mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Cleaned up a few lines of unnecessary alien code.
Cleaned up mob projectile code a bit so it uses switch. It's now much harder to play punch-out with a xeno, unless you're the hulk. Xenos can now stick humans and monkeys into resin walls. Inside a resin wall, the person cannot escape unless the wall is destroyed (there is a 5% they will crawl out on their own). They are also paralyzed and cannot suicide. Robots will now spark when you clobber or shoot them. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1467 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -38,8 +38,8 @@
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density = 1
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opacity = 1
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anchored = 1
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//Alien can now normally destroy resin walls so they are no longer targetable with acid.
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var/health = 50
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var/affecting = null
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/obj/alien/weeds
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name = "weeds"
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@@ -12,7 +12,16 @@
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src.icon_state = "egg_hatched"
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new /obj/alien/facehugger(src.loc)
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/obj/alien/egg/bullet_act(flag)
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switch(flag)
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if (PROJECTILE_BULLET)
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health -= 35
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if (PROJECTILE_PULSE)
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health -= 50
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if (PROJECTILE_LASER)
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health -= 10
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healthcheck()
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return
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/obj/alien/egg/attackby(var/obj/item/weapon/W, var/mob/user)
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if(health <= 0)
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@@ -86,12 +86,15 @@
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..()
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bullet_act(flag, A as obj)
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if (flag == PROJECTILE_BULLET)
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src.health -= 20
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else if (flag == PROJECTILE_WEAKBULLET)
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src.health -= 4
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else if (flag == PROJECTILE_LASER)
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src.health -= 10
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switch(flag)
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if (PROJECTILE_BULLET)
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src.health -= 20
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if (PROJECTILE_WEAKBULLET)
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src.health -= 4
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if (PROJECTILE_LASER)
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src.health -= 10
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if (PROJECTILE_PULSE)
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src.health -= 35
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healthcheck()
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ex_act(severity)
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@@ -21,26 +21,49 @@
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del(src)
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*/
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/obj/alien/resin/proc/healthcheck()
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if(health <=0)
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src.density = 0
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if(affecting)
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var/mob/living/carbon/M = affecting
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contents.Remove(affecting)
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if(ishuman(M))
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M.verbs += /mob/living/carbon/human/verb/suicide
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else
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M.verbs += /mob/living/carbon/monkey/verb/suicide
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M.loc = src.loc
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M.paralysis += 10
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for(var/mob/O in viewers(src, 3))
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O.show_message(text("A body appeared from the dead resin!"), 1, text("You hear faint moaning somewhere about you."), 2)
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del(src)
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return
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/obj/alien/resin/bullet_act(flag)
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if (flag == PROJECTILE_BULLET)
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health -= 35
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if(health <=0)
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src.density = 0
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del(src)
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switch(flag)
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if (PROJECTILE_BULLET)
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health -= 35
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if (PROJECTILE_PULSE)
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health -= 50
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if (PROJECTILE_LASER)
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health -= 10
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healthcheck()
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return
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/obj/alien/resin/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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health-=50
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healthcheck()
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if(2.0)
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del(src)
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return
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health-=50
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healthcheck()
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if(3.0)
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if (prob(50))
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del(src)
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return
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health-=50
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healthcheck()
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else
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health-=25
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healthcheck()
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return
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/obj/alien/resin/blob_act()
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@@ -50,9 +73,8 @@
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/obj/alien/resin/meteorhit()
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//*****RM
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//world << "glass at [x],[y],[z] Mhit"
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src.health = 0
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src.density = 0
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del(src)
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health-=50
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healthcheck()
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return
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/obj/alien/resin/hitby(AM as mob|obj)
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@@ -65,11 +87,8 @@
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else
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tforce = AM:throwforce
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playsound(src.loc, 'attackblob.ogg', 100, 1)
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src.health = max(0, src.health - tforce)
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if (src.health <= 0)
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src.density = 0
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del(src)
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return
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src.health = max(0, health - tforce)
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healthcheck()
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..()
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return
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@@ -79,9 +98,8 @@
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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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O << text("\red [] destroys the resin wall!", usr)
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src.health = 0
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src.density = 0
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del(src)
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health-=50
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healthcheck()
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return
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/obj/alien/resin/attack_paw()
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@@ -90,9 +108,8 @@
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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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O << text("\red [] destroys the resin wall!", usr)
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src.health = 0
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src.density = 0
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del(src)
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health-=50
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healthcheck()
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return
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/obj/alien/resin/attack_alien()
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@@ -109,13 +126,31 @@
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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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O << text("\red [] slices the resin wall apart!", usr)
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src.health = 0
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src.density = 0
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del(src)
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return
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healthcheck()
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return
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/obj/alien/resin/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
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var/obj/item/weapon/grab/G = W
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if(isalien(user)&&(ishuman(G.affecting)||ismonkey(G.affecting)))
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//Only aliens can stick humans and monkeys into resin walls. Also, the wall must not have a person inside already.
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if(!affecting)
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if(G.state<2)
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user << "\red You need a better grip to do that!"
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return
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G.affecting.loc = src.loc
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G.affecting.paralysis = 10
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for(var/mob/O in viewers(world.view, src))
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if (O.client)
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O << text("\green [] places [] in the resin wall!", G.assailant, G.affecting)
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affecting=G.affecting
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del(W)
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spawn(0)
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process()
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else
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user << "\red This wall is already occupied."
