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Breakable Objects v2 (#32255)
* Generalize breakability to obj. Standardize health and maxHealth for objs. Make flashlights, cameras, beakers, and wall-mounted lanterns breakable. * Moved breakable.dm. * Fix metaclub beepsky's maxhealth to maxHealth. * Attempted to fix named argument error. * Attempt to fix take_damage() derived proc named argument error. * Attempt to fixed named argument error. * Fragments can be obj not just item. * Remove debug. * . * Fixed conflicting proc definitions. * Attempt to fix runtime. * Partly dissolve existing implementations of object health into general framework. * Declare parent args in take_damage() proc overrides. * Typo fix. * Comment change. * Change destroy to qdel. * Update breakable.dm Check for null teeth. * Teeth check. * . * Gum check. * Bugfixes and general object kicking. * . * fix kicking * . * . * Kicking small items around. * Throwing something at an object to break the latter. * Fix storage inconsistencies. * Nicer kick damage calculation. * You don't need teeth to bite properly with a beak. * Items can take damage landing in disposals. * Undo that.. there's bug potential.
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@@ -3,7 +3,7 @@
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icon = 'icons/obj/machines/telecomms.dmi'
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icon_state = "server"
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var/datum/research/files
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var/health = 100
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health = 100
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var/list/id_with_upload = list() //List of R&D consoles with upload to server access.
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var/list/id_with_download = list() //List of R&D consoles with download from server access.
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var/id_with_upload_string = "" //String versions for easy editing in map editor.
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@@ -9,7 +9,7 @@
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var/obj/machinery/artifact/contained
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var/obj/item/weapon/paper/anomaly/report
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var/broken = FALSE
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var/health = 1000
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health = 1000
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/obj/structure/anomaly_container/Destroy()
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if (contained)
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