Removed nanoaugs, they were unbalanced and never used outside of badmins shitting things up.

They also added extra checks to

-Everytime a mob attacked (checking for super strength and electric hands)
-Every time a mob was attacked (checking for dermal armour)
-Every time a human was shot (checking for reflex)
-Every time a human breathed (checking for rebreather)
-Every tick of human life (checking for regen)
-Every hud update (checking for radar)

Not to mention just cluttered mob code in general. I know there won't be any noticeable performance increase from this but seeing as they were never going to be finished (I asked Doohl beforehand) and mob code is messy enough as is, I think only good can come of removing the code.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5587 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
Kortgstation@gmail.com
2013-01-20 10:45:20 +00:00
parent e2391d2eb8
commit b0077b3498
27 changed files with 224 additions and 477 deletions

View File

@@ -74,18 +74,12 @@
loc = A.loc
return 0// nope.avi
// check for dodge (i can't place in bullet_act because then things get wonky)
if(!M.stat && !M.lying && (REFLEXES in M.augmentations) && prob(85))
var/message = pick("[M] skillfully dodges the [name]!", "[M] ducks, dodging the [name]!", "[M] effortlessly jumps out of the way of the [name]!", "[M] dodges the [name] in one graceful movement!", "[M] leans back, dodging the [name] narrowly!", "[M] sidesteps, avoiding the [name] narrowly.", "[M] barely weaves out of the way of the [name].")
M.visible_message("\red <B>[message]</B>")
forcedodge = 1
var/distance = get_dist(original,loc)
def_zone = ran_zone(def_zone, 100-(5*distance)) //Lower accurancy/longer range tradeoff.
if(silenced)
M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
else
var/distance = get_dist(original,loc)
def_zone = ran_zone(def_zone, 100-(5*distance)) //Lower accurancy/longer range tradeoff.
if(silenced)
M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
else
visible_message("\red [A.name] is hit by the [src.name] in the [parse_zone(def_zone)]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
visible_message("\red [A.name] is hit by the [src.name] in the [parse_zone(def_zone)]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
if(istype(firer, /mob))
M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"