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return
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var/aforce = W.force
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src.health = max(0, src.health - aforce)
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playsound(src.loc, 'attackblob.ogg', 100, 1)
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@@ -124,4 +159,42 @@
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del(src)
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return
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..()
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return
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return
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/obj/alien/resin/proc/process()
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if(affecting)
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var/mob/living/carbon/M = affecting
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var/check = 0
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if(ishuman(affecting))//So they do not suicide and kill the babby.
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M.verbs -= /mob/living/carbon/human/verb/suicide
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else
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check = 1
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M.verbs -= /mob/living/carbon/monkey/verb/suicide
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contents.Add(affecting)
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while(!isnull(M)&&!isnull(src))//While M and wall exist
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if(prob(30))//Let's people know that someone is trapped in the resin wall.
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M << "\green You feel a strange sense of calm as a flesh-like substance seems to completely envelop you."
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for(var/mob/O in viewers(src, 3))
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O.show_message(text("There appears to be a person stuck inside a resin wall nearby."), 1, text("You hear faint moaning somewhere about you."), 2)
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if(prob(5))//MAYBE they are able to crawl out on their own. Not likely...
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M << "You are able to crawl your way through the sticky mass, and out to freedom. But for how long?"
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break
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M.paralysis = 10//Set theis paralysis to 10 so they cannot act.
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sleep(50)//To cut down on processing time
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if(!isnull(src))
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affecting = null
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if(!isnull(M))//As long as they still exist.
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if(!check)//And now they can suicide again, even if they are already dead in case they get revived.
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M.verbs += /mob/living/carbon/human/verb/suicide
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else
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M.verbs += /mob/living/carbon/monkey/verb/suicide
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for(var/mob/O in viewers(src, 3))
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O.show_message(text("A body appeared from the dead resin!"), 1, text("You hear faint moaning somewhere about you."), 2)
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else
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for(var/mob/O in viewers(src, 3))
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O.show_message(text("\red An alien larva bursts from the resin wall!"), 1, text("\red You hear a high, alien screech nearby!"), 2)
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return
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@@ -22,16 +22,6 @@
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spawn( 0 )
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if ((!( yes ) || src.now_pushing))
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return
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src.now_pushing = 1
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if(ismob(AM))
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var/mob/tmob = AM
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if(istype(tmob, /mob/living/carbon/human) && tmob.mutations & 32)
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if(prob(20))
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for(var/mob/M in viewers(src, null))
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if(M.client)
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M << M << "\red <B>[src] fails to push [tmob]'s fat ass out of the way.</B>"
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src.now_pushing = 0
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return
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src.now_pushing = 0
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..()
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if (!istype(AM, /atom/movable))
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@@ -50,8 +40,6 @@
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return
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return
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//This is fine, maybe refine it a bit so they're faster than humans
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/mob/living/carbon/alien/humanoid/movement_delay()
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var/tally = 0
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if (istype(src, /mob/living/carbon/alien/humanoid/queen))
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@@ -74,18 +62,8 @@
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stat(null, "Move Mode: [src.m_intent]")
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if (src.client.statpanel == "Status")
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if (src.internal)
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if (!src.internal.air_contents)
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del(src.internal)
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else
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stat("Internal Atmosphere Info", src.internal.name)
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stat("Tank Pressure", src.internal.air_contents.return_pressure())
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stat("Distribution Pressure", src.internal.distribute_pressure)
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stat(null, "Plasma Stored: [src.toxloss]")
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//This is okay I guess unless we add alien shields or something. Should be cleaned up a bit.
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/mob/living/carbon/alien/humanoid/bullet_act(flag, A as obj)
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var/shielded = 0
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for(var/obj/item/device/shield/S in src)
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@@ -117,46 +95,43 @@
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safe = G.affecting
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if (safe)
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return safe.bullet_act(flag, A)
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if (flag == PROJECTILE_BULLET)
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var/d = 51
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if (src.stat != 2)
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src.bruteloss += d
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src.updatehealth()
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if (prob(50))
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if(src.weakened <= 5) src.weakened = 5
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return
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else if (flag == PROJECTILE_TASER)
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if (prob(75) && src.stunned <= 10)
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src.stunned = 10
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else
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src.weakened = 10
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if (src.stuttering < 10)
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src.stuttering = 10
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else if (flag == PROJECTILE_DART)
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return
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else if(flag == PROJECTILE_LASER)
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var/d = 20
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// if (!src.eye_blurry) src.eye_blurry = 4 //This stuff makes no sense but lasers need a buff./ It really doesn't make any sense. /N
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if (prob(25)) src.stunned++
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if (src.stat != 2)
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src.bruteloss += d
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src.updatehealth()
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if (prob(25))
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src.stunned = 1
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else if(flag == PROJECTILE_PULSE)
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var/d = 40
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switch(flag)//Did these people not know that switch is a function that exists? I swear, half of the code ignores switch completely.
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if(PROJECTILE_BULLET)
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var/d = 51
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if (src.stat != 2)
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src.bruteloss += d
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src.updatehealth()
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if (prob(50)&&weakened <= 5)
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src.weakened = 5
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if(PROJECTILE_TASER)
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if (prob(75) && src.stunned <= 10)
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src.stunned = 10
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else
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src.weakened = 10
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if(PROJECTILE_DART)//Nothing is supposed to happen, just making sure it's listed.
