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Refactors shielded hardsuits into a component, fixes kisses consuming shield charges (#57797)
Shielded hardsuits (like the syndie ones) and shielded cult robes, despite functioning very similarly, were actually implemented twice in their own pockets of clothing code. This merges them into one component that lets you block a certain number of attacks while your suit has charges, and have the suit recharge itself after going so long without being hit (optional, cult robes still don't regain lost charges). This PR also fixes harmless kiss projectiles consuming charges on shielded suits, I'm sure to much disappointment. They'll now pass directly through though, so you can still try your luck to see if love truly conquers all (it probably won't). One casualty of this is that you can no longer toggle the shield color of syndie hardsuits with a multitool since that it was annoying to componentize, not something that affected gameplay, and probably something noone knew you could do anyway. Fixes: #57723
This commit is contained in:
@@ -709,6 +709,7 @@
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#define COMPONENT_BLOCK_MARK_RETRIEVAL (1<<0)
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///from base of obj/item/hit_reaction(): (list/args)
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#define COMSIG_ITEM_HIT_REACT "item_hit_react"
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#define COMPONENT_HIT_REACTION_BLOCK (1<<0)
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///called on item when microwaved (): (obj/machinery/microwave/M)
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#define COMSIG_ITEM_MICROWAVE_ACT "microwave_act"
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#define COMPONENT_SUCCESFUL_MICROWAVE (1<<0)
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@@ -78,6 +78,7 @@
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#define BELOW_MOB_LAYER 3.7
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#define LYING_MOB_LAYER 3.8
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//#define MOB_LAYER 4 //For easy recordkeeping; this is a byond define
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#define MOB_SHIELD_LAYER 4.01
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#define ABOVE_MOB_LAYER 4.1
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#define WALL_OBJ_LAYER 4.25
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#define EDGED_TURF_LAYER 4.3
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@@ -0,0 +1,159 @@
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/**
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* The shielded component causes the parent item to nullify a certain number of attacks against the wearer, see: shielded hardsuits.
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*/
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/datum/component/shielded
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/// The person currently wearing us
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var/mob/living/wearer
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/// How many charges we can have max, and how many we start with
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var/max_charges
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/// How many charges we currently have
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var/current_charges
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/// How long we have to avoid being hit to replenish charges. If set to 0, we never recharge lost charges
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var/recharge_start_delay = 20 SECONDS
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/// Once we go unhit long enough to recharge, we replenish charges this often. The floor is effectively 1 second, AKA how often SSdcs processes
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var/charge_increment_delay = 1 SECONDS
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/// What .dmi we're pulling the shield icon from
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var/shield_icon_file = 'icons/effects/effects.dmi'
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/// What icon is used when someone has a functional shield up
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var/shield_icon = "shield-old"
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/// Do we still shield if we're being held in-hand? If FALSE, it needs to be equipped to a slot to work
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var/shield_inhand = FALSE
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/// The cooldown tracking when we were last hit
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COOLDOWN_DECLARE(recently_hit_cd)
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/// The cooldown tracking when we last replenished a charge
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COOLDOWN_DECLARE(charge_add_cd)
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/// A callback for the sparks/message that play when a charge is used, see [/datum/component/shielded/proc/default_run_hit_callback]
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var/datum/callback/on_hit_effects
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/datum/component/shielded/Initialize(max_charges = 3, recharge_start_delay = 20 SECONDS, charge_increment_delay = 1 SECONDS, shield_icon_file = 'icons/effects/effects.dmi', shield_icon = "shield-old", shield_inhand = FALSE, run_hit_callback)
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if(!isitem(parent) || max_charges <= 0)
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return COMPONENT_INCOMPATIBLE
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src.max_charges = max_charges
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src.recharge_start_delay = recharge_start_delay
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src.charge_increment_delay = charge_increment_delay
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src.shield_icon_file = shield_icon_file
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src.shield_icon = shield_icon
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src.shield_inhand = shield_inhand
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src.on_hit_effects = run_hit_callback || CALLBACK(src, .proc/default_run_hit_callback)
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current_charges = max_charges
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if(recharge_start_delay)
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START_PROCESSING(SSdcs, src)
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/datum/component/shielded/Destroy(force, silent)
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if(wearer)
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shield_icon = "broken"
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UnregisterSignal(wearer, COMSIG_ATOM_UPDATE_OVERLAYS)
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wearer.update_appearance(UPDATE_ICON)
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wearer = null
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QDEL_NULL(on_hit_effects)
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return ..()
