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TG: Fixed harmbatons on everything other than harm, now it is the opposite way
round. Clarified swirlie failure feedback. Revision: r3781 Author: petethegoat
This commit is contained in:
@@ -60,7 +60,7 @@
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..()
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..()
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return
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return
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if(user.a_intent != "help")
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if(user.a_intent == "hurt")
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if(!..()) return
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if(!..()) return
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H.apply_effect(5, WEAKEN, 0)
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H.apply_effect(5, WEAKEN, 0)
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H.visible_message("<span class='danger'>[M] has been beaten with the [src] by [user]!</span>")
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H.visible_message("<span class='danger'>[M] has been beaten with the [src] by [user]!</span>")
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@@ -75,9 +75,14 @@
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H.apply_effect(10, STUTTER, 0)
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H.apply_effect(10, STUTTER, 0)
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user.lastattacked = M
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user.lastattacked = M
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H.lastattacker = user
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H.lastattacker = user
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charges--
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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if(R && R.cell)
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R.cell.use(50)
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else
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charges--
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H.visible_message("<span class='danger'>[M] has been stunned with the [src] by [user]!</span>")
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H.visible_message("<span class='danger'>[M] has been stunned with the [src] by [user]!</span>")
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playsound(src.loc, "sparks", 75, 1, -1)
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playsound(src.loc, 'Egloves.ogg', 50, 1, -1)
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if(charges < 1)
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if(charges < 1)
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status = 0
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status = 0
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update_icon()
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update_icon()
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@@ -58,7 +58,10 @@
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var/obj/item/weapon/grab/G = I
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var/obj/item/weapon/grab/G = I
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var/mob/GM = G.affecting
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var/mob/GM = G.affecting
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if(ismob(G.affecting))
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if(ismob(G.affecting))
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if(G.state>1 && GM.loc == get_turf(src))
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if(G.state>1)
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if(!GM.loc == get_turf(src))
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user << "<span class='notice'>[GM.name] needs to be on the toilet.</span>"
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return
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if(open && !swirlie)
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if(open && !swirlie)
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user.visible_message("<span class='danger'>[user] starts to give [GM.name] a swirlie!</span>", "<span class='notice'>You start to give [GM.name] a swirlie!</span>")
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user.visible_message("<span class='danger'>[user] starts to give [GM.name] a swirlie!</span>", "<span class='notice'>You start to give [GM.name] a swirlie!</span>")
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swirlie = GM
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swirlie = GM
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@@ -101,7 +104,10 @@
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var/obj/item/weapon/grab/G = I
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var/obj/item/weapon/grab/G = I
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var/mob/GM = G.affecting
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var/mob/GM = G.affecting
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if(ismob(G.affecting))
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if(ismob(G.affecting))
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if(G.state>1 && GM.loc == get_turf(src))
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if(G.state>1)
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if(!GM.loc == get_turf(src))
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user << "<span class='notice'>[GM.name] needs to be on the urinal.</span>"
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return
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user.visible_message("<span class='danger'>[user] slams [GM.name] into the [src]!</span>", "<span class='notice'>You slam [GM.name] into the [src]!</span>")
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user.visible_message("<span class='danger'>[user] slams [GM.name] into the [src]!</span>", "<span class='notice'>You slam [GM.name] into the [src]!</span>")
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GM.adjustBruteLoss(8)
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GM.adjustBruteLoss(8)
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else
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else
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