Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Initialize(mapload)

This commit is contained in:
SandPoot
2022-04-09 00:03:13 -03:00
428 changed files with 8031 additions and 7608 deletions
+1 -1
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@@ -16,7 +16,7 @@
playsound(loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/structure/arachnid/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == "melee")
if(damage_flag == MELEE)
switch(damage_type)
if(BURN)
damage_amount *= 2
-3
View File
@@ -18,9 +18,6 @@
/obj/effect/acid_act()
return
/obj/effect/mech_melee_attack(obj/mecha/M)
return 0
/obj/effect/blob_act(obj/structure/blob/B)
return
+1 -1
View File
@@ -15,7 +15,7 @@
/obj/structure/spider/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == "melee")
if(damage_flag == MELEE)
switch(damage_type)
if(BURN)
damage_amount *= 2
@@ -129,14 +129,18 @@
"<span class='userdanger'>Your [I.name] shields you from [src]!</span>")
continue
L.visible_message("<span class='warning'>[L] is struck by a [name]!</span>", "<span class='userdanger'>You're struck by a [name]!</span>")
L.apply_damage(damage, BURN, "chest", L.run_armor_check("chest", "laser", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 0, "Your armor was penetrated by [src]!"))
L.apply_damage(damage, BURN, "chest", L.run_armor_check("chest", LASER, "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 0, "Your armor was penetrated by [src]!"))
log_combat(user, L, "struck with a volt blast")
hit_amount++
for(var/obj/mecha/M in T)
if(M.occupant)
if(is_servant_of_ratvar(M.occupant))
continue
to_chat(M.occupant, "<span class='userdanger'>Your [M.name] is struck by a [name]!</span>")
for(var/obj/vehicle/sealed/mecha/M in T)
if(LAZYLEN(M.occupants))
for(var/mob/living/MB in M.occupants)
if(is_servant_of_ratvar(MB))
continue
else
to_chat(MB, "<span class='userdanger'>Your [M.name] is struck by a [name]!</span>")
continue
M.visible_message("<span class='warning'>[M] is struck by a [name]!</span>")
M.take_damage(damage, BURN, 0, 0)
hit_amount++
-3
View File
@@ -841,9 +841,6 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
return ..()
return 0
/obj/item/mech_melee_attack(obj/mecha/M)
return 0
/obj/item/burn()
if(!QDELETED(src))
var/turf/T = get_turf(src)
+1 -1
View File
@@ -24,7 +24,7 @@ RLD
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=100000)
req_access_txt = "11"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
var/datum/effect_system/spark_spread/spark_system
var/matter = 0
+1 -1
View File
@@ -206,7 +206,7 @@ GLOBAL_LIST_INIT(fluid_duct_recipes, list(
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=75000, /datum/material/glass=37500)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
var/datum/effect_system/spark_spread/spark_system
var/effectcooldown
+1 -1
View File
@@ -14,7 +14,7 @@ RSF
density = FALSE
anchored = FALSE
item_flags = NOBLUDGEON
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
var/matter = 0
var/mode = 1
w_class = WEIGHT_CLASS_NORMAL
+10 -10
View File
@@ -20,20 +20,20 @@
if(C.attached_accessory)
to_chat(user,"<span class='warning'>Kind of hard to sew around [C.attached_accessory].</span>")
return
if(C.armor.getRating("melee") < 10)
C.armor = C.armor.setRating("melee" = 10)
if(C.armor.getRating(MELEE) < 10)
C.armor = C.armor.setRating(MELEE = 10)
used = TRUE
if(C.armor.getRating("laser") < 10)
C.armor = C.armor.setRating("laser" = 10)
if(C.armor.getRating(LASER) < 10)
C.armor = C.armor.setRating(LASER = 10)
used = TRUE
if(C.armor.getRating("fire") < 40)
C.armor = C.armor.setRating("fire" = 40)
if(C.armor.getRating(FIRE) < 40)
C.armor = C.armor.setRating(FIRE = 40)
used = TRUE
if(C.armor.getRating("acid") < 10)
C.armor = C.armor.setRating("acid" = 10)
if(C.armor.getRating(ACID) < 10)
C.armor = C.armor.setRating(ACID = 10)
used = TRUE
if(C.armor.getRating("bomb") < 5)
C.armor = C.armor.setRating("bomb" = 5)
if(C.armor.getRating(BOMB) < 5)
C.armor = C.armor.setRating(BOMB = 5)
used = TRUE
if(used)
+1 -1
View File
@@ -184,7 +184,7 @@
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
slot_flags = ITEM_SLOT_ID
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/id_type_name = "identification card"
var/mining_points = 0 //For redeeming at mining equipment vendors
@@ -1482,3 +1482,11 @@
icon_state = "engineering"
build_path = /obj/machinery/research/explosive_compressor
req_components = list(/obj/item/stock_parts/matter_bin = 3)
/obj/item/circuitboard/machine/stasis
name = "Lifeform Stasis Unit (Machine Board)"
build_path = /obj/machinery/stasis
req_components = list(
/obj/item/stack/cable_coil = 3,
/obj/item/stock_parts/manipulator = 1,
/obj/item/stock_parts/capacitor = 1)
+1 -1
View File
@@ -29,7 +29,7 @@
icon = 'icons/obj/money_machine.dmi'
icon_state = "bogdanoff"
layer = LARGE_MOB_LAYER
armor = list("melee" = 80, "bullet" = 30, "laser" = 30, "energy" = 60, "bomb" = 90, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 80)
armor = list(MELEE = 80, BULLET = 30, LASER = 30, ENERGY = 60, BOMB = 90, BIO = 0, RAD = 0, FIRE = 100, ACID = 80)
density = TRUE
pixel_z = -8
max_integrity = 5000
+1 -1
View File
@@ -14,7 +14,7 @@
throwforce = 6
w_class = WEIGHT_CLASS_BULKY
actions_types = list(/datum/action/item_action/toggle_paddles)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/on = FALSE //if the paddles are equipped (1) or on the defib (0)
var/safety = TRUE //if you can zap people with the defibs on harm mode
+1 -1
View File
@@ -29,7 +29,7 @@ GLOBAL_LIST_EMPTY(PDAs)
item_flags = NOBLUDGEON
w_class = WEIGHT_CLASS_TINY
slot_flags = ITEM_SLOT_ID | ITEM_SLOT_BELT
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
//Main variables
@@ -161,7 +161,7 @@
dat += " (Stage [stage])"
dat += " <a href='?[REF(src)];track=[REF(S)]'>\[Track\]</a><br>"
for(var/obj/mecha/M in seen)
for(var/obj/vehicle/sealed/mecha/M in seen)
if(M.name in names)
names[M.name]++
dat += "[M.name] ([names[M.name]])"
@@ -87,7 +87,7 @@
mouse_opacity = MOUSE_OPACITY_OPAQUE
resistance_flags = INDESTRUCTIBLE
CanAtmosPass = ATMOS_PASS_DENSITY
armor = list("melee" = 0, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
armor = list(MELEE = 0, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 25, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
var/obj/item/forcefield_projector/generator
/obj/structure/projected_forcefield/Initialize(mapload, obj/item/forcefield_projector/origin)
+1 -1
View File
@@ -21,7 +21,7 @@
light_color = "#00ff00"//green
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
wound_bonus = -40
bare_wound_bonus = 20
+3 -3
View File
@@ -15,7 +15,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
wound_bonus = -15
bare_wound_bonus = 20
@@ -52,10 +52,10 @@
return
if(istype(A, /obj/structure/window)) //destroys windows and grilles in one hit (or more if it has a ton of health like plasmaglass)
var/obj/structure/window/W = A
W.take_damage(200, BRUTE, "melee", 0)
W.take_damage(200, BRUTE, MELEE, 0)
else if(istype(A, /obj/structure/grille))
var/obj/structure/grille/G = A
G.take_damage(40, BRUTE, "melee", 0)
G.take_damage(40, BRUTE, MELEE, 0)
/*
* Bone Axe
@@ -27,6 +27,6 @@
for(var/obj/structure/blob/B in view(8,src))
var/damage = round(30/(get_dist(B,src)+1))
B.take_damage(damage, BURN, "melee", 0)
B.take_damage(damage, BURN, MELEE, 0)
sleep(80)
qdel(src)
+1 -1
View File
@@ -40,7 +40,7 @@
throw_range = 5
custom_materials = list(/datum/material/iron=500)
breakouttime = 600 //Deciseconds = 60s = 1 minute
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/cuffsound = 'sound/weapons/handcuffs.ogg'
var/trashtype = null //for disposable cuffs
+1 -1
View File
@@ -5,7 +5,7 @@
desc = "Deus Vult."
