mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-02 05:23:01 +00:00
Merge branch 'materials' of https://github.com/Zuhayr/Baystation12 into dev
This commit is contained in:
@@ -2,7 +2,7 @@
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/obj/structure/closet/fireaxecabinet
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name = "fire axe cabinet"
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desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
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var/obj/item/weapon/twohanded/fireaxe/fireaxe
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var/obj/item/weapon/material/twohanded/fireaxe/fireaxe
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icon_state = "fireaxe1000"
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icon_closed = "fireaxe1000"
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icon_opened = "fireaxe1100"
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@@ -16,7 +16,7 @@
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New()
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..()
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fireaxe = new /obj/item/weapon/twohanded/fireaxe(src)
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fireaxe = new /obj/item/weapon/material/twohanded/fireaxe(src)
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attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
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//..() //That's very useful, Erro
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@@ -55,7 +55,7 @@
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src.localopened = 1
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update_icon()
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return
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if (istype(O, /obj/item/weapon/twohanded/fireaxe) && src.localopened)
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if (istype(O, /obj/item/weapon/material/twohanded/fireaxe) && src.localopened)
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if(!fireaxe)
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if(O:wielded)
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user << "\red Unwield the axe first."
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@@ -13,7 +13,7 @@
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/obj/structure/displaycase/ex_act(severity)
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switch(severity)
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if (1)
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new /obj/item/weapon/shard( src.loc )
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new /obj/item/weapon/material/shard( src.loc )
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if (occupied)
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new /obj/item/weapon/gun/energy/captain( src.loc )
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occupied = 0
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@@ -37,7 +37,7 @@
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/obj/structure/displaycase/blob_act()
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if (prob(75))
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new /obj/item/weapon/shard( src.loc )
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new /obj/item/weapon/material/shard( src.loc )
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if (occupied)
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new /obj/item/weapon/gun/energy/captain( src.loc )
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occupied = 0
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@@ -45,7 +45,7 @@
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/obj/structure/displaycase/meteorhit(obj/O as obj)
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new /obj/item/weapon/shard( src.loc )
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new /obj/item/weapon/material/shard( src.loc )
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new /obj/item/weapon/gun/energy/captain( src.loc )
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qdel(src)
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@@ -55,7 +55,7 @@
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if (!( src.destroyed ))
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src.density = 0
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src.destroyed = 1
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new /obj/item/weapon/shard( src.loc )
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new /obj/item/weapon/material/shard( src.loc )
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playsound(src, "shatter", 70, 1)
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update_icon()
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else
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@@ -153,7 +153,7 @@
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return
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//window placing end
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else if(istype(W, /obj/item/weapon/shard))
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else if(istype(W, /obj/item/weapon/material/shard))
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health -= W.force * 0.1
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else if(!shock(user, 70))
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playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
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@@ -13,7 +13,7 @@
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/obj/structure/lamarr/ex_act(severity)
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switch(severity)
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if (1)
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new /obj/item/weapon/shard( src.loc )
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new /obj/item/weapon/material/shard( src.loc )
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Break()
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qdel(src)
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if (2)
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@@ -35,13 +35,13 @@
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/obj/structure/lamarr/blob_act()
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if (prob(75))
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new /obj/item/weapon/shard( src.loc )
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new /obj/item/weapon/material/shard( src.loc )
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Break()
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qdel(src)
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/obj/structure/lamarr/meteorhit(obj/O as obj)
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new /obj/item/weapon/shard( src.loc )
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new /obj/item/weapon/material/shard( src.loc )
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Break()
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qdel(src)
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@@ -51,7 +51,7 @@
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if (!( src.destroyed ))
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src.density = 0
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src.destroyed = 1
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new /obj/item/weapon/shard( src.loc )
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new /obj/item/weapon/material/shard( src.loc )
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playsound(src, "shatter", 70, 1)
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Break()
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else
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@@ -13,7 +13,7 @@
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var/state = 2
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var/reinf = 0
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var/basestate
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var/shardtype = /obj/item/weapon/shard
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var/shardtype = /obj/item/weapon/material/shard
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var/glasstype = null // Set this in subtypes. Null is assumed strange or otherwise impossible to dismantle, such as for shuttle glass.
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var/silicate = 0 // number of units of silicate
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@@ -87,11 +87,11 @@
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var/index = null
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index = 0
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while(index < 2)
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new shardtype(loc)
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new shardtype(loc) //todo pooling?
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if(reinf) PoolOrNew(/obj/item/stack/rods, loc)
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index++
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else
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new shardtype(loc)
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new shardtype(loc) //todo pooling?
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if(reinf) PoolOrNew(/obj/item/stack/rods, loc)
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qdel(src)
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return
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@@ -406,7 +406,7 @@
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desc = "A phoron-glass alloy window. It looks insanely tough to break. It appears it's also insanely tough to burn through."
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basestate = "phoronwindow"
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icon_state = "phoronwindow"
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shardtype = /obj/item/weapon/shard/phoron
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shardtype = /obj/item/weapon/material/shard/phoron
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glasstype = /obj/item/stack/sheet/glass/phoronglass
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maxhealth = 120
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@@ -420,7 +420,7 @@
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desc = "A phoron-glass alloy window, with rods supporting it. It looks hopelessly tough to break. It also looks completely fireproof, considering how basic phoron windows are insanely fireproof."
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basestate = "phoronrwindow"
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icon_state = "phoronrwindow"
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shardtype = /obj/item/weapon/shard/phoron
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shardtype = /obj/item/weapon/material/shard/phoron
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glasstype = /obj/item/stack/sheet/glass/phoronrglass
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reinf = 1
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maxhealth = 160
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