Bleeding edgy refresh (#303)

* not code stuff

* other things

* global vars, defines, helpers

* onclick hud stuff, orphans, world.dm

* controllers and datums

* game folder

* everything not client/mobs in modules

* client folder

* stage 1 mob stuff

* simple animal things

* silicons

* carbon things

* ayylmaos and monkeys

* hyoomahn

* icons n shit

* sprite fixes

* compile fixes

* some fixes I cherrypicked.

* qdel fixes

* forgot brain refractors
This commit is contained in:
Poojawa
2017-03-21 11:44:10 -05:00
committed by GitHub
parent 099a6c8764
commit f67e9f6d87
1476 changed files with 344416 additions and 40694 deletions
+3 -3
View File
@@ -3,10 +3,10 @@
internal_damage_threshold = 50
armor = list(melee = 30, bullet = 30, laser = 15, energy = 20, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 100)
/obj/mecha/combat/CheckParts(atom/holder)
/obj/mecha/combat/CheckParts(list/parts_list)
..()
var/obj/item/weapon/stock_parts/capacitor/C = locate() in holder
var/obj/item/weapon/stock_parts/scanning_module/SM = locate() in holder
var/obj/item/weapon/stock_parts/capacitor/C = locate() in contents
var/obj/item/weapon/stock_parts/scanning_module/SM = locate() in contents
step_energy_drain = 20 - (5 * SM.rating) //10 is normal, so on lowest part its worse, on second its ok and on higher its real good up to 0 on best
armor["energy"] += (C.rating * 10) //Each level of capacitor protects the mech against emp by 10%
qdel(C)