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Taser and examine fixes.
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@@ -60,6 +60,7 @@
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/*if( LAssailant && ( istype( LAssailant,/mob/living/carbon/human ) ) )
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var/mob/living/carbon/human/V = LAssailant
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if (V.dna && (V.dna.mutantrace == "vox"))*/ //Not currently feasible due to terrible LAssailant tracking.
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world << "Vox kills: [vox_kills]"
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vox_kills++ //Bad vox. Shouldn't be killing humans.
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if(!gibbed)
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@@ -10,22 +10,7 @@ emp_act
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/mob/living/carbon/human/bullet_act(var/obj/item/projectile/P, var/def_zone)
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// BEGIN TASER NERF
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if(istype(P, /obj/item/projectile/energy/electrode))
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var/datum/organ/external/select_area = get_organ(def_zone) // We're checking the outside, buddy!
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var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes) // What all are we checking?
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// var/deflectchance=90 //Is it a CRITICAL HIT with that taser?
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for(var/bp in body_parts) //Make an unregulated var to pass around.
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if(!bp)
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continue //Does this thing we're shooting even exist?
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if(bp && istype(bp ,/obj/item/clothing)) // If it exists, and it's clothed
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var/obj/item/clothing/C = bp // Then call an argument C to be that clothing!
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if(C.body_parts_covered & select_area.body_part) // Is that body part being targeted covered?
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P.agony=P.agony*C.siemens_coefficient
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apply_effect(P.agony,AGONY,0)
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flash_pain()
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src <<"\red You have been shot!"
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del P
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//Old taser nerf.
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/* Commenting out new-old taser nerf.
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if(C.siemens_coefficient == 0) //If so, is that clothing shock proof?
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if(prob(deflectchance))
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@@ -65,6 +50,23 @@ emp_act
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P.xo = new_x - curloc.x
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return -1 // complete projectile permutation
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//Book's taser nerf.
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if(istype(P, /obj/item/projectile/energy/electrode))
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var/datum/organ/external/select_area = get_organ(def_zone) // We're checking the outside, buddy!
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var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes) // What all are we checking?
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// var/deflectchance=90 //Is it a CRITICAL HIT with that taser?
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for(var/bp in body_parts) //Make an unregulated var to pass around.
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if(!bp)
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continue //Does this thing we're shooting even exist?
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if(bp && istype(bp ,/obj/item/clothing)) // If it exists, and it's clothed
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var/obj/item/clothing/C = bp // Then call an argument C to be that clothing!
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if(C.body_parts_covered & select_area.body_part) // Is that body part being targeted covered?
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P.agony=P.agony*C.siemens_coefficient
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apply_effect(P.agony,AGONY,0)
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flash_pain()
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src <<"\red You have been shot!"
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del P
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//End taser nerf.
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if(check_shields(P.damage, "the [P.name]"))
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P.on_hit(src, 2)
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