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f00535983e [MDB IGNORE] [IDB IGNORE] atom damage (#5235)
## 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>
2023-11-11 17:33:57 -07:00

52 lines
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//holographic signs and barriers
/obj/structure/holosign
name = "holo sign"
icon = 'icons/effects/effects.dmi'
anchored = TRUE
integrity = 20
integrity_max = 20
hit_sound_brute = 'sound/weapons/egloves.ogg'
hit_sound_burn = 'sound/weapons/egloves.ogg'
var/obj/item/holosign_creator/projector
explosion_resistance = 1
/obj/structure/holosign/Initialize(mapload, source_projector)
. = ..()
if(source_projector)
projector = source_projector
projector.signs += src
/* if(overlays) // Fucking god damnit why do we have to have an entire different subsystem for this shit from other codebases.
overlays.add_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, plane, dir, alpha, RESET_ALPHA) //you see mobs under it, but you hit them like they are above it
alpha = 0
*/
/obj/structure/holosign/Destroy()
if(projector)
projector.signs -= src
projector = null
return ..()
/obj/structure/holosign/wetsign
name = "wet floor sign"
desc = "The words flicker as if they mean nothing."
icon = 'icons/effects/effects.dmi'
icon_state = "holosign"
/obj/structure/holosign/barrier/combifan
name = "holo combifan"
desc = "A holographic barrier resembling a blue-accented tiny fan. Though it does not prevent solid objects from passing through, gas and temperature changes are kept out."
icon_state = "holo_combifan"
anchored = TRUE
density = FALSE
CanAtmosPass = ATMOS_PASS_AIR_BLOCKED
layer = ABOVE_TURF_LAYER
alpha = 150