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/datum/component/shielded/RegisterWithParent()
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equipped)
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/lost_wearer)
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RegisterSignal(parent, COMSIG_ITEM_HIT_REACT, .proc/on_hit_react)
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RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/check_recharge_rune)
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/datum/component/shielded/UnregisterFromParent()
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UnregisterSignal(parent, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED, COMSIG_ITEM_HIT_REACT, COMSIG_PARENT_ATTACKBY))
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// Handle recharging, if we want to
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/datum/component/shielded/process(delta_time)
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if(current_charges >= max_charges)
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STOP_PROCESSING(SSdcs, src)
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return
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if(!COOLDOWN_FINISHED(src, recently_hit_cd))
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return
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if(!COOLDOWN_FINISHED(src, charge_add_cd))
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return
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var/obj/item/item_parent = parent
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COOLDOWN_START(src, charge_add_cd, charge_increment_delay)
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current_charges++
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if(wearer && current_charges == 1)
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wearer.update_appearance(UPDATE_ICON)
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playsound(item_parent, 'sound/magic/charge.ogg', 50, TRUE)
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if(current_charges == max_charges)
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playsound(item_parent, 'sound/machines/ding.ogg', 50, TRUE)
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/// Check if we've been equipped to a valid slot to shield
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/datum/component/shielded/proc/on_equipped(datum/source, mob/user, slot)
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SIGNAL_HANDLER
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if(slot == ITEM_SLOT_HANDS && !shield_inhand)
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lost_wearer(source, user)
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return
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wearer = user
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RegisterSignal(wearer, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/on_update_overlays)
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RegisterSignal(wearer, COMSIG_PARENT_QDELETING, .proc/lost_wearer)
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if(current_charges)
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wearer.update_appearance(UPDATE_ICON)
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/// Either we've been dropped or our wearer has been QDEL'd. Either way, they're no longer our problem
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/datum/component/shielded/proc/lost_wearer(datum/source, mob/user)
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SIGNAL_HANDLER
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if(wearer)
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UnregisterSignal(wearer, list(COMSIG_ATOM_UPDATE_OVERLAYS, COMSIG_PARENT_QDELETING))
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wearer.update_appearance(UPDATE_ICON)
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wearer = null
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/// Used to draw the shield overlay on the wearer
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/datum/component/shielded/proc/on_update_overlays(atom/parent_atom, list/overlays)
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SIGNAL_HANDLER
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overlays += mutable_appearance(shield_icon_file, (current_charges > 0 ? shield_icon : "broken"), MOB_SHIELD_LAYER)
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/**
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* This proc fires when we're hit, and is responsible for checking if we're charged, then deducting one + returning that we're blocking if so.
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* It then runs the callback in [/datum/component/shielded/var/on_hit_effects] which handles the messages/sparks (so the visuals)
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*/
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/datum/component/shielded/proc/on_hit_react(datum/source, mob/living/carbon/human/owner, atom/movable/hitby, attack_text, final_block_chance, damage, attack_type)
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SIGNAL_HANDLER
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COOLDOWN_START(src, recently_hit_cd, recharge_start_delay)
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if(current_charges <= 0)
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return
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. = COMPONENT_HIT_REACTION_BLOCK
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current_charges = max(current_charges - 1, 0)
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INVOKE_ASYNC(src, .proc/actually_run_hit_callback, owner, attack_text, current_charges)
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if(!recharge_start_delay) // if recharge_start_delay is 0, we don't recharge
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if(!current_charges) // obviously if someone ever adds a manual way to replenish charges, change this
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qdel(src)
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return
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if(!current_charges)
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wearer.update_appearance(UPDATE_ICON)
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START_PROCESSING(SSdcs, src) // if we DO recharge, start processing so we can do that
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/// The wrapper to invoke the on_hit callback, so we don't have to worry about blocking in the signal handler
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/datum/component/shielded/proc/actually_run_hit_callback(mob/living/owner, attack_text, current_charges)
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on_hit_effects.Invoke(owner, attack_text, current_charges)
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/// Default on_hit proc, since cult robes are stupid and have different descriptions/sparks
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/datum/component/shielded/proc/default_run_hit_callback(mob/living/owner, attack_text, current_charges)
