Shuttle lights are back on

This commit is contained in:
Artur
2021-07-30 23:45:55 +03:00
parent 8d977e3042
commit 977d129de6
6 changed files with 406 additions and 298 deletions

View File

@@ -1,3 +1,8 @@
#define SOLAR_TRACK_OFF 0
#define SOLAR_TRACK_TIMED 1
#define SOLAR_TRACK_AUTO 2
///conversion ratio from joules to watts
#define WATTS / 0.002
///conversion ratio from watts to joules
#define JOULES * 0.002

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@@ -154,6 +154,10 @@ Class Procs:
occupant_typecache = typecacheof(occupant_typecache)
return INITIALIZE_HINT_LATELOAD
/obj/machinery/LateInitialize()
. = ..()
power_change()
/obj/machinery/Destroy()
GLOB.machines.Remove(src)
if(!speed_process)

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@@ -9,6 +9,7 @@
layer = OPEN_DOOR_LAYER
power_channel = ENVIRON
max_integrity = 350
damage_deflection = 10
armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 70)
CanAtmosPass = ATMOS_PASS_DENSITY
flags_1 = PREVENT_CLICK_UNDER_1|DEFAULT_RICOCHET_1
@@ -38,7 +39,7 @@
var/locked = FALSE //whether the door is bolted or not.
var/assemblytype //the type of door frame to drop during deconstruction
var/datum/effect_system/spark_spread/spark_system
var/damage_deflection = 10
var/real_explosion_block //ignore this, just use explosion_block
var/red_alert_access = FALSE //if TRUE, this door will always open on red alert
var/poddoor = FALSE
@@ -223,11 +224,6 @@
return 1
return ..()
/obj/machinery/door/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == "melee" && damage_amount < damage_deflection)
return 0
. = ..()
/obj/machinery/door/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
. = ..()
if(. && obj_integrity > 0)

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@@ -22,6 +22,8 @@
//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)
return 0
switch(damage_type)
if(BRUTE)
if(BURN)

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@@ -20,6 +20,9 @@
var/max_integrity = 500
var/integrity_failure = 0 //0 if we have no special broken behavior, otherwise is a percentage of at what point the obj breaks. 0.5 being 50%
///Damage under this value will be completely ignored
var/damage_deflection = 0
var/resistance_flags = NONE // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF
var/persistence_replacement //have something WAY too amazing to live to the next round? Set a new path here. Overuse of this var will make me upset.

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