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https://github.com/CHOMPStation2/CHOMPStation2.git
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Fix of breacher chasis to keep anyone but Ughanti from wearing it.
Fix of gun suicide - lethal is lethal, nonlethal just hurts like a mother. Despamming electrode resistance.
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@@ -1,6 +1,20 @@
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/obj/item/clothing/head/helmet/space/unathi
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/obj/item/clothing/head/helmet/space/unathi
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var/up = 0 //So Unathi helmets play nicely with the weldervision check.
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var/up = 0 //So Unathi helmets play nicely with the weldervision check.
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mob_can_equip(M as mob, slot)
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var/mob/living/carbon/human/U = M
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if(U.dna.mutantrace != "lizard")
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U << "<span class='warning'>This clearly isn't designed for your species!</span>"
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return 0
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return ..()
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/obj/item/clothing/suit/space/unathi/mob_can_equip(M as mob, slot)
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var/mob/living/carbon/human/U = M
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if(U.dna.mutantrace != "lizard")
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U << "<span class='warning'>This clearly isn't designed for your species!</span>"
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return 0
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return ..()
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/obj/item/clothing/head/helmet/space/unathi/helmet_cheap
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/obj/item/clothing/head/helmet/space/unathi/helmet_cheap
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name = "NT breacher helmet"
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name = "NT breacher helmet"
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@@ -22,7 +22,6 @@ emp_act
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var/obj/item/clothing/C = bp // Then call an argument C to be that clothing!
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var/obj/item/clothing/C = bp // Then call an argument C to be that clothing!
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if(C.body_parts_covered & select_area.body_part) // Is that body part being targeted covered?
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if(C.body_parts_covered & select_area.body_part) // Is that body part being targeted covered?
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P.agony=P.agony*C.siemens_coefficient