04-29-2016, 08:22 AM
Gunna comment on a few things:
from here
Because it makes it so you're completely protected from space just by having a spaceproof helmet and mask on, or just a mask and suit. It was a little silly. Might be the fault of what was set to use that flag on masks though.
from here
You could do this by changing the second line to be:
or an if/else if chain, or a switch.
from here
Is it meant to be? It looks like a telesci item to me. I don't think I've seen it outside of there. Am I missing something?
I'm going to implement some of this, but I'll have to think about the armor and material system stuff first. Could you explain the changes to the electrical/hardness/toughness properties for some materials? I'm also not sure about the changes here for humans' ex_act() related to the EOD armor. It already has a specific clause for EOD armor above that. What you added seems to just basically double up the reduction that the armor gets.
from here
Code:
if (wear_mask && (wear_mask.c_flags & SPACEWEAR)) // why on earth was this commented out?
Because it makes it so you're completely protected from space just by having a spaceproof helmet and mask on, or just a mask and suit. It was a little silly. Might be the fault of what was set to use that flag on masks though.
from here
Code:
else if (istype(W,/obj/item/reagent_containers/glass) && stage == 1) // this actually includes watering cans, oil cans, and such.
if (istype(W,/obj/item/reagent_containers/glass/beaker/large)) // I lack coding skill, so I'm just gonna mark it as intentional
You could do this by changing the second line to be:
Code:
if (istype(W,/obj/item/reagent_containers/glass/beaker/large) || istype(W,/obj/item/reagent_containers/glass/wateringcan) || istype(W,/obj/item/reagent_containers/glass/oilcan))
or an if/else if chain, or a switch.
from here
Code:
armor_value_melee = 12 // is meant to go along with the heavy armor, so buffing this significantly
Is it meant to be? It looks like a telesci item to me. I don't think I've seen it outside of there. Am I missing something?
I'm going to implement some of this, but I'll have to think about the armor and material system stuff first. Could you explain the changes to the electrical/hardness/toughness properties for some materials? I'm also not sure about the changes here for humans' ex_act() related to the EOD armor. It already has a specific clause for EOD armor above that. What you added seems to just basically double up the reduction that the armor gets.