Generalized w_class to obj level, defaulting to null.

This commit is contained in:
Zuhayr
2016-01-08 23:19:23 +10:30
parent b174b68e0a
commit 4ab3daf318
4 changed files with 6 additions and 3 deletions
+2 -1
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@@ -1,6 +1,8 @@
/obj/item
name = "item"
icon = 'icons/obj/items.dmi'
w_class = 3.0
var/image/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/abstract = 0
var/r_speed = 1.0
@@ -8,7 +10,6 @@
var/burn_point = null
var/burning = null
var/hitsound = null
var/w_class = 3.0
var/slot_flags = 0 //This is used to determine on which slots an item can fit.
var/no_attack_log = 0 //If it's an item we don't want to log attack_logs with, set this to 1
pass_flags = PASSTABLE
+1 -2
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@@ -1,7 +1,7 @@
/obj
//Used to store information about the contents of the object.
var/list/matter
var/w_class // Size of the object.
var/list/origin_tech = null //Used by R&D to determine what research bonuses it grants.
var/unacidable = 0 //universal "unacidabliness" var, here so you can use it in any obj.
animate_movement = 2
@@ -10,7 +10,6 @@
var/sharp = 0 // whether this object cuts
var/edge = 0 // whether this object is more likely to dismember
var/in_use = 0 // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
var/damtype = "brute"
var/force = 0
var/armor_penetration = 0
+1
View File
@@ -1,5 +1,6 @@
/obj/structure
icon = 'icons/obj/structures.dmi'
w_class = 10
var/climbable
var/breakable