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if (src.stat != 2)
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src.bruteloss += d
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if(PROJECTILE_LASER)
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var/d = 20
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// if (!src.eye_blurry) src.eye_blurry = 4 //This stuff makes no sense but lasers need a buff./ It really doesn't make any sense. /N
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if (prob(25)) src.stunned++
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if (src.stat != 2)
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src.bruteloss += d
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src.updatehealth()
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if (prob(25))
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src.stunned = 1
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if(PROJECTILE_PULSE)
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var/d = 40
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if (src.stat != 2)
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src.bruteloss += d
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src.updatehealth()
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if (prob(50))
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src.stunned = min(src.stunned, 5)
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if(PROJECTILE_BOLT)
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src.toxloss += 3
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src.radiation += 100
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src.updatehealth()
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if (prob(50))
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src.stunned = min(src.stunned, 5)
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else if(flag == PROJECTILE_BOLT)
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src.toxloss += 3
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src.radiation += 100
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src.updatehealth()
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src.stuttering += 5
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src.drowsyness += 5
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src.drowsyness += 5
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return
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/mob/living/carbon/alien/humanoid/emp_act(severity)
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@@ -237,18 +212,18 @@
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//unequip
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/mob/living/carbon/alien/humanoid/u_equip(obj/item/W as obj)
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if (W == src.wear_suit)
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src.wear_suit = null
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else if (W == src.head)
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src.head = null
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else if (W == src.r_store)
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src.r_store = null
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else if (W == src.l_store)
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src.l_store = null
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else if (W == src.r_hand)
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src.r_hand = null
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else if (W == src.l_hand)
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src.l_hand = null
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if (W == wear_suit)
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wear_suit = null
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else if (W == head)
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head = null
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else if (W == r_store)
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r_store = null
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else if (W == l_store)
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l_store = null
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else if (W == r_hand)
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r_hand = null
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else if (W == l_hand)
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l_hand = null
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/mob/living/carbon/alien/humanoid/db_click(text, t1)
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var/obj/item/W = src.equipped()
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@@ -567,7 +542,7 @@
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return
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/mob/living/carbon/alien/humanoid/attack_paw(mob/living/carbon/monkey/M as mob)
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if(!(istype(M, /mob/living/carbon/monkey))) return//Fix for aliens receiving double messages when attacking other aliens.
|
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if(!ismonkey(M)) return//Fix for aliens receiving double messages when attacking other aliens.
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if (!ticker)
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M << "You cannot attack people before the game has started."
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@@ -660,10 +635,10 @@
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if ("hurt")
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var/damage = rand(1, 9)
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if (prob(90))
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if (M.mutations & 8)
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damage += 5
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if (M.mutations & 8)//HULK SMASH
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damage += 14
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spawn(0)
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src.paralysis += 1
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src.paralysis += 5
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step_away(src,M,15)
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sleep(3)
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step_away(src,M,15)
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@@ -671,9 +646,9 @@
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for(var/mob/O in viewers(src, null))
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if ((O.client && !( O.blinded )))
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O.show_message(text("\red <B>[] has punched []!</B>", M, src), 1)
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if (damage > 4.9)
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if (damage > 8)//Regular humans have a very small chance of weakening an alien.
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if (src.weakened < 10)
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src.weakened = rand(10, 15)
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src.weakened = rand(1,5)
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for(var/mob/O in viewers(M, null))
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if ((O.client && !( O.blinded )))
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O.show_message(text("\red <B>[] has weakened []!</B>", M, src), 1, "\red You hear someone fall.", 2)
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@@ -688,14 +663,14 @@
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if ("disarm")
|
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if (!src.lying)
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var/randn = rand(1, 100)
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if (randn <= 25)
|
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if (randn <= 5)//Very small chance to push an alien down.
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src.weakened = 2
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||||
playsound(src.loc, 'thudswoosh.ogg', 50, 1, -1)
|
||||
for(var/mob/O in viewers(src, null))
|
||||
if ((O.client && !( O.blinded )))
|
||||
O.show_message(text("\red <B>[] has pushed down []!</B>", M, src), 1)
|
||||
else
|
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if (randn <= 60)
|
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if (randn <= 50)
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src.drop_item()
|
||||
playsound(src.loc, 'thudswoosh.ogg', 50, 1, -1)
|
||||
for(var/mob/O in viewers(src, null))
|
||||
|
||||
@@ -60,7 +60,6 @@
|
||||
|
||||
//This is okay I guess unless we add alien shields or something. Should be cleaned up a bit.