icon_state = "knight_templar"
item_state = "knight_templar"
armor = list("melee" = 41, "bullet" = 15, "laser" = 5,"energy" = 5, "bomb" = 5, "bio" = 2, "rad" = 0, "fire" = 0, "acid" = 50)
armor = list(MELEE = 41, BULLET = 15, LASER = 5,ENERGY = 5, BOMB = 5, BIO = 2, RAD = 0, FIRE = 0, ACID = 50)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
strip_delay = 80
+4 -4
View File
@@ -27,7 +27,7 @@
flags_1 = CONDUCT_1
attack_verb = list("attacked", "stabbed", "poked")
hitsound = 'sound/weapons/bladeslice.ogg'
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
sharpness = SHARP_POINTY
var/datum/reagent/forkload //used to eat omelette
@@ -78,7 +78,7 @@
custom_materials = list(/datum/material/iron=12000)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharpness = SHARP_POINTY
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/bayonet = FALSE //Can this be attached to a gun?
wound_bonus = -5
bare_wound_bonus = 10
@@ -114,7 +114,7 @@
custom_materials = list(/datum/material/iron=12000)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharpness = SHARP_POINTY
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/bayonet = FALSE //Can this be attached to a gun?
wound_bonus = -5
bare_wound_bonus = 10
@@ -266,7 +266,7 @@
force = 8
throwforce = 12//fuck git
attack_verb = list("shanked", "shivved")
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
custom_materials = list(/datum/material/glass=400)
/obj/item/kitchen/knife/shiv/carrot
+1 -1
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@@ -2,7 +2,7 @@
hitsound_on = 'sound/weapons/blade1.ogg'
heat = 3500
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
var/brightness_on = 3
var/sword_color
+1 -1
View File
@@ -11,7 +11,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
var/wielded = FALSE // track wielded status on item
+1 -1
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@@ -13,7 +13,7 @@
item_state = "bulldog"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 60, ACID = 50)
var/maxWeightClass = 20 //The max weight of items that can fit into the cannon
var/loadedWeightClass = 0 //The weight of items currently in the cannon
var/obj/item/tank/internals/tank = null //The gas tank that is drawn from to fire things
+1 -1
View File
@@ -12,7 +12,7 @@
throwforce = 10
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 40)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 40)
resistance_flags = FIRE_PROOF
attack_speed = CLICK_CD_MELEE * 1.5
var/fisto_setting = 1
+1 -1
View File
@@ -39,7 +39,7 @@
explosion_block = 3
heat_proof = TRUE
max_integrity = 600
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
damage_deflection = 70
/// Make sure that the key has the same puzzle_id as the keycard door!
+4 -4
View File
@@ -188,7 +188,7 @@
w_class = WEIGHT_CLASS_BULKY
slowdown = 2.0 //gotta pretend we're balanced.
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 40, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 40, BOMB = 60, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
/obj/item/clothing/suit/armor/plate/crusader/red
@@ -203,7 +203,7 @@
icon_state = "crusader"
w_class = WEIGHT_CLASS_NORMAL
flags_inv = HIDEHAIR|HIDEEARS|HIDEFACE
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 40, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 40, BOMB = 60, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
/obj/item/clothing/head/helmet/plate/crusader/blue
icon_state = "crusader-blue"
@@ -218,7 +218,7 @@
icon_state = "prophet"
mob_overlay_icon = 'icons/mob/large-worn-icons/64x64/head.dmi'
flags_1 = NONE
armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 50, "bomb" = 70, "bio" = 50, "rad" = 50, "fire" = 60, "acid" = 60) //religion protects you from disease and radiation, honk.
armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 50, BOMB = 70, BIO = 50, RAD = 50, FIRE = 60, ACID = 60) //religion protects you from disease and radiation, honk.
worn_x_dimension = 64
worn_y_dimension = 64
@@ -277,7 +277,7 @@
desc = "Metal boots, they look heavy."
icon_state = "crusader"
w_class = WEIGHT_CLASS_NORMAL
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 40, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60) //does this even do anything on boots?
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 40, BOMB = 60, BIO = 0, RAD = 0, FIRE = 60, ACID = 60) //does this even do anything on boots?
clothing_flags = NOSLIP
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
+6 -6
View File
@@ -3,7 +3,7 @@
icon = 'icons/obj/shields.dmi'
item_flags = ITEM_CAN_BLOCK
block_parry_data = /datum/block_parry_data/shield
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
/// Shield flags
var/shield_flags = SHIELD_FLAGS_DEFAULT
/// Last shieldbash world.time
@@ -304,7 +304,7 @@
/obj/item/shield/riot/energy_proof
name = "energy resistant shield"
desc = "An ablative shield designed to absorb and disperse energy attacks. This comes at significant cost to its ability to withstand ballistics and kinetics, breaking apart easily."
armor = list("melee" = 30, "bullet" = -10, "laser" = 80, "energy" = 80, "bomb" = -40, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
armor = list(MELEE = 30, BULLET = -10, LASER = 80, ENERGY = 80, BOMB = -40, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
icon_state = "riot_laser"
item_state = "riot_laser"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
@@ -315,7 +315,7 @@
/obj/item/shield/riot/kinetic_proof
name = "kinetic resistant shield"
desc = "A polymer and ceramic shield designed to absorb ballistic projectiles and kinetic force. It doesn't do very well into energy attacks, especially from weapons that inflict burns."
armor = list("melee" = 30, "bullet" = 80, "laser" = 0, "energy" = 0, "bomb" = -40, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
armor = list(MELEE = 30, BULLET = 80, LASER = 0, ENERGY = 0, BOMB = -40, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
icon_state = "riot_bullet"
item_state = "riot_bullet"
shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_KINETIC_STRONG | SHIELD_ENERGY_WEAK
@@ -334,7 +334,7 @@
/obj/item/shield/riot/roman/fake
desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>. It appears to be a bit flimsy."
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
shield_flags = SHIELD_ENERGY_WEAK | SHIELD_KINETIC_WEAK | SHIELD_NO_RANGED
max_integrity = 40
@@ -471,7 +471,7 @@
/obj/item/shield/makeshift
name = "metal shield"
desc = "A large shield made of wired and welded sheets of metal. The handle is made of cloth and leather, making it unwieldy."
armor = list("melee" = 25, "bullet" = 25, "laser" = 5, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 80)
armor = list(MELEE = 25, BULLET = 25, LASER = 5, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 70, ACID = 80)
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
item_state = "metal"
@@ -485,7 +485,7 @@
/obj/item/shield/riot/tower
name = "tower shield"
desc = "An immense tower shield. Designed to ensure maximum protection to the user, at the expense of mobility."
armor = list("melee" = 95, "bullet" = 95, "laser" = 75, "energy" = 60, "bomb" = 90, "bio" = 90, "rad" = 0, "fire" = 90, "acid" = 10) //Armor for the item, dosnt transfer to user
armor = list(MELEE = 95, BULLET = 95, LASER = 75, ENERGY = 60, BOMB = 90, BIO = 90, RAD = 0, FIRE = 90, ACID = 10) //Armor for the item, dosnt transfer to user
item_state = "metal"
icon_state = "metal"
force = 16
+1 -1
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@@ -10,7 +10,7 @@
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
force_string = "LORD SINGULOTH HIMSELF"
total_mass = TOTAL_MASS_MEDIEVAL_WEAPON
+1 -1
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@@ -17,7 +17,7 @@
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
sharpness = SHARP_EDGED
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
var/obj/item/grenade/explosive = null
var/war_cry = "AAAAARGH!!!"
