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Bleeding-Edge
code/game/objects/structures.dm
77 строк
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Inorien
Moves a couple of things out of /obj down to subtypes (#38791)
04 янв 2026, 00:13
Не верифицирован
04 янв 2026, 00:13
3b1ec50
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/obj/structure icon = 'icons/obj/structures.dmi' penetration_dampening = 5 var/hasbolts = FALSE /obj/structure/examine(mob/user) ..() if(hasbolts) to_chat(user,"<span class='info'>This one is bolted into place.</span>") /obj/structure/blob_act(var/destroy = 0) ..() if(destroy || (prob(50))) qdel(src) /obj/structure/ex_act(severity) switch(severity) if(1.0) qdel(src) return if(2.0) if(prob(50)) qdel(src) return if(3.0) return /obj/structure/projectile_check() return PROJREACT_OBJS /obj/structure/kick_act(mob/living/carbon/human/H) if(H.locked_to && isobj(H.locked_to) && H.locked_to != src) var/obj/O = H.locked_to if(O.onBuckledUserKick(H, src)) return //don't return 1! we will do the normal "touch" action if so! playsound(src, 'sound/effects/grillehit.ogg', 50, 1) //Zth: I couldn't find a proper sound, please replace it H.visible_message("<span class='danger'>[H] kicks \the [src].</span>", "<span class='danger'>You kick \the [src].</span>") if(prob(70)) H.foot_impact(src, rand(2,4)) if(!anchored && !locked_to) var/strength = H.get_strength() var/kick_dir = get_dir(H, src) if(!Move(get_step(loc, kick_dir))) //The structure that we kicked is up against a wall - this hurts our foot H.foot_impact(src, rand(2,4)) if(strength > 1) //Strong - kick further spawn() sleep(3) for(var/i = 2 to strength) if(!Move(get_step(loc, kick_dir))) break sleep(3) if(material_type) material_type.on_use(H,src,null) if(arcanetampered && density && anchored) to_chat(H,"<span class='sinister'>[src] kicks YOU!</span>") playsound(src, 'sound/effects/grillehit.ogg', 50, 1) //Zth: I couldn't find a proper sound, please replace it H.Knockdown(10) H.Stun(10) /obj/structure/animationBolt(var/mob/firer) new /mob/living/simple_animal/hostile/mimic/copy(loc, src, firer, duration=SPELL_ANIMATION_TTL) /obj/structure/Bumped(var/atom/A) if(istype(A,/obj/effect/foam/fire) || istype(A,/obj/effect/water)) //snowflaked until clean_act is updated to affect dense objects (probably never) extinguish() var/turf/T = get_turf(src) T.extinguish() ..() /obj/structure/proc/container_resist() return