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https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 09:54:52 +00:00
Ports "Fixes default supplypods exploding their contents" & co.
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@@ -198,7 +198,8 @@ GLOBAL_LIST_EMPTY(explosions)
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var/list/items = list()
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for(var/I in T)
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var/atom/A = I
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items += A.GetAllContents()
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if (!A.prevent_content_explosion()) //The atom/contents_explosion() proc returns null if the contents ex_acting has been handled by the atom, and TRUE if it hasn't.
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items += A.GetAllContents()
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for(var/O in items)
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var/atom/A = O
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if(!QDELETED(A))
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@@ -289,8 +289,11 @@
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to_chat(user, "<span class='warning'>You can't move while buckled to [src]!</span>")
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return
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/atom/proc/prevent_content_explosion()
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return FALSE
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/atom/proc/contents_explosion(severity, target)
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return
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return //For handling the effects of explosions on contents that would not normally be effected
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/atom/proc/ex_act(severity, target)
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set waitfor = FALSE
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@@ -86,13 +86,15 @@
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/obj/structure/closet/supplypod/contents_explosion() //Supplypods also protect their contents from the harmful effects of fucking exploding.
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return
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/obj/structure/closet/supplypod/prevent_content_explosion() //Useful for preventing epicenter explosions from damaging contents
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return TRUE
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/obj/structure/closet/supplypod/toggle(mob/living/user) //Supplypods shouldn't be able to be manually opened under any circumstances, as the open() proc generates supply order datums
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return
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/obj/structure/closet/supplypod/proc/preOpen() //Called before the open() proc. Handles anything that occurs right as the pod lands.
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var/turf/T = get_turf(src)
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var/list/B = explosionSize //Mostly because B is more readable than explosionSize :p
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var/boomTotal = 0 //A counter used to check if the explosion does nothing
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if (landingSound)
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playsound(get_turf(src), landingSound, soundVolume, 0, 0)
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for (var/mob/living/M in T)
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@@ -108,10 +110,8 @@
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M.gib() //After adjusting the fuck outta that brute loss we finish the job with some satisfying gibs
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M.adjustBruteLoss(damage)
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for (var/i in B)
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boomTotal += i //Count up all the values of the explosion
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if (boomTotal != 0) //If the explosion list isn't all zeroes, call an explosion
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if (B[1] || B[2] || B[3] || B[4]) //If the explosion list isn't all zeroes, call an explosion
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explosion(get_turf(src), B[1], B[2], B[3], flame_range = B[4], silent = effectQuiet, ignorecap = istype(src, /obj/structure/closet/supplypod/centcompod)) //less advanced equipment than bluespace pod, so larger explosion when landing
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else if (!effectQuiet) //If our explosion list IS all zeroes, we still make a nice explosion sound (unless the effectQuiet var is true)
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playsound(src, "explosion", landingSound ? 15 : 80, 1)
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@@ -100,6 +100,9 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
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/obj/effect/immovablerod/ex_act(severity, target)
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return 0
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/obj/structure/closet/supplypod/prevent_content_explosion()
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return TRUE
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/obj/effect/immovablerod/singularity_act()
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return
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@@ -69,6 +69,9 @@
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/mob/living/silicon/contents_explosion(severity, target)
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return
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/mob/living/silicon/prevent_content_explosion()
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return TRUE
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/mob/living/silicon/proc/cancelAlarm()
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return
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@@ -41,6 +41,9 @@
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QDEL_NULL(internal)
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. = ..()
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/mob/living/simple_animal/hostile/megafauna/prevent_content_explosion()
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return TRUE
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/mob/living/simple_animal/hostile/megafauna/death(gibbed)
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if(health > 0)
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return
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@@ -653,6 +653,13 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
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else
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L.show_message("<span class='italics'>You hear an unearthly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
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//Do not blow up our internal radio
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/obj/machinery/power/supermatter_crystal/contents_explosion(severity, target)
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return
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/obj/machinery/power/supermatter_crystal/prevent_content_explosion()
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return TRUE
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/obj/machinery/power/supermatter_crystal/engine
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is_main_engine = TRUE
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