Merge branch 'master' into Projectile_Rework

This commit is contained in:
Lin
2022-04-09 04:19:56 +00:00
committed by GitHub
410 changed files with 7476 additions and 7443 deletions
+1 -1
View File
@@ -576,7 +576,7 @@
desc = "An airlock hastily corrupted by blood magic, it is unusually brittle in this state."
normal_integrity = 150
damage_deflection = 5
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)
//Pinion airlocks: Clockwork doors that only let servants of Ratvar through.
/obj/machinery/door/airlock/clockwork
+2 -15
View File
@@ -10,7 +10,7 @@
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)
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
ricochet_chance_mod = 0.8
@@ -107,19 +107,6 @@
return
bumpopen(M)
return
if(ismecha(AM))
var/obj/mecha/mecha = AM
if(density)
if(mecha.occupant)
if(world.time - mecha.occupant.last_bumped <= 10)
return
mecha.occupant.last_bumped = world.time
if(mecha.occupant && (src.allowed(mecha.occupant) || src.check_access_list(mecha.operation_req_access)))
open()
else
do_animate("deny")
return
return
/obj/machinery/door/Move()
@@ -366,7 +353,7 @@
C.bleed(DOOR_CRUSH_DAMAGE)
else
L.add_splatter_floor(location)
for(var/obj/mecha/M in get_turf(src))
for(var/obj/vehicle/sealed/mecha/M in get_turf(src))
M.take_damage(DOOR_CRUSH_DAMAGE)
/obj/machinery/door/proc/autoclose()
+1 -1
View File
@@ -21,7 +21,7 @@
layer = BELOW_OPEN_DOOR_LAYER
closingLayer = CLOSED_FIREDOOR_LAYER
assemblytype = /obj/structure/firelock_frame
armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 70)
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 100, FIRE = 95, ACID = 70)
interaction_flags_machine = INTERACT_MACHINE_WIRES_IF_OPEN | INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OPEN_SILICON | INTERACT_MACHINE_REQUIRES_SILICON | INTERACT_MACHINE_OPEN
air_tight = TRUE
attack_hand_is_action = TRUE
+1 -1
View File
@@ -6,7 +6,7 @@
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
var/password = "Swordfish"
+1 -1
View File
@@ -13,7 +13,7 @@
heat_proof = TRUE
safe = FALSE
max_integrity = 600
armor = list("melee" = 50, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
armor = list(MELEE = 50, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
damage_deflection = 70
poddoor = TRUE
+2 -2
View File
@@ -5,7 +5,7 @@
icon = 'icons/obj/doors/shutters.dmi'
layer = SHUTTER_LAYER
closingLayer = SHUTTER_LAYER
armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 75, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 75, BOMB = 25, BIO = 100, RAD = 100, FIRE = 100, ACID = 70)
damage_deflection = 20
max_integrity = 100
@@ -24,7 +24,7 @@
desc = "These shutters have an armoured frame; it looks like plasteel. These shutters look robust enough to survive explosions."
icon = 'icons/obj/doors/shutters_old.dmi'
icon_state = "closed"
armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 75, "bomb" = 30, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 75, BOMB = 30, BIO = 100, RAD = 100, FIRE = 100, ACID = 70)
max_integrity = 300
/obj/machinery/door/poddoor/shutters/old/preopen
+8 -6
View File
@@ -9,7 +9,7 @@
var/base_state = "left"
max_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ max_integrity at the bottom of this .dm file
integrity_failure = 0
armor = list("melee" = 20, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 70, "acid" = 100)
armor = list(MELEE = 20, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, RAD = 100, FIRE = 70, ACID = 100)
visible = FALSE
flags_1 = ON_BORDER_1|DEFAULT_RICOCHET_1
pass_flags_self = PASSGLASS
@@ -78,11 +78,13 @@
return
if (!( ismob(AM) ))
if(ismecha(AM))
var/obj/mecha/mecha = AM
if(mecha.occupant && src.allowed(mecha.occupant))
open_and_close()
else
do_animate("deny")
var/obj/vehicle/sealed/mecha/mecha = AM
for(var/O in mecha.occupants)
var/mob/living/occupant = O
if(allowed(occupant))
open_and_close()
return
do_animate("deny")
return
if (!( SSticker ))
return