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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-13 11:43:31 +00:00
-Changed choking.
You have to stand still while lethally choking someone. It takes time to get into that lethal choke. When you are lethaling choking someone, they are still concious until the lack of oxygen knocks them out. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4542 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -7,9 +7,13 @@
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var/atom/movable/structure = null // if the grab is not grabbing a mob
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var/mob/assailant = null
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var/state = 1.0
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var/killing = 0.0
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var/killing = 0.0 // 1 = about to kill, 2 = killing
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var/kill_loc = null
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var/allow_upgrade = 1.0
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var/last_suffocate = 1.0
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layer = 21
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abstract = 1.0
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item_state = "nothing"
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@@ -94,7 +98,6 @@
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for(var/obj/item/weapon/grab/G in affecting.grabbed_by)
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if (G.state == 2)
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allow_upgrade = 0
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//Foreach goto(341)
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if (allow_upgrade)
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hud1.icon_state = "reinforce"
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else
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@@ -102,9 +105,15 @@
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else
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if (!( affecting.buckled ))
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affecting.loc = assailant.loc
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if ((killing && state == 3))
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affecting.Stun(5)
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affecting.Paralyse(3)
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if ((killing == 2 && state == 3))
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if(assailant.loc != kill_loc)
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for(var/mob/O in viewers(assailant, null))
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O.show_message(text("\red [] lost his tightened grip on []'s neck!", assailant, affecting), 1)
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killing = 0
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hud1.icon_state = "disarm/kill"
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return
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affecting.Weaken(3)
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affecting.Stun(3) // It will hamper your voice, being choked and all.
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affecting.losebreath = min(affecting.losebreath + 2, 3)
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return
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@@ -112,6 +121,8 @@
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/obj/item/weapon/grab/proc/s_click(obj/screen/S as obj)
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if (!affecting)
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return
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if(killing)
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return
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if (assailant.next_move > world.time)
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return
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if ((!( assailant.canmove ) || assailant.lying))
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@@ -144,6 +155,9 @@
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if ((!( assailant.canmove ) || assailant.lying))
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del(src)
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return
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if(killing)
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return
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switch(S.id)
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if(1.0)
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if (state < 2)
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@@ -196,9 +210,22 @@
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hud1.icon_state = "disarm/kill"
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hud1.name = "disarm/kill"
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else
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if (state >= 3)
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killing = !( killing )
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if (killing)
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if (state >= 3 && !killing)
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for(var/mob/O in viewers(assailant, null))
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O.show_message(text("\red [] starts to tighten his grip on []'s neck!", assailant, affecting), 1)
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hud1.icon_state = "disarm/kill1"
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killing = 1
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if(do_after(assailant, 50))
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if(killing == 2)
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return
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if(!affecting)
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del(src)
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return
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if ((!( assailant.canmove ) || assailant.lying))
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del(src)
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return
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killing = 2
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kill_loc = assailant.loc
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for(var/mob/O in viewers(assailant, null))
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O.show_message(text("\red [] has tightened his grip on []'s neck!", assailant, affecting), 1)
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affecting.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been strangled (kill intent) by [assailant.name] ([assailant.ckey])</font>")
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@@ -207,12 +234,11 @@
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assailant.next_move = world.time + 10
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affecting.losebreath += 1
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hud1.icon_state = "disarm/kill1"
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else
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hud1.icon_state = "disarm/kill"
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for(var/mob/O in viewers(assailant, null))
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O.show_message(text("\red [] has loosened the grip on []'s neck!", assailant, affecting), 1)
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else
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O.show_message(text("\red [] was unable to tighten his grip on []'s neck!", assailant, affecting), 1)
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killing = 0
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hud1.icon_state = "disarm/kill"
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return
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@@ -71,6 +71,7 @@ should be listed in the changelog upon commit tho. Thanks. -->
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<ul class="changes bgimages16">
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<li class="experiment">AIs can now look around like a ghost with the exception that they cannot see what cameras cannot see. Meaning if you're in maintenance, and there's no cameras near you, the AI will not know what you are doing. This also means there's no X-Ray vision cameras anymore.</li>
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<li class="tweak">AIs can add links to Telecommunication Machines. Added some cameras for areas that should have it but instead relied on cameras nearby for vision.</li>
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<li class="tweak">Choking has been changed. You have to stand still while lethally choking someone. It takes time to get into that lethal choke. When you are lethaling choking someone, they are still concious until the lack of oxygen knocks them out.</li>
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</ul>
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</div>
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