mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-25 08:34:23 +00:00
## About The Pull Request I wanted to add the ability to shove people with shields by right-clicking your target, just like how it works barehanded. This also required a solid refactor of disarm code, effectively bringing down the core of it to `mob/living` from `mob/living/carbon` or `mob/living/carbon/human`. This also means you can shove simple mobs inside closets, bins and on tables. Xenos and borgs are pretty much immune to regular disarms, but using a shield will work (borgs and royal xenos are immune to the knockdown). The riot shield armor has been balanced. It now tanks melee attacks pretty well, but will break against bullets in just about 2 to 4 hits depending on the bullet damage. I've always found the lack of sturdiness of the riot shields for what they're supposed to be good for a bit detrimental. Because I've refactored an item flag into a trait, I've had to add a new MOD module that grants protection from shove knockdown and staggering; found pre-installed in the administrative MODsuit, but I've also added it to the black market to make it cooler. You can bash people with the strobe shield on combat mode. ## Why It's Good For The Game Currently, shields are simply items that take a held slot in return of some block chance without being anything special, save for the strobe shield's integrated flash I guess, but are also a botherance as most crumple under the duress of less than half a dozen attacks. Meanwhile swords and other weapons with blok chance just don't care. TL;DR, I want them a bit more remarkable, and flexible as a tool. Of course, this ended up in a larger refactor because the right-click / disarm code was inconsistent. ## Changelog 🆑 add: Shields (and pillows) can be used to shove people around the same way barehanded right-clicking does. Xenos and borgs can actually be moved this way. add: Added a new MODsuit module, the bulwark module, which prevents knockdown and staggering from shoving, and getting pushed away by thrown objects. Inbuilt for the safeguard MODsuit, but one might also it in the black market. refactor: Disarming has been refactored. You can now shove simple critters onto tables and into bins and closets balance: Shields now take their own armor values and the armor penetration of the attack they blocked when damaged. This means shields are a bit sturdier now. balance: Riot shields can tank a lot more damage against melee weapons, but less against bullets. qol: strobe shields can now be used to bash people while combat mode is on. /🆑
110 lines
6.5 KiB
Plaintext
110 lines
6.5 KiB
Plaintext
// Flags for the obj_flags var on /obj
|
|
|
|
|
|
#define EMAGGED (1<<0)
|
|
#define IN_USE (1<<1) // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
|
|
#define CAN_BE_HIT (1<<2) //can this be bludgeoned by items?
|
|
#define DANGEROUS_POSSESSION (1<<3) //Admin possession yes/no
|
|
#define UNIQUE_RENAME (1<<4) // can you customize the description/name of the thing?
|
|
#define BLOCK_Z_OUT_DOWN (1<<5) // Should this object block z falling from loc?
|
|
#define BLOCK_Z_OUT_UP (1<<6) // Should this object block z uprise from loc?
|
|
#define BLOCK_Z_IN_DOWN (1<<7) // Should this object block z falling from above?
|
|
#define BLOCK_Z_IN_UP (1<<8) // Should this object block z uprise from below?
|
|
#define BLOCKS_CONSTRUCTION (1<<9) //! Does this object prevent things from being built on it?
|
|
#define BLOCKS_CONSTRUCTION_DIR (1<<10) //! Does this object prevent same-direction things from being built on it?
|
|
#define IGNORE_DENSITY (1<<11) //! Can we ignore density when building on this object? (for example, directional windows and grilles)
|
|
#define INFINITE_RESKIN (1<<12) // We can reskin this item infinitely
|
|
#define CONDUCTS_ELECTRICITY (1<<13) //! Can this object conduct electricity?
|
|
#define NO_DECONSTRUCTION (1<<14) //! Prevent deconstruction of this object.
|
|
|
|
// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support
|
|
|
|
// Flags for the item_flags var on /obj/item
|
|
|
|
#define BEING_REMOVED (1<<0)
|
|
#define IN_INVENTORY (1<<1) //is this item equipped into an inventory slot or hand of a mob? used for tooltips
|
|
#define FORCE_STRING_OVERRIDE (1<<2) // used for tooltips
|
|
///Used by security bots to determine if this item is safe for public use.
|
|
#define NEEDS_PERMIT (1<<3)
|
|
#define SLOWS_WHILE_IN_HAND (1<<4)
|
|
#define NO_MAT_REDEMPTION (1<<5) // Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
|
|
#define DROPDEL (1<<6) // When dropped, it calls qdel on itself
|
|
#define NOBLUDGEON (1<<7) // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
|
|
#define ABSTRACT (1<<9) // for all things that are technically items but used for various different stuff <= wow thanks for the fucking insight sherlock
|
|
#define IMMUTABLE_SLOW (1<<10) // When players should not be able to change the slowdown of the item (Speed potions, etc)
|
|
#define IN_STORAGE (1<<11) //is this item in the storage item, such as backpack? used for tooltips
|
|
#define SURGICAL_TOOL (1<<12) //Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes)
|
|
#define CRUEL_IMPLEMENT (1<<13) //This object, when used for surgery, is a lot worse at the job if the target is alive rather than dead
|
|
#define HAND_ITEM (1<<14) // If an item is just your hand (circled hand, slapper) and shouldn't block things like riding
|
|
#define EXAMINE_SKIP (1<<15) // Makes the Examine proc not read out this item.
