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Merge pull request #11303 from VOREStation/Arokha/nozshadow
Supposed to be NO MORE SHADOWS
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Chompstation Bot
parent
4c7cfcf3ac
commit
438f211f0b
@@ -117,9 +117,6 @@
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if(!can_see_target(the_target) && vision_required)
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return FALSE
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if(istype(the_target, /mob/zshadow))
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return FALSE // no
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if(isliving(the_target))
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var/mob/living/L = the_target
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if(ishuman(L) || issilicon(L))
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@@ -26,48 +26,7 @@
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return ..()
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/mob/CheckFall(var/atom/movable/falling_atom)
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return falling_atom.fall_impact(src)
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/* //Leaving this here to show my previous iterations which failed.
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/mob/living/fall_impact(var/atom/hit_atom) //This is called even when a humanoid falls. Dunno why, it just does.
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if(isliving(hit_atom)) //THIS WEAKENS THE PERSON FALLING & NOMS THE PERSON FALLEN ONTO. SRC is person fallen onto. hit_atom is the person falling. Confusing.
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var/mob/living/pred = hit_atom
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pred.visible_message("<span class='danger'>\The [pred] falls onto \the [src]! FALL IMPACT MOB</span>")
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pred.Weaken(8) //Stun the person you're dropping onto! You /are/ suffering massive damage for a single stun.
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if(isliving(hit_atom) && isliving(src))
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var/mob/living/prey = src
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if(pred.can_be_drop_pred && prey.can_be_drop_prey) //Is person falling pred & person being fallen onto prey?
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pred.feed_grabbed_to_self_falling_nom(pred,prey)
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else if(prey.can_be_drop_pred && pred.can_be_drop_prey) //Is person being fallen onto pred & person falling prey
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pred.feed_grabbed_to_self_falling_nom(prey,pred) //oh, how the tables have turned.
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*/
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/mob/zshadow/fall_impact(var/atom/hit_atom, var/damage_min = 0, var/damage_max = 10, var/silent = FALSE, var/planetary = FALSE) //You actually "fall" onto their shadow, first.
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/*
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var/floor_below = src.loc.below //holy fuck
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for(var/mob/M in floor_below.contents)
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if(M && M != src) //THIS WEAKENS THE MOBS YOU'RE FALLING ONTO
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M.visible_message("<span class='danger'>\The [src] drops onto \the [M]! FALL IMPACT SHADOW WEAKEN 8</span>")
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M.Weaken(8)
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*/
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/* if(isliving(hit_atom)) //THIS WEAKENS THE PERSON FALLING & NOMS THE PERSON FALLEN ONTO. SRC is person fallen onto. hit_atom is the person falling. Confusing.
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var/mob/living/pred = hit_atom
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pred.visible_message("<span class='danger'>\The [hit_atom] falls onto \the [src.owner]!</span>")
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pred.Weaken(8) //Stun the person you're dropping onto! You /are/ suffering massive damage for a single stun.
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var/mob/living/prey = src.owner //The shadow's owner
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if(isliving(prey))
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if(pred.can_be_drop_pred && prey.can_be_drop_prey) //Is person falling pred & person being fallen onto prey?
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pred.feed_grabbed_to_self_falling_nom(pred,prey)
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else if(prey.can_be_drop_pred && pred.can_be_drop_prey) //Is person being fallen onto pred & person falling prey
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pred.feed_grabbed_to_self_falling_nom(prey,pred) //oh, how the tables have turned.
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else
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playsound(src, "punch", 25, 1, -1)
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prey.Weaken(8) //Just fall onto them if neither of the above apply.
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var/tdamage
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for(var/i = 1 to 10)
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tdamage = rand(0, 10)/2
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pred.adjustBruteLoss(tdamage)
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prey.adjustBruteLoss(tdamage)
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pred.updatehealth()
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prey.updatehealth()
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*/
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/mob/living/proc/dropped_onto(var/atom/hit_atom)
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if(!isliving(hit_atom))
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return 0
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@@ -195,8 +195,6 @@
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if(istype(AM, /mob/living) && !(AM.is_incorporeal()))
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var/mob/living/M = AM
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M.gib()
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else if(istype(AM, /mob/zshadow))
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AM.Destroy() //prevent deleting shadow without deleting shadow's shadows
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else if(AM.simulated && !(istype(AM, /mob/observer)) && !(AM.is_incorporeal()))
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qdel(AM)
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