More minor baydev fixes (#1250)

- fixes #1235
- fixed stunbaton being borked
- fixed wrong lobby screen
- re-added nanako's changes to embedding
- remove old mosin code
- fix a small issue with the body type proc on the human species
- fixes an issue with the mounted smg
This commit is contained in:
Alberyk
2016-12-21 22:34:24 +02:00
committed by skull132
parent 5ccb627531
commit 1c520de9d2
7 changed files with 57 additions and 82 deletions
+41 -25
View File
@@ -107,57 +107,73 @@
return
return ..()
/obj/item/weapon/melee/baton/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
/obj/item/weapon/melee/baton/attack(mob/M, mob/user,var/hit_zone)
if(status && (CLUMSY in user.mutations) && prob(50))
user << "<span class='danger'>You accidentally hit yourself with the [src]!</span>"
user.Weaken(30)
deductcharge(hitcost)
return
if(isrobot(target))
return ..()
if(isrobot(M))
..()
return
var/agony = agonyforce
var/stun = stunforce
var/obj/item/organ/external/affecting = null
if(ishuman(target))
var/mob/living/carbon/human/H = target
affecting = H.get_organ(hit_zone)
var/mob/living/L = M
var/target_zone = check_zone(hit_zone)
if(user.a_intent == I_HURT)
. = ..()
//whacking someone causes a much poorer electrical contact than deliberately prodding them.
agony *= 0.5
if (!..()) //item/attack() does it's own messaging and logs
return 0 // item/attack() will return 1 if they hit, 0 if they missed.
stun *= 0.5
if(status) //Checks to see if the stunbaton is on.
agony *= 0.5 //whacking someone causes a much poorer contact than prodding them.
else
agony = 0
//we can't really extract the actual hit zone from ..(), unfortunately. Just act like they attacked the area they intended to.
else if(!status)
if(affecting)
target.visible_message("<span class='warning'>[target] has been prodded in the [affecting.name] with [src] by [user]. Luckily it was off.</span>")
else
target.visible_message("<span class='warning'>[target] has been prodded with [src] by [user]. Luckily it was off.</span>")
else
if(affecting)
target.visible_message("<span class='danger'>[target] has been prodded in the [affecting.name] with [src] by [user]!</span>")
//copied from human_defense.dm - human defence code should really be refactored some time.
if (ishuman(L))
user.lastattacked = L //are these used at all, if we have logs?
L.lastattacker = user
if (user != L) // Attacking yourself can't miss
target_zone = get_zone_with_miss_chance(user.zone_sel.selecting, L)
if(!target_zone)
L.visible_message("<span class='warning'>[user] misses [L] with \the [src]!</span>")
return 0
var/mob/living/carbon/human/H = L
var/obj/item/organ/external/affecting = H.get_organ(target_zone)
if (affecting)
if(!status)
L.visible_message("<span class='warning'>[L] has been prodded in the [affecting.name] with [src] by [user]. Luckily it was off.</span>")
return 1
else
H.visible_message("<span class='danger'>[L] has been prodded in the [affecting.name] with [src] by [user]!</span>")
else
target.visible_message("<span class='danger'>[target] has been prodded with [src] by [user]!</span>")
playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
if(!status)
L.visible_message("<span class='warning'>[L] has been prodded with [src] by [user]. Luckily it was off.</span>")
return 1
else
L.visible_message("<span class='danger'>[L] has been prodded with [src] by [user]!</span>")
//stun effects
target.stun_effect_act(stun, agony, hit_zone, src)
L.stun_effect_act(stun, agony, target_zone, src)
playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
msg_admin_attack("[key_name(user)] stunned [key_name(target)] with the [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
msg_admin_attack("[key_name(user)] stunned [key_name(L)] with the [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
if(status)
deductcharge(hitcost)
if(ishuman(target))
var/mob/living/carbon/human/H = target
H.forcesay(hit_appends)
if(ishuman(L))
var/mob/living/carbon/human/H = L
H.forcesay(hit_appends)
return 1
/obj/item/weapon/melee/baton/emp_act(severity)
if(bcell)