mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-26 22:50:26 +01:00
Conflicts resolution
In items weapons melee misc
This commit is contained in:
@@ -37,7 +37,7 @@ Captain
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/silver_ids(H), slot_l_hand)
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else
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/silver_ids(H.back), slot_in_backpack)
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H.equip_to_slot_or_del(new /obj/item/weapon/melee/telebaton(H), slot_in_backpack)
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H.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(H), slot_in_backpack)
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//Implant him
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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@@ -94,4 +94,4 @@ Head of Personnel
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/ids(H), slot_l_hand)
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else
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H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/ids(H.back), slot_in_backpack)
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H.equip_to_slot_or_del(new /obj/item/weapon/melee/telebaton(H), slot_in_backpack)
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H.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(H), slot_in_backpack)
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@@ -40,7 +40,7 @@ Chief Engineer
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//Equip telebaton
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if(H.backbag == 2 || H.backbag == 3)
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H.equip_to_slot_or_del(new /obj/item/weapon/melee/telebaton(H), slot_in_backpack)
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H.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(H), slot_in_backpack)
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/*
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Station Engineer
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@@ -36,7 +36,7 @@ Chief Medical Officer
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//Equip telebaton
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if(H.backbag == 2 || H.backbag == 3)
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H.equip_to_slot_or_del(new /obj/item/weapon/melee/telebaton(H), slot_in_backpack)
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H.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(H), slot_in_backpack)
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/*
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Medical Doctor
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@@ -38,7 +38,7 @@ Research Director
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//Equip telebaton
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if(H.backbag == 2 || H.backbag == 3)
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H.equip_to_slot_or_del(new /obj/item/weapon/melee/telebaton(H), slot_in_backpack)
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H.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(H), slot_in_backpack)
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/*
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Scientist
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@@ -48,7 +48,7 @@ Head of Security
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H.equip_to_slot_or_del(new /obj/item/weapon/restraints/handcuffs(H), slot_l_store)
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else
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H.equip_to_slot_or_del(new /obj/item/weapon/restraints/handcuffs(H), slot_in_backpack)
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H.equip_to_slot_or_del(new /obj/item/weapon/melee/telebaton(H), slot_in_backpack)
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H.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(H), slot_in_backpack)
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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@@ -42,7 +42,7 @@
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/obj/item/weapon/gun/energy/laser/bluetag,\
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/obj/item/weapon/gun/energy/laser/redtag,\
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/obj/item/weapon/gun/energy/laser/practice,\
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/obj/item/weapon/melee/telebaton,\
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/obj/item/weapon/melee/classic_baton/telescopic,\
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/obj/item/weapon/gun/energy/kinetic_accelerator)
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@@ -32,7 +32,7 @@
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/obj/item/weapon/gun/energy/laser/bluetag,\
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/obj/item/weapon/gun/energy/laser/redtag,\
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/obj/item/weapon/gun/energy/laser/practice,\
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/obj/item/weapon/melee/telebaton,\
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/obj/item/weapon/melee/classic_baton/telescopic,\
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/obj/item/weapon/gun/energy/kinetic_accelerator)
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@@ -25,85 +25,15 @@
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icon_state = "baton"
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item_state = "classic_baton"
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slot_flags = SLOT_BELT
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force = 10
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/obj/item/weapon/melee/classic_baton/attack(mob/M, mob/living/carbon/human/user)
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add_fingerprint(user)
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if(user.disabilities & CLUMSY && prob(50))
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user << "<span class='warning'>You club yourself over the head!</span>"
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user.Weaken(3 * force)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.apply_damage(2 * force, BRUTE, "head")
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H.forcesay(hit_appends)
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else
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user.take_organ_damage(2 * force)
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return
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add_logs(user, M, "attacked", object="[src.name]")
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if(isrobot(M)) // Don't stun borgs, fix for issue #2436
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..()
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return
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if(!isliving(M)) // Don't stun nonhuman things
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return
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if(user.a_intent == "harm")
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if(!..()) return
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M.stuttering = 7
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M.Stun(7)
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M.Weaken(7)
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M.visible_message("<span class='danger'>[user] has beaten [M] with [src]!</span>", \