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do_sparks(2, TRUE, owner)
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owner.visible_message("<span class='danger'>[owner]'s shields deflect [attack_text] in a shower of sparks!<span>")
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if(current_charges <= 0)
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owner.visible_message("<span class='warning'>[owner]'s shield overloads!</span>")
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/datum/component/shielded/proc/check_recharge_rune(datum/source, obj/item/wizard_armour_charge/recharge_rune, mob/living/user)
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SIGNAL_HANDLER
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if(!istype(recharge_rune))
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return
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. = COMPONENT_NO_AFTERATTACK
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if(!istype(parent, /obj/item/clothing/suit/space/hardsuit/shielded/wizard))
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to_chat(user, "<span class='warning'>The rune can only be used on battlemage armour!</span>")
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return
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current_charges += recharge_rune.restored_charges
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to_chat(user, "<span class='notice'>You charge \the [parent]. It can now absorb [current_charges] hits.</span>")
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@@ -451,11 +451,12 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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// afterattack() and attack() prototypes moved to _onclick/item_attack.dm for consistency
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/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, owner, hitby, attack_text, final_block_chance, damage, attack_type)
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if(SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, owner, hitby, attack_text, final_block_chance, damage, attack_type) & COMPONENT_HIT_REACTION_BLOCK)
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return TRUE
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if(prob(final_block_chance))
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owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
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return 1
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return 0
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return TRUE
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/obj/item/proc/talk_into(mob/M, input, channel, spans, datum/language/language, list/message_mods)
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return ITALICS | REDUCE_RANGE
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@@ -306,38 +306,57 @@
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name = "[name] blown by [firer]"
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return ..()
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/obj/projectile/kiss/Impact(atom/A)
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if(!nodamage || !isliving(A)) // if we do damage or we hit a nonliving thing, we don't have to worry about a harmless hit because we can't wrongly do damage anyway
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return ..()
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harmless_on_hit(A)
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qdel(src)
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return FALSE
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/**
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* To get around shielded hardsuits & such being set off by kisses when they shouldn't, we take a page from hallucination projectiles
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* and simply fake our on hit effects. This lets kisses remain incorporeal without having to make some new trait for this one niche situation.
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* This fake hit only happens if we can deal damage and if we hit a living thing. Otherwise, we just do normal on hit effects.
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*/
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/obj/projectile/kiss/proc/harmless_on_hit(mob/living/living_target)
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playsound(get_turf(living_target), hitsound, 100, TRUE)
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living_target.visible_message("<span class='danger'>[living_target] is hit by \a [src].</span>", "<span class='userdanger'>You're hit by \a [src]!</span>", vision_distance=COMBAT_MESSAGE_RANGE)
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try_fluster(living_target)
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/obj/projectile/kiss/proc/try_fluster(mob/living/living_target)
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// people with the social anxiety quirk can get flustered when hit by a kiss
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if(!HAS_TRAIT(living_target, TRAIT_ANXIOUS) || (living_target.stat > SOFT_CRIT))
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return
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if(HAS_TRAIT(living_target, TRAIT_FEARLESS) || prob(50)) // 50% chance for it to apply, also immune while on meds
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return
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var/other_msg
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var/self_msg
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var/roll = rand(1, 3)
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switch(roll)
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if(1)
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other_msg = "stumbles slightly, turning a bright red!"
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self_msg = "You lose control of your limbs for a moment as your blood rushes to your face, turning it bright red!"
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living_target.add_confusion(rand(5, 10))
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if(2)
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other_msg = "stammers softly for a moment before choking on something!"
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self_msg = "You feel your tongue disappear down your throat as you fight to remember how to make words!"
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addtimer(CALLBACK(living_target, /atom/movable.proc/say, pick("Uhhh...", "O-oh, uhm...", "I- uhhhhh??", "You too!!", "What?")), rand(0.5 SECONDS, 1.5 SECONDS))
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living_target.stuttering += rand(5, 15)
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if(3)
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other_msg = "locks up with a stunned look on [living_target.p_their()] face, staring at [firer ? firer : "the ceiling"]!"
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self_msg = "Your brain completely fails to process what just happened, leaving you rooted in place staring at [firer ? "[firer]" : "the ceiling"] for what feels like an eternity!"
