/obj/structure/blob/shield name = "strong blob" icon_state = "blob_shield" max_integrity = 150 brute_resist = 0.25 explosion_block = 3 atmosblock = TRUE armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 90, ACID = 90) /obj/structure/blob/shield/core /obj/structure/blob/shield/check_integrity() var/old_compromised_integrity = compromised_integrity if(obj_integrity < max_integrity * 0.5) compromised_integrity = TRUE else compromised_integrity = FALSE if(old_compromised_integrity != compromised_integrity) update_state() update_appearance(UPDATE_NAME|UPDATE_DESC|UPDATE_ICON_STATE) /obj/structure/blob/shield/update_state() if(compromised_integrity) atmosblock = FALSE else atmosblock = TRUE recalculate_atmos_connectivity() /obj/structure/blob/shield/update_name() . = ..() if(compromised_integrity) name = "weakened [initial(name)]" else name = initial(name) /obj/structure/blob/shield/update_desc() . = ..() if(compromised_integrity) desc = "A wall of twitching tendrils." else desc = initial(desc) /obj/structure/blob/shield/update_icon_state() if(compromised_integrity) icon_state = "[initial(icon_state)]_damaged" else icon_state = initial(icon_state) /obj/structure/blob/shield/CanPass(atom/movable/mover, border_dir) return istype(mover) && mover.checkpass(PASSBLOB) /obj/structure/blob/shield/reflective name = "reflective blob" desc = "A solid wall of slightly twitching tendrils with a reflective glow." icon_state = "blob_glow" max_integrity = 100 brute_resist = 0.5 explosion_block = 2 point_return = 9 flags_ricochet = RICOCHET_SHINY