From 4071f25270cb817cbb72af322e94ad833f1f5bf6 Mon Sep 17 00:00:00 2001 From: phil235 Date: Mon, 9 Mar 2015 12:28:35 +0100 Subject: [PATCH] Simplifies laser reflection code, no more reflect_chance var at the obj/item level. --- code/game/gamemodes/changeling/powers/mutations.dm | 3 --- code/game/objects/items.dm | 4 +--- code/game/objects/items/weapons/shields.dm | 2 -- code/game/objects/items/weapons/twohanded.dm | 3 +-- code/modules/clothing/suits/armor.dm | 3 +-- code/modules/mob/living/carbon/human/human_defense.dm | 2 +- 6 files changed, 4 insertions(+), 13 deletions(-) diff --git a/code/game/gamemodes/changeling/powers/mutations.dm b/code/game/gamemodes/changeling/powers/mutations.dm index 98d0a0f18c6..eb77d14ef3d 100644 --- a/code/game/gamemodes/changeling/powers/mutations.dm +++ b/code/game/gamemodes/changeling/powers/mutations.dm @@ -224,9 +224,6 @@ remaining_uses-- return 1 -/obj/item/weapon/shield/changeling/IsReflect() - return 0 - /***************************************\ |*********SPACE SUIT + HELMET***********| diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm index 876faef69b0..33928ac82a2 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -33,7 +33,6 @@ var/list/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) var/list/allowed = null //suit storage stuff. var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers. - var/reflect_chance = 0 //This var dictates what % of a time an object will reflect an energy based weapon's shot var/strip_delay = 40 var/put_on_delay = 20 var/m_amt = 0 // metal @@ -311,8 +310,7 @@ return 0 /obj/item/proc/IsReflect(var/def_zone) //This proc determines if and at what% an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit - if(prob(reflect_chance)) - return 1 + return 0 /obj/item/proc/eyestab(mob/living/carbon/M as mob, mob/living/carbon/user as mob) diff --git a/code/game/objects/items/weapons/shields.dm b/code/game/objects/items/weapons/shields.dm index 2a9a15c156c..a8875117ade 100644 --- a/code/game/objects/items/weapons/shields.dm +++ b/code/game/objects/items/weapons/shields.dm @@ -70,7 +70,6 @@ w_class = 4 playsound(user, 'sound/weapons/saberon.ogg', 35, 1) user << "[src] is now active." - reflect_chance = 40 else force = 3 throwforce = 3 @@ -78,7 +77,6 @@ w_class = 1 playsound(user, 'sound/weapons/saberoff.ogg', 35, 1) user << "[src] can now be concealed." - reflect_chance = 0 add_fingerprint(user) /obj/item/weapon/shield/riot/tele diff --git a/code/game/objects/items/weapons/twohanded.dm b/code/game/objects/items/weapons/twohanded.dm index e72ac3aa40a..32349ddb581 100644 --- a/code/game/objects/items/weapons/twohanded.dm +++ b/code/game/objects/items/weapons/twohanded.dm @@ -192,7 +192,6 @@ obj/item/weapon/twohanded/ item_color = "green" attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") var/hacked = 0 - reflect_chance = 0 /obj/item/weapon/twohanded/dualsaber/New() item_color = pick("red", "blue", "green", "purple") @@ -234,7 +233,7 @@ obj/item/weapon/twohanded/ user << "You cant pick up such dangerous item with your meaty hands without losing fingers, better not to." return 1 -/obj/item/weapon/twohanded/dualsaber/wield(mob/living/carbon/M) //Specific wield () hulk checks due to reflect_chance var for balance issues and switches hitsounds. +/obj/item/weapon/twohanded/dualsaber/wield(mob/living/carbon/M) //Specific wield () hulk checks due to reflection chance for balance issues and switches hitsounds. if(istype(M)) if(M.dna.check_mutation(HULK)) M << "You lack the grace to wield this." diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm index ff4daf648d0..d5ee7e59bcc 100644 --- a/code/modules/clothing/suits/armor.dm +++ b/code/modules/clothing/suits/armor.dm @@ -91,10 +91,9 @@ item_state = "armor_reflec" blood_overlay_type = "armor" armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0) - reflect_chance = 40 + var/hit_reflect_chance = 40 /obj/item/clothing/suit/armor/laserproof/IsReflect(var/def_zone) - var/hit_reflect_chance = reflect_chance if(!(def_zone in list("chest", "groin"))) //If not shot where ablative is covering you, you don't get the reflection bonus! hit_reflect_chance = 0 if (prob(hit_reflect_chance)) diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 0748e9d3747..108d680a734 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -67,7 +67,7 @@ emp_act return 2 return (..(P , def_zone)) -/mob/living/carbon/human/proc/check_reflect(var/def_zone) //Reflection checks for anything in your l_hand, r_hand, or wear_suit based on reflect_chance var of the object +/mob/living/carbon/human/proc/check_reflect(var/def_zone) //Reflection checks for anything in your l_hand, r_hand, or wear_suit based on the reflection chance of the object if(wear_suit && istype(wear_suit, /obj/item/)) var/obj/item/I = wear_suit if(I.IsReflect(def_zone) == 1)