var/icon_prefix = "spearglass"
@@ -34,7 +34,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
icon_state = "sheet-glass"
item_state = "sheet-glass"
custom_materials = list(/datum/material/glass=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/glass
grind_results = list(/datum/reagent/silicon = 20)
@@ -106,7 +106,7 @@ GLOBAL_LIST_INIT(pglass_recipes, list ( \
icon_state = "sheet-pglass"
item_state = "sheet-pglass"
custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 75, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/plasmaglass
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/toxin/plasma = 10)
@@ -161,7 +161,7 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
icon_state = "sheet-rglass"
item_state = "sheet-rglass"
custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/rglass
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/iron = 10)
@@ -209,7 +209,7 @@ GLOBAL_LIST_INIT(prglass_recipes, list ( \
icon_state = "sheet-prglass"
item_state = "sheet-prglass"
custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT, /datum/material/iron=MINERAL_MATERIAL_AMOUNT * 0.5,)
armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
armor = list(MELEE = 20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/plasmarglass
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/toxin/plasma = 10, /datum/reagent/iron = 10)
@@ -236,7 +236,7 @@ GLOBAL_LIST_INIT(titaniumglass_recipes, list(
icon_state = "sheet-titaniumglass"
item_state = "sheet-titaniumglass"
custom_materials = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/titaniumglass
shard_type = /obj/item/shard
@@ -260,7 +260,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
icon_state = "sheet-plastitaniumglass"
item_state = "sheet-plastitaniumglass"
custom_materials = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/plasma=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/plastitaniumglass
shard_type = /obj/item/shard
@@ -291,7 +291,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
attack_verb = list("stabbed", "slashed", "sliced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
resistance_flags = ACID_PROOF
armor = list("melee" = 100, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
armor = list(MELEE = 100, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 100)
max_integrity = 40
sharpness = SHARP_EDGED
var/icon_prefix
@@ -27,7 +27,6 @@ GLOBAL_LIST_INIT(sandstone_recipes, list ( \
new/datum/stack_recipe("pile of dirt", /obj/machinery/hydroponics/soil, 3, time = 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("sandstone door", /obj/structure/mineral_door/sandstone, 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("aesthetic volcanic floor tile", /obj/item/stack/tile/basalt, 2, 2, 4, 20), \
new/datum/stack_recipe("Assistant Statue", /obj/structure/statue/sandstone/assistant, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Breakdown into sand", /obj/item/stack/ore/glass, 1, one_per_turf = 0, on_floor = 1) \
))
@@ -114,9 +113,6 @@ GLOBAL_LIST_INIT(sandbag_recipes, list ( \
GLOBAL_LIST_INIT(diamond_recipes, list ( \
new/datum/stack_recipe("diamond door", /obj/structure/mineral_door/transparent/diamond, 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("diamond tile", /obj/item/stack/tile/mineral/diamond, 1, 4, 20), \
new/datum/stack_recipe("Captain Statue", /obj/structure/statue/diamond/captain, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("AI Hologram Statue", /obj/structure/statue/diamond/ai1, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("AI Core Statue", /obj/structure/statue/diamond/ai2, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("diamond ingot", /obj/item/ingot/diamond, 6, time = 100), \
))
@@ -144,8 +140,6 @@ GLOBAL_LIST_INIT(diamond_recipes, list ( \
GLOBAL_LIST_INIT(uranium_recipes, list ( \
new/datum/stack_recipe("uranium door", /obj/structure/mineral_door/uranium, 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("uranium tile", /obj/item/stack/tile/mineral/uranium, 1, 4, 20), \
new/datum/stack_recipe("Nuke Statue", /obj/structure/statue/uranium/nuke, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Engineer Statue", /obj/structure/statue/uranium/eng, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("uranium ingot", /obj/item/ingot/uranium, 6, time = 100), \
))
@@ -178,7 +172,6 @@ GLOBAL_LIST_INIT(uranium_recipes, list ( \
GLOBAL_LIST_INIT(plasma_recipes, list ( \
new/datum/stack_recipe("plasma door", /obj/structure/mineral_door/transparent/plasma, 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("plasma tile", /obj/item/stack/tile/mineral/plasma, 1, 4, 20), \
new/datum/stack_recipe("Scientist Statue", /obj/structure/statue/plasma/scientist, 5, one_per_turf = 1, on_floor = 1), \
// new/datum/stack_recipe("plasma ingot", /obj/item/ingot/plasma, 6, time = 100), \ no
))
@@ -218,12 +211,7 @@ GLOBAL_LIST_INIT(plasma_recipes, list ( \
GLOBAL_LIST_INIT(gold_recipes, list ( \
new/datum/stack_recipe("golden door", /obj/structure/mineral_door/gold, 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("gold tile", /obj/item/stack/tile/mineral/gold, 1, 4, 20), \
new/datum/stack_recipe("HoS Statue", /obj/structure/statue/gold/hos, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("HoP Statue", /obj/structure/statue/gold/hop, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("CE Statue", /obj/structure/statue/gold/ce, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("RD Statue", /obj/structure/statue/gold/rd, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Simple Crown", /obj/item/clothing/head/crown, 5), \
new/datum/stack_recipe("CMO Statue", /obj/structure/statue/gold/cmo, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("gold ingot", /obj/item/ingot/gold, 6, time = 100), \
))
@@ -251,11 +239,6 @@ GLOBAL_LIST_INIT(gold_recipes, list ( \
GLOBAL_LIST_INIT(silver_recipes, list ( \
new/datum/stack_recipe("silver door", /obj/structure/mineral_door/silver, 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("silver tile", /obj/item/stack/tile/mineral/silver, 1, 4, 20), \
new/datum/stack_recipe("Med Officer Statue", /obj/structure/statue/silver/md, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Janitor Statue", /obj/structure/statue/silver/janitor, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Sec Officer Statue", /obj/structure/statue/silver/sec, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Sec Borg Statue", /obj/structure/statue/silver/secborg, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Med Borg Statue", /obj/structure/statue/silver/medborg, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("silver ingot", /obj/item/ingot/silver, 6, time = 100), \
))
@@ -282,7 +265,6 @@ GLOBAL_LIST_INIT(silver_recipes, list ( \
GLOBAL_LIST_INIT(bananium_recipes, list ( \
new/datum/stack_recipe("bananium tile", /obj/item/stack/tile/mineral/bananium, 1, 4, 20), \
new/datum/stack_recipe("Clown Statue", /obj/structure/statue/bananium/clown, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("hilarious ingot", /obj/item/ingot/bananium, 6, time = 100), \
))
@@ -212,7 +212,7 @@ GLOBAL_LIST_INIT(plasteel_recipes, list ( \
custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT, /datum/material/plasma=MINERAL_MATERIAL_AMOUNT)
throwforce = 10
flags_1 = CONDUCT_1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 80)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 80)
resistance_flags = FIRE_PROOF
merge_type = /obj/item/stack/sheet/plasteel
grind_results = list(/datum/reagent/iron = 20, /datum/reagent/toxin/plasma = 20)
@@ -291,7 +291,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
icon = 'icons/obj/stack_objects.dmi'
custom_materials = list(/datum/material/wood=MINERAL_MATERIAL_AMOUNT)
sheettype = "wood"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0)
resistance_flags = FLAMMABLE
merge_type = /obj/item/stack/sheet/mineral/wood
novariants = TRUE
@@ -355,7 +355,7 @@ GLOBAL_LIST_INIT(bamboo_recipes, list ( \
icon = 'icons/obj/stack_objects.dmi'
custom_materials = list(/datum/material/bamboo = MINERAL_MATERIAL_AMOUNT)
throwforce = 15
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0)
resistance_flags = FLAMMABLE
merge_type = /obj/item/stack/sheet/mineral/bamboo
grind_results = list(/datum/reagent/cellulose = 10)
@@ -530,7 +530,7 @@
flags_1 = CONDUCT_1
turf_type = /turf/open/floor/plasteel
mineralType = "metal"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
/obj/item/stack/tile/plasteel/cyborg
+1 -1
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@@ -44,7 +44,7 @@
item_state = "holdingpack"
resistance_flags = FIRE_PROOF
item_flags = NO_MAT_REDEMPTION
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 60, ACID = 50)
component_type = /datum/component/storage/concrete/bluespace/bag_of_holding
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
+2 -2
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@@ -13,7 +13,7 @@
throwforce = 7
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("beaten")
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
attack_speed = CLICK_CD_MELEE
var/stamina_loss_amount = 35
@@ -190,7 +190,7 @@
var/final_stamina_loss_amount = stamina_loss_amount //Our stunning power for the baton
var/shoved = FALSE //Did we succeed on knocking our target over?
