mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-30 08:37:43 +01:00
Merge pull request #10244 from Ikarrus/workplacesafety
Workplace "Accidents"
This commit is contained in:
@@ -128,7 +128,7 @@ var/const/tk_maxrange = 15
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else
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apply_focus_overlay()
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focus.throw_at(target, 10, 1)
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focus.throw_at(target, 10, 1,user)
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last_throw = world.time
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return
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@@ -225,7 +225,7 @@
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"<span class='userdanger'>[A] has hit [D] with Plasma Punch!</span>")
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playsound(D.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
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var/atom/throw_target = get_edge_target_turf(D, get_dir(D, get_step_away(D, A)))
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D.throw_at(throw_target, 200, 4)
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D.throw_at(throw_target, 200, 4,A)
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A.say("HYAH!")
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return
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@@ -343,4 +343,4 @@
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var/mob/living/M = AM
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M.Weaken(2)
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M << "<span class='userdanger'>You're thrown back by a mystical force!</span>"
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spawn(0) AM.throw_at(throwtarget, ((Clamp((maxthrow - (Clamp(distfromcaster - 2, 0, distfromcaster))), 3, maxthrow))), 1)//So stuff gets tossed around at the same time.
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spawn(0) AM.throw_at(throwtarget, ((Clamp((maxthrow - (Clamp(distfromcaster - 2, 0, distfromcaster))), 3, maxthrow))), 1,user)//So stuff gets tossed around at the same time.
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+2
-2
@@ -55,10 +55,10 @@
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return 0
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/atom/proc/throw_impact(atom/hit_atom)
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/atom/proc/throw_impact(atom/hit_atom,mob/thrower)
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if(istype(hit_atom,/mob/living))
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var/mob/living/M = hit_atom
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M.hitby(src)
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M.hitby(src,thrower)
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else if(isobj(hit_atom))
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var/obj/O = hit_atom
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@@ -154,13 +154,13 @@
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/atom/movable/proc/checkpass(passflag)
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return pass_flags&passflag
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/atom/movable/proc/hit_check() // todo: this is partly obsolete due to passflags already, add throwing stuff to mob CanPass and finish it
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/atom/movable/proc/hit_check(mob/thrower) // todo: this is partly obsolete due to passflags already, add throwing stuff to mob CanPass and finish it
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if(src.throwing)
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for(var/atom/A in get_turf(src))
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if(A == src) continue
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if(istype(A,/mob/living))
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if(A:lying) continue
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src.throw_impact(A)
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src.throw_impact(A,thrower)
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if(src.throwing == 1)
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src.throwing = 0
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if(isobj(A))
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@@ -168,7 +168,7 @@
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src.throw_impact(A)
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src.throwing = 0
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/atom/movable/proc/throw_at(atom/target, range, speed)
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/atom/movable/proc/throw_at(atom/target, range, speed, mob/thrower)
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if(!target || !src || (flags & NODROP)) return 0
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//use a modified version of Bresenham's algorithm to get from the atom's current position to that of the target
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@@ -203,7 +203,7 @@
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if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
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break
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src.Move(step, get_dir(loc, step))
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hit_check()
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hit_check(thrower)
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error += (error < 0) ? tdist_x : -tdist_y;
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dist_travelled++
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dist_since_sleep++
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@@ -81,8 +81,8 @@ var/global/image/fire_overlay = image("icon" = 'icons/effects/fire.dmi', "icon_s
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var/flags_cover = 0 //for flags such as GLASSESCOVERSEYES
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/obj/item/proc/check_allowed_items(atom/target, not_inside)
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if((src in target) || ((!istype(target.loc, /turf)) && (!istype(target, /turf)) && (not_inside)) || is_type_in_list(target, can_be_placed_into))
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/obj/item/proc/check_allowed_items(atom/target, not_inside, target_self)
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if(((src in target) && !target_self) || ((!istype(target.loc, /turf)) && (!istype(target, /turf)) && (not_inside)) || is_type_in_list(target, can_be_placed_into))
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return 0
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else
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return 1
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@@ -92,7 +92,7 @@
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loadedWeightClass -= ITD.w_class
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ITD.throw_speed = pressureSetting * 2
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ITD.loc = get_turf(src)
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ITD.throw_at(target, pressureSetting * 5, pressureSetting * 2)
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ITD.throw_at(target, pressureSetting * 5, pressureSetting * 2,user)
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if(pressureSetting >= 3)
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user << "<span class='boldannounce'>\The [src]'s recoil knocks you down!</span>"
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user.Weaken(2)
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+13
-5
@@ -228,6 +228,16 @@
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if (M.m_intent=="walk" && (lube&NO_SLIP_WHEN_WALKING))
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return 0
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if(!M.lying && (M.status_flags & CANWEAKEN)) // we slip those who are standing and can fall.