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"<span class='userdanger'>[user] has beaten [M] with [src]!</span>")
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else
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playsound(loc, 'sound/effects/woodhit.ogg', 50, 1, -1)
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M.Stun(7)
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M.Weaken(7)
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M.visible_message("<span class='danger'>[user] has stunned [M] with [src]!</span>", \
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"<span class='userdanger'>[user] has stunned [M] with [src]!</span>")
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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H.forcesay(hit_appends)
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/obj/item/weapon/melee/telebaton
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name = "telescopic baton"
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desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "telebaton_0"
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item_state = "telebaton_0"
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slot_flags = SLOT_BELT
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w_class = 2
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force = 3
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force = 12 //9 hit crit
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w_class = 3
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var/cooldown = 0
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var/on = 0
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var/on = 1
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/obj/item/weapon/melee/telebaton/attack_self(mob/user as mob)
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on = !on
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if(on)
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user << "<span class ='warning'>You extend the baton.</span>"
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icon_state = "telebaton_1"
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item_state = "nullrod"
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w_class = 4 //doesnt fit in backpack when its on for balance
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force = 10 //seclite damage
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attack_verb = list("smacked", "struck", "cracked", "beaten")
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else
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user << "<span class ='notice'>You collapse the baton.</span>"
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icon_state = "telebaton_0"
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item_state = "telebaton_0" //no sprite in other words
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slot_flags = SLOT_BELT
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w_class = 2
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force = 3 //not so robust now
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attack_verb = list("hit", "poked")
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playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
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add_fingerprint(user)
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/obj/item/weapon/melee/telebaton/attack(mob/target, mob/living/carbon/human/user)
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/obj/item/weapon/melee/classic_baton/attack(mob/target as mob, mob/living/user as mob)
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if(on)
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add_fingerprint(user)
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if(user.disabilities & CLUMSY && prob(50))
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if((CLUMSY in user.disabilities) && prob(50))
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user << "<span class ='danger'>You club yourself over the head.</span>"
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user.Weaken(3 * force)
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if(ishuman(user))
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@@ -124,7 +54,7 @@
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if(cooldown <= 0)
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playsound(get_turf(src), 'sound/effects/woodhit.ogg', 75, 1, -1)
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target.Weaken(3)
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add_logs(user, target, "stunned", object="telescopic baton")
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add_logs(user, target, "stunned", object="classic baton")
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src.add_fingerprint(user)
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target.visible_message("<span class ='danger'>[user] has knocked down [target] with \the [src]!</span>", \
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"<span class ='userdanger'>[user] has knocked down [target] with \the [src]!</span>")
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@@ -137,4 +67,38 @@
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cooldown = 0
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return
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else
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return ..()
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return ..()
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/obj/item/weapon/melee/classic_baton/telescopic
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name = "telescopic baton"
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desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "telebaton_0"
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item_state = null
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slot_flags = SLOT_BELT
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w_class = 2
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force = 0
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on = 0
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/obj/item/weapon/melee/classic_baton/telescopic/attack_self(mob/user as mob)
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on = !on
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if(on)
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user << "<span class ='warning'>You extend the baton.</span>"
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icon_state = "telebaton_1"
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item_state = "nullrod"
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w_class = 4 //doesnt fit in backpack when its on for balance
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force = 10 //stunbaton damage
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attack_verb = list("smacked", "struck", "cracked", "beaten")
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else
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user << "<span class ='notice'>You collapse the baton.</span>"
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icon_state = "telebaton_0"
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item_state = null //no sprite for concealment even when in hand
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slot_flags = SLOT_BELT
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w_class = 2