var/zap_penetration = armor_pen
var/zap_block = L.run_armor_check(BODY_ZONE_CHEST, "melee", null, null, zap_penetration) //armor check, including calculation for armor penetration, for our attack
var/zap_block = L.run_armor_check(BODY_ZONE_CHEST, MELEE, null, null, zap_penetration) //armor check, including calculation for armor penetration, for our attack
final_stamina_loss_amount = block_calculate_resultant_damage(final_stamina_loss_amount, return_list)
var/obj/item/stock_parts/cell/our_cell = get_cell()
+1 -1
View File
@@ -15,7 +15,7 @@
throw_range = 4
custom_materials = list(/datum/material/iron = 500)
actions_types = list(/datum/action/item_action/set_internals)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 80, ACID = 30)
var/datum/gas_mixture/air_contents = null
var/distribute_pressure = ONE_ATMOSPHERE
var/integrity = 3
+1 -1
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@@ -10,7 +10,7 @@
slowdown = 1
actions_types = list(/datum/action/item_action/toggle_mister)
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
var/obj/item/noz
+1 -1
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@@ -107,7 +107,7 @@
throw_speed = 3
throw_range = 5
custom_materials = list(/datum/material/iron=10000)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/list/active_portal_pairs
var/max_portal_pairs = 3
+1 -1
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@@ -17,7 +17,7 @@
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
tool_behaviour = TOOL_CROWBAR
toolspeed = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
wound_bonus = -10
bare_wound_bonus = 5
+1 -1
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@@ -20,7 +20,7 @@
usesound = list('sound/items/screwdriver.ogg', 'sound/items/screwdriver2.ogg')
tool_behaviour = TOOL_SCREWDRIVER
toolspeed = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
var/random_color = TRUE //if the screwdriver uses random coloring
var/static/list/screwdriver_colors = list(
"blue" = rgb(24, 97, 213),
+1 -1
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@@ -19,7 +19,7 @@
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
var/self_fueling = FALSE //Do we refill ourselves or not
+1 -1
View File
@@ -20,7 +20,7 @@
tool_behaviour = TOOL_WIRECUTTER
toolspeed = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
var/random_color = TRUE
var/static/list/wirecutter_colors = list(
"blue" = rgb(24, 97, 213),
+1 -1
View File
@@ -17,7 +17,7 @@
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
tool_behaviour = TOOL_WRENCH
toolspeed = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
wound_bonus = -10
bare_wound_bonus = 5
+1 -1
View File
@@ -17,7 +17,7 @@
throw_speed = 1
throw_range = 7
w_class = WEIGHT_CLASS_BULKY
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 70, ACID = 30)
// Built automatically from the corresponding vending machine.
// If null, considered to be full. Otherwise, is list(/typepath = amount).
+3 -3
View File
@@ -11,7 +11,7 @@
throw_range = 7
attack_verb = list("banned")
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
/obj/item/banhammer/suicide_act(mob/user)
@@ -67,7 +67,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
block_chance = 50
sharpness = SHARP_EDGED
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
total_mass = TOTAL_MASS_MEDIEVAL_WEAPON
@@ -250,7 +250,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
block_chance = 50
sharpness = SHARP_EDGED
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
total_mass = TOTAL_MASS_MEDIEVAL_WEAPON
+15 -35
View File
@@ -22,7 +22,7 @@
//returns the damage value of the attack after processing the obj's various armor protections
/obj/proc/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir, armour_penetration = 0)
if(damage_flag == "melee" && damage_amount < damage_deflection) // TODO: Refactor armor datums and types entirely jfc
if(damage_flag == MELEE && damage_amount < damage_deflection) // TODO: Refactor armor datums and types entirely jfc
return 0
switch(damage_type)
if(BRUTE)
@@ -54,7 +54,7 @@
var/obj/O = AM
if(O.damtype == STAMINA)
throwdamage = 0
take_damage(throwdamage, BRUTE, "melee", 1, get_dir(src, AM))
take_damage(throwdamage, BRUTE, MELEE, 1, get_dir(src, AM))
/obj/ex_act(severity, target, origin)
if(resistance_flags & INDESTRUCTIBLE)
@@ -69,9 +69,9 @@
obj_integrity = 0
qdel(src)
if(2)
take_damage(rand(100, 250), BRUTE, "bomb", 0)
take_damage(rand(100, 250), BRUTE, BOMB, 0)
if(3)
take_damage(rand(10, 90), BRUTE, "bomb", 0)
take_damage(rand(10, 90), BRUTE, BOMB, 0)
/obj/wave_ex_act(power, datum/wave_explosion/explosion, dir)
if(resistance_flags & INDESTRUCTIBLE)
@@ -81,7 +81,7 @@
obj_integrity = 0
qdel(src)
return
take_damage(wave_explosion_damage(power, explosion), BRUTE, "bomb", 0)
take_damage(wave_explosion_damage(power, explosion), BRUTE, BOMB, 0)
/obj/proc/wave_explosion_damage(power, datum/wave_explosion/explosion)
return (explosion_flags & EXPLOSION_FLAG_HARD_OBSTACLE)? EXPLOSION_POWER_STANDARD_SCALE_HARD_OBSTACLE_DAMAGE(power, explosion.hard_obstacle_mod) : EXPLOSION_POWER_STANDARD_SCALE_OBJECT_DAMAGE(power, explosion.object_damage_mod)
@@ -106,7 +106,7 @@
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced="hulk")
else
playsound(src, 'sound/effects/bang.ogg', 50, 1)
take_damage(hulk_damage(), BRUTE, "melee", 0, get_dir(src, user))
take_damage(hulk_damage(), BRUTE, MELEE, 0, get_dir(src, user))
return 1
return 0
@@ -115,7 +115,7 @@
var/turf/T = loc
if(T.intact && level == 1) //the blob doesn't destroy thing below the floor
return
take_damage(400, BRUTE, "melee", 0, get_dir(src, B))
take_damage(400, BRUTE, MELEE, 0, get_dir(src, B))
/obj/proc/attack_generic(mob/user, damage_amount = 0, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, armor_penetration = 0) //used by attack_alien, attack_animal, and attack_slime
if(SEND_SIGNAL(src, COMSIG_OBJ_ATTACK_GENERIC, user, damage_amount, damage_type, damage_flag, sound_effect, armor_penetration) & COMPONENT_STOP_GENERIC_ATTACK)
@@ -127,7 +127,7 @@
user.DelayNextAction(CLICK_CD_MELEE)
/obj/attack_alien(mob/living/carbon/alien/humanoid/user)
if(attack_generic(user, 60, BRUTE, "melee", 0))
if(attack_generic(user, 60, BRUTE, MELEE, 0))
playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1)
/obj/attack_animal(mob/living/simple_animal/M)
@@ -141,9 +141,9 @@
if(M.environment_smash)
play_soundeffect = 0
if(M.obj_damage)
. = attack_generic(M, M.obj_damage, M.melee_damage_type, "melee", play_soundeffect, M.armour_penetration)
. = attack_generic(M, M.obj_damage, M.melee_damage_type, MELEE, play_soundeffect, M.armour_penetration)
else
. = attack_generic(M, rand(M.melee_damage_lower,M.melee_damage_upper), M.melee_damage_type, "melee", play_soundeffect, M.armour_penetration)
. = attack_generic(M, rand(M.melee_damage_lower,M.melee_damage_upper), M.melee_damage_type, MELEE, play_soundeffect, M.armour_penetration)
if(. && !play_soundeffect)
playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1)
@@ -167,30 +167,10 @@
return
if(istype(src, /obj/machinery/atmospherics))
return
attack_generic(user, rand(10, 15), BRUTE, "melee", 1)
attack_generic(user, rand(10, 15), BRUTE, MELEE, 1)
#undef BLACKLISTED_OBJECTS
/obj/mech_melee_attack(obj/mecha/M)
M.do_attack_animation(src)
var/play_soundeffect = 0
var/mech_damtype = M.damtype
if(M.selected)
mech_damtype = M.selected.damtype
play_soundeffect = 1
else
switch(M.damtype)
if(BRUTE)
playsound(src, 'sound/weapons/punch4.ogg', 50, 1)
if(BURN)
playsound(src, 'sound/items/welder.ogg', 50, 1)
if(TOX)
playsound(src, 'sound/effects/spray2.ogg', 50, 1)
return 0
else
return 0
visible_message("<span class='danger'>[M.name] has hit [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
return take_damage(M.force*3, mech_damtype, "melee", play_soundeffect, get_dir(src, M)) // multiplied by 3 so we can hit objs hard but not be overpowered against mobs.
/obj/singularity_act()
ex_act(EXPLODE_DEVASTATE)
@@ -201,7 +181,7 @@
///// ACID
GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/effects/effects.dmi', "acid"))
GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/effects/effects.dmi', ACID))
//the obj's reaction when touched by acid
/obj/acid_act(acidpwr, acid_volume)
@@ -231,7 +211,7 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
if(T.intact && level == 1) //fire can't damage things hidden below the floor.
return
if(exposed_temperature && !(resistance_flags & FIRE_PROOF))
take_damage(clamp(0.02 * exposed_temperature, 0, 20), BURN, "fire", 0)
take_damage(clamp(0.02 * exposed_temperature, 0, 20), BURN, FIRE, 0)
if(!(resistance_flags & ON_FIRE) && (resistance_flags & FLAMMABLE))
resistance_flags |= ON_FIRE
SSfire_burning.processing[src] = src
@@ -280,9 +260,9 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
//what happens when the obj's integrity reaches zero.
