upstream-merge-27971

This commit is contained in:
LetterJay
2017-06-11 08:21:14 -05:00
parent bd4d42a8a6
commit 11ff6a7628
5 changed files with 32 additions and 24 deletions

View File

@@ -430,6 +430,8 @@ GLOBAL_LIST_INIT(ghost_others_options, list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
#define GIBTONITE_ACTIVE 1
#define GIBTONITE_STABLE 2
#define GIBTONITE_DETONATE 3
//for obj explosion block calculation
#define EXPLOSION_BLOCK_PROC -1
//Gangster starting influences
#define GANGSTER_SOLDIER_STARTING_INFLUENCE 5

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@@ -279,16 +279,9 @@ GLOBAL_LIST_EMPTY(explosions)
var/turf/T = affected_turfs[I]
var/current_exp_block = T.density ? T.explosion_block : 0
for(var/obj/machinery/door/D in T)
if(D.density)
current_exp_block += D.explosion_block
for(var/obj/structure/window/W in T)
if(W.reinf && W.fulltile)
current_exp_block += W.explosion_block
for(var/obj/structure/blob/B in T)
current_exp_block += B.explosion_block
for(var/obj/O in T)
var/the_block = O.explosion_block
current_exp_block += the_block == EXPLOSION_BLOCK_PROC ? O.GetExplosionBlock() : the_block
.[T] = current_exp_block
@@ -351,20 +344,12 @@ GLOBAL_LIST_EMPTY(explosions)
var/turf/TT = T
while(TT != epicenter)
TT = get_step_towards(TT,epicenter)
if(TT.density && TT.explosion_block)
if(TT.density)
dist += TT.explosion_block
for(var/obj/machinery/door/D in TT)
if(D.density && D.explosion_block)
dist += D.explosion_block
for(var/obj/structure/window/W in TT)
if(W.explosion_block && W.fulltile)
dist += W.explosion_block
for(var/obj/structure/blob/B in T)
dist += B.explosion_block
for(var/obj/O in T)
var/the_block = O.explosion_block
dist += the_block == EXPLOSION_BLOCK_PROC ? O.GetExplosionBlock() : the_block
if(dist < dev)
T.color = "red"
T.maptext = "Dev"

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@@ -12,7 +12,7 @@
max_integrity = 350
armor = list(melee = 30, bullet = 30, laser = 20, energy = 20, bomb = 10, bio = 100, rad = 100, fire = 80, acid = 70)
CanAtmosPass = ATMOS_PASS_DENSITY
flags = PREVENT_CLICK_UNDER
flags = PREVENT_CLICK_UNDER
var/secondsElectrified = 0
var/shockedby = list()
@@ -32,6 +32,7 @@
var/auto_close //TO BE REMOVED, no longer used, it's just preventing a runtime with a map var edit.
var/datum/effect_system/spark_spread/spark_system
var/damage_deflection = 10
var/real_explosion_block //ignore this, just use explosion_block
/obj/machinery/door/New()
..()
@@ -45,6 +46,10 @@
spark_system = new /datum/effect_system/spark_spread
spark_system.set_up(2, 1, src)
//doors only block while dense though so we have to use the proc
real_explosion_block = explosion_block
explosion_block = EXPLOSION_BLOCK_PROC
/obj/machinery/door/Destroy()
@@ -284,7 +289,7 @@
/obj/machinery/door/proc/crush()
for(var/mob/living/L in get_turf(src))
L.visible_message("<span class='warning'>[src] closes on [L], crushing them!</span>", "<span class='userdanger'>[src] closes on you and crushes you!</span>")
L.visible_message("<span class='warning'>[src] closes on [L], crushing them!</span>", "<span class='userdanger'>[src] closes on you and crushes you!</span>")
if(isalien(L)) //For xenos
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE * 1.5) //Xenos go into crit after aproximately the same amount of crushes as humans.
L.emote("roar")
@@ -346,3 +351,6 @@
//if it blows up a wall it should blow up a door
..(severity ? max(1, severity - 1) : 0, target)
/obj/machinery/door/GetExplosionBlock()
return density ? real_explosion_block : 0

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@@ -259,3 +259,7 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
obj_break(damage_type)
return TRUE
return FALSE
//returns how much the object blocks an explosion
/obj/proc/GetExplosionBlock()
CRASH("Unimplemented GetExplosionBlock()")

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@@ -24,6 +24,7 @@
resistance_flags = ACID_PROOF
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 100)
CanAtmosPass = ATMOS_PASS_PROC
var/real_explosion_block //ignore this, just use explosion_block
/obj/structure/window/examine(mob/user)
..()
@@ -73,6 +74,10 @@
if(rods)
debris += new /obj/item/stack/rods(src, rods)
//windows only block while reinforced and fulltile, so we'll use the proc
real_explosion_block = explosion_block
explosion_block = EXPLOSION_BLOCK_PROC
/obj/structure/window/rcd_vals(mob/user, obj/item/weapon/construction/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_DECONSTRUCT)
@@ -400,6 +405,10 @@
return 1
/obj/structure/window/GetExplosionBlock()
return reinf && fulltile ? real_explosion_block : 0
/obj/structure/window/unanchored
anchored = FALSE