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living_target.face_atom(firer)
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living_target.Stun(rand(3 SECONDS, 8 SECONDS))
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living_target.visible_message("<b>[living_target]</b> [other_msg]", "<span class='userdanger'>Whoa! [self_msg]<span>")
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/obj/projectile/kiss/on_hit(atom/target, blocked, pierce_hit)
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def_zone = BODY_ZONE_HEAD // let's keep it PG, people
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. = ..()
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if(!ismob(target))
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return
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SEND_SIGNAL(target, COMSIG_ADD_MOOD_EVENT, "kiss", /datum/mood_event/kiss, firer)
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var/mob/living/target_living = target
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// people with the social anxiety quirk can get flustered when hit by a kiss
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if(HAS_TRAIT(target_living, TRAIT_ANXIOUS) && (target_living.stat > SOFT_CRIT))
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if(prob(50) || HAS_TRAIT(target_living, TRAIT_FEARLESS)) // 50% chance for it to apply, also immune while on meds
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return
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var/other_msg
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var/self_msg
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var/roll = rand(1, 3)
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switch(roll)
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if(1)
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other_msg = "stumbles slightly, turning a bright red!"
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self_msg = "You lose control of your limbs for a moment as your blood rushes to your face, turning it bright red!"
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target_living.add_confusion(rand(5, 10))
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if(2)
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other_msg = "stammers softly for a moment before choking on something!"
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self_msg = "You feel your tongue disappear down your throat as you fight to remember how to make words!"
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addtimer(CALLBACK(target_living, /atom/movable.proc/say, pick("Uhhh...", "O-oh, uhm...", "I- uhhhhh??", "You too!!", "What?")), rand(0.5 SECONDS, 1.5 SECONDS))
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target_living.stuttering += rand(5, 15)
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if(3)
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other_msg = "locks up with a stunned look on [target_living.p_their()] face, staring at [firer ? firer : "the ceiling"]!"
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self_msg = "Your brain completely fails to process what just happened, leaving you rooted in place staring [firer ? "at [firer]" : "the ceiling"] for what feels like an eternity!"
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target_living.face_atom(firer)
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target_living.Stun(rand(3 SECONDS, 8 SECONDS))
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target_living.visible_message("<b>[target_living]</b> [other_msg]", "<span class='userdanger'>Whoa! [self_msg]</span>")
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if(isliving(target))
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try_fluster(target)
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/obj/projectile/kiss/death
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name = "kiss of death"
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@@ -328,7 +328,7 @@
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/obj/item/nullrod/staff/worn_overlays(isinhands)
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. = list()
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if(isinhands)
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. += mutable_appearance('icons/effects/effects.dmi', shield_icon, MOB_LAYER + 0.01)
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. += mutable_appearance('icons/effects/effects.dmi', shield_icon, MOB_SHIELD_LAYER)
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/obj/item/nullrod/staff/blue
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name = "blue holy staff"
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@@ -420,9 +420,20 @@
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inhand_icon_state = "cult_armor"
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w_class = WEIGHT_CLASS_BULKY
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armor = list(MELEE = 50, BULLET = 40, LASER = 50,ENERGY = 50, BOMB = 50, BIO = 30, RAD = 30, FIRE = 50, ACID = 60)
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var/current_charges = 3
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hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/cult_shield
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/obj/item/clothing/suit/hooded/cultrobes/cult_shield/Initialize()
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. = ..()
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// note that these charges don't regenerate
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AddComponent(/datum/component/shielded, recharge_start_delay = 0, shield_icon_file = 'icons/effects/cult_effects.dmi', shield_icon = "shield-cult", run_hit_callback = CALLBACK(src, .proc/shield_damaged))
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/// A proc for callback when the shield breaks, since cult robes are stupid and have different effects
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/obj/item/clothing/suit/hooded/cultrobes/cult_shield/proc/shield_damaged(mob/living/wearer, attack_text, new_current_charges)
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wearer.visible_message("<span class='danger'>[wearer]'s robes neutralize [attack_text] in a burst of blood-red sparks!</span>")
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new /obj/effect/temp_visual/cult/sparks(get_turf(wearer))
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if(new_current_charges == 0)
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wearer.visible_message("<span class='danger'>The runed shield around [wearer] suddenly disappears!</span>")
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/obj/item/clothing/head/hooded/cult_hoodie/cult_shield
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name = "empowered cultist helmet"
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desc = "Empowered helmet which creates a powerful shield around the user."