/obj/proc/obj_destruction(damage_flag)
if(damage_flag == "acid")
if(damage_flag == ACID)
acid_melt()
else if(damage_flag == "fire")
else if(damage_flag == FIRE)
burn()
else
deconstruct(FALSE)
+9 -9
View File
@@ -280,15 +280,15 @@
if (islist(result))
if (result["button"] != 2) // If the user pressed the cancel button
// text2num conveniently returns a null on invalid values
armor = armor.setRating(melee = text2num(result["values"]["melee"]),\
bullet = text2num(result["values"]["bullet"]),\
laser = text2num(result["values"]["laser"]),\
energy = text2num(result["values"]["energy"]),\
bomb = text2num(result["values"]["bomb"]),\
bio = text2num(result["values"]["bio"]),\
rad = text2num(result["values"]["rad"]),\
fire = text2num(result["values"]["fire"]),\
acid = text2num(result["values"]["acid"]))
armor = armor.setRating(melee = text2num(result["values"][MELEE]),\
bullet = text2num(result["values"][BULLET]),\
laser = text2num(result["values"][LASER]),\
energy = text2num(result["values"][ENERGY]),\
bomb = text2num(result["values"][BOMB]),\
bio = text2num(result["values"][BIO]),\
rad = text2num(result["values"][RAD]),\
fire = text2num(result["values"][FIRE]),\
acid = text2num(result["values"][ACID]))
log_admin("[key_name(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], rad: [armor.rad], fire: [armor.fire], acid: [armor.acid]")
message_admins("<span class='notice'>[key_name_admin(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], rad: [armor.rad], fire: [armor.fire], acid: [armor.acid]</span>")
if(href_list[VV_HK_MASS_DEL_TYPE])
+2 -2
View File
@@ -16,7 +16,7 @@
/obj/structure/Initialize(mapload)
if (!armor)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
. = ..()
if(smooth)
queue_smooth(src)
@@ -114,4 +114,4 @@
return "<span class='warning'>It's falling apart!</span>"
/obj/structure/rust_heretic_act()
take_damage(500, BRUTE, "melee", 1)
take_damage(500, BRUTE, MELEE, 1)
+1 -1
View File
@@ -6,7 +6,7 @@
req_access = list(ACCESS_BAR)
max_integrity = 500
integrity_failure = 0.5
armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
buildable_sign = 0
var/list/barsigns=list()
var/panel_open = FALSE
@@ -6,7 +6,7 @@
density = TRUE
max_integrity = 200
integrity_failure = 0.25
armor = list("melee" = 20, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 60)
var/icon_door = null
var/icon_door_override = FALSE //override to have open overlay use icon different to its base's
@@ -4,12 +4,12 @@
locked = TRUE
icon_state = "secure"
max_integrity = 250
armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
secure = TRUE
var/melee_min_damage = 20
/obj/structure/closet/secure_closet/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == "melee" && damage_amount < melee_min_damage)
if(damage_flag == MELEE && damage_amount < melee_min_damage)
return 0
. = ..()
@@ -5,11 +5,11 @@
secure = TRUE
locked = TRUE
max_integrity = 500
armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
var/tamperproof = 0
/obj/structure/closet/crate/secure/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == "melee" && damage_amount < 25)
if(damage_flag == MELEE && damage_amount < 25)
return 0
. = ..()
+1 -1
View File
@@ -6,7 +6,7 @@
density = TRUE
anchored = TRUE
resistance_flags = ACID_PROOF
armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
armor = list(MELEE = 30, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
max_integrity = 200
integrity_failure = 0.25
attack_hand_speed = CLICK_CD_MELEE
+1 -1
View File
@@ -6,7 +6,7 @@
plane = ABOVE_WALL_PLANE
anchored = TRUE
density = FALSE
armor = list("melee" = 50, "bullet" = 20, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50)
armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
max_integrity = 150
integrity_failure = 0.33
var/locked = TRUE
+4 -4
View File
@@ -8,7 +8,7 @@
flags_1 = CONDUCT_1
pressure_resistance = 5*ONE_ATMOSPHERE
layer = BELOW_OBJ_LAYER
armor = list("melee" = 50, "bullet" = 70, "laser" = 70, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 0, ACID = 0)
max_integrity = 50
attack_hand_is_action = TRUE
attack_hand_speed = 8
@@ -91,7 +91,7 @@
user.DelayNextAction(flush = TRUE)
user.do_attack_animation(src)
if(!shock(user, 70) && !QDELETED(src)) //Last hit still shocks but shouldn't deal damage to the grille)
take_damage(rand(5,10), BRUTE, "melee", 1)
take_damage(rand(5,10), BRUTE, MELEE, 1)
/obj/structure/grille/attack_paw(mob/user)
return attack_hand(user)
@@ -113,7 +113,7 @@
user.visible_message("<span class='warning'>[user] hits [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
log_combat(user, src, "hit")
if(!shock(user, 70))
take_damage(rand(5,10), BRUTE, "melee", 1)
take_damage(rand(5,10), BRUTE, MELEE, 1)
/obj/structure/grille/attack_alien(mob/living/user)
if(!user.CheckActionCooldown(CLICK_CD_MELEE))
@@ -122,7 +122,7 @@
user.do_attack_animation(src)
user.visible_message("<span class='warning'>[user] mangles [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
if(!shock(user, 70))
take_damage(20, BRUTE, "melee", 1)
take_damage(20, BRUTE, MELEE, 1)
/obj/structure/grille/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && (mover.pass_flags & PASSGRILLE))
+6 -6
View File
@@ -6,7 +6,7 @@
icon = 'icons/effects/effects.dmi'
anchored = TRUE
max_integrity = 1
armor = list("melee" = 0, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
var/obj/item/holosign_creator/projector
var/init_vis_overlay = TRUE
rad_flags = RAD_NO_CONTAMINATE
@@ -32,7 +32,7 @@
return
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
user.DelayNextAction(CLICK_CD_MELEE)
take_damage(5 , BRUTE, "melee", 1)
take_damage(5 , BRUTE, MELEE, 1)
/obj/structure/holosign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
@@ -130,11 +130,11 @@
allow_walk = 0
/obj/structure/holosign/barrier/cyborg/bullet_act(obj/item/projectile/P)
take_damage((P.damage / 5) , BRUTE, "melee", 1) //Doesn't really matter what damage flag it is.
take_damage((P.damage / 5) , BRUTE, MELEE, 1) //Doesn't really matter what damage flag it is.
if(istype(P, /obj/item/projectile/energy/electrode))
take_damage(10, BRUTE, "melee", 1) //Tasers aren't harmful.
take_damage(10, BRUTE, MELEE, 1) //Tasers aren't harmful.
if(istype(P, /obj/item/projectile/beam/disabler))
take_damage(5, BRUTE, "melee", 1) //Disablers aren't harmful.
take_damage(5, BRUTE, MELEE, 1) //Disablers aren't harmful.
return BULLET_ACT_HIT
/obj/structure/holosign/barrier/medical
@@ -181,7 +181,7 @@
var/shockcd = 0
/obj/structure/holosign/barrier/cyborg/hacked/bullet_act(obj/item/projectile/P)
take_damage(P.damage, BRUTE, "melee", 1) //Yeah no this doesn't get projectile resistance.
take_damage(P.damage, BRUTE, MELEE, 1) //Yeah no this doesn't get projectile resistance.
return BULLET_ACT_HIT
/obj/structure/holosign/barrier/cyborg/hacked/proc/cooldown()
+1 -1
View File
@@ -5,7 +5,7 @@
icon_state = "lattice"
density = FALSE
anchored = TRUE
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
max_integrity = 50
layer = LATTICE_LAYER //under pipes
plane = FLOOR_PLANE
@@ -16,7 +16,7 @@
var/isSwitchingStates = 0
var/close_delay = -1 //-1 if does not auto close.
