mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 02:54:41 +01:00
Merge pull request #16579 from FlattestGuitar/armor-defines
Adds defines for damage flags
This commit is contained in:
@@ -155,7 +155,7 @@
|
||||
|
||||
/obj/machinery/power/apc/New(turf/loc, direction, building = 0)
|
||||
if(!armor)
|
||||
armor = list("melee" = 20, "bullet" = 20, "laser" = 10, "energy" = 100, "bomb" = 30, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50)
|
||||
armor = list(MELEE = 20, BULLET = 20, LASER = 10, ENERGY = 100, BOMB = 30, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
|
||||
..()
|
||||
GLOB.apcs += src
|
||||
GLOB.apcs = sortAtom(GLOB.apcs)
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
anchored = TRUE
|
||||
layer = 5
|
||||
max_integrity = 200
|
||||
armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
|
||||
armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
|
||||
/// Construction stage (1 = Empty frame | 2 = Wired frame | 3 = Completed frame)
|
||||
var/stage = 1
|
||||
/// Light bulb type
|
||||
|
||||
@@ -29,7 +29,7 @@ field_generator power level display
|
||||
use_power = NO_POWER_USE
|
||||
max_integrity = 500
|
||||
//100% immune to lasers and energy projectiles since it absorbs their energy.
|
||||
armor = list("melee" = 25, "bullet" = 10, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70)
|
||||
var/const/num_power_levels = 6 // Total number of power level icon has
|
||||
var/power_level = 0
|
||||
var/active = FG_OFFLINE
|
||||
@@ -144,7 +144,7 @@ field_generator power level display
|
||||
..()
|
||||
|
||||
/obj/machinery/field/generator/bullet_act(obj/item/projectile/Proj)
|
||||
if(Proj.flag != "bullet" && !Proj.nodamage)
|
||||
if(Proj.flag != BULLET && !Proj.nodamage)
|
||||
power = min(power + Proj.damage, field_generator_max_power)
|
||||
check_power_level()
|
||||
return 0
|
||||
|
||||
@@ -67,7 +67,7 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
|
||||
anchored = 0
|
||||
density = 1
|
||||
max_integrity = 500
|
||||
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 80)
|
||||
armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 80)
|
||||
var/obj/machinery/particle_accelerator/control_box/master = null
|
||||
var/construction_state = 0
|
||||
var/reference = null
|
||||
|
||||
@@ -639,7 +639,7 @@
|
||||
return FALSE
|
||||
if(!istype(Proj.firer, /obj/machinery/power/emitter) && power_changes)
|
||||
investigate_log("has been hit by [Proj] fired by [key_name(Proj.firer)]", "supermatter")
|
||||
if(Proj.flag != "bullet")
|
||||
if(Proj.flag != BULLET)
|
||||
if(power_changes) //This needs to be here I swear
|
||||
power += Proj.damage * bullet_energy
|
||||
if(!has_been_powered)
|
||||
|
||||
Reference in New Issue
Block a user