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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-25 05:51:56 +01:00
Added a "Deadman's switch" (Not really) to the signaler, shooting while standing off makes the other guy shoot, balanced stunning, added a time limit to switching hostage modes.
Signalers: Right click verb makes you ready to signal it, being shot with it in your active hand has a 80% chance to trigger it, dropping it has a 5% chance. Stunning always stuns you SOME, but armor can now lessen it (It used to be possible to not get stunned at all by being shot normally) Shooting during a mexican standoff now makes the other guy shoot you too. Added a time to how quickly you can adjust hostage things. 1.5 seconds per thing.
This commit is contained in:
@@ -42,9 +42,9 @@
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if(!effect || (blocked >= 2)) return 0
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switch(effecttype)
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if(STUN)
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Stun((effect - (effect*getarmor(null, "laser"))))
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Stun((effect - (min(effect*getarmor(null, "laser"), effect*(0.75 + (blocked*0.05))))))
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if(WEAKEN)
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Weaken((effect - (effect*getarmor(null, "laser"))))
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Weaken((effect - (min(effect*getarmor(null, "laser"), effect*(0.75 + (blocked*0.05))))))
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if(PARALYZE)
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Paralyse(effect/(blocked+1))
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if(IRRADIATE)
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@@ -45,6 +45,12 @@
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flash_weak_pain()
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if(istype(equipped(),/obj/item/device/assembly/signaler))
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var/obj/item/device/assembly/signaler/signaler = equipped()
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if(signaler.deadman && prob(80))
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src.visible_message("\red [src] triggers their deadman's switch!")
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signaler.signal()
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var/absorb = run_armor_check(def_zone, P.flag)
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if(absorb >= 2)
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P.on_hit(src,2)
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@@ -5,6 +5,7 @@
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unacidable = 1
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var/id = 0.0
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var/obj/master
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var/gun_click_time = -100 //I'm lazy.
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/obj/screen/close
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name = "close"
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@@ -589,53 +590,77 @@
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usr:module_active = null
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if("Allow Walking")
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if(gun_click_time > world.time - 15) //give them 1.5 seconds between mode changes.
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usr << "You need to wait some before you can change what they can do!"
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.AllowTargetMove()
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icon_state = "walking"
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name = "Disallow Walking"
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gun_click_time = world.time
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if("Disallow Walking")
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if(gun_click_time > world.time - 15) //give them 1.5 seconds between mode changes.
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usr << "You need to wait some before you can change what they can do!"
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.AllowTargetMove()
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icon_state = "no_walk"
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name = "Allow Walking"
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gun_click_time = world.time
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if("Allow Running")
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if(gun_click_time > world.time - 15) //give them 1.5 seconds between mode changes.
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usr << "You need to wait some before you can change what they can do!"
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.AllowTargetRun()
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icon_state = "running"
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name = "Disallow Running"
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gun_click_time = world.time
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if("Disallow Running")
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if(gun_click_time > world.time - 15) //give them 1.5 seconds between mode changes.
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usr << "You need to wait some before you can change what they can do!"
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.AllowTargetRun()
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icon_state = "no_run"
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name = "Allow Running"
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gun_click_time = world.time
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if("Allow Item Use")
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if(gun_click_time > world.time - 15) //give them 1.5 seconds between mode changes.
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usr << "You need to wait some before you can change what they can do!"
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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name = "Disallow Item Use"
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icon_state = "act_throw_off"
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usr.AllowTargetClick()
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gun_click_time = world.time
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if("Disallow Item Use")
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if(gun_click_time > world.time - 15) //give them 1.5 seconds between mode changes.
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usr << "You need to wait some before you can change what they can do!"
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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name = "Allow Item Use"
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icon_state = "no_item"
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usr.AllowTargetClick()
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gun_click_time = world.time
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else
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DblClick()
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