wall
Vars | |
cache_key | Appearance cache key. This is very touchy. |
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d_state | Deconstruction state, matters if the wall is hard to deconstruct (hard_decon) |
hard_decon | Whether this wall is hard to deconstruct, like a reinforced plasteel wall. Dictated by material |
hardness | lower numbers are harder. Used to determine the probability of a hulk smashing through. |
matset_name | Material Set Name |
plating_material | Material type of the plating |
reinf_material | Material type of the reinforcement |
rusted | Whether this wall is rusted or not, to apply the rusted overlay |
stripe_paint | Paint color of which the stripe has been painted with. Will not overlay a stripe if no paint is applied |
use_matset_name | Should the material name be used? |
wall_paint | Paint color of which the wall has been painted with. |
Procs | |
hulk_recoil | Deals damage back to the hulk's arm. |
paint_stripe | Most of this code is pasted within /obj/structure/falsewall. Be mindful of this |
paint_wall | Most of this code is pasted within /obj/structure/falsewall. Be mindful of this |
set_materials | Most of this code is pasted within /obj/structure/falsewall. Be mindful of this |
set_wall_information | Most of this code is pasted within /obj/structure/falsewall. Be mindful of this |
update_overlays | Most of this code is pasted within /obj/structure/falsewall. Be mindful of this |
Var Details
cache_key
Appearance cache key. This is very touchy.
d_state
Deconstruction state, matters if the wall is hard to deconstruct (hard_decon)
hard_decon
Whether this wall is hard to deconstruct, like a reinforced plasteel wall. Dictated by material
hardness
lower numbers are harder. Used to determine the probability of a hulk smashing through.
matset_name
Material Set Name
plating_material
Material type of the plating
reinf_material
Material type of the reinforcement
rusted
Whether this wall is rusted or not, to apply the rusted overlay
stripe_paint
Paint color of which the stripe has been painted with. Will not overlay a stripe if no paint is applied
use_matset_name
Should the material name be used?
wall_paint
Paint color of which the wall has been painted with.
Proc Details
hulk_recoil
Deals damage back to the hulk's arm.
When a hulk manages to break a wall using their hulk smash, this deals back damage to the arm used. This is in its own proc just to be easily overridden by other wall types. Default allows for three smashed walls per arm. Also, we use CANT_WOUND here because wounds are random. Wounds are applied by hulk code based on arm damage and checked when we call break_an_arm(). Arguments: *arg1 is the arm to deal damage to. *arg2 is the hulk
paint_stripe
Most of this code is pasted within /obj/structure/falsewall. Be mindful of this
paint_wall
Most of this code is pasted within /obj/structure/falsewall. Be mindful of this
set_materials
Most of this code is pasted within /obj/structure/falsewall. Be mindful of this
set_wall_information
Most of this code is pasted within /obj/structure/falsewall. Be mindful of this
update_overlays
Most of this code is pasted within /obj/structure/falsewall. Be mindful of this