_CONTAINER
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*/
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obj
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assume_air(datum/air_group/giver)
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if(loc)
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return loc.assume_air(giver)
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else
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return null
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remove_air(amount)
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if(loc)
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return loc.remove_air(amount)
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else
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return null
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return_air()
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if(loc)
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return loc.return_air()
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else
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return null
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/atom/proc/meteorhit(obj/meteor as obj)
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return
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/atom/proc/allow_drop()
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return 1
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/atom/proc/CheckExit()
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return 1
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/atom/proc/HasEntered(atom/movable/AM as mob|obj)
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return
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/atom/proc/HasProximity(atom/movable/AM as mob|obj)
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return
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/atom/proc/emp_act(var/severity)
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return
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/atom/movable/overlay/attackby(a, b)
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if (src.master)
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return src.master.attackby(a, b)
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return
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/atom/movable/overlay/attack_paw(a, b, c)
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if (src.master)
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return src.master.attack_paw(a, b, c)
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return
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/atom/movable/overlay/attack_hand(a, b, c)
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if (src.master)
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return src.master.attack_hand(a, b, c)
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return
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/atom/movable/overlay/New()
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for(var/x in src.verbs)
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src.verbs -= x
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return
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/atom/movable
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layer = 3
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var/last_move = null
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var/anchored = 0
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// var/elevation = 2 - not used anywhere
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var/move_speed = 10
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var/l_move_time = 1
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var/m_flag = 1
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var/throwing = 0
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var/throw_speed = 2
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var/throw_range = 7
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var/moved_recently = 0
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/atom/movable/overlay
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var/atom/master = null
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anchored = 1
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/atom/movable/Move()
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var/atom/A = src.loc
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. = ..()
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src.move_speed = world.timeofday - src.l_move_time
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src.l_move_time = world.timeofday
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src.m_flag = 1
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if ((A != src.loc && A && A.z == src.z))
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src.last_move = get_dir(A, src.loc)
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src.moved_recently = 1
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return
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////////////
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