|
||||
/mob/living/carbon/alien/larva/bullet_act(flag, A as obj)
|
||||
|
||||
if (locate(/obj/item/weapon/grab, src))
|
||||
var/mob/safe = null
|
||||
if (istype(src.l_hand, /obj/item/weapon/grab))
|
||||
@@ -73,52 +72,53 @@
|
||||
safe = G.affecting
|
||||
if (safe)
|
||||
return safe.bullet_act(flag, A)
|
||||
if (flag == PROJECTILE_BULLET)
|
||||
var/d = 51
|
||||
switch(flag)
|
||||
if(PROJECTILE_BULLET)
|
||||
var/d = 51
|
||||
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += d
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += d
|
||||
|
||||
src.updatehealth()
|
||||
if (prob(50))
|
||||
if(src.weakened <= 5) src.weakened = 5
|
||||
return
|
||||
if(PROJECTILE_TASER)
|
||||
if (prob(75) && src.stunned <= 10)
|
||||
src.stunned = 10
|
||||
else
|
||||
src.weakened = 10
|
||||
if (src.stuttering < 10)
|
||||
src.stuttering = 10
|
||||
if(PROJECTILE_DART)
|
||||
return
|
||||
if(PROJECTILE_LASER)
|
||||
var/d = 20
|
||||
|
||||
// if (!src.eye_blurry) src.eye_blurry = 4 //This stuff makes no sense but lasers need a buff./ It really doesn't make any sense. /N
|
||||
if (prob(25)) src.stunned++
|
||||
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += d
|
||||
|
||||
src.updatehealth()
|
||||
if (prob(25))
|
||||
src.stunned = 1
|
||||
if(PROJECTILE_PULSE)
|
||||
var/d = 40
|
||||
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += d
|
||||
|
||||
src.updatehealth()
|
||||
if (prob(50))
|
||||
src.stunned = min(src.stunned, 5)
|
||||
if(PROJECTILE_BOLT)
|
||||
src.toxloss += 3
|
||||
src.radiation += 100
|
||||
src.updatehealth()
|
||||
if (prob(50))
|
||||
if(src.weakened <= 5) src.weakened = 5
|
||||
return
|
||||
else if (flag == PROJECTILE_TASER)
|
||||
if (prob(75) && src.stunned <= 10)
|
||||
src.stunned = 10
|
||||
else
|
||||
src.weakened = 10
|
||||
if (src.stuttering < 10)
|
||||
src.stuttering = 10
|
||||
else if (flag == PROJECTILE_DART)
|
||||
return
|
||||
else if(flag == PROJECTILE_LASER)
|
||||
var/d = 20
|
||||
|
||||
// if (!src.eye_blurry) src.eye_blurry = 4 //This stuff makes no sense but lasers need a buff./ It really doesn't make any sense. /N
|
||||
if (prob(25)) src.stunned++
|
||||
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += d
|
||||
|
||||
src.updatehealth()
|
||||
if (prob(25))
|
||||
src.stunned = 1
|
||||
else if(flag == PROJECTILE_PULSE)
|
||||
var/d = 40
|
||||
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += d
|
||||
|
||||
src.updatehealth()
|
||||
if (prob(50))
|
||||
src.stunned = min(src.stunned, 5)
|
||||
else if(flag == PROJECTILE_BOLT)
|
||||
src.toxloss += 3
|
||||
src.radiation += 100
|
||||
src.updatehealth()
|
||||
src.stuttering += 5
|
||||
src.drowsyness += 5
|
||||
src.stuttering += 5
|
||||
src.drowsyness += 5
|
||||
return
|
||||
|
||||
/mob/living/carbon/alien/larva/emp_act(severity)
|
||||
|
||||
@@ -218,184 +218,32 @@
|
||||
|
||||
var/armored = src.isarmored(affecting)
|
||||
|
||||
if (flag == PROJECTILE_BULLET)
|
||||
var/d = 51
|
||||
if (armored)
|
||||
if (prob(70))
|
||||
show_message("\red Your armor absorbs the hit!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(40))
|
||||
show_message("\red Your armor only softens the hit!", 4)
|
||||
if (prob(20))
|
||||
d = d / 2
|
||||
d = d / 4
|
||||
/*
|
||||
else
|
||||
if (istype(src.wear_suit, /obj/item/clothing/suit/swat_suit))
|
||||
if (prob(90))
|
||||
show_message("\red Your armor absorbs the blow!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(90))
|
||||
show_message("\red Your armor only softens the blow!", 4)
|
||||
if (prob(60))
|
||||
d = d / 2
|
||||
d = d / 5*/
|
||||
if (istype(src.r_hand, /obj/item/weapon/shield/riot))
|
||||
if (prob(90))
|
||||
show_message("\red Your shield absorbs the blow!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(40))
|
||||
show_message("\red Your shield only softens the blow!", 4)
|
||||
if (prob(60))
|
||||
d = d / 2
|
||||
d = d / 5
|
||||
else
|
||||
if (istype(src.l_hand, /obj/item/weapon/shield/riot))
|
||||
if (prob(90))
|
||||
show_message("\red Your shield absorbs the blow!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(40))
|
||||
show_message("\red Your shield only softens the blow!", 4)
|
||||
if (prob(60))
|
||||
d = d / 2
|
||||
d = d / 5
|
||||
if (src.stat != 2)
|
||||
affecting.take_damage(d, 0)
|
||||
src.UpdateDamageIcon()
|
||||
src.updatehealth()
|
||||
if (prob(50))