|
|
#define XENOMORPH_HOLDABLE (1<<16) // A Xenomorph can hold this item.
|
|
#define NO_PIXEL_RANDOM_DROP (1<<17) //if dropped, it wont have a randomized pixel_x/pixel_y
|
|
///Can be equipped on digitigrade legs.
|
|
#define IGNORE_DIGITIGRADE (1<<18)
|
|
/// Has contextual screentips when HOVERING OVER OTHER objects
|
|
#define ITEM_HAS_CONTEXTUAL_SCREENTIPS (1 << 19)
|
|
/// No blood overlay is allowed to appear on this item, and it cannot gain blood DNA forensics
|
|
#define NO_BLOOD_ON_ITEM (1 << 20)
|
|
/// Whether this item should skip the /datum/component/fantasy applied on spawn on the RPG event. Used on things like stacks
|
|
#define SKIP_FANTASY_ON_SPAWN (1<<21)
|
|
|
|
// Flags for the clothing_flags var on /obj/item/clothing
|
|
|
|
/// SUIT and HEAD items which stop lava from hurting the wearer
|
|
#define LAVAPROTECT (1<<0)
|
|
/// SUIT and HEAD items which stop pressure damage.
|
|
/// To stop you taking all pressure damage you must have both a suit and head item with this flag.
|
|
#define STOPSPRESSUREDAMAGE (1<<1)
|
|
/// blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
|
|
#define BLOCK_GAS_SMOKE_EFFECT (1<<2)
|
|
/// mask allows internals
|
|
#define MASKINTERNALS (1<<3)
|
|
/// mask filters toxins and other harmful gases
|
|
#define GAS_FILTERING (1<<4)
|
|
/// prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag.
|
|
/// Example: space suits, biosuit, bombsuits, thick suits that cover your body.
|
|
#define THICKMATERIAL (1<<5)
|
|
/// The voicebox in this clothing can be toggled.
|
|
#define VOICEBOX_TOGGLABLE (1<<6)
|
|
/// The voicebox is currently turned off.
|
|
#define VOICEBOX_DISABLED (1<<7)
|
|
/// Prevents knock-off from things like hat-throwing.
|
|
#define SNUG_FIT (1<<8)
|
|
/// Hats with negative effects when worn (i.e the tinfoil hat).
|
|
#define ANTI_TINFOIL_MANEUVER (1<<9)
|
|
/// Clothes that cause a larger notification when placed on a person.
|
|
#define DANGEROUS_OBJECT (1<<10)
|
|
/// Clothes that use large icons, for applying the proper overlays like blood
|
|
#define LARGE_WORN_ICON (1<<11)
|
|
/// Clothes that block speech (i.e the muzzle). Can be applied to any clothing piece.
|
|
#define BLOCKS_SPEECH (1<<12)
|
|
/// prevents from placing on plasmaman helmet or modsuit hat holder
|
|
#define STACKABLE_HELMET_EXEMPT (1<<13)
|
|
/// Prevents plasmamen from igniting when wearing this
|
|
#define PLASMAMAN_PREVENT_IGNITION (1<<14)
|
|
/// Usable as casting clothes by wizards (matters for suits, glasses and headwear)
|
|
#define CASTING_CLOTHES (1<<15)
|
|
///Moths can't eat the clothing that has this flag.
|
|
#define INEDIBLE_CLOTHING (1<<16)
|
|
/// Headgear/helmet allows internals
|
|
#define HEADINTERNALS (1<<17)
|
|
|
|
/// Integrity defines for clothing (not flags but close enough)
|
|
#define CLOTHING_PRISTINE 0 // We have no damage on the clothing
|
|
#define CLOTHING_DAMAGED 1 // There's some damage on the clothing but it still has at least one functioning bodypart and can be equipped
|
|
#define CLOTHING_SHREDDED 2 // The clothing is useless and cannot be equipped unless repaired first
|
|
|
|
/// Flags for the pod_flags var on /obj/structure/closet/supplypod
|
|
#define FIRST_SOUNDS (1<<0) // If it shouldn't play sounds the first time it lands, used for reverse mode
|
|
|
|
/// Flags for the gun_flags var for firearms
|
|
#define TOY_FIREARM_OVERLAY (1<<0) // If update_overlay would add some indicator that the gun is a toy, like a plastic cap on a pistol
|
|
/// Currently used to identify valid guns to steal
|
|
#define NOT_A_REAL_GUN (1<<1)
|
|
/// This gun shouldn't be allowed to go in a turret (it probably causes a bug/exploit)
|
|
#define TURRET_INCOMPATIBLE (1<<2)
|
|
|
|
/// Flags for sharpness in obj/item
|
|
#define SHARP_EDGED (1<<0)
|
|
#define SHARP_POINTY (1<<1)
|