part 2
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@@ -191,7 +191,8 @@
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icon = 'icons/turf/walls/shuttle_wall.dmi'
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icon_state = "map-shuttle"
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explosion_block = 3
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flags_1 = CAN_BE_DIRTY_1 | CHECK_RICOCHET_1
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flags_1 = CAN_BE_DIRTY_1
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flags_ricochet = RICOCHET_SHINY | RICOCHET_HARD
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sheet_type = /obj/item/stack/sheet/mineral/titanium
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smooth = SMOOTH_MORE|SMOOTH_DIAGONAL
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canSmoothWith = list(/turf/closed/wall/mineral/titanium, /obj/machinery/door/airlock/shuttle, /obj/machinery/door/airlock, /obj/structure/window/shuttle, /obj/structure/shuttle/engine/heater, /obj/structure/falsewall/titanium)
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@@ -12,7 +12,7 @@
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baseturfs = /turf/open/floor/plating
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flags_ricochet = RICOCHET_HARD
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///lower numbers are harder. Used to determine the probability of a hulk smashing through. Also, (hardness - 40) is used as a modifier for objects trying to embed in this (hardness of 30 results in a -10% chance)
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var/hardness = 40
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@@ -44,17 +44,6 @@
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/turf/closed/wall/attack_tk()
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return
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/turf/closed/wall/handle_ricochet(obj/item/projectile/P) //A huge pile of shitcode!
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var/turf/p_turf = get_turf(P)
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var/face_direction = get_dir(src, p_turf)
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var/face_angle = dir2angle(face_direction)
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var/incidence_s = GET_ANGLE_OF_INCIDENCE(face_angle, (P.Angle + 180))
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if(abs(incidence_s) > 90 && abs(incidence_s) < 270)
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return FALSE
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var/new_angle_s = SIMPLIFY_DEGREES(face_angle + incidence_s)
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P.setAngle(new_angle_s)
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return TRUE
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/turf/closed/wall/proc/dismantle_wall(devastated=0, explode=0)
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if(devastated)
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devastate_wall()
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