<commit_before>//I will need to recode parts of this but I am way too tired atm //I don't know who left this comment but they never did come back
/obj/structure/blob
	name = "blob"
	icon = 'icons/mob/blob.dmi'
	light_range = 2
	desc = "A thick wall of writhing tendrils."
	density = TRUE
	opacity = FALSE
	anchored = TRUE
	layer = BELOW_MOB_LAYER
	pass_flags_self = PASSBLOB
	CanAtmosPass = ATMOS_PASS_PROC
	/// How many points the blob gets back when it removes a blob of that type. If less than 0, blob cannot be removed.
	var/point_return = 0
	max_integrity = BLOB_REGULAR_MAX_HP
	armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
	/// how much health this blob regens when pulsed
	var/health_regen = BLOB_REGULAR_HP_REGEN
	/// We got pulsed when?
	COOLDOWN_DECLARE(pulse_timestamp)
	/// we got healed when?
	COOLDOWN_DECLARE(heal_timestamp)
	/// Multiplies brute damage by this
	var/brute_resist = BLOB_BRUTE_RESIST
	/// Multiplies burn damage by this
	var/fire_resist = BLOB_FIRE_RESIST
	/// Only used by the synchronous mesh strain. If set to true, these blobs won't share or receive damage taken with others.
	var/ignore_syncmesh_share = 0
	/// If the blob blocks atmos and heat spread
	var/atmosblock = FALSE
	var/mob/camera/blob/overmind
<commit_msg>Stops (blob) mobs from falling through blob structures on open space. (#60132)<commit_after>//I will need to recode parts of this but I am way too tired atm //I don't know who left this comment but they never did come back
/obj/structure/blob
	name = "blob"
	icon = 'icons/mob/blob.dmi'
	light_range = 2
	desc = "A thick wall of writhing tendrils."
	density = TRUE
	opacity = FALSE
	anchored = TRUE
	layer = BELOW_MOB_LAYER
	pass_flags_self = PASSBLOB
	CanAtmosPass = ATMOS_PASS_PROC
	obj_flags = CAN_BE_HIT|BLOCK_Z_OUT_DOWN // stops blob mobs from falling on multiz.
	/// How many points the blob gets back when it removes a blob of that type. If less than 0, blob cannot be removed.
	var/point_return = 0
	max_integrity = BLOB_REGULAR_MAX_HP
	armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
	/// how much health this blob regens when pulsed
	var/health_regen = BLOB_REGULAR_HP_REGEN
	/// We got pulsed when?
	COOLDOWN_DECLARE(pulse_timestamp)
	/// we got healed when?
	COOLDOWN_DECLARE(heal_timestamp)
	/// Multiplies brute damage by this
	var/brute_resist = BLOB_BRUTE_RESIST
	/// Multiplies burn damage by this
	var/fire_resist = BLOB_FIRE_RESIST
	/// Only used by the synchronous mesh strain. If set to true, these blobs won't share or receive damage taken with others.
	var/ignore_syncmesh_share = 0
	/// If the blob blocks atmos and heat spread
	var/atmosblock = FALSE
	var/mob/camera/blob/overmind

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