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