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@@ -438,22 +449,6 @@
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user.Dizzy(30)
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user.Paralyze(100)
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/obj/item/clothing/suit/hooded/cultrobes/cult_shield/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(current_charges)
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owner.visible_message("<span class='danger'>\The [attack_text] is deflected in a burst of blood-red sparks!</span>")
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current_charges--
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new /obj/effect/temp_visual/cult/sparks(get_turf(owner))
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if(!current_charges)
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owner.visible_message("<span class='danger'>The runed shield around [owner] suddenly disappears!</span>")
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owner.update_inv_wear_suit()
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return TRUE
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return FALSE
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/obj/item/clothing/suit/hooded/cultrobes/cult_shield/worn_overlays(isinhands)
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. = list()
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if(!isinhands && current_charges)
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. += mutable_appearance('icons/effects/cult_effects.dmi', "shield-cult", MOB_LAYER + 0.01)
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/obj/item/clothing/suit/hooded/cultrobes/berserker
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name = "flagellant's robes"
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desc = "Blood-soaked robes infused with dark magic; allows the user to move at inhuman speeds, but at the cost of increased damage."
|
||||
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||||
@@ -775,50 +775,20 @@
|
||||
allowed = null
|
||||
armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 10, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 15)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
var/current_charges = 3
|
||||
var/max_charges = 3 //How many charges total the shielding has
|
||||
var/recharge_delay = 200 //How long after we've been shot before we can start recharging. 20 seconds here
|
||||
var/recharge_cooldown = 0 //Time since we've last been shot
|
||||
var/recharge_rate = 1 //How quickly the shield recharges once it starts charging
|
||||
var/shield_state = "shield-old"
|
||||
var/shield_on = "shield-old"
|
||||
/// How many charges total the shielding has
|
||||
var/max_charges = 3
|
||||
/// How long after we've been shot before we can start recharging.
|
||||
var/recharge_delay = 20 SECONDS
|
||||
/// How quickly the shield recharges each charge once it starts charging
|
||||
var/recharge_rate = 1 SECONDS
|
||||
/// The icon for the shield
|
||||
var/shield_icon = "shield-old"
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/Initialize()
|
||||
. = ..()
|
||||
if(!allowed)
|
||||
allowed = GLOB.advanced_hardsuit_allowed
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
|
||||
recharge_cooldown = world.time + recharge_delay
|
||||
if(current_charges > 0)
|
||||
var/datum/effect_system/spark_spread/s = new
|
||||
s.set_up(2, 1, src)
|
||||
s.start()
|
||||
owner.visible_message("<span class='danger'>[owner]'s shields deflect [attack_text] in a shower of sparks!</span>")
|
||||
current_charges--
|
||||
if(current_charges <= 0)
|
||||
owner.visible_message("<span class='warning'>[owner]'s shield overloads!</span>")
|
||||
shield_state = "broken"
|
||||
owner.update_inv_wear_suit()
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/process()
|
||||
. = ..()
|
||||
if(recharge_rate && world.time > recharge_cooldown && current_charges < max_charges)
|
||||
current_charges = clamp((current_charges + recharge_rate), 0, max_charges)
|
||||
playsound(loc, 'sound/magic/charge.ogg', 50, TRUE)
|
||||
if(current_charges == max_charges)
|
||||
playsound(loc, 'sound/machines/ding.ogg', 50, TRUE)
|
||||
shield_state = "[shield_on]"
|
||||
if(ishuman(loc))
|
||||
var/mob/living/carbon/human/C = loc
|
||||
C.update_inv_wear_suit()
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/worn_overlays(isinhands)
|
||||
. = list()
|
||||
if(!isinhands)
|
||||
. += mutable_appearance('icons/effects/effects.dmi', shield_state, MOB_LAYER + 0.01)
|
||||
AddComponent(/datum/component/shielded, max_charges = max_charges, recharge_start_delay = recharge_delay, charge_increment_delay = recharge_rate, shield_icon = shield_icon)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/shielded
