Update flightsuit.dm
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@@ -19,12 +19,7 @@
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icon_state = FLIGHTPACK_SPRITE_BASE
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item_state = FLIGHTPACK_SPRITE_BASE
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actions_types = list(/datum/action/item_action/flightpack/toggle_flight, /datum/action/item_action/flightpack/engage_boosters, /datum/action/item_action/flightpack/toggle_stabilizers, /datum/action/item_action/flightpack/change_power, /datum/action/item_action/flightpack/toggle_airbrake)
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<<<<<<< HEAD
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 10, bomb = 30, bio = 100, rad = 10, fire = 50, acid = 35)
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=======
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armor = list(melee = 20, bullet = 20, laser = 20, energy = 10, bomb = 30, bio = 100, rad = 75, fire = 100, acid = 75)
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>>>>>>> 8d647ff... Flying mobs now clip past non flying mobs, various flightsuit/iontrail/movement tweaks/code improvements/bugfixes (#30570)
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = SLOT_BACK
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resistance_flags = FIRE_PROOF
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@@ -86,18 +81,6 @@
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var/emp_heal_amount = 0.06 //How much emp damage to heal per process.
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var/emp_disable_threshold = 3 //3 weak ion, 2 strong ion hits.
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var/emp_disabled = FALSE
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<<<<<<< HEAD
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var/crash_damage = 10 //Same thing, but for crashes. This is in addition to possible amounts of brute damage to the wearer.
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var/crash_damage_low = 1
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var/crash_damage_high = 2.5
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var/crash_disable_threshold = 5
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var/crash_heal_amount = 0.06
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var/crash_disabled = FALSE
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var/crash_dampening = 0
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=======
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>>>>>>> 8d647ff... Flying mobs now clip past non flying mobs, various flightsuit/iontrail/movement tweaks/code improvements/bugfixes (#30570)
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var/requires_suit = TRUE
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var/datum/effect_system/trail_follow/ion/flight/ion_trail
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@@ -112,13 +95,8 @@
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var/crashing = FALSE //Are we currently getting wrecked?
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<<<<<<< HEAD
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var/s_delay = 50 // cell replacement delay
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=======
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var/atom/movable/cached_pull //recipe for disaster again.
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var/afterForceMove = FALSE
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>>>>>>> 8d647ff... Flying mobs now clip past non flying mobs, various flightsuit/iontrail/movement tweaks/code improvements/bugfixes (#30570)
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/obj/item/device/flightpack/proc/changeWearer(mob/changeto)
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if(wearer)
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@@ -808,40 +786,18 @@
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var/deployedpack = FALSE
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var/deployedshoes = FALSE
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var/locked = FALSE
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<<<<<<< HEAD
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resistance_flags = FIRE_PROOF
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/flightsuit
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jetpack = null
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var/flightpack
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var/flight = FALSE
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allowed = list(/obj/item/device/flashlight, /obj/item/tank/internals, /obj/item/gun, /obj/item/reagent_containers/spray/pepper, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs)
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actions_types = list(/datum/action/item_action/flightsuit/toggle_helmet, /datum/action/item_action/flightsuit/toggle_boots, /datum/action/item_action/flightsuit/toggle_flightpack, /datum/action/item_action/flightsuit/lock_suit)
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 10, bomb = 30, bio = 100, rad = 10, fire = 50, acid = 35)
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var/maint_panel = FALSE
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max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
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var/obj/item/stock_parts/cell/cell
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var/s_delay = 50
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/obj/item/clothing/suit/space/hardsuit/flightsuit/get_cell()
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return cell
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=======
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var/flightpack
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var/flight = FALSE
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var/maint_panel = FALSE
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>>>>>>> 8d647ff... Flying mobs now clip past non flying mobs, various flightsuit/iontrail/movement tweaks/code improvements/bugfixes (#30570)
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/obj/item/clothing/suit/space/hardsuit/flightsuit/full/Initialize()
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makepack()
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makeshoes()
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resync()
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<<<<<<< HEAD
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get_cell()
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=======
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return ..()
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/obj/item/clothing/suit/space/hardsuit/flightsuit/ui_action_click()
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return //Handled in action datums.
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>>>>>>> 8d647ff... Flying mobs now clip past non flying mobs, various flightsuit/iontrail/movement tweaks/code improvements/bugfixes (#30570)
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/obj/item/clothing/suit/space/hardsuit/flightsuit/proc/usermessage(message, span = "boldnotice")
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var/mob/targ = user
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