* 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
38 lines
1.4 KiB
Plaintext
38 lines
1.4 KiB
Plaintext
/obj/mecha/combat
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force = 30
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internal_damage_threshold = 50
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armor = list(melee = 30, bullet = 30, laser = 15, energy = 20, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 100)
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/obj/mecha/combat/CheckParts(list/parts_list)
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..()
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var/obj/item/weapon/stock_parts/capacitor/C = locate() in contents
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var/obj/item/weapon/stock_parts/scanning_module/SM = locate() in contents
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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
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armor["energy"] += (C.rating * 10) //Each level of capacitor protects the mech against emp by 10%
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qdel(C)
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qdel(SM)
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/obj/mecha/combat/moved_inside(mob/living/carbon/human/H)
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if(..())
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if(H.client && H.client.mouse_pointer_icon == initial(H.client.mouse_pointer_icon))
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H.client.mouse_pointer_icon = 'icons/mecha/mecha_mouse.dmi'
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return 1
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else
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return 0
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/obj/mecha/combat/mmi_moved_inside(obj/item/device/mmi/mmi_as_oc,mob/user)
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if(..())
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if(occupant.client && occupant.client.mouse_pointer_icon == initial(occupant.client.mouse_pointer_icon))
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occupant.client.mouse_pointer_icon = 'icons/mecha/mecha_mouse.dmi'
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return 1
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else
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return 0
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/obj/mecha/combat/go_out()
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if(occupant && occupant.client && occupant.client.mouse_pointer_icon == 'icons/mecha/mecha_mouse.dmi')
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occupant.client.mouse_pointer_icon = initial(occupant.client.mouse_pointer_icon)
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..()
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