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Matt Atlas a3a9a2ad4a Fixes armour penetration not working against mechs in melee. (#21265)
A deprecated variable in the apply_damage chain fucked up the variable
order.

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Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-08-31 15:25:05 +00:00

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/mob/statue_mob
name = "statue prisoner"
universal_understand = 1
/mob/statue_mob/send_emote()
to_chat(src, "You are unable to move while trapped as a statue.")
/mob/statue_mob/say(var/message, var/datum/language/speaking = null, var/verb="says", var/alt_name="", var/ghost_hearing = GHOSTS_ALL_HEAR, var/whisper = FALSE)
to_chat(src, "You are unable to speak while trapped as a statue.")
/obj/structure/closet/statue
name = "statue"
desc = "An incredibly lifelike marble carving."
icon = 'icons/obj/statue.dmi'
icon_state = "human_male"
density = TRUE
anchored = TRUE
health = 0 //destroying the statue kills the mob within
var/timer = 90 //eventually the person will be freed
var/mob/statue_mob/imprisoned = null //the temporary mob that is created when someone is put inside a statue
/obj/structure/closet/statue/eternal
timer = -1
/obj/structure/closet/statue/Destroy()
QDEL_NULL(imprisoned)
STOP_PROCESSING(SSprocessing, src)
return ..()
/obj/structure/closet/statue/Initialize(mapload, mob/living/L)
if(isliving(L))
if(L.buckled_to)
L.buckled_to = 0
L.anchored = 0
if(L.client)
L.client.perspective = EYE_PERSPECTIVE
L.client.eye = src
L.drop_r_hand()
L.drop_l_hand()
L.forceMove(src)
L.sdisabilities |= MUTE
health = L.health + 300 //stoning damaged mobs will result in easier to shatter statues
L.frozen = TRUE
create_icon(L)
var/mob/statue_mob/temporarymob = new (src)
temporarymob.forceMove(src)
if(L.mind)
temporarymob.key = L.key
imprisoned = temporarymob
if(health == 0) //meaning if the statue didn't find a valid target
if(flags_1 & INITIALIZED_1)
stack_trace("Warning: [src]([type]) initialized multiple times!")
flags_1 |= INITIALIZED_1
return INITIALIZE_HINT_QDEL
START_PROCESSING(SSprocessing, src)
. = ..()
/obj/structure/closet/statue/process()
timer -= 2
if (timer == 10)
visible_message(SPAN_NOTICE("\The [src]'s surface begins cracking and dissolving!"))
if (timer <= 0)
dump_contents()
STOP_PROCESSING(SSprocessing, src)
qdel(src)
/obj/structure/closet/statue/proc/create_icon(var/mob/living/L)
appearance = L
appearance_flags |= KEEP_TOGETHER
dir = L.dir
color = list(
0.30, 0.3, 0.25,
0.30, 0.3, 0.25,
0.30, 0.3, 0.25
)
name = "statue of [L.name]"
desc = "An incredibly lifelike stone carving."
if(iscorgi(L))
name = "statue of a corgi"
desc = "If it takes forever, I will wait for you..."
/obj/structure/closet/statue/dump_contents()
for(var/obj/O in src)
O.forceMove(loc)
for(var/mob/living/M in src)
if(imprisoned)
if(imprisoned.key)
M.key = imprisoned.key
M.forceMove(loc)
M.sdisabilities &= ~MUTE
M.frozen = FALSE
M.take_overall_damage((M.health - health - 100),0) //any new damage the statue incurred is transferred to the mob
if(M.client)
M.client.eye = M.client.mob
M.client.perspective = MOB_PERSPECTIVE
/obj/structure/closet/statue/open()
return
/obj/structure/closet/statue/close()
return
/obj/structure/closet/statue/toggle()
return
/obj/structure/closet/statue/proc/check_health()
if(health <= 0)
for(var/mob/M in src)
shatter(M)
/obj/structure/closet/statue/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
. = ..()
if(. != BULLET_ACT_HIT)
return .
health -= hitting_projectile.get_structure_damage()
check_health()
/obj/structure/closet/statue/attack_generic(mob/user, damage, attack_message, environment_smash, armor_penetration, attack_flags, damage_type)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(damage && environment_smash)
for(var/mob/M in src)
shatter(M)
/obj/structure/closet/statue/ex_act(severity)
for(var/mob/M in src)
M.ex_act(severity)
health -= 60 / severity
check_health()
/obj/structure/closet/statue/attackby(obj/item/attacking_item, mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
health -= attacking_item.force
user.do_attack_animation(src)
visible_message(SPAN_DANGER("[user] strikes [src] with [attacking_item]."))
check_health()
/obj/structure/closet/statue/mouse_drop_receive(atom/dropped, mob/user, params)
return
/obj/structure/closet/statue/relaymove(mob/living/user, direction)
. = ..()
return
/obj/structure/closet/statue/attack_hand()
return
/obj/structure/closet/statue/verb_toggleopen()
return
/obj/structure/closet/statue/update_icon()
return
/obj/structure/closet/statue/proc/shatter(mob/user as mob)
if (user)
user.frozen = FALSE
user.dust()
dump_contents()
visible_message(SPAN_WARNING("[src] shatters!."))
qdel(src)
/obj/structure/closet/statue/ice
name = "ice cube"
desc = "A large ice cube."
anchored = FALSE
/obj/structure/closet/statue/ice/create_icon(var/mob/living/L)
appearance = L
dir = L.dir
var/image/I
I = image(icon = 'icons/obj/statue.dmi', icon_state = "icecube")
AddOverlays(I)
/obj/structure/closet/statue/ice/shatter(mob/user as mob)
if (user)
user.frozen = FALSE
if(isliving(user))
var/mob/living/L = user
L.adjustBruteLoss(30)
L.bodytemperature -= 150
dump_contents()
visible_message(SPAN_WARNING("\The [src] shatters!"))
qdel(src)