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## About The Pull Request So, my original goal was just a refactor for the emissive overlays of eyes, as a way to implement the specular emissive introduced by smartkar some time ago, but somehow I found myself dragged into a bigger refactor or cleanup of organ damage, thresholds, failures. One of the main problem was that there were no procs called when a organ suffered enough damage to fail or when recovering from failure. It'd just enable or disable a bitflag, leaving it up to subtypes to decide how to tackle organ failure their own ways: diverse, funky and sometimes incompatible. More often than not relying on their very own "update_thingamajig" kinda procs that run whenever the organ takes damage, rather than just when the threshold is reached (low, high, failure. There are however a couple organs with their own quirky thresholds, I let those slide). There's also a bit of old code, especially for ears, with the `AdjustEarDamage` and temporary deafness both predating the framework for organ damage as far as I know. It really needed a coat of fresh paint. Oh, there were also more than a handful of organs that still heavily relied on some ORGAN_TRAIT source instead of the `organ_traits` list and the two add/remove procs `add_organ_trait` or `remove_organ_trait`. This include organs that lose or gain specific traits when failing et viceversa. ~~Lastly, felinids (and the halloween ghost species) having reflective eyes. It's just a nod to the tapetum lucidum that animals with night vision often have (including cats), which is why their eyes are a bit brighter in the dark. Felinids however, do not have night vision (nor do ghosts). This is merely cosmetic.~~ Cut out for the time being due to issues with the specular emissive... ## Why It's Good For The Game Refactoring / cleaning up old organ code. ## Changelog 🆑 refactor: Refactored organ damage code a little. Hopefully there won't be issues (otherwise report them). /🆑
45 lines
1.7 KiB
Plaintext
45 lines
1.7 KiB
Plaintext
///Unleashes a honkerblast similar to the honkmech weapon, but with more granular control.
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/proc/honkerblast(atom/origin, light_range = 1, medium_range = 0, heavy_range = 0)
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var/origin_turf = get_turf(origin)
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var/list/lightly_honked = list()
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var/list/properly_honked = list()
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var/list/severely_honked = list()
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playsound(origin_turf, 'sound/items/airhorn/airhorn.ogg', 100, TRUE)
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for(var/mob/living/carbon/victim in hearers(max(light_range, medium_range, heavy_range), origin_turf))
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if(!victim.can_hear())
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continue
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var/distance = get_dist(origin_turf, victim.loc)
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if(distance <= heavy_range)
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severely_honked += victim
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else if(distance <= medium_range)
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properly_honked += victim
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else if(distance <= light_range)
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lightly_honked += victim
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for(var/mob/living/carbon/victim in severely_honked)
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victim.Unconscious(40)
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victim.Stun(100)
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victim.adjust_stutter(30 SECONDS)
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victim.set_jitter_if_lower(1000 SECONDS)
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victim.sound_damage(10, 30 SECONDS)
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to_chat(victim, "<font color='red' size='8'>HONK</font>")
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var/obj/item/clothing/shoes/victim_shoes = victim.get_item_by_slot(ITEM_SLOT_FEET)
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if(!victim_shoes || victim_shoes.fastening_type == SHOES_SLIPON)
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continue
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victim_shoes.adjust_laces(SHOES_KNOTTED)
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for(var/mob/living/carbon/victim in properly_honked)
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victim.Paralyze(20)
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victim.Stun(50)
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victim.set_jitter_if_lower(500 SECONDS)
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victim.sound_damage(7, 20 SECONDS)
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to_chat(victim, "<font color='red' size='5'>HONK</font>")
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for(var/mob/living/carbon/victim in lightly_honked)
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victim.Knockdown(20)
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victim.set_jitter_if_lower(200 SECONDS)
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victim.sound_damage(4, 10 SECONDS)
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to_chat(victim, "<font color='red' size='2'>HONK</font>")
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