From bc56760a35eebf86594e1ca03d5af82d524d24b5 Mon Sep 17 00:00:00 2001 From: "aranclanos@hotmail.com" Date: Thu, 3 Jan 2013 10:24:36 +0000 Subject: [PATCH] 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 --- code/game/mecha/combat/combat.dm | 1 - code/game/objects/items.dm | 1 - code/game/objects/objs.dm | 1 + 3 files changed, 1 insertion(+), 2 deletions(-) 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()