|
||||
if(src.weakened <= 5) src.weakened = 5
|
||||
return
|
||||
else if (flag == PROJECTILE_TASER)
|
||||
if (armored)
|
||||
if (prob(5))
|
||||
show_message("\red Your armor absorbs the hit!", 4)
|
||||
return
|
||||
/*else
|
||||
if (istype(src.wear_suit, /obj/item/clothing/suit/swat_suit))
|
||||
switch(flag)
|
||||
if(PROJECTILE_BULLET)
|
||||
var/d = 51
|
||||
if (armored)
|
||||
if (prob(70))
|
||||
show_message("\red Your armor absorbs the hit!", 4)
|
||||
return*/
|
||||
if (prob(75) && src.stunned <= 10)
|
||||
src.stunned = 10
|
||||
else
|
||||
src.weakened = 10
|
||||
if (src.stuttering < 10)
|
||||
src.stuttering = 10
|
||||
else if (flag == PROJECTILE_DART)
|
||||
if (istype(src.l_hand, /obj/item/weapon/shield/riot)||istype(src.r_hand, /obj/item/weapon/shield/riot))
|
||||
if (prob(50))
|
||||
show_message("\red Your shield absorbs the hit!", 4)
|
||||
else
|
||||
src.weakened += 5
|
||||
src.toxloss += 10
|
||||
else if(flag == PROJECTILE_LASER)
|
||||
var/d = 20
|
||||
if (armored)
|
||||
if (prob(40))
|
||||
show_message("\red Your armor absorbs the hit!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(40))
|
||||
show_message("\red Your armor only softens the hit!", 4)
|
||||
if (prob(20))
|
||||
d = d / 2
|
||||
d = d / 2
|
||||
/*else
|
||||
if (istype(src.wear_suit, /obj/item/clothing/suit/swat_suit))
|
||||
if (prob(70))
|
||||
show_message("\red Your armor absorbs the blow!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(40))
|
||||
show_message("\red Your armor only softens the hit!", 4)
|
||||
if (prob(20))
|
||||
d = d / 2
|
||||
d = d / 4
|
||||
/*
|
||||
else
|
||||
if (istype(src.wear_suit, /obj/item/clothing/suit/swat_suit))
|
||||
if (prob(90))
|
||||
show_message("\red Your armor only softens the blow!", 4)
|
||||
if (prob(60))
|
||||
d = d / 2
|
||||
d = d / 2*/
|
||||
|
||||
if (!src.eye_blurry) src.eye_blurry = 4 //This stuff makes no sense but lasers need a buff.
|
||||
if (prob(25)) src.stunned++
|
||||
|
||||
if (src.stat != 2)
|
||||
affecting.take_damage(0, d)
|
||||
src.UpdateDamageIcon()
|
||||
src.updatehealth()
|
||||
if (prob(25))
|
||||
src.stunned = 1
|
||||
else if(flag == PROJECTILE_PULSE)
|
||||
var/d = 40
|
||||
if (istype(src.wear_suit, /obj/item/clothing/suit/armor))
|
||||
if (prob(20))
|
||||
show_message("\red Your armor absorbs the hit!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(20))
|
||||
show_message("\red Your armor only softens the hit!", 4)
|
||||
if (prob(20))
|
||||
d = d / 2
|
||||
d = d / 2
|
||||
/*else
|
||||
if (istype(src.wear_suit, /obj/item/clothing/suit/swat_suit))
|
||||
if (prob(50))
|
||||
show_message("\red Your armor absorbs the blow!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(50))
|
||||
show_message("\red Your armor only softens the blow!", 4)
|
||||
if (prob(50))
|
||||
d = d / 2
|
||||
d = d / 2*/
|
||||
if (src.stat != 2)
|
||||
affecting.take_damage(0, d)
|
||||
src.UpdateDamageIcon()
|
||||
src.updatehealth()
|
||||
if (prob(50))
|
||||
src.stunned = min(src.stunned, 5)
|
||||
else if(flag == PROJECTILE_BOLT)
|
||||
src.toxloss += 3
|
||||
src.radiation += 100
|
||||
src.updatehealth()
|
||||
src.stuttering += 5
|
||||
src.drowsyness += 5
|
||||
else if(flag == PROJECTILE_WEAKBULLET)
|
||||
var/d = 14
|
||||
if (armored)
|
||||
if (prob(70))
|
||||
show_message("\red Your armor absorbs the hit!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(40))
|
||||
show_message("\red Your armor only softens the hit!", 4)
|
||||
if (prob(20))
|
||||
d = d / 2
|
||||
d = d / 4
|
||||
/*else
|
||||
if (istype(src.wear_suit, /obj/item/clothing/suit/swat_suit))
|
||||
if (prob(90))
|
||||
show_message("\red Your armor absorbs the blow!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(90))
|
||||
show_message("\red Your armor only softens the blow!", 4)
|
||||
if (prob(60))
|
||||
d = d / 2
|
||||
d = d / 5*/
|
||||
if (istype(src.r_hand, /obj/item/weapon/shield/riot))
|
||||
if (prob(90))
|
||||
show_message("\red Your shield absorbs the blow!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(40))
|
||||
show_message("\red Your shield only softens the blow!", 4)
|
||||
if (prob(60))
|
||||
d = d / 2
|
||||
d = d / 5
|
||||
else
|
||||
if (istype(src.l_hand, /obj/item/weapon/shield/riot))
|
||||
show_message("\red Your armor absorbs the blow!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(90))
