Also fixing bloodsucker coffins.
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@@ -7,14 +7,16 @@ SUBSYSTEM_DEF(materials)
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name = "Materials"
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flags = SS_NO_FIRE | SS_NO_INIT
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///Dictionary of material.type || material ref
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var/list/materials = list()
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var/list/materials
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///Dictionary of category || list of material refs
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var/list/materials_by_category = list()
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var/list/materials_by_category
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///List of stackcrafting recipes for materials using rigid materials
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var/list/rigid_stack_recipes = list(new/datum/stack_recipe("chair", /obj/structure/chair/greyscale, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE))
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///Ran on initialize, populated the materials and materials_by_category dictionaries with their appropiate vars (See these variables for more info)
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/datum/controller/subsystem/materials/proc/InitializeMaterials()
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materials = list()
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materials_by_category = list()
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for(var/type in subtypesof(/datum/material))
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var/datum/material/ref = new type
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materials[type] = ref
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@@ -705,7 +705,7 @@
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/obj/machinery/porta_turret/syndicate/energy/pirate
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max_integrity = 260
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integrity_failure = 20
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integrity_failure = 0.08
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armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
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@@ -83,9 +83,12 @@
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desc = "It's a burial receptacle for the dearly departed."
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icon_state = "coffin"
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resistance_flags = FLAMMABLE
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can_weld_shut = FALSE
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breakout_time = 200
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max_integrity = 70
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material_drop = /obj/item/stack/sheet/mineral/wood
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material_drop_amount = 5
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var/pryLidTimer = 250
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/obj/structure/closet/crate/coffin/examine(mob/user)
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. = ..()
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@@ -42,25 +42,18 @@
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/obj/structure/closet/crate
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var/mob/living/resident // This lets bloodsuckers claim any "closet" as a Coffin, so long as they could get into it and close it. This locks it in place, too.
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/obj/structure/closet/crate/coffin
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var/pryLidTimer = 250
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can_weld_shut = FALSE
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breakout_time = 200
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/obj/structure/closet/crate/coffin/blackcoffin
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name = "black coffin"
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desc = "For those departed who are not so dear."
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icon_state = "coffin"
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icon = 'icons/obj/vamp_obj.dmi'
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can_weld_shut = FALSE
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resistance_flags = 0 // Start off with no bonuses.
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open_sound = 'sound/bloodsucker/coffin_open.ogg'
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close_sound = 'sound/bloodsucker/coffin_close.ogg'
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breakout_time = 600
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pryLidTimer = 400
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resistance_flags = NONE
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integrity_failure = 70
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max_integrity = 100
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integrity_failure = 0.5
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armor = list("melee" = 50, "bullet" = 20, "laser" = 30, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
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/obj/structure/closet/crate/coffin/meatcoffin
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@@ -68,8 +61,6 @@
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desc = "When you're ready to meat your maker, the steaks can never be too high."
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icon_state = "meatcoffin"
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icon = 'icons/obj/vamp_obj.dmi'
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can_weld_shut = FALSE
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resistance_flags = 0 // Start off with no bonuses.
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open_sound = 'sound/effects/footstep/slime1.ogg'
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close_sound = 'sound/effects/footstep/slime1.ogg'
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breakout_time = 200
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@@ -77,24 +68,23 @@
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resistance_flags = NONE
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material_drop = /obj/item/reagent_containers/food/snacks/meat/slab
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material_drop_amount = 3
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integrity_failure = 40
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integrity_failure = 0.57
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armor = list("melee" = 70, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
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/obj/structure/closet/crate/coffin/metalcoffin
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name = "metal coffin"
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desc = "A big metal sardine can inside of another big metal sardine can, in space."
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icon_state = "metalcoffin"
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icon = 'icons/obj/vamp_obj.dmi'
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can_weld_shut = FALSE
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resistance_flags = FIRE_PROOF | LAVA_PROOF
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open_sound = 'sound/effects/pressureplate.ogg'
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close_sound = 'sound/effects/pressureplate.ogg'
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breakout_time = 300
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pryLidTimer = 200
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resistance_flags = NONE
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material_drop = /obj/item/stack/sheet/metal
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material_drop_amount = 5
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integrity_failure = 60
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max_integrity = 200
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integrity_failure = 0.25
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armor = list("melee" = 40, "bullet" = 15, "laser" = 50, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
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//////////////////////////////////////////////
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