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SmArtKarandGitHub 4d648d016c Sleeping Carp and Cain & Abel no longer tell you about armor penetration when you reflect projectiles with them (#93275)
## About The Pull Request

Projectile refactor pulled armor check above the pre-hit comsig, this
fixes that. No need to check armor before you're hit when you
potentially will not be.

## Changelog
🆑
fix: Sleeping Carp and Cain & Abel no longer tell you about armor
penetration when you reflect projectiles with them
/🆑
2025-10-12 05:39:43 +02:00

117 lines
2.9 KiB
Plaintext

#define INFLATED "inflated"
#define POPPED "popped"
#define DEFLATED "deflated"
/obj/item/latexballoon
name = "latex glove"
desc = "Sterile and airtight."
icon_state = "latexballoon"
icon = 'icons/obj/weapons/hand.dmi'
inhand_icon_state = "greyscale_gloves"
lefthand_file = 'icons/mob/inhands/clothing/gloves_righthand.dmi'
righthand_file = 'icons/mob/inhands/clothing/gloves_lefthand.dmi'
force = 0
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 1
throw_range = 7
var/state = DEFLATED
var/datum/gas_mixture/air_contents = null
/obj/item/latexballoon/Initialize(mapload)
. = ..()
AddElement(/datum/element/atmos_sensitive, mapload)
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/latexballoon/proc/set_state(state_to_set)
state = state_to_set
update_appearance(UPDATE_ICON | UPDATE_DESC)
/obj/item/latexballoon/update_icon_state()
. = ..()
switch(state)
if(INFLATED)
icon_state = "latexballoon_blow"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
inhand_icon_state = "latexballoon"
if(POPPED)
icon_state = "latexballoon_bursted"
inhand_icon_state = initial(inhand_icon_state)
lefthand_file = initial(lefthand_file)
righthand_file = initial(righthand_file)
/obj/item/latexballoon/update_desc()
. = ..()
switch(state)
if(INFLATED)
desc = "It's a blown up latex glove on a string."
if(POPPED)
desc = "The remains of a latex glove."
/obj/item/latexballoon/proc/blow(obj/item/tank/tank, mob/user)
if(state == POPPED)
return
air_contents = tank.remove_air_volume(3)
if(isnull(air_contents))
balloon_alert(user, "tank is empty!")
return
if(state == INFLATED)
burst() // too much air, pop it!
return
playsound(src, 'sound/items/modsuit/inflate_bloon.ogg', 50, TRUE)
balloon_alert(user, "you blow up the balloon!") // because it's a balloon obviously
set_state(INFLATED)
/obj/item/latexballoon/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
return (exposed_temperature > T0C+100)
/obj/item/latexballoon/atmos_expose(datum/gas_mixture/air, exposed_temperature)
burst()
/obj/item/latexballoon/proc/burst()
if (!air_contents || state != INFLATED)
return
set_state(POPPED)
playsound(src, 'sound/items/balloon_pop.ogg', 75, TRUE)
loc.assume_air(air_contents)
/obj/item/latexballoon/ex_act(severity, target)
burst()
switch(severity)
if (EXPLODE_DEVASTATE)
qdel(src)
if (EXPLODE_HEAVY)
if (prob(50))
qdel(src)
return TRUE
/obj/item/latexballoon/bullet_act(obj/projectile/projectile)
if(projectile.damage > 0)
burst()
return ..()
/obj/item/latexballoon/attackby(obj/item/item, mob/user, list/modifiers, list/attack_modifiers)
if(istype(item, /obj/item/tank))
var/obj/item/tank/air_tank = item
blow(air_tank, user)
return
if(item.get_sharpness() || item.get_temperature())
burst()
return
return ..()
#undef INFLATED
#undef POPPED
#undef DEFLATED