Moved the defines of damtype from /obj/items and /obj/mecha to only /obj.

This fixes a fuckload of runtimes and makes structures and machinery being able to cause damage on attackby procs, for example, using TK.

I'm not entirely happy of doing this, adding another var to a base class, but it's better than leaving a lot of hasvar() procs and it's easier than moving obj/machinery, obj/structure, etc, to obj/object/machinery, obj/object/structure, etc.
Also it doesn't break the entire game.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5457 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
aranclanos@hotmail.com
2013-01-03 10:24:36 +00:00
parent 5febd8103a
commit bc56760a35
3 changed files with 1 additions and 2 deletions
-1
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@@ -1,6 +1,5 @@
/obj/mecha/combat
force = 30
var/damtype = "brute"
var/melee_cooldown = 10
var/melee_can_hit = 1
var/list/destroyable_obj = list(/obj/mecha, /obj/structure/window, /obj/structure/grille, /turf/simulated/wall)
-1
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@@ -4,7 +4,6 @@
var/icon/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/abstract = 0
var/item_state = null
var/damtype = "brute"
var/r_speed = 1.0
var/health = null
var/burn_point = null
+1
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@@ -12,6 +12,7 @@
var/list/attack_verb = list() //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
var/in_use = 0 // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
var/damtype = "brute"
var/force = 0
/obj/proc/process()