max_integrity = 200
armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 50, ACID = 50)
var/sheetType = /obj/item/stack/sheet/metal
var/sheetAmount = 7
var/openSound = 'sound/effects/stonedoor_openclose.ogg'
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "Heavy duty, airtight, plastic flaps. Definitely can't get past those. No way."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "plasticflaps"
armor = list("melee" = 100, "bullet" = 80, "laser" = 80, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
armor = list(MELEE = 100, BULLET = 80, LASER = 80, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 50, ACID = 50)
density = FALSE
anchored = TRUE
CanAtmosPass = ATMOS_PASS_NO
+1 -1
View File
@@ -6,7 +6,7 @@
plane = ABOVE_WALL_PLANE
layer = SIGN_LAYER
max_integrity = 100
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/buildable_sign = 1 //unwrenchable and modifiable
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
+370 -79
View File
@@ -6,43 +6,59 @@
density = TRUE
anchored = FALSE
max_integrity = 100
var/oreAmount = 5
var/material_drop_type = /obj/item/stack/sheet/metal
var/impressiveness = 15
CanAtmosPass = ATMOS_PASS_DENSITY
/// Beauty component mood modifier
var/impressiveness = 15
/// Art component subtype added to this statue
var/art_type = /datum/element/art
/// Abstract root type
var/abstract_type = /obj/structure/statue
/obj/structure/statue/Initialize(mapload)
. = ..()
AddElement(/datum/element/art, impressiveness)
addtimer(CALLBACK(src, /datum.proc/_AddElement, list(/datum/element/beauty, impressiveness * 75)), 0)
AddElement(art_type, impressiveness)
AddElement(/datum/element/beauty, impressiveness * 75)
/obj/structure/statue/ComponentInitialize()
. = ..()
var/rotation_flags = ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS
AddComponent(/datum/component/simple_rotation, rotation_flags, null, CALLBACK(src, .proc/can_be_rotated))
/obj/structure/statue/proc/can_be_rotated(mob/user, rotation_type)
if(anchored)
to_chat(user, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
return FALSE
return TRUE
/obj/structure/statue/attackby(obj/item/W, mob/living/user, params)
add_fingerprint(user)
if(!(flags_1 & NODECONSTRUCT_1))
if(default_unfasten_wrench(user, W))
return
if(W.tool_behaviour == TOOL_WELDER || istype(W, /obj/item/gun/energy/plasmacutter))
if(W.tool_behaviour == TOOL_WELDER)
if(!W.tool_start_check(user, amount=0))
return FALSE
user.visible_message("[user] is slicing apart the [name].", \
"<span class='notice'>You are slicing apart the [name]...</span>")
user.visible_message(span_notice("[user] is slicing apart the [name]."), \
span_notice("You are slicing apart the [name]..."))
if(W.use_tool(src, user, 40, volume=50))
user.visible_message("[user] slices apart the [name].", \
"<span class='notice'>You slice apart the [name]!</span>")
user.visible_message(span_notice("[user] slices apart the [name]."), \
span_notice("You slice apart the [name]!"))
deconstruct(TRUE)
return
return ..()
/obj/structure/statue/AltClick(mob/user)
return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation
/obj/structure/statue/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(material_drop_type)
var/drop_amt = oreAmount
if(!disassembled)
drop_amt -= 2
if(drop_amt > 0)
new material_drop_type(get_turf(src), drop_amt)
var/amount_mod = disassembled ? 0 : -2
for(var/mat in custom_materials)
var/datum/material/custom_material = SSmaterials.GetMaterialRef(mat)
var/amount = max(0,round(custom_materials[mat]/MINERAL_MATERIAL_AMOUNT) + amount_mod)
if(amount > 0)
new custom_material.sheet_type(drop_location(),amount)
qdel(src)
//////////////////////////////////////STATUES/////////////////////////////////////////////////////////////
@@ -51,10 +67,9 @@
/obj/structure/statue/uranium
max_integrity = 300
light_range = 2
material_drop_type = /obj/item/stack/sheet/mineral/uranium
var/last_event = 0
var/active = null
custom_materials = list(/datum/material/uranium=MINERAL_MATERIAL_AMOUNT*5)
impressiveness = 25 // radiation makes an impression
abstract_type = /obj/structure/statue/uranium
/obj/structure/statue/uranium/nuke
name = "statue of a nuclear fission explosive"
@@ -66,39 +81,14 @@
desc = "This statue has a sickening green colour."
icon_state = "eng"
/obj/structure/statue/uranium/attackby(obj/item/W, mob/user, params)
radiate()
return ..()
/obj/structure/statue/uranium/Bumped(atom/movable/AM)
radiate()
..()
/obj/structure/statue/uranium/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
radiate()
. = ..()
/obj/structure/statue/uranium/attack_paw(mob/user)
radiate()
. = ..()
/obj/structure/statue/uranium/proc/radiate()
if(!active)
if(world.time > last_event+15)
active = 1
radiation_pulse(src, 30)
last_event = world.time
active = null
return
return
////////////////////////////plasma///////////////////////////////////////////////////////////////////////
/obj/structure/statue/plasma
max_integrity = 200
material_drop_type = /obj/item/stack/sheet/mineral/plasma
desc = "This statue is suitably made from plasma."
impressiveness = 20
custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT*5)
abstract_type = /obj/structure/statue/plasma
/obj/structure/statue/plasma/scientist
name = "statue of a scientist"
@@ -108,7 +98,6 @@
if(exposed_temperature > 300)
PlasmaBurn(exposed_temperature)
/obj/structure/statue/plasma/bullet_act(obj/item/projectile/Proj)
var/burn = FALSE
if(!(Proj.nodamage) && Proj.damage_type == BURN && !QDELETED(src))
@@ -136,7 +125,9 @@
/obj/structure/statue/plasma/proc/PlasmaBurn(exposed_temperature)
if(QDELETED(src))
return
atmos_spawn_air("plasma=[oreAmount*10];TEMP=[exposed_temperature]")
if(custom_materials[/datum/material/plasma])
var/plasma_amount = round(custom_materials[/datum/material/plasma]/MINERAL_MATERIAL_AMOUNT)
atmos_spawn_air("plasma=[plasma_amount*10];TEMP=[exposed_temperature]")
deconstruct(FALSE)
/obj/structure/statue/plasma/proc/ignite(exposed_temperature)
@@ -147,9 +138,10 @@
/obj/structure/statue/gold
max_integrity = 300
material_drop_type = /obj/item/stack/sheet/mineral/gold
desc = "This is a highly valuable statue made from gold."
impressiveness = 30
custom_materials = list(/datum/material/gold=MINERAL_MATERIAL_AMOUNT*5)
abstract_type = /obj/structure/statue/gold
/obj/structure/statue/gold/hos
name = "statue of the head of security"
@@ -175,9 +167,10 @@
/obj/structure/statue/silver
max_integrity = 300
material_drop_type = /obj/item/stack/sheet/mineral/silver
desc = "This is a valuable statue made from silver."
impressiveness = 25
custom_materials = list(/datum/material/silver=MINERAL_MATERIAL_AMOUNT*5)
abstract_type = /obj/structure/statue/silver
/obj/structure/statue/silver/md
name = "statue of a medical officer"
@@ -203,9 +196,10 @@
/obj/structure/statue/diamond
max_integrity = 1000
material_drop_type = /obj/item/stack/sheet/mineral/diamond
desc = "This is a very expensive diamond statue."
impressiveness = 60
custom_materials = list(/datum/material/diamond=MINERAL_MATERIAL_AMOUNT*5)
abstract_type = /obj/structure/statue/diamond
/obj/structure/statue/diamond/captain
name = "statue of THE captain."
@@ -223,43 +217,22 @@
/obj/structure/statue/bananium
max_integrity = 300
material_drop_type = /obj/item/stack/sheet/mineral/bananium
desc = "A bananium statue with a small engraving:'HOOOOOOONK'."
var/spam_flag = 0
impressiveness = 65
custom_materials = list(/datum/material/bananium=MINERAL_MATERIAL_AMOUNT*5)
abstract_type = /obj/structure/statue/bananium
/obj/structure/statue/bananium/clown
name = "statue of a clown"
icon_state = "clown"
/obj/structure/statue/bananium/Bumped(atom/movable/AM)
honk()
..()
/obj/structure/statue/bananium/attackby(obj/item/W, mob/user, params)
honk()
return ..()
/obj/structure/statue/bananium/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
honk()
. = ..()
/obj/structure/statue/bananium/attack_paw(mob/user)
honk()
..()
/obj/structure/statue/bananium/proc/honk()
if(!spam_flag)
spam_flag = 1
playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
spawn(20)
spam_flag = 0
/////////////////////sandstone/////////////////////////////////////////
/obj/structure/statue/sandstone
max_integrity = 50
material_drop_type = /obj/item/stack/sheet/mineral/sandstone
impressiveness = 15
custom_materials = list(/datum/material/sandstone=MINERAL_MATERIAL_AMOUNT*5)
abstract_type = /obj/structure/statue/sandstone
/obj/structure/statue/sandstone/assistant
name = "statue of an assistant"
@@ -277,9 +250,327 @@
/obj/structure/statue/snow
max_integrity = 50
material_drop_type = /obj/item/stack/sheet/mineral/snow
custom_materials = list(/datum/material/snow=MINERAL_MATERIAL_AMOUNT*5)
abstract_type = /obj/structure/statue/snow
/obj/structure/statue/snow/snowman
name = "snowman"
desc = "Several lumps of snow put together to form a snowman."