|
||||
show_message("\red Your armor only softens the blow!", 4)
|
||||
if (prob(60))
|
||||
d = d / 2
|
||||
d = d / 5*/
|
||||
if (istype(src.r_hand, /obj/item/weapon/shield/riot))
|
||||
if (prob(90))
|
||||
show_message("\red Your shield absorbs the blow!", 4)
|
||||
return
|
||||
@@ -405,12 +253,165 @@
|
||||
if (prob(60))
|
||||
d = d / 2
|
||||
d = d / 5
|
||||
if (src.stat != 2)
|
||||
affecting.take_damage(d, 0)
|
||||
src.UpdateDamageIcon()
|
||||
else
|
||||
if (istype(src.l_hand, /obj/item/weapon/shield/riot))
|
||||
if (prob(90))
|
||||
show_message("\red Your shield absorbs the blow!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(40))
|
||||
show_message("\red Your shield only softens the blow!", 4)
|
||||
if (prob(60))
|
||||
d = d / 2
|
||||
d = d / 5
|
||||
if (src.stat != 2)
|
||||
affecting.take_damage(d, 0)
|
||||
src.UpdateDamageIcon()
|
||||
src.updatehealth()
|
||||
if (prob(50))
|
||||
if(src.weakened <= 5) src.weakened = 5
|
||||
return
|
||||
if(PROJECTILE_TASER)
|
||||
if (armored)
|
||||
if (prob(5))
|
||||
show_message("\red Your armor absorbs the hit!", 4)
|
||||
return
|
||||
/*else
|
||||
if (istype(src.wear_suit, /obj/item/clothing/suit/swat_suit))
|
||||
if (prob(70))
|
||||
show_message("\red Your armor absorbs the hit!", 4)
|
||||
return*/
|
||||
if (prob(75) && src.stunned <= 10)
|
||||
src.stunned = 10
|
||||
else
|
||||
src.weakened = 10
|
||||
if (src.stuttering < 10)
|
||||
src.stuttering = 10
|
||||
if(PROJECTILE_DART)
|
||||
if (istype(src.l_hand, /obj/item/weapon/shield/riot)||istype(src.r_hand, /obj/item/weapon/shield/riot))
|
||||
if (prob(50))
|
||||
show_message("\red Your shield absorbs the hit!", 4)
|
||||
else
|
||||
src.weakened += 5
|
||||
src.toxloss += 10
|
||||
if(PROJECTILE_LASER)
|
||||
var/d = 20
|
||||
if (armored)
|
||||
if (prob(40))
|
||||
show_message("\red Your armor absorbs the hit!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(40))
|
||||
show_message("\red Your armor only softens the hit!", 4)
|
||||
if (prob(20))
|
||||
d = d / 2
|
||||
d = d / 2
|
||||
/*else
|
||||
if (istype(src.wear_suit, /obj/item/clothing/suit/swat_suit))
|
||||
if (prob(70))
|
||||
show_message("\red Your armor absorbs the blow!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(90))
|
||||
show_message("\red Your armor only softens the blow!", 4)
|
||||
if (prob(60))
|
||||
d = d / 2
|
||||
d = d / 2*/
|
||||
|
||||
if (!src.eye_blurry) src.eye_blurry = 4 //This stuff makes no sense but lasers need a buff.
|
||||
if (prob(25)) src.stunned++
|
||||
|
||||
if (src.stat != 2)
|
||||
affecting.take_damage(0, d)
|
||||
src.UpdateDamageIcon()
|
||||
src.updatehealth()
|
||||
if (prob(25))
|
||||
src.stunned = 1
|
||||
if(PROJECTILE_PULSE)
|
||||
var/d = 40
|
||||
if (istype(src.wear_suit, /obj/item/clothing/suit/armor))
|
||||
if (prob(20))
|
||||
show_message("\red Your armor absorbs the hit!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(20))
|
||||
show_message("\red Your armor only softens the hit!", 4)
|
||||
if (prob(20))
|
||||
d = d / 2
|
||||
d = d / 2
|
||||
/*else
|
||||
if (istype(src.wear_suit, /obj/item/clothing/suit/swat_suit))
|
||||
if (prob(50))
|
||||
show_message("\red Your armor absorbs the blow!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(50))
|
||||
show_message("\red Your armor only softens the blow!", 4)
|
||||
if (prob(50))
|
||||
d = d / 2
|
||||
d = d / 2*/
|
||||
if (src.stat != 2)
|
||||
affecting.take_damage(0, d)
|
||||
src.UpdateDamageIcon()
|
||||
src.updatehealth()
|
||||
if (prob(50))
|
||||
src.stunned = min(src.stunned, 5)
|
||||
if(PROJECTILE_BOLT)
|
||||
src.toxloss += 3
|
||||
src.radiation += 100
|
||||
src.updatehealth()
|
||||
if(src.weakened <= 5) src.weakened = 5
|
||||
return
|
||||
src.stuttering += 5
|
||||
src.drowsyness += 5
|
||||
if(PROJECTILE_WEAKBULLET)
|
||||
var/d = 14
|
||||
if (armored)
|
||||
if (prob(70))
|
||||
show_message("\red Your armor absorbs the hit!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(40))
|
||||
show_message("\red Your armor only softens the hit!", 4)
|
||||
if (prob(20))
|
||||
d = d / 2
|
||||
d = d / 4
|
||||
/*else
|
||||
if (istype(src.wear_suit, /obj/item/clothing/suit/swat_suit))
|
||||
if (prob(90))
|
||||
show_message("\red Your armor absorbs the blow!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(90))
|
||||
