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power_change() now defaults to using the machines power_channel Moved the remaining machinery power defines into the proper files Added code for a basic Antimatter Engine. It is currently made up of a control unit and several shield objects. The shield objects must have a patch through other shield objects or be directly touching the control unit. If they are unable to find one they will be del’d. The control unit needs to be given an antimatter containment jar for fuel before it will properly startup. A core is created when a shield object detects it has shields/control unit surrounding it. You can safely inject double the number of cores worth of fuel. Getting blown up, getting hit by the blob, getting hit with high force items, getting shot, being fed too much fuel will all end up lowering the stability of the reactor parts and once the stability gets to 0 it will either break or, if currently processing some fuel, explode. I’ve tested the parts several times and nothing seemed to go wrong, the sprites suck but that is to be expected. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3881 316c924e-a436-60f5-8080-3fe189b3f50e
33 lines
792 B
Plaintext
33 lines
792 B
Plaintext
// the underfloor wiring terminal for the APC
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// autogenerated when an APC is placed
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// all conduit connects go to this object instead of the APC
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// using this solves the problem of having the APC in a wall yet also inside an area
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/obj/machinery/power/terminal
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name = "terminal"
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icon_state = "term"
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desc = "It's an underfloor wiring terminal for power equipment."
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level = 1
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layer = TURF_LAYER
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var/obj/machinery/power/master = null
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anchored = 1
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directwired = 0 // must have a cable on same turf connecting to terminal
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layer = 2.6 // a bit above wires
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New()
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..()
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var/turf/T = src.loc
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if(level==1) hide(T.intact)
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return
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hide(var/i)
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if(i)
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invisibility = 101
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icon_state = "term-f"
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else
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invisibility = 0
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icon_state = "term"
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