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## About The Pull Request adds generic system for atom health / integrity / damage everything that isn't flagged with not-bludgeonable can, well, now be bludgeoned. ## Why It's Good For The Game more interactive game world through the means of making people able to break Everything. ## Changelog 🆑 add: atom damage - (almost) everything is now breakable. refactor: new /atom level materials system refactor: a lot of the combat system / click code refactor: melee attack styles /🆑 --------- Co-authored-by: silicons <no@you.cat>
50 lines
1.6 KiB
Plaintext
50 lines
1.6 KiB
Plaintext
/obj/effect/falling_effect
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name = "you should not see this"
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desc = "no data"
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invisibility = INVISIBILITY_ABSTRACT
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anchored = TRUE
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density = FALSE
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integrity_flags = INTEGRITY_ACIDPROOF | INTEGRITY_FIREPROOF | INTEGRITY_INDESTRUCTIBLE | INTEGRITY_INDESTRUCTIBLE
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var/falling_type = /obj/item/reagent_containers/food/snacks/sliceable/pizza/margherita
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var/crushing = TRUE
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/obj/effect/falling_effect/Initialize(mapload)
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. = ..()
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new falling_type(src)
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var/atom/movable/dropped = pick(contents) // Stupid, but allows to get spawn result without efforts if it is other type(Or if it was randomly generated).
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dropped.loc = get_turf(src)
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var/initial_x = dropped.pixel_x
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var/initial_y = dropped.pixel_y
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dropped.plane = 1
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dropped.pixel_x = rand(-150, 150)
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dropped.pixel_y = 500 // When you think that pixel_z is height but you are wrong
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dropped.density = FALSE
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dropped.opacity = FALSE
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animate(dropped, pixel_y = initial_y, pixel_x = initial_x , time = 7)
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addtimer(CALLBACK(dropped, TYPE_PROC_REF(/atom/movable, end_fall)), 7)
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return INITIALIZE_HINT_QDEL
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/atom/movable/proc/end_fall(var/crushing = FALSE)
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if(crushing)
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for(var/atom/movable/AM in loc)
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if(AM != src)
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LEGACY_EX_ACT(AM, 1, null)
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explosion(src.loc, 0, 0, 1, 1, 0)
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for(var/mob/living/M in oviewers(3, src))
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shake_camera(M, 2, 2)
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playsound(src, 'sound/effects/meteorimpact.ogg', 50, 1)
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density = initial(density)
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opacity = initial(opacity)
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plane = initial(plane)
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/obj/effect/falling_effect/singularity_act()
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return
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/obj/effect/falling_effect/singularity_pull()
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return
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/obj/effect/falling_effect/legacy_ex_act()
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return
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