Would you like some defines in these trying times?
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@@ -8,7 +8,7 @@
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flags_1 = CONDUCT_1
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pressure_resistance = 5*ONE_ATMOSPHERE
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layer = BELOW_OBJ_LAYER
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armor = list("melee" = 50, "bullet" = 70, "laser" = 70, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
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armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 0, ACID = 0)
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max_integrity = 50
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attack_hand_is_action = TRUE
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attack_hand_speed = 8
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@@ -91,7 +91,7 @@
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user.DelayNextAction(flush = TRUE)
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user.do_attack_animation(src)
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if(!shock(user, 70) && !QDELETED(src)) //Last hit still shocks but shouldn't deal damage to the grille)
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take_damage(rand(5,10), BRUTE, "melee", 1)
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take_damage(rand(5,10), BRUTE, MELEE, 1)
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/obj/structure/grille/attack_paw(mob/user)
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return attack_hand(user)
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@@ -113,7 +113,7 @@
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user.visible_message("<span class='warning'>[user] hits [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
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log_combat(user, src, "hit")
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if(!shock(user, 70))
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take_damage(rand(5,10), BRUTE, "melee", 1)
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take_damage(rand(5,10), BRUTE, MELEE, 1)
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/obj/structure/grille/attack_alien(mob/living/user)
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if(!user.CheckActionCooldown(CLICK_CD_MELEE))
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@@ -122,7 +122,7 @@
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user.do_attack_animation(src)
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user.visible_message("<span class='warning'>[user] mangles [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
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if(!shock(user, 70))
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take_damage(20, BRUTE, "melee", 1)
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take_damage(20, BRUTE, MELEE, 1)
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/obj/structure/grille/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && (mover.pass_flags & PASSGRILLE))
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