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if(O)
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M << "<span class='notice'>You slipped on the [O.name]!</span>"
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else
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M << "<span class='notice'>You slipped!</span>"
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M.attack_log += "\[[time_stamp()]\] <font color='orange'>Slipped[O ? " on the [O.name]" : ""][(lube&SLIDE)? " (LUBE)" : ""]!</font>"
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playsound(M.loc, 'sound/misc/slip.ogg', 50, 1, -3)
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M.accident(M.l_hand)
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M.accident(M.r_hand)
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var/olddir = M.dir
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M.Stun(s_amount)
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M.Weaken(w_amount)
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@@ -239,11 +249,9 @@
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M.spin(1,1)
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if(M.lying) //did I fall over?
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M.adjustBruteLoss(2)
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if(O)
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M << "<span class='notice'>You slipped on the [O.name]!</span>"
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else
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M << "<span class='notice'>You slipped!</span>"
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playsound(M.loc, 'sound/misc/slip.ogg', 50, 1, -3)
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return 1
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return 0 // no success. Used in clown pda and wet floors
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@@ -189,10 +189,10 @@
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var/type = input(usr,"Select Generator Type","Type") as null|anything in gen_paths
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if(!type) return
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master.generator_path = type
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master.cornerA = null
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master.cornerB = null
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master.cornerB = null
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return 1
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@@ -292,7 +292,7 @@
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holder.throw_atom = object
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if(pa.Find("right"))
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if(holder.throw_atom)
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holder.throw_atom.throw_at(object, 10, 1)
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holder.throw_atom.throw_at(object, 10, 1,user)
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log_admin("Build Mode: [key_name(usr)] threw [holder.throw_atom] at [object] ([object.x],[object.y],[object.z])")
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if(AREA_BUILDMODE)
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if(!holder.cornerA)
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@@ -300,7 +300,7 @@
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return
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if(holder.cornerA && !holder.cornerB)
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holder.cornerB = get_turf(object)
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if(pa.Find("left")) //rectangular
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if(holder.cornerA && holder.cornerB)
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if(!holder.generator_path)
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@@ -104,7 +104,7 @@
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H.update_icon()
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source.visible_message("\The [source] deals a card to \the [target].")
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H.throw_at(get_step(target, target.dir), 10, 1, H)
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H.throw_at(get_step(target, target.dir), 10, 1, source)
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/* Hand */
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@@ -278,7 +278,7 @@
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newtonian_move(get_dir(target, src))
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item.throw_at(target, item.throw_range, item.throw_speed)
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item.throw_at(target, item.throw_range, item.throw_speed, src)
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/mob/living/carbon/can_use_hands()
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if(handcuffed)
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@@ -507,3 +507,31 @@ var/const/GALOSHES_DONT_HELP = 8
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/mob/living/carbon/check_ear_prot()
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if(head && (head.flags & HEADBANGPROTECT))
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return 1
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/mob/living/carbon/proc/accident(var/obj/item/I)
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if(!I || (I.flags & NODROP))
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return
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unEquip(I)
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var/modifier = 0
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if(disabilities & CLUMSY)
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modifier -= 40 //Clumsy people are more likely to hit themselves -Honk!
