Shuttle lights are back on
This commit is contained in:
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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.
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user