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kiwistation/code/game/gamemodes/blob/blobs/node.dm
T
Nerd Lord 41fde5757f Fixes up blob code some;
any blob can block atmos, the core and nodes now do so
blobs use two different procs for checking health and updating icons instead of one(there's probably a use for this)
the split consciousness verb now requires a node under your selector, instead of checking a global list of nodes and picking the newest(why?)
blobs can no longer take non-brute and burn damage types(I would make toxin do bonus damage but the crew can't apply it anyway)
2015-12-08 23:58:05 -05:00

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/obj/effect/blob/node
name = "blob node"
icon = 'icons/mob/blob.dmi'
icon_state = "blank_blob"
desc = "A large, pulsating yellow mass."
health = 200
maxhealth = 200
point_return = 25
atmosblock = 1
/obj/effect/blob/node/New(loc, var/h = 100)
blob_nodes += src
SSobj.processing |= src
..(loc, h)
/obj/effect/blob/node/adjustcolors(a_color)
overlays.Cut()
color = null
var/image/I = new('icons/mob/blob.dmi', "blob")
I.color = a_color
src.overlays += I
var/image/C = new('icons/mob/blob.dmi', "blob_node_overlay")
src.overlays += C
/obj/effect/blob/node/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return
/obj/effect/blob/node/Destroy()
blob_nodes -= src
SSobj.processing.Remove(src)
return ..()
/obj/effect/blob/node/Life()
pulseLoop(5)
health = min(initial(health), health + 1)
color = null