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

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@@ -121,7 +121,7 @@
/obj/machinery/power/am_control_unit/bullet_act(obj/item/projectile/Proj)
. = ..()
if(Proj.flag != "bullet")
if(Proj.flag != BULLET)
stability -= Proj.force
check_stability()

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@@ -102,7 +102,7 @@
/obj/machinery/am_shielding/bullet_act(obj/item/projectile/Proj)
. = ..()
if(Proj.flag != "bullet")
if(Proj.flag != BULLET)
stability -= Proj.force/2
check_stability()

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@@ -119,7 +119,7 @@
integrity_failure = 0.17
damage_deflection = 10
resistance_flags = FIRE_PROOF
armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 100, "bomb" = 30, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50)
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 100, BOMB = 30, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
req_access = list(ACCESS_ENGINE_EQUIP)
interaction_flags_machine = INTERACT_MACHINE_WIRES_IF_OPEN | INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OPEN_SILICON
@@ -852,7 +852,7 @@
set_nightshift(!nightshift_lights)
/obj/machinery/power/apc/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == "melee" && damage_amount < 10 && (!(stat & BROKEN) || malfai))
if(damage_flag == MELEE && damage_amount < 10 && (!(stat & BROKEN) || malfai))
return 0
. = ..()

View File

@@ -43,7 +43,7 @@
anchored = TRUE
layer = WALL_OBJ_LAYER
max_integrity = 200
armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
var/stage = 1
var/fixture_type = "tube"

View File

@@ -33,7 +33,7 @@ field_generator power level display
use_power = NO_POWER_USE
max_integrity = 500
//100% immune to lasers and energy projectiles since it absorbs their energy.
armor = list("melee" = 25, "bullet" = 10, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
armor = list(MELEE = 25, BULLET = 10, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70)
var/const/num_power_levels = 6 // Total number of power level icon has
var/power_level = 0
var/active = FG_OFFLINE
@@ -158,7 +158,7 @@ field_generator power level display
..()
/obj/machinery/field/generator/bullet_act(obj/item/projectile/Proj)
if(Proj.flag != "bullet")
if(Proj.flag != BULLET)
power = min(power + Proj.damage, field_generator_max_power)
check_power_level()
..()

View File

@@ -27,7 +27,7 @@
anchored = FALSE
density = TRUE
max_integrity = 500
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 80)
armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 80)
var/obj/machinery/particle_accelerator/control_box/master = null
var/construction_state = PA_CONSTRUCTION_UNSECURED

View File

@@ -728,7 +728,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
return FALSE
if(!istype(Proj.firer, /obj/machinery/power/emitter) && power_changes)
investigate_log("has been hit by [Proj] fired by [key_name(Proj.firer)]", INVESTIGATE_SUPERMATTER)
if(Proj.flag != "bullet")
if(Proj.flag != BULLET)
if(power_changes) //This needs to be here I swear
power += Proj.damage * bullet_energy
if(!has_been_powered)