From 4fdb1e108cfe145bf582cd157ce69df2dd754456 Mon Sep 17 00:00:00 2001 From: MrMelbert Date: Wed, 24 Jun 2020 02:43:23 -0500 Subject: [PATCH] fixes a minor sin + makes it pretty --- code/game/objects/items/toys.dm | 48 ++++++++++++++++----------------- 1 file changed, 23 insertions(+), 25 deletions(-) diff --git a/code/game/objects/items/toys.dm b/code/game/objects/items/toys.dm index 32d4b534f9d..7021b5b2860 100644 --- a/code/game/objects/items/toys.dm +++ b/code/game/objects/items/toys.dm @@ -584,18 +584,18 @@ special_attack_type_message = "a mystery move, even I don't know." /** - * this proc combines "sleep" while also checking for if the battle should continue + * this proc combines "sleep" while also checking for if the battle should continue * - * this goes through some of the checks - the toys need to be next to each other to fight! - * if it's player vs themself: They need to be able to "control" both mechs (either must be adjacent or using TK) - * if it's player vs player: Both players need to be able to "control" their mechs (either must be adjacent or using TK) - * if it's player vs mech (suicide): the mech needs to be in range of the player - * if all the checks are TRUE, it does the sleeps, and returns TRUE. Otherwise, it returns FALSE. - * Arguments: - * * delay - the amount of time the sleep at the end of the check will sleep for - * * attacker: - the attacking toy in the battle. - * * attacker_controller - the controller of the attacking toy. there should ALWAYS be an attacker_controller - * * opponent - (optional) the defender controller in the battle, for PvP + * this goes through some of the checks - the toys need to be next to each other to fight! + * if it's player vs themself: They need to be able to "control" both mechs (either must be adjacent or using TK) + * if it's player vs player: Both players need to be able to "control" their mechs (either must be adjacent or using TK) + * if it's player vs mech (suicide): the mech needs to be in range of the player + * if all the checks are TRUE, it does the sleeps, and returns TRUE. Otherwise, it returns FALSE. + * Arguments: + * * delay - the amount of time the sleep at the end of the check will sleep for + * * attacker - the attacking toy in the battle. + * * attacker_controller - the controller of the attacking toy. there should ALWAYS be an attacker_controller + * * opponent - (optional) the defender controller in the battle, for PvP */ /obj/item/toy/prize/proc/combat_sleep(var/delay, obj/item/toy/prize/attacker, mob/living/carbon/attacker_controller, mob/living/carbon/opponent) if(!attacker_controller) @@ -736,20 +736,17 @@ sleep(1.5 SECONDS) for(var/i in 1 to 4) switch(i) - if(1) + if(1, 3) SpinAnimation(5, 0) + playsound(src, 'sound/mecha/mechstep.ogg', 30, TRUE) user.adjustBruteLoss(25) user.adjustStaminaLoss(50) if(2) user.SpinAnimation(5, 0) + playsound(user, 'sound/weapons/smash.ogg', 20, TRUE) combat_health-- //we scratched it! - if(3) - SpinAnimation(5, 0) - user.adjustBruteLoss(25) - user.adjustStaminaLoss(50) if(4) say(special_attack_cry + "!!") - user.emote("scream") user.adjustStaminaLoss(25) if(!combat_sleep(1 SECONDS, null, user)) @@ -758,6 +755,7 @@ in_combat = FALSE return SHAME + sleep(0.5 SECONDS) user.adjustBruteLoss(450) in_combat = FALSE @@ -796,9 +794,9 @@ * It will then randomly decide attacks for each toy, occasionally making one or the other use their special attack. * When either mech has no more health, the loop ends, and it displays the victor and the loser while updating their stats and resetting them. * Arguments: - * * attacker - the attacking toy, the toy in the attacker_controller's hands - * * attacker_controller - the user, the one who is holding the toys / controlling the fight - * * opponent - optional arg used in Mech PvP battles: the other person who is taking part in the fight (controls src) + * * attacker - the attacking toy, the toy in the attacker_controller's hands + * * attacker_controller - the user, the one who is holding the toys / controlling the fight + * * opponent - optional arg used in Mech PvP battles: the other person who is taking part in the fight (controls src) */ /obj/item/toy/prize/proc/mecha_brawl(obj/item/toy/prize/attacker, mob/living/carbon/attacker_controller, mob/living/carbon/opponent) //A GOOD DAY FOR A SWELL BATTLE! @@ -956,9 +954,9 @@ * both SRC and attacker (if attacker is included) are checked if they are in combat already. * If any of the above are true, the proc returns FALSE and sends a message to user (and target, if included) otherwise, it returns TRUE * Arguments: - * * user: the user who is initiating the battle - * * attacker: optional arg for checking two mechs at once - * * target: optional arg used in Mech PvP battles (if used, attacker is target's toy) + * * user: the user who is initiating the battle + * * attacker: optional arg for checking two mechs at once + * * target: optional arg used in Mech PvP battles (if used, attacker is target's toy) */ /obj/item/toy/prize/proc/check_battle_start(mob/living/carbon/user, obj/item/toy/prize/attacker, mob/living/carbon/target) if(attacker && attacker.in_combat) @@ -985,7 +983,7 @@ * * Makes the toy shout their special attack cry and updates its cooldown. Then, does the special attack. * Arguments: - * * victim - the toy being hit by the special move + * * victim - the toy being hit by the special move */ /obj/item/toy/prize/proc/special_attack_move(obj/item/toy/prize/victim) say(special_attack_cry + "!!") @@ -1014,7 +1012,7 @@ * * This one is only for inheritance, each mech with an 'other' type move has their procs below. * Arguments: - * * victim - the toy being hit by the super special move (doesn't necessarily need to be used) + * * victim - the toy being hit by the super special move (doesn't necessarily need to be used) */ /obj/item/toy/prize/proc/super_special_attack(obj/item/toy/prize/victim) visible_message(" [src] does a cool flip.")