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2025-07-27 20:52:39 +00:00

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/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