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force = 0 //not so robust now
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attack_verb = list("hit", "poked")
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playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
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add_fingerprint(user)
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@@ -121,7 +121,7 @@
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/obj/item/weapon/reagent_containers/food/snacks/donut/normal,
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/obj/item/weapon/reagent_containers/food/snacks/donut/jelly,
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/obj/item/device/flashlight/seclite,
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/obj/item/weapon/melee/telebaton
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/obj/item/weapon/melee/classic_baton/telescopic
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)
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/obj/item/weapon/storage/belt/security/New()
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@@ -266,10 +266,6 @@
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if(I.damtype == BRUTE || I.damtype == BURN)
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user.changeNext_move(CLICK_CD_MELEE)
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hit(I.force)
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if(health <= 7)
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anchored = 0
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update_nearby_icons()
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step(src, get_dir(user, src))
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else
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playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
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..()
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@@ -1,5 +1,5 @@
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/obj/item/clothing/suit/armor
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/telebaton)
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic)
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body_parts_covered = CHEST
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cold_protection = CHEST|GROIN
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min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
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@@ -5,7 +5,7 @@
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item_state = "labcoat"
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blood_overlay_type = "coat"
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body_parts_covered = CHEST|ARMS
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allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/telebaton)
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allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/classic_baton/telescopic)
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
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var/open = 0
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action_button_name = "Toggle Labcoat Buttons"
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@@ -253,24 +253,24 @@
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name = "captain's winter coat"
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icon_state = "coatcaptain"
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armor = list(melee = 50, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/telebaton)
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic)
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/obj/item/clothing/suit/toggle/wintercoat/security
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name = "security winter coat"
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icon_state = "coatsecurity"
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armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/telebaton)
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic)
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/obj/item/clothing/suit/toggle/wintercoat/medical
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name = "medical winter coat"
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icon_state = "coatmedical"
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allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/telebaton)
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||||
allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/classic_baton/telescopic)
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||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
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||||
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||||
/obj/item/clothing/suit/toggle/wintercoat/science
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name = "science winter coat"
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icon_state = "coatscience"
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||||
allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/telebaton)
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||||
allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/classic_baton/telescopic)
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||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/toggle/wintercoat/engineering
|
||||
|
||||
@@ -20,7 +20,8 @@ mob/living/carbon/
|
||||
var/hal_crit = 0
|
||||
|
||||
mob/living/carbon/proc/handle_hallucinations()
|
||||
if(handling_hal) return
|
||||
if(handling_hal)
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||||
return
|
||||
handling_hal = 1
|
||||
while(hallucination > 20)
|
||||
sleep(rand(200,500)/(hallucination/25))
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||||
@@ -148,7 +149,6 @@ mob/living/carbon/proc/handle_hallucinations()
|
||||
src << sound('sound/AI/shuttledock.ogg')
|
||||
if(66 to 70)
|
||||
//Flashes of danger
|
||||
//src << "Danger Flash"
|
||||
if(!halbody)
|
||||
var/list/possible_points = list()
|
||||
for(var/turf/simulated/floor/F in view(src,world.view))
|
||||
@@ -162,8 +162,6 @@ mob/living/carbon/proc/handle_hallucinations()
|
||||
halbody = image('icons/mob/human.dmi',target,"husk_s",TURF_LAYER)
|
||||
if(4)
|
||||
halbody = image('icons/mob/alien.dmi',target,"alienother",TURF_LAYER)
|
||||
// if(5)
|
||||
// halbody = image('xcomalien.dmi',target,"chryssalid",TURF_LAYER)
|
||||
|
||||
if(client) client.images += halbody
|
||||
spawn(rand(50,80)) //Only seen for a brief moment.
|
||||
@@ -171,55 +169,58 @@ mob/living/carbon/proc/handle_hallucinations()
|
||||
halbody = null
|
||||
if(71 to 72)
|
||||
//Fake death
|
||||
// src.sleeping_willingly = 1
|
||||
src.sleeping = 20
|
||||
hal_crit = 1
|
||||
hal_screwyhud = 1
|
||||
spawn(rand(50,100))
|
||||
// src.sleeping_willingly = 0
|
||||
src.sleeping = 0
|
||||
hal_crit = 0
|
||||
hal_screwyhud = 0
|
||||
if(73 to 75)
|
||||
fake_attack()
|
||||
handling_hal = 0
|
||||
|
||||
|
||||
/mob/living/carbon/proc/fake_attack()
|
||||
// var/list/possible_clones = new/list()
|
||||
var/mob/living/carbon/human/clone = null
|
||||
var/clone_weapon = null
|
||||
|
||||
for(var/mob/living/carbon/human/H in living_mob_list)
|
||||
if(H.stat || H.lying)
|
||||
continue
|
||||
// possible_clones += H
|
||||
clone = H
|
||||
break //changed the code a bit. Less randomised, but less work to do. Should be ok, world.contents aren't stored in any particular order.
