From 60c7268e374baba928cdb313bfdecd5022fa0916 Mon Sep 17 00:00:00 2001 From: Ghommie <42542238+Ghommie@users.noreply.github.com> Date: Wed, 4 Mar 2020 16:29:09 +0100 Subject: [PATCH] Also fixing bloodsucker coffins. --- code/controllers/subsystem/materials.dm | 6 +++-- .../machinery/porta_turret/portable_turret.dm | 2 +- .../structures/crates_lockers/crates.dm | 3 +++ .../bloodsucker/objects/bloodsucker_coffin.dm | 22 +++++-------------- 4 files changed, 14 insertions(+), 19 deletions(-) diff --git a/code/controllers/subsystem/materials.dm b/code/controllers/subsystem/materials.dm index 8e6aedc557..cc07f8e963 100644 --- a/code/controllers/subsystem/materials.dm +++ b/code/controllers/subsystem/materials.dm @@ -7,14 +7,16 @@ SUBSYSTEM_DEF(materials) name = "Materials" flags = SS_NO_FIRE | SS_NO_INIT ///Dictionary of material.type || material ref - var/list/materials = list() + var/list/materials ///Dictionary of category || list of material refs - var/list/materials_by_category = list() + var/list/materials_by_category ///List of stackcrafting recipes for materials using rigid materials 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)) ///Ran on initialize, populated the materials and materials_by_category dictionaries with their appropiate vars (See these variables for more info) /datum/controller/subsystem/materials/proc/InitializeMaterials() + materials = list() + materials_by_category = list() for(var/type in subtypesof(/datum/material)) var/datum/material/ref = new type materials[type] = ref diff --git a/code/game/machinery/porta_turret/portable_turret.dm b/code/game/machinery/porta_turret/portable_turret.dm index f07f946d0f..47caea1b25 100644 --- a/code/game/machinery/porta_turret/portable_turret.dm +++ b/code/game/machinery/porta_turret/portable_turret.dm @@ -705,7 +705,7 @@ /obj/machinery/porta_turret/syndicate/energy/pirate max_integrity = 260 - integrity_failure = 20 + integrity_failure = 0.08 armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90) diff --git a/code/game/objects/structures/crates_lockers/crates.dm b/code/game/objects/structures/crates_lockers/crates.dm index b14303984e..4f6d6729fc 100644 --- a/code/game/objects/structures/crates_lockers/crates.dm +++ b/code/game/objects/structures/crates_lockers/crates.dm @@ -83,9 +83,12 @@ desc = "It's a burial receptacle for the dearly departed." icon_state = "coffin" resistance_flags = FLAMMABLE + can_weld_shut = FALSE + breakout_time = 200 max_integrity = 70 material_drop = /obj/item/stack/sheet/mineral/wood material_drop_amount = 5 + var/pryLidTimer = 250 /obj/structure/closet/crate/coffin/examine(mob/user) . = ..() diff --git a/code/modules/antagonists/bloodsucker/objects/bloodsucker_coffin.dm b/code/modules/antagonists/bloodsucker/objects/bloodsucker_coffin.dm index a25244c48d..debeee3775 100644 --- a/code/modules/antagonists/bloodsucker/objects/bloodsucker_coffin.dm +++ b/code/modules/antagonists/bloodsucker/objects/bloodsucker_coffin.dm @@ -42,25 +42,18 @@ /obj/structure/closet/crate 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. -/obj/structure/closet/crate/coffin - var/pryLidTimer = 250 - can_weld_shut = FALSE - breakout_time = 200 - - /obj/structure/closet/crate/coffin/blackcoffin name = "black coffin" desc = "For those departed who are not so dear." icon_state = "coffin" icon = 'icons/obj/vamp_obj.dmi' - can_weld_shut = FALSE - resistance_flags = 0 // Start off with no bonuses. open_sound = 'sound/bloodsucker/coffin_open.ogg' close_sound = 'sound/bloodsucker/coffin_close.ogg' breakout_time = 600 pryLidTimer = 400 resistance_flags = NONE - integrity_failure = 70 + max_integrity = 100 + integrity_failure = 0.5 armor = list("melee" = 50, "bullet" = 20, "laser" = 30, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60) /obj/structure/closet/crate/coffin/meatcoffin @@ -68,8 +61,6 @@ desc = "When you're ready to meat your maker, the steaks can never be too high." icon_state = "meatcoffin" icon = 'icons/obj/vamp_obj.dmi' - can_weld_shut = FALSE - resistance_flags = 0 // Start off with no bonuses. open_sound = 'sound/effects/footstep/slime1.ogg' close_sound = 'sound/effects/footstep/slime1.ogg' breakout_time = 200 @@ -77,24 +68,23 @@ resistance_flags = NONE material_drop = /obj/item/reagent_containers/food/snacks/meat/slab material_drop_amount = 3 - integrity_failure = 40 + integrity_failure = 0.57 armor = list("melee" = 70, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100) - + /obj/structure/closet/crate/coffin/metalcoffin name = "metal coffin" desc = "A big metal sardine can inside of another big metal sardine can, in space." icon_state = "metalcoffin" icon = 'icons/obj/vamp_obj.dmi' - can_weld_shut = FALSE resistance_flags = FIRE_PROOF | LAVA_PROOF open_sound = 'sound/effects/pressureplate.ogg' close_sound = 'sound/effects/pressureplate.ogg' breakout_time = 300 pryLidTimer = 200 - resistance_flags = NONE material_drop = /obj/item/stack/sheet/metal material_drop_amount = 5 - integrity_failure = 60 + max_integrity = 200 + integrity_failure = 0.25 armor = list("melee" = 40, "bullet" = 15, "laser" = 50, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60) //////////////////////////////////////////////