show_message("\red Your armor only softens the blow!", 4)
|
||||
if (prob(60))
|
||||
d = d / 2
|
||||
d = d / 5*/
|
||||
if (istype(src.r_hand, /obj/item/weapon/shield/riot))
|
||||
if (prob(90))
|
||||
show_message("\red Your shield absorbs the blow!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(40))
|
||||
show_message("\red Your shield only softens the blow!", 4)
|
||||
if (prob(60))
|
||||
d = d / 2
|
||||
d = d / 5
|
||||
else
|
||||
if (istype(src.l_hand, /obj/item/weapon/shield/riot))
|
||||
if (prob(90))
|
||||
show_message("\red Your shield absorbs the blow!", 4)
|
||||
return
|
||||
else
|
||||
if (prob(40))
|
||||
show_message("\red Your shield only softens the blow!", 4)
|
||||
if (prob(60))
|
||||
d = d / 2
|
||||
d = d / 5
|
||||
if (src.stat != 2)
|
||||
affecting.take_damage(d, 0)
|
||||
src.UpdateDamageIcon()
|
||||
src.updatehealth()
|
||||
if(src.weakened <= 5) src.weakened = 5
|
||||
return
|
||||
return
|
||||
|
||||
/mob/living/carbon/human/emp_act(severity)
|
||||
|
||||
@@ -8,67 +8,68 @@
|
||||
|
||||
|
||||
/mob/living/bullet_act(flag)
|
||||
if (flag == PROJECTILE_BULLET)
|
||||
if (istype(src, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = src
|
||||
var/dam_zone = pick("chest", "chest", "chest", "groin", "head")
|
||||
if (H.organs[text("[]", dam_zone)])
|
||||
var/datum/organ/external/affecting = H.organs[text("[]", dam_zone)]
|
||||
if (affecting.take_damage(51, 0))
|
||||
H.UpdateDamageIcon()
|
||||
else
|
||||
H.UpdateDamage()
|
||||
else
|
||||
src.take_organ_damage(51)
|
||||
src.updatehealth()
|
||||
if (prob(80) && src.weakened <= 2)
|
||||
src.weakened = 2
|
||||
else if (flag == PROJECTILE_TASER)
|
||||
if (prob(75) && src.stunned <= 10)
|
||||
src.stunned = 10
|
||||
else
|
||||
src.weakened = 10
|
||||
else if (flag == PROJECTILE_DART)
|
||||
src.weakened += 5
|
||||
src.toxloss += 10
|
||||
else if(flag == PROJECTILE_LASER)
|
||||
if (istype(src, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = src
|
||||
var/dam_zone = pick("chest", "chest", "chest", "groin", "head")
|
||||
if (H.organs[text("[]", dam_zone)])
|
||||
var/datum/organ/external/affecting = H.organs[text("[]", dam_zone)]
|
||||
if (affecting.take_damage(20, 0))
|
||||
H.UpdateDamageIcon()
|
||||
else
|
||||
H.UpdateDamage()
|
||||
src.updatehealth()
|
||||
else
|
||||
src.take_organ_damage(20)
|
||||
if (prob(25) && src.stunned <= 2)
|
||||
src.stunned = 2
|
||||
else if(flag == PROJECTILE_PULSE)
|
||||
if (istype(src, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = src
|
||||
var/dam_zone = pick("chest", "chest", "chest", "groin", "head")
|
||||
if (H.organs[text("[]", dam_zone)])
|
||||
var/datum/organ/external/affecting = H.organs[text("[]", dam_zone)]
|
||||
if (affecting.take_damage(40, 0))
|
||||
H.UpdateDamageIcon()
|
||||
else
|
||||
H.UpdateDamage()
|
||||
src.updatehealth()
|
||||
else
|
||||
src.take_organ_damage(40)
|
||||
if (prob(50))
|
||||
src.stunned = min(src.stunned, 5)
|
||||
else if(flag == PROJECTILE_BOLT)
|
||||
src.toxloss += 3
|
||||
src.radiation += 100
|
||||
src.updatehealth()
|
||||
src.stuttering += 5
|
||||
src.drowsyness += 5
|
||||
if (prob(10))
|
||||
src.weakened = min(src.weakened, 2)
|
||||
switch(flag)
|
||||
if(PROJECTILE_BULLET)
|
||||
if (istype(src, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = src
|
||||
var/dam_zone = pick("chest", "chest", "chest", "groin", "head")
|
||||
if (H.organs[text("[]", dam_zone)])
|
||||
var/datum/organ/external/affecting = H.organs[text("[]", dam_zone)]
|
||||
if (affecting.take_damage(51, 0))
|
||||
H.UpdateDamageIcon()
|
||||
else
|
||||
H.UpdateDamage()
|
||||
else
|
||||
src.take_organ_damage(51)
|
||||
src.updatehealth()
|
||||
if (prob(80) && src.weakened <= 2)
|
||||
src.weakened = 2
|
||||
if(PROJECTILE_TASER)
|
||||
if (prob(75) && src.stunned <= 10)
|
||||
src.stunned = 10
|
||||
else
|
||||
src.weakened = 10
|
||||
if(PROJECTILE_DART)
|
||||
src.weakened += 5
|
||||
src.toxloss += 10
|
||||
if(PROJECTILE_LASER)
|
||||
if (istype(src, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = src
|
||||
var/dam_zone = pick("chest", "chest", "chest", "groin", "head")
|
||||
if (H.organs[text("[]", dam_zone)])
|
||||
var/datum/organ/external/affecting = H.organs[text("[]", dam_zone)]
|
||||
if (affecting.take_damage(20, 0))
|
||||
H.UpdateDamageIcon()
|
||||
else
|
||||
H.UpdateDamage()
|
||||