|
||||
|
||||
/*obj/machinery/proc/mockpanel(list/buttons,start_txt,end_txt,list/mid_txts)
|
||||
// if(!possible_clones.len) return
|
||||
// clone = pick(possible_clones)
|
||||
if(!clone)
|
||||
return
|
||||
|
||||
if(!mocktxt)
|
||||
//var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(outside_range(target))
|
||||
var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(src.loc)
|
||||
if(clone.l_hand)
|
||||
if(!(locate(clone.l_hand) in non_fakeattack_weapons))
|
||||
clone_weapon = clone.l_hand.name
|
||||
F.weap = clone.l_hand
|
||||
else if (clone.r_hand)
|
||||
if(!(locate(clone.r_hand) in non_fakeattack_weapons))
|
||||
clone_weapon = clone.r_hand.name
|
||||
F.weap = clone.r_hand
|
||||
|
||||
mocktxt = ""
|
||||
F.name = clone.name
|
||||
F.my_target = src
|
||||
F.weapon_name = clone_weapon
|
||||
src.hallucinations += F
|
||||
|
||||
var/possible_txt = list("Launch Escape Pods","Self-Destruct Sequence","\[Swipe ID\]","De-Monkify",\
|
||||
"Reticulate Splines","Plasma","Open Valve","Lockdown","Nerf Airflow","Kill Traitor","Nihilism",\
|
||||
"OBJECTION!","Arrest Stephen Bowman","Engage Anti-Trenna Defenses","Increase Captain IQ","Retrieve Arms",\
|
||||
"Play Charades","Oxygen","Inject BeAcOs","Ninja Lizards","Limit Break","Build Sentry")
|
||||
F.left = image(clone,dir = WEST)
|
||||
F.right = image(clone,dir = EAST)
|
||||
F.up = image(clone,dir = NORTH)
|
||||
F.down = image(clone,dir = SOUTH)
|
||||
|
||||
if(mid_txts)
|
||||
while(mid_txts.len)
|
||||
var/mid_txt = pick(mid_txts)
|
||||
mocktxt += mid_txt
|
||||
mid_txts -= mid_txt
|
||||
F.updateimage()
|
||||
|
||||
while(buttons.len)
|
||||
|
||||
var/button = pick(buttons)
|
||||
|
||||
var/button_txt = pick(possible_txt)
|
||||
|
||||
mocktxt += "<a href='?src=\ref[src];[button]'>[button_txt]</a><br>"
|
||||
|
||||
buttons -= button
|
||||
possible_txt -= button_txt
|
||||
|
||||
return start_txt + mocktxt + end_txt + "</TT></BODY></HTML>"
|
||||
|
||||
proc/check_panel(mob/M)
|
||||
if (istype(M, /mob/living/carbon/human) || istype(M, /mob/living/silicon/ai))
|
||||
if(M.hallucination < 15)
|
||||
return 1
|
||||
return 0*/
|
||||
|
||||
/obj/effect/fake_attacker
|
||||
icon = null
|
||||
@@ -245,8 +246,11 @@ proc/check_panel(mob/M)
|
||||
|
||||
var/health = 100
|
||||
|
||||
/obj/effect/fake_attacker/attackby(var/obj/item/weapon/P as obj, mob/user as mob)
|
||||
/obj/effect/fake_attacker/attackby(var/obj/item/weapon/P as obj, mob/living/user as mob)
|
||||
step_away(src,my_target,2)
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
user.do_attack_animation(src)
|
||||
my_target << sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
|
||||
my_target.visible_message("<span class='danger'>[my_target] flails around wildly.</span>", \
|
||||
"<span class='danger'>[my_target] has attacked [src]!</span>")
|
||||
|
||||
@@ -303,11 +307,13 @@ proc/check_panel(mob/M)
|
||||
updateimage()
|
||||
else
|
||||
if(prob(15))
|
||||
src.do_attack_animation(my_target)
|
||||
if(weapon_name)
|
||||
my_target << sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
|
||||
my_target.show_message("<span class='danger'>[src.name] has attacked [my_target] with [weapon_name]!</span>", 1)
|
||||
my_target.staminaloss += 30
|
||||
if(prob(20)) my_target.eye_blurry += 3
|
||||
if(prob(20))
|
||||
my_target.eye_blurry += 3
|
||||
if(prob(33))
|
||||
if(!locate(/obj/effect/overlay) in my_target.loc)
|
||||
fake_blood(my_target)
|
||||
@@ -326,7 +332,7 @@ proc/check_panel(mob/M)
|
||||
collapse = 1
|
||||
updateimage()
|
||||
|
||||
/proc/fake_blood(var/mob/target)
|
||||
/obj/effect/fake_attacker/proc/fake_blood(var/mob/target)
|
||||
var/obj/effect/overlay/O = new/obj/effect/overlay(target.loc)
|
||||
O.name = "blood"
|
||||
var/image/I = image('icons/effects/blood.dmi',O,"floor[rand(1,7)]",O.dir,1)
|
||||
@@ -350,65 +356,3 @@ var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/projectile, /obj/ite
|
||||
/obj/item/clothing/under/rank/captain, /obj/item/device/aicard,\
|
||||
/obj/item/clothing/shoes/magboots, /obj/item/areaeditor/blueprints, /obj/item/weapon/disk/nuclear,\
|
||||
/obj/item/clothing/suit/space/nasavoid, /obj/item/weapon/tank)
|
||||
|
||||
/proc/fake_attack(var/mob/living/target)
|
||||
// var/list/possible_clones = new/list()
|
||||
var/mob/living/carbon/human/clone = null
|
||||
var/clone_weapon = null
|
||||
|
||||
for(var/mob/living/carbon/human/H in living_mob_list)
|
||||
if(H.stat || H.lying) continue
|
||||
// possible_clones += H
|
||||
clone = H
|
||||
break //changed the code a bit. Less randomised, but less work to do. Should be ok, world.contents aren't stored in any particular order.