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
@@ -843,8 +813,7 @@
|
||||
inhand_icon_state = "ert_security"
|
||||
hardsuit_type = "ert_security"
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red
|
||||
shield_state = "shield-red"
|
||||
shield_on = "shield-red"
|
||||
shield_icon = "shield-red"
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/ctf/blue
|
||||
name = "blue shielded hardsuit"
|
||||
@@ -859,8 +828,7 @@
|
||||
inhand_icon_state = "ert_green"
|
||||
hardsuit_type = "ert_green"
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/green
|
||||
shield_state = "shield-green"
|
||||
shield_on = "shield-green"
|
||||
shield_icon = "shield-green"
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/ctf/yellow
|
||||
name = "yellow shielded hardsuit"
|
||||
@@ -868,8 +836,7 @@
|
||||
inhand_icon_state = "ert_engineer"
|
||||
hardsuit_type = "ert_engineer"
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/yellow
|
||||
shield_state = "shield-yellow"
|
||||
shield_on = "shield-yellow"
|
||||
shield_icon = "shield-yellow"
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf
|
||||
@@ -917,25 +884,7 @@
|
||||
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi
|
||||
slowdown = 0
|
||||
shield_state = "shield-red"
|
||||
shield_on = "shield-red"
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/syndi/multitool_act(mob/living/user, obj/item/I)
|
||||
. = ..()
|
||||
if(shield_state == "broken")
|
||||
to_chat(user, "<span class='warning'>You can't interface with the hardsuit's software if the shield's broken!</span>")
|
||||
return
|
||||
|
||||
if(shield_state == "shield-red")
|
||||
shield_state = "shield-old"
|
||||
shield_on = "shield-old"
|
||||
to_chat(user, "<span class='warning'>You roll back the hardsuit's software, changing the shield's color!</span>")
|
||||
|
||||
else
|
||||
shield_state = "shield-red"
|
||||
shield_on = "shield-red"
|
||||
to_chat(user, "<span class='warning'>You update the hardsuit's hardware, changing back the shield's color to red.</span>")
|
||||
user.update_inv_wear_suit()
|
||||
shield_icon = "shield-red"
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/syndi/Initialize()
|
||||
jetpack = new /obj/item/tank/jetpack/suit(src)
|
||||
@@ -957,8 +906,7 @@
|
||||
inhand_icon_state = "swat_suit"
|
||||
hardsuit_type = "syndi"
|
||||
max_charges = 4
|
||||
current_charges = 4
|
||||
recharge_delay = 15
|
||||
recharge_delay = 1.5 SECONDS
|
||||
armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 30)
|
||||
strip_delay = 130
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
|
||||
@@ -187,11 +187,9 @@
|
||||
desc = "Not all wizards are afraid of getting up close and personal."
|
||||
icon_state = "battlemage"
|
||||
inhand_icon_state = "battlemage"
|
||||
recharge_rate = 0
|
||||
current_charges = 15
|
||||
recharge_cooldown = INFINITY
|
||||
shield_state = "shield-red"
|
||||
shield_on = "shield-red"
|
||||
recharge_delay = 0 // no auto-recharge
|
||||
max_charges = 15
|
||||
shield_icon = "shield-red"
|
||||
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
|
||||
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard
|
||||
@@ -213,19 +211,11 @@
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard/attack_self(mob/user)
|
||||
return
|
||||
|
||||
// The actual code for this is handled in the shielded component, see [/datum/component/shielded/proc/check_recharge_rune]
|
||||
/obj/item/wizard_armour_charge
|
||||
name = "battlemage shield charges"
|
||||
desc = "A powerful rune that will increase the number of hits a suit of battlemage armour can take before failing.."
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "electricity2"
|
||||
|
||||
/obj/item/wizard_armour_charge/afterattack(obj/item/clothing/suit/space/hardsuit/shielded/wizard/W, mob/user, proximity)
|
||||
. = ..()
|
||||
if(!proximity)
|
||||
return
|
||||
if(!istype(W))
|
||||
to_chat(user, "<span class='warning'>The rune can only be used on battlemage armour!</span>")
|
||||
return
|
||||
W.current_charges += 8
|
||||
to_chat(user, "<span class='notice'>You charge \the [W]. It can now absorb [W.current_charges] hits.</span>")
|
||||
qdel(src)
|
||||
/// How many charges get restored
|
||||
var/restored_charges = 8
|
||||
|
||||
@@ -520,6 +520,7 @@
|
||||
#include "code\datums\components\remote_materials.dm"
|
||||
#include "code\datums\components\rot.dm"
|
||||
#include "code\datums\components\rotation.dm"
|
||||
#include "code\datums\components\shielded.dm"
|
||||
#include "code\datums\components\shrink.dm"
|
||||
#include "code\datums\components\singularity.dm"
|
||||
#include "code\datums\components\sitcomlaughter.dm"
|
||||
|
||||
Reference in New Issue
Block a user