Merge pull request #16579 from FlattestGuitar/armor-defines

Adds defines for damage flags
This commit is contained in:
variableundefined
2021-09-17 22:10:20 -05:00
committed by GitHub
181 changed files with 458 additions and 450 deletions
+1 -1
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@@ -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)
+1 -1
View File
@@ -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)