|
||||
|
||||
// if(!possible_clones.len) return
|
||||
// clone = pick(possible_clones)
|
||||
if(!clone) return
|
||||
|
||||
//var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(outside_range(target))
|
||||
var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(target.loc)
|
||||
if(clone.l_hand)
|
||||
if(!(locate(clone.l_hand) in non_fakeattack_weapons))
|
||||
clone_weapon = clone.l_hand.name
|
||||
F.weap = clone.l_hand
|
||||
else if (clone.r_hand)
|
||||
if(!(locate(clone.r_hand) in non_fakeattack_weapons))
|
||||
clone_weapon = clone.r_hand.name
|
||||
F.weap = clone.r_hand
|
||||
|
||||
F.name = clone.name
|
||||
F.my_target = target
|
||||
F.weapon_name = clone_weapon
|
||||
target.hallucinations += F
|
||||
|
||||
|
||||
F.left = image(clone,dir = WEST)
|
||||
F.right = image(clone,dir = EAST)
|
||||
F.up = image(clone,dir = NORTH)
|
||||
F.down = image(clone,dir = SOUTH)
|
||||
|
||||
// F.base = new /icon(clone.stand_icon)
|
||||
// F.currentimage = new /image(clone)
|
||||
|
||||
/*
|
||||
|
||||
|
||||
|
||||
F.left = new /icon(clone.stand_icon,dir=WEST)
|
||||
for(var/icon/i in clone.overlays)
|
||||
F.left.Blend(i)
|
||||
F.up = new /icon(clone.stand_icon,dir=NORTH)
|
||||
for(var/icon/i in clone.overlays)
|
||||
F.up.Blend(i)
|
||||
F.down = new /icon(clone.stand_icon,dir=SOUTH)
|
||||
for(var/icon/i in clone.overlays)
|
||||
F.down.Blend(i)
|
||||
F.right = new /icon(clone.stand_icon,dir=EAST)
|
||||
for(var/icon/i in clone.overlays)
|
||||
F.right.Blend(i)
|
||||
|
||||
target << F.up
|
||||
*/
|
||||
|
||||
F.updateimage()
|
||||
@@ -434,11 +434,7 @@
|
||||
adjustOxyLoss(1)*/
|
||||
|
||||
if(hallucination)
|
||||
if(hallucination >= 20)
|
||||
if(prob(3))
|
||||
fake_attack(src)
|
||||
if(!handling_hal)
|
||||
spawn handle_hallucinations() //The not boring kind!
|
||||
spawn handle_hallucinations()
|
||||
|
||||
if(hallucination<=2)
|
||||
hallucination = 0
|
||||
|
||||
@@ -74,6 +74,6 @@
|
||||
if(stutter) apply_effect(stutter, STUTTER, blocked)
|
||||
if(eyeblur) apply_effect(eyeblur, EYE_BLUR, blocked)
|
||||
if(drowsy) apply_effect(drowsy, DROWSY, blocked)
|
||||
if(stamina) apply_effect(stamina, STAMINA, blocked)
|
||||
if(stamina) apply_damage(stamina, STAMINA, null, blocked)
|
||||
if(jitter) apply_effect(jitter, JITTER, blocked)
|
||||
return 1
|
||||
@@ -763,7 +763,8 @@
|
||||
gib()
|
||||
return
|
||||
|
||||
/mob/living/proc/do_attack_animation(atom/A)
|
||||
|
||||
/atom/movable/proc/do_attack_animation(atom/A)
|
||||
var/pixel_x_diff = 0
|
||||
var/pixel_y_diff = 0
|
||||
var/direction = get_dir(src, A)
|
||||
@@ -790,4 +791,8 @@
|
||||
pixel_y_diff = -8
|
||||
animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2)
|
||||
animate(pixel_x = initial(pixel_x), pixel_y = initial(pixel_y), time = 2)
|
||||
|
||||
|
||||
/mob/living/do_attack_animation(atom/A)
|
||||
..()
|
||||
floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
|
||||
|
||||
@@ -39,7 +39,7 @@
|
||||
/obj/item/projectile/beam/disabler
|
||||
name = "disabler beam"
|
||||
icon_state = "omnilaser"
|
||||
damage = 33
|
||||
damage = 36
|
||||
damage_type = STAMINA
|
||||
hitsound = 'sound/weapons/tap.ogg'
|
||||
eyeblur = 0
|
||||
|
||||
Reference in New Issue
Block a user