And mobs are allowed to break stuff too

This commit is contained in:
Heroman
2021-03-29 16:30:08 +10:00
parent 27c75038db
commit 0245e18f61
2 changed files with 6 additions and 2 deletions
+2 -2
View File
@@ -9,7 +9,7 @@
var/violent_breakthrough = TRUE // If false, the AI is not allowed to destroy things like windows or other structures in the way. Requires above var to be true.
var/stand_ground = FALSE // If true, the AI won't try to get closer to an enemy if out of range.
// This does the actual attacking.
/datum/ai_holder/proc/engage_target()
ai_log("engage_target() : Entering.", AI_LOG_DEBUG)
@@ -293,7 +293,7 @@
// Kill common obstacle in the way like tables.
var/obj/structure/obstacle = locate(/obj/structure, problem_turf)
if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille))
if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille) || istype(obstacle, /obj/effect/weaversilk/wall)) //VOREStation Edit: spdr
ai_log("destroy_surroundings() : Attacking generic structure.", AI_LOG_INFO)
return melee_attack(obstacle)
@@ -26,6 +26,10 @@
/obj/effect/weaversilk/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
qdel(src)
/obj/effect/weaversilk/attack_generic(mob/user as mob, var/damage)
if(damage)
qdel(src)
/obj/effect/weaversilk/attack_hand(mob/user as mob)
..()
if(user.a_intent == I_HURT)