wall
Vars | |
added_leaning | If we added a leaning component to ourselves |
---|---|
can_engrave | bool on whether this wall can be chiselled into |
decon_type | A turf that will replace this turf when this turf is destroyed |
hardness | lower numbers are harder. Used to determine the probability of a hulk smashing through. |
Procs | |
hulk_recoil | Deals damage back to the hulk's arm. |
Var Details
added_leaning
If we added a leaning component to ourselves
can_engrave
bool on whether this wall can be chiselled into
decon_type
A turf that will replace this turf when this turf is destroyed
hardness
lower numbers are harder. Used to determine the probability of a hulk smashing through.
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