12/21 modernizations from TG live (#103)
* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
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@@ -4,9 +4,13 @@
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icon = 'icons/obj/barsigns.dmi'
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icon_state = "empty"
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req_access = list(access_bar)
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obj_integrity = 500
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max_integrity = 500
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integrity_failure = 250
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armor = list(melee = 20, bullet = 20, laser = 20, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
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buildable_sign = 0
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var/list/barsigns=list()
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var/list/hiddensigns
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var/broken = 0
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var/emagged = 0
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var/state = 0
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var/prev_sign = ""
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@@ -43,6 +47,22 @@
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/obj/structure/sign/barsign/obj_break(damage_flag)
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if(!broken && !(flags & NODECONSTRUCT))
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broken = 1
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/obj/structure/sign/barsign/deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/metal (loc, 2)
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new /obj/item/stack/cable_coil (loc, 2)
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qdel(src)
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/obj/structure/sign/barsign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
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if(BURN)
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playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
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/obj/structure/sign/barsign/attack_ai(mob/user)
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return src.attack_hand(user)
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