icon_state = "snowman"
/obj/structure/statue/snow/snowlegion
name = "snowlegion"
desc = "Looks like that weird kid with the tiger plushie has been round here again."
icon_state = "snowlegion"
///////////////////////////////bronze///////////////////////////////////
/obj/structure/statue/bronze
custom_materials = list(/datum/material/bronze=MINERAL_MATERIAL_AMOUNT*5)
abstract_type = /obj/structure/statue/bronze
/obj/structure/statue/bronze/marx
name = "\improper Karl Marx bust"
desc = "A bust depicting a certain 19th century economist. You get the feeling a specter is haunting the station."
icon_state = "marx"
art_type = /datum/element/art/rev
///////////Elder Atmosian///////////////////////////////////////////
/* Yeah no.
/obj/structure/statue/elder_atmosian
name = "Elder Atmosian"
desc = "A statue of an Elder Atmosian, capable of bending the laws of thermodynamics to their will"
icon_state = "eng"
custom_materials = list(/datum/material/metalhydrogen = MINERAL_MATERIAL_AMOUNT*10)
max_integrity = 1000
impressiveness = 100
abstract_type = /obj/structure/statue/elder_atmosian //This one is uncarvable
*/
/obj/item/chisel
name = "chisel"
desc = "Breaking and making art since 4000 BC. This one uses advanced technology to allow creation of lifelike moving statues."
icon = 'icons/obj/statue.dmi'
icon_state = "chisel"
item_state = "screwdriver_nuke"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
force = 5
w_class = WEIGHT_CLASS_TINY
throwforce = 5
throw_speed = 3
throw_range = 5
custom_materials = list(/datum/material/iron=75)
attack_verb = list("stabs")
hitsound = 'sound/weapons/bladeslice.ogg'
usesound = list('sound/items/screwdriver.ogg', 'sound/items/screwdriver2.ogg')
drop_sound = 'sound/items/handling/screwdriver_drop.ogg'
pickup_sound = 'sound/items/handling/screwdriver_pickup.ogg'
// item_flags = EYE_STAB // don't have it
sharpness = SHARP_POINTY
/// Block we're currently carving in
var/obj/structure/carving_block/prepared_block
/// If tracked user moves we stop sculpting
var/mob/living/tracked_user
/// Currently sculpting
var/sculpting = FALSE
/obj/item/chisel/Initialize(mapload)
. = ..()
//AddElement(/datum/element/eyestab)
//AddElement(/datum/element/wall_engraver)
//deals 200 damage to statues, meaning you can actually kill one in ~250 hits
/obj/item/chisel/ComponentInitialize()
. = ..()
AddComponent(/datum/component/bane, /mob/living/simple_animal/hostile/statue, damage_multiplier = 40)
/obj/item/chisel/Destroy()
prepared_block = null
tracked_user = null
return ..()
/*
Hit the block to start
Point with the chisel at the target to choose what to sculpt or hit block to choose from preset statue types.
Hit block again to start sculpting.
Moving interrupts
*/
/obj/item/chisel/pre_attack(atom/A, mob/living/user, params)
. = ..()
if(sculpting)
return
if(istype(A,/obj/structure/carving_block))
if(A == prepared_block && (prepared_block.current_target || prepared_block.current_preset_type))
start_sculpting(user)
else if(!prepared_block)
set_block(A,user)
else if(A == prepared_block)
show_generic_statues_prompt(user)
return TRUE
else if(prepared_block) //We're aiming at something next to us with block prepared
prepared_block.set_target(A,user)
return TRUE
// We aim at something distant.
/obj/item/chisel/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
. = ..()
if(!proximity_flag && !sculpting && prepared_block && ismovable(target) && prepared_block.completion == 0)
prepared_block.set_target(target,user)
/obj/item/chisel/proc/start_sculpting(mob/living/user)
to_chat(user,span_notice("You start sculpting [prepared_block]."),type="info")
sculpting = TRUE
//How long whole process takes
var/sculpting_time = 30 SECONDS
//Single interruptible progress period
var/sculpting_period = round(sculpting_time / world.icon_size) //this is just so it reveals pixels line by line for each.
var/interrupted = FALSE
var/remaining_time = sculpting_time - (prepared_block.completion * sculpting_time)
var/datum/progressbar/total_progress_bar = new(user, sculpting_time, prepared_block )
while(remaining_time > 0 && !interrupted)
if(do_after(user,sculpting_period, target = prepared_block, progress = FALSE))
remaining_time -= sculpting_period
prepared_block.set_completion((sculpting_time - remaining_time)/sculpting_time)
total_progress_bar.update(sculpting_time - remaining_time)
else
interrupted = TRUE
total_progress_bar.end_progress()
if(!interrupted && !QDELETED(prepared_block))
prepared_block.create_statue()
to_chat(user,span_notice("The statue is finished!"),type="info")
break_sculpting()
/obj/item/chisel/proc/set_block(obj/structure/carving_block/B,mob/living/user)
prepared_block = B
tracked_user = user
RegisterSignal(tracked_user,COMSIG_MOVABLE_MOVED,.proc/break_sculpting)
to_chat(user,span_notice("You prepare to work on [B]."),type="info")
/obj/item/chisel/dropped(mob/user, silent)
. = ..()
break_sculpting()
/obj/item/chisel/proc/break_sculpting()
SIGNAL_HANDLER
sculpting = FALSE
if(prepared_block && prepared_block.completion == 0)
prepared_block.reset_target()
prepared_block = null
if(tracked_user)
UnregisterSignal(tracked_user,COMSIG_MOVABLE_MOVED)
tracked_user = null
/obj/item/chisel/proc/show_generic_statues_prompt(mob/living/user)
var/list/choices = list()
for(var/statue_path in prepared_block.get_possible_statues())
var/obj/structure/statue/S = statue_path
choices[statue_path] = image(icon=initial(S.icon),icon_state=initial(S.icon_state))
var/choice = show_radial_menu(user, prepared_block , choices, require_near = TRUE)
if(choice)
prepared_block.current_preset_type = choice
var/image/chosen_looks = choices[choice]
prepared_block.current_target = chosen_looks.appearance
var/obj/structure/statue/S = choice
to_chat(user,span_notice("You decide to sculpt [prepared_block] into [initial(S.name)]."),type="info")
/obj/structure/carving_block
name = "block"
desc = "Ready for sculpting."
icon = 'icons/obj/statue.dmi'
icon_state = "block"
material_flags = MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS | MATERIAL_ADD_PREFIX // MATERIAL_EFFECTS
density = TRUE
material_modifier = 0.5 //50% effectiveness of materials
/// The thing it will look like - Unmodified resulting statue appearance
var/current_target
/// Currently chosen preset statue type
var/current_preset_type
//Table of required materials for each non-abstract statue type
var/static/list/statue_costs
/// statue completion from 0 to 1.0
var/completion = 0
/// Greyscaled target with cutout filter
var/mutable_appearance/target_appearance_with_filters
/// HSV color filters parameters
var/static/list/greyscale_with_value_bump = list(0,0,0, 0,0,0, 0,0,1, 0,0,-0.05)
/obj/structure/carving_block/Destroy()
current_target = null
target_appearance_with_filters = null
return ..()
/obj/structure/carving_block/proc/set_target(atom/movable/target,mob/living/user)
if(!is_viable_target(target))
to_chat(user,"You won't be able to carve that.")
