diff --git a/code/game/mecha/combat/combat.dm b/code/game/mecha/combat/combat.dm index e836d387d15..f75bd01ac49 100644 --- a/code/game/mecha/combat/combat.dm +++ b/code/game/mecha/combat/combat.dm @@ -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) diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm index c322cf2aa50..8c2adf0fcdc 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -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 diff --git a/code/game/objects/objs.dm b/code/game/objects/objs.dm index 19e9918c2d6..7a94823d82d 100644 --- a/code/game/objects/objs.dm +++ b/code/game/objects/objs.dm @@ -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()