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https://github.com/KabKebab/GS13.git
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Radiation Shutters + Micro Opts + Engine Weight
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@@ -34,13 +34,12 @@
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var/atom/movable/master = parent
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master.add_filter("rad_glow", 2, list("type" = "outline", "color" = "#39ff1430", "size" = 2))
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addtimer(CALLBACK(src, .proc/glow_loop, master), rand(1,19))//Things should look uneven
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START_PROCESSING(SSradiation, src)
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/datum/component/radioactive/Destroy()
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STOP_PROCESSING(SSradiation, src)
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var/atom/movable/master = parent
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master.remove_filter("rad_glow")
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STOP_PROCESSING(SSradiation, src)
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return ..()
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/datum/component/radioactive/process()
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@@ -1,13 +1,70 @@
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/obj/machinery/door/poddoor/shutters
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gender = PLURAL
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name = "shutters"
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desc = "Heavy duty metal shutters that open mechanically."
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desc = "Mechanical metal shutters operated by a button with a magnetic seal, keeping them airtight."
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icon = 'icons/obj/doors/shutters.dmi'
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layer = SHUTTER_LAYER
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closingLayer = SHUTTER_LAYER
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armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 75, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
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damage_deflection = 20
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max_integrity = 100
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/obj/machinery/door/poddoor/shutters/preopen
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icon_state = "open"
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density = FALSE
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opacity = 0
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// The below shutters are the original ones from the TG codebase. They are remaining as "secure" shutters. If anyone wants to improve their animation, feel free.
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// The original shutters are now shutters_old.dmi; copy the naming format of the files into new a new .dmi to add new shutters that work with the poddoor code for animating the doors.
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// Originally, the shutters were reskins of blast doors. Eighty hits with the Cap's sabre to destroy one shutter is far too powerful considering shutters cannot be deconstructed (yet).
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// If you're a mapper and want super strong shutter, use the 'old' ones.
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/obj/machinery/door/poddoor/shutters/old
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name = "strong shutters"
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desc = "These shutters have an armoured frame; it looks like plasteel. These shutters look robust enough to survive explosions."
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icon = 'icons/obj/doors/shutters_old.dmi'
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icon_state = "closed"
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armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 75, "bomb" = 30, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
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max_integrity = 300
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/obj/machinery/door/poddoor/shutters/old/preopen
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icon_state = "open"
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density = FALSE
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opacity = 0
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// End of old shutter stuff. Credit for the old shutter sprites to TG.
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/obj/machinery/door/poddoor/shutters/radiation
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name = "radiation shutters"
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desc = "Lead-lined shutters painted yellow with a radioactive hazard symbol on it. Blocks out most radiation"
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icon = 'icons/obj/doors/shutters_radiation.dmi'
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icon_state = "closed"
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rad_insulation = 0.2
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/obj/machinery/door/poddoor/shutters/radiation/preopen
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icon_state = "open"
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density = FALSE
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opacity = 0
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rad_insulation = 1
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/obj/machinery/door/poddoor/shutters/radiation/do_animate(animation)
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..()
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switch(animation)
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if("opening")
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rad_insulation = 1
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if("closing")
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rad_insulation = -0.5
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// A 3x3 N2 SM setup won't irradiate you if you're behind the shutter at -0.9 insulation. If it starts to delam, it'll start irradiating you slowly. Keep the value between -0.1 to -0.9
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/obj/machinery/door/poddoor/shutters/window
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name = "windowed shutters"
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desc = "Mechanical shutters that have some form of plastic window in them, allowing you to see through the shutters at all times."
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icon = 'icons/obj/doors/shutters_window.dmi'
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icon_state = "closed"
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opacity = 0
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glass = 1
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/obj/machinery/door/poddoor/shutters/window/preopen
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icon_state = "open"
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density = FALSE
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