return
if(istype(target,/obj/structure/statue/custom))
var/obj/structure/statue/custom/original = target
current_target = original.content_ma
else
current_target = target.appearance
var/mutable_appearance/ma = current_target
to_chat(user,span_notice("You decide to sculpt [src] into [ma.name]."),type="info")
/obj/structure/carving_block/proc/reset_target()
current_target = null
current_preset_type = null
target_appearance_with_filters = null
/obj/structure/carving_block/update_overlays()
. = ..()
if(!target_appearance_with_filters)
return
//We're only keeping one instance here that changes in the middle so we have to clone it to avoid managed overlay issues
var/mutable_appearance/clone = new(target_appearance_with_filters)
. += clone
/obj/structure/carving_block/proc/is_viable_target(atom/movable/target)
//Only things on turfs
if(!isturf(target.loc))
return FALSE
//No big icon things
var/icon/thing_icon = icon(target.icon, target.icon_state)
if(thing_icon.Height() != world.icon_size || thing_icon.Width() != world.icon_size)
return FALSE
return TRUE
/obj/structure/carving_block/proc/create_statue()
if(current_preset_type)
var/obj/structure/statue/preset_statue = new current_preset_type(get_turf(src))
preset_statue.set_custom_materials(custom_materials)
qdel(src)
else if(current_target)
var/obj/structure/statue/custom/new_statue = new(get_turf(src))
new_statue.set_visuals(current_target)
new_statue.set_custom_materials(custom_materials)
var/mutable_appearance/ma = current_target
new_statue.dir = ma.dir
new_statue.name = "statue of [ma.name]"
new_statue.desc = "A statue depicting [ma.name]."
qdel(src)
/obj/structure/carving_block/proc/set_completion(value)
if(!current_target)
return
if(!target_appearance_with_filters)
target_appearance_with_filters = new(current_target)
// KEEP_APART in case carving block gets KEEP_TOGETHER from somewhere like material texture filters.
target_appearance_with_filters.appearance_flags |= KEEP_TOGETHER | KEEP_APART
//Doesn't use filter helpers because MAs aren't atoms
target_appearance_with_filters.filters = filter(type="color",color=greyscale_with_value_bump,space=FILTER_COLOR_HSV)
completion = value
var/static/icon/white = icon('icons/effects/alphacolors.dmi', "white")
switch(value)
if(0)
//delete uncovered and reset filters
remove_filter("partial_uncover")
target_appearance_with_filters = null
else
var/mask_offset = min(world.icon_size,round(completion * world.icon_size))
remove_filter("partial_uncover")
add_filter("partial_uncover", 1, alpha_mask_filter(icon = white, y = -mask_offset))
target_appearance_with_filters.filters = filter(type="alpha",icon=white,y=-mask_offset,flags=MASK_INVERSE)
update_appearance()
/// Returns a list of preset statues carvable from this block depending on the custom materials
/obj/structure/carving_block/proc/get_possible_statues()
. = list()
if(!statue_costs)
statue_costs = build_statue_cost_table()
for(var/statue_path in statue_costs)
var/list/carving_cost = statue_costs[statue_path]
var/enough_materials = TRUE
for(var/required_material in carving_cost)
if(!custom_materials[required_material] || custom_materials[required_material] < carving_cost[required_material])
enough_materials = FALSE
break
if(enough_materials)
. += statue_path
/obj/structure/carving_block/proc/build_statue_cost_table()
. = list()
for(var/statue_type in subtypesof(/obj/structure/statue) - /obj/structure/statue/custom)
var/obj/structure/statue/S = new statue_type()
if(!S.icon_state || S.abstract_type == S.type || !S.custom_materials)
continue
.[S.type] = S.custom_materials
qdel(S)
/obj/structure/statue/custom
name = "custom statue"
icon_state = "base"
obj_flags = CAN_BE_HIT | UNIQUE_RENAME
appearance_flags = TILE_BOUND | PIXEL_SCALE | KEEP_TOGETHER //Added keep together in case targets has weird layering
material_flags = MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS // MATERIAL_EFFECTS
/// primary statue overlay
var/mutable_appearance/content_ma
var/static/list/greyscale_with_value_bump = list(0,0,0, 0,0,0, 0,0,1, 0,0,-0.05)
/obj/structure/statue/custom/Destroy()
content_ma = null
return ..()
/obj/structure/statue/custom/proc/set_visuals(model_appearance)
if(content_ma)
QDEL_NULL(content_ma)
content_ma = new
content_ma.appearance = model_appearance
content_ma.pixel_x = 0
content_ma.pixel_y = 0
content_ma.alpha = 255
content_ma.appearance_flags &= ~KEEP_APART //Don't want this
content_ma.filters = filter(type="color",color=greyscale_with_value_bump,space=FILTER_COLOR_HSV)
update_appearance()
/obj/structure/statue/custom/update_overlays()
. = ..()
if(content_ma)
. += content_ma
+4 -4
View File
@@ -317,7 +317,7 @@
canSmoothWith = null
max_integrity = 70
resistance_flags = ACID_PROOF
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
var/list/debris = list()
/obj/structure/table/glass/New()
@@ -395,7 +395,7 @@
canSmoothWith = null
max_integrity = 270
resistance_flags = ACID_PROOF
armor = list("melee" = 10, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
armor = list(MELEE = 10, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
var/list/debris = list()
/obj/structure/table/plasmaglass/New()
@@ -558,7 +558,7 @@
buildstack = /obj/item/stack/sheet/plasteel
max_integrity = 200
integrity_failure = 0.25
armor = list("melee" = 10, "bullet" = 30, "laser" = 30, "energy" = 100, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
/obj/structure/table/reinforced/deconstruction_hints(mob/user)
if(deconstruction_ready)
@@ -736,7 +736,7 @@
return
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
user.visible_message("<span class='danger'>[user] kicks [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
take_damage(rand(4,8), BRUTE, "melee", 1)
take_damage(rand(4,8), BRUTE, MELEE, 1)
/obj/structure/rack/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
+9 -14
View File
@@ -31,7 +31,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
var/glass_amount = 1
can_be_unanchored = TRUE
resistance_flags = ACID_PROOF
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
CanAtmosPass = ATMOS_PASS_PROC
var/real_explosion_block //ignore this, just use explosion_block
var/breaksound = "shatter"
@@ -445,11 +445,6 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
/obj/structure/window/proc/check_state_and_anchored(checked_state, checked_anchored)
return check_state(checked_state) && check_anchored(checked_anchored)
/obj/structure/window/mech_melee_attack(obj/mecha/M)
if(!can_be_reached())
return
..()
/obj/structure/window/proc/can_be_reached(mob/user)
if(!fulltile)
if(get_dir(user,src) & dir)
@@ -600,7 +595,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
icon_state = "rwindow"
reinf = TRUE
heat_resistance = 1600
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
max_integrity = 50
explosion_block = 1
wave_explosion_block = EXPLOSION_BLOCK_REINFORCED_WINDOW
@@ -627,7 +622,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
icon_state = "plasmawindow"
reinf = FALSE
heat_resistance = 25000
armor = list("melee" = 75, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
max_integrity = 150
explosion_block = 1
wave_explosion_block = EXPLOSION_BLOCK_BOROSILICATE_WINDOW
@@ -655,7 +650,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
reinf = TRUE
extra_reinforced = TRUE
heat_resistance = 50000
armor = list("melee" = 85, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
max_integrity = 500
explosion_block = 2
wave_explosion_block = EXPLOSION_BLOCK_EXTREME
@@ -774,7 +769,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
flags_1 = PREVENT_CLICK_UNDER_1
reinf = TRUE
heat_resistance = 1600
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
smooth = SMOOTH_TRUE
canSmoothWith = null
explosion_block = 3
@@ -805,7 +800,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
reinf = TRUE
extra_reinforced = TRUE
heat_resistance = 1600
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
smooth = SMOOTH_TRUE
canSmoothWith = null
explosion_block = 3
@@ -831,7 +826,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
icon_state = "clockwork_window_single"
resistance_flags = FIRE_PROOF | ACID_PROOF
max_integrity = 80
armor = list("melee" = 60, "bullet" = 25, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
armor = list(MELEE = 60, BULLET = 25, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
explosion_block = 2 //fancy AND hard to destroy. the most useful combination.
wave_explosion_block = EXPLOSION_BLOCK_BOROSILICATE_WINDOW
wave_explosion_multiply = EXPLOSION_DAMPEN_BOROSILICATE_WINDOW
@@ -917,7 +912,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
decon_speed = 10
CanAtmosPass = ATMOS_PASS_YES
resistance_flags = FLAMMABLE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
breaksound = 'sound/items/poster_ripped.ogg'
hitsound = 'sound/weapons/slashmiss.ogg'
var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "torn", layer = ABOVE_OBJ_LAYER - 0.1)
@@ -938,7 +933,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
user.visible_message("[user] knocks on [src].")
playsound(src, "pageturn", 50, 1)
else
take_damage(4,BRUTE,"melee", 0)
take_damage(4,BRUTE,MELEE, 0)
playsound(src, hitsound, 50, 1)
if(!QDELETED(src))
user.visible_message("<span class='danger'>[user] tears a hole in [src].</span>")