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moves proc/deconstruct() and proc/take_damage() to obj level, moves a few obj damage procs in with it to new obj_defense.dm moves plastic flaps to new plasticflaps.dm
57 lines
1.4 KiB
Plaintext
57 lines
1.4 KiB
Plaintext
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/obj/proc/take_damage()
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return
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//the sound played when the obj is damaged.
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/obj/proc/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(src, 'sound/weapons/smash.ogg', 50, 1)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, 1)
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if(BURN)
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playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
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/obj/singularity_act()
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ex_act(1)
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if(src && !qdeleted(src))
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qdel(src)
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return 2
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//// FIRE
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/obj/fire_act(global_overlay=1)
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if(!burn_state)
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burn_state = ON_FIRE
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fire_master.burning += src
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burn_world_time = world.time + burntime*rand(10,20)
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if(global_overlay)
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overlays += fire_overlay
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return 1
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/obj/proc/burn()
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empty_object_contents(1, loc)
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var/obj/effect/decal/cleanable/ash/A = new(loc)
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A.desc = "Looks like this used to be a [name] some time ago."
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fire_master.burning -= src
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qdel(src)
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/obj/proc/extinguish()
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if(burn_state == ON_FIRE)
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burn_state = FLAMMABLE
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overlays -= fire_overlay
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fire_master.burning -= src
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/obj/proc/tesla_act(power)
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being_shocked = TRUE
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var/power_bounced = power * 0.5
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tesla_zap(src, 3, power_bounced)
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addtimer(src, "reset_shocked", 10)
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/obj/proc/reset_shocked()
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being_shocked = FALSE
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//the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
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/obj/proc/deconstruct(disassembled = TRUE)
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qdel(src) |