Merge branch 'master' into Projectile_Rework
This commit is contained in:
@@ -121,7 +121,7 @@
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/obj/machinery/power/am_control_unit/bullet_act(obj/item/projectile/Proj)
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. = ..()
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if(Proj.flag != "bullet")
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if(Proj.flag != BULLET)
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stability -= Proj.force
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check_stability()
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@@ -102,7 +102,7 @@
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/obj/machinery/am_shielding/bullet_act(obj/item/projectile/Proj)
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. = ..()
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if(Proj.flag != "bullet")
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if(Proj.flag != BULLET)
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stability -= Proj.force/2
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check_stability()
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@@ -119,7 +119,7 @@
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integrity_failure = 0.17
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damage_deflection = 10
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resistance_flags = FIRE_PROOF
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armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 100, "bomb" = 30, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50)
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armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 100, BOMB = 30, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
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req_access = list(ACCESS_ENGINE_EQUIP)
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interaction_flags_machine = INTERACT_MACHINE_WIRES_IF_OPEN | INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OPEN_SILICON
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@@ -852,7 +852,7 @@
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set_nightshift(!nightshift_lights)
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/obj/machinery/power/apc/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
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if(damage_flag == "melee" && damage_amount < 10 && (!(stat & BROKEN) || malfai))
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if(damage_flag == MELEE && damage_amount < 10 && (!(stat & BROKEN) || malfai))
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return 0
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. = ..()
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@@ -43,7 +43,7 @@
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anchored = TRUE
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layer = WALL_OBJ_LAYER
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max_integrity = 200
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armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
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armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
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var/stage = 1
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var/fixture_type = "tube"
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@@ -33,7 +33,7 @@ field_generator power level display
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use_power = NO_POWER_USE
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max_integrity = 500
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//100% immune to lasers and energy projectiles since it absorbs their energy.
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armor = list("melee" = 25, "bullet" = 10, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
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armor = list(MELEE = 25, BULLET = 10, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70)
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var/const/num_power_levels = 6 // Total number of power level icon has
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var/power_level = 0
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var/active = FG_OFFLINE
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@@ -158,7 +158,7 @@ field_generator power level display
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..()
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/obj/machinery/field/generator/bullet_act(obj/item/projectile/Proj)
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if(Proj.flag != "bullet")
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if(Proj.flag != BULLET)
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power = min(power + Proj.damage, field_generator_max_power)
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check_power_level()
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..()
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@@ -27,7 +27,7 @@
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anchored = FALSE
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density = TRUE
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max_integrity = 500
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armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 80)
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armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 80)
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var/obj/machinery/particle_accelerator/control_box/master = null
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var/construction_state = PA_CONSTRUCTION_UNSECURED
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@@ -728,7 +728,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
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return FALSE
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if(!istype(Proj.firer, /obj/machinery/power/emitter) && power_changes)
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investigate_log("has been hit by [Proj] fired by [key_name(Proj.firer)]", INVESTIGATE_SUPERMATTER)
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if(Proj.flag != "bullet")
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if(Proj.flag != BULLET)
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if(power_changes) //This needs to be here I swear
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power += Proj.damage * bullet_energy
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if(!has_been_powered)
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