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switch(rand(1,100)+modifier) //91-100=Nothing special happens
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if(-INFINITY to 0) //attack yourself
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I.attack(src,src)
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if(1 to 30) //throw it at yourself
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I.throw_impact(src)
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if(31 to 60) //Throw object in facing direction
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var/turf/target = get_turf(loc)
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var/range = rand(2,I.throw_range)
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for(var/i = 1; i < range; i++)
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var/turf/new_turf = get_step(target, dir)
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target = new_turf
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if(new_turf.density)
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break
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I.throw_at(target,I.throw_range,I.throw_speed,src)
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if(61 to 90) //throw it down to the floor
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var/turf/target = get_turf(loc)
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I.throw_at(target,I.throw_range,I.throw_speed,src)
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@@ -44,7 +44,7 @@
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else
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return 0
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/mob/living/hitby(atom/movable/AM)//Standardization and logging -Sieve
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/mob/living/hitby(atom/movable/AM,mob/thrower)//Standardization and logging -Sieve
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if(istype(AM, /obj/item))
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var/obj/item/I = AM
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var/zone = ran_zone("chest", 65)//Hits a random part of the body, geared towards the chest
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@@ -71,12 +71,9 @@
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"<span class='userdanger'>[src] has been hit by [I].</span>")
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var/armor = run_armor_check(zone, "melee", "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].",I.armour_penetration)
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apply_damage(I.throwforce, dtype, zone, armor, I)
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if(!I.fingerprintslast)
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return
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var/client/assailant = directory[ckey(I.fingerprintslast)]
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if(assailant && assailant.mob && istype(assailant.mob,/mob))
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var/mob/M = assailant.mob
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add_logs(M, src, "hit", object="[I]")
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if(thrower)
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add_logs(thrower, src, "hit", object="[I]")
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/mob/living/mech_melee_attack(obj/mecha/M)
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if(M.occupant.a_intent == "harm")
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@@ -41,7 +41,7 @@
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energyKatana.spark_system.start()
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playsound(H, "sparks", 50, 1)
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H.visible_message("<span class='danger'>\the [energyKatana] flies towards [H]!</span>","<span class='warning'>You hold out your hand and \the [energyKatana] flies towards you!</span>")
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energyKatana.throw_at(H, distance+1, energyKatana.throw_speed)
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energyKatana.throw_at(H, distance+1, energyKatana.throw_speed,H)
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else //Else just TP it to us.
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energyKatana.returnToOwner(H,1)
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@@ -51,7 +51,7 @@
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var/obj/item/weapon/grenade/chem_grenade/F = grenades[1] //Now with less copypasta!
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grenades -= F
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F.loc = user.loc
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F.throw_at(target, 30, 2)
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F.throw_at(target, 30, 2,user)
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message_admins("[key_name_admin(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
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log_game("[key_name(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
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F.active = 1
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@@ -76,4 +76,35 @@
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/obj/item/weapon/reagent_containers/fire_act()
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reagents.chem_temp += 30
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reagents.handle_reactions()
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..()
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..()
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/obj/item/weapon/reagent_containers/throw_impact(atom/target,mob/thrower)
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..()
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if(!reagents.total_volume || !is_open_container())
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return
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if(ismob(target) && target.reagents)
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reagents.total_volume *= rand(5,10) * 0.1 //Not all of it makes contact with the target
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var/mob/M = target
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var/R
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target.visible_message("<span class='danger'>[M] has been splashed with something!</span>", \
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"<span class='userdanger'>[M] has been splashed with something!</span>")
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if(reagents)
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for(var/datum/reagent/A in reagents.reagent_list)
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R += A.id + " ("
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R += num2text(A.volume) + "),"
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if(thrower)
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add_logs(thrower, M, "splashed", object="[R]")
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reagents.reaction(target, TOUCH)
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else if(!target.density || target.throwpass)
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if(thrower && thrower.mind && thrower.mind.assigned_role == "Bartender")
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visible_message("<span class='notice'>[src] lands onto the [target.name] without spilling a single drop.</span>")
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return
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else
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visible_message("<span class='notice'>[src] spills its contents all over [target].</span>")
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reagents.reaction(target, TOUCH)
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reagents.clear_reagents()
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@@ -34,7 +34,7 @@
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/obj/item/weapon/reagent_containers/glass/afterattack(obj/target, mob/user, proximity)
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if((!proximity) || !check_allowed_items(target)) return
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if((!proximity) || !check_allowed_items(target,1)) return
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if(ismob(target) && target.reagents && reagents.total_volume)
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var/mob/M = target
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@@ -0,0 +1,6 @@
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author: Ikarrus
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delete-after: True
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changes:
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- rscadd: "Throwing reagent containers such as drinks or beakers may spill their contents onto whatever they hit"
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- rscadd: "Slipping while carrying items in your hand may cause ~accidents~"
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