src.updatehealth()
|
||||
else
|
||||
src.take_organ_damage(20)
|
||||
if (prob(25) && src.stunned <= 2)
|
||||
src.stunned = 2
|
||||
if(PROJECTILE_PULSE)
|
||||
if (istype(src, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = src
|
||||
var/dam_zone = pick("chest", "chest", "chest", "groin", "head")
|
||||
if (H.organs[text("[]", dam_zone)])
|
||||
var/datum/organ/external/affecting = H.organs[text("[]", dam_zone)]
|
||||
if (affecting.take_damage(40, 0))
|
||||
H.UpdateDamageIcon()
|
||||
else
|
||||
H.UpdateDamage()
|
||||
src.updatehealth()
|
||||
else
|
||||
src.take_organ_damage(40)
|
||||
if (prob(50))
|
||||
src.stunned = min(src.stunned, 5)
|
||||
if(PROJECTILE_BOLT)
|
||||
src.toxloss += 3
|
||||
src.radiation += 100
|
||||
src.updatehealth()
|
||||
src.stuttering += 5
|
||||
src.drowsyness += 5
|
||||
if (prob(10))
|
||||
src.weakened = min(src.weakened, 2)
|
||||
return
|
||||
|
||||
|
||||
|
||||
@@ -236,65 +236,67 @@
|
||||
return
|
||||
|
||||
/mob/living/silicon/robot/bullet_act(flag)
|
||||
if (flag == PROJECTILE_BULLET)
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += 60
|
||||
src.updatehealth()
|
||||
return
|
||||
/*
|
||||
else if (flag == PROJECTILE_MEDBULLET)
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += 30
|
||||
src.updatehealth()
|
||||
*/
|
||||
else if (flag == PROJECTILE_WEAKBULLET)
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += 15
|
||||
src.updatehealth()
|
||||
return
|
||||
/*
|
||||
else if (flag == PROJECTILE_MPBULLET)
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += 20
|
||||
src.updatehealth()
|
||||
switch(flag)
|
||||
if(PROJECTILE_BULLET)
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += 60
|
||||
src.updatehealth()
|
||||
return
|
||||
/*
|
||||
if(PROJECTILE_MEDBULLET)
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += 30
|
||||
src.updatehealth()
|
||||
*/
|
||||
if(PROJECTILE_WEAKBULLET)
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += 15
|
||||
src.updatehealth()
|
||||
return
|
||||
/*
|
||||
if(PROJECTILE_MPBULLET)
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += 20
|
||||
src.updatehealth()
|
||||
|
||||
else if (flag == PROJECTILE_SLUG)
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += 40
|
||||
src.updatehealth()
|
||||
if(PROJECTILE_SLUG)
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += 40
|
||||
src.updatehealth()
|
||||
|
||||
else if (flag == PROJECTILE_BAG)
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += 2
|
||||
src.updatehealth()
|
||||
*/
|
||||
if(PROJECTILE_BAG)
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += 2
|
||||
src.updatehealth()
|
||||
*/
|
||||
|
||||
else if (flag == PROJECTILE_TASER)
|
||||
if (src.stat != 2)
|
||||
src.fireloss += rand(0,10)
|
||||
src.stunned += rand(0,3)
|
||||
return
|
||||
else if (flag == PROJECTILE_DART)
|
||||
if (src.stat != 2)
|
||||
src.stunned += 5
|
||||
src.fireloss += 10
|
||||
src.updatehealth()
|
||||
return
|
||||
/*
|
||||
else if (flag == PROJECTILE_WAVE)
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += 25
|
||||
src.updatehealth()
|
||||
return
|
||||
*/
|
||||
else if(flag == PROJECTILE_LASER)
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += 20
|
||||
src.updatehealth()
|
||||
else if(flag == PROJECTILE_PULSE)
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += 40
|
||||
src.updatehealth()
|
||||
if(PROJECTILE_TASER)
|
||||
if (src.stat != 2)
|
||||
src.fireloss += rand(0,10)
|
||||
src.stunned += rand(0,3)
|
||||
return
|
||||
if(PROJECTILE_DART)
|
||||
if (src.stat != 2)
|
||||
src.stunned += 5
|
||||
src.fireloss += 10
|
||||
src.updatehealth()
|
||||
return
|
||||
/*
|
||||
if(PROJECTILE_WAVE)
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += 25
|
||||
src.updatehealth()
|
||||
return
|
||||
*/
|
||||
if(PROJECTILE_LASER)
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += 20
|
||||
src.updatehealth()
|
||||
if(PROJECTILE_PULSE)
|
||||
if (src.stat != 2)
|
||||
src.bruteloss += 40
|
||||
src.updatehealth()
|
||||
spark_system.start()
|
||||
return
|
||||
|
||||
|
||||
@@ -495,6 +497,7 @@
|
||||
else
|
||||
user << "You fail to [ locked ? "unlock" : "lock"] [src]'s interface."
|
||||
else
|
||||
spark_system.start()
|
||||
return ..()
|
||||
|
||||
/mob/living/silicon/robot/attack_alien(mob/living/carbon/alien/humanoid/M as mob)
|
||||
|
||||
Reference in New Issue
Block a user