Gets rid of hasvar usage and moves up some vars (#18262)

* Gets rid of hasvar usage

* thiiis

* moves damtype to /obj/item

* throwing

* Move vars moved

* matter as well

Pretty much only used for the robot lathe and when crafting...When you could only smelt down obj/item for its materials

* Update floor_light.dm

* exploitable

* this can be moved up...

* move persist to /item

you can't ever place /obj in storage anyway...It would imply you can store the supermatter, which I think we don't want.

* gets rid of being_used

I added this for xenoarch, that was a mistake

* move these

* move these to the base file

* Makes floorlight autolathe recipe not shit

* Update floor_light.dm

* Update floor_light.dm

* Mechs no longer gib when hitting things

---------

Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
This commit is contained in:
Cameron Lennox
2025-08-21 23:08:10 +02:00
committed by GitHub
co-authored by Selis
parent 56d0cd3e20
commit 37779acf01
56 changed files with 223 additions and 254 deletions
@@ -36,9 +36,9 @@
/obj/structure/ghost_pod/automatic/xenomorph_egg/attackby(obj/item/W as obj, mob/user as mob)
user.setClickCooldown(user.get_attack_speed(W))
switch(W.damtype)
if("fire")
if(BURN)
health -= W.force * 1.25 //It really doesn't like fire
if("brute")
if(BRUTE)
health -= W.force * 0.75 //Bit hard to cut
playsound(src, 'sound/effects/attackblob.ogg', 50, 1)
healthcheck()
@@ -46,10 +46,10 @@
return
/obj/structure/ghost_pod/automatic/xenomorph_egg/bullet_act(var/obj/item/projectile/Proj)
switch(damtype)
if("fire")
switch(Proj.damtype)
if(BURN)
health -= Proj.damage * 1.5 //It burns!
if("brute")
if(BRUTE)
health -= Proj.damage //It hurts a bit more then a sharp stick
healthcheck()
..()