Files
Paradise/code/modules/events/blob/blob_structures/captured_nuke.dm
DGamerL 173bfb92f5 Removes bio resist from the code (#21108)
* BIO armor is kill

* some more stuff that uses bio resist

* I did a scuffed merge conflict solve but it works
2023-06-03 09:50:22 +01:00

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/obj/structure/blob/captured_nuke //alternative to blob just straight up destroying nukes
name = "blob captured nuke"
icon_state = "blob"
desc = "A Nuclear Warhead tangled in blob tendrils pulsating with a horrific green glow."
max_integrity = 100
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 65, ACID = 90)
point_return = 0
/obj/structure/blob/captured_nuke/Initialize(mapload, obj/machinery/nuclearbomb/N)
. = ..()
START_PROCESSING(SSobj, src)
N?.forceMove(src)
update_icon(UPDATE_OVERLAYS)
/obj/structure/blob/captured_nuke/update_overlays()
. = ..()
var/image/nuke_overlay = image('icons/mob/blob.dmi', "blob_nuke_overlay")
nuke_overlay.appearance_flags = RESET_COLOR
. += nuke_overlay
/obj/structure/blob/captured_nuke/Destroy()
for(var/obj/machinery/nuclearbomb/O in contents)
O.forceMove(loc)
STOP_PROCESSING(SSobj, src)
return ..()
/obj/structure/blob/captured_nuke/Life(seconds, times_fired)
obj_integrity = min(max_integrity, obj_integrity + 1)