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make environment_smash into bitflags add obj_damage for simple animals make default max_integrity and obj_integrity INFINITY for non-defined objects, until we can move more objects to obj_integrity/take_damage() system adds examining objects to roughly check damage more obj_defense.dm procs tables can be attacked with items, glass tables have a narsie_act() fixes, changes to make it compile
14 lines
458 B
Plaintext
14 lines
458 B
Plaintext
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//objects in /obj/effect should never be things that are attackable, use obj/structure instead.
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//Effects are mostly temporary visual effects like sparks, smoke, as well as decals, etc...
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/obj/effect
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icon = 'icons/effects/effects.dmi'
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burn_state = LAVA_PROOF | FIRE_PROOF
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resistance_flags = INDESTRUCTIBLE
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/obj/effect/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
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return
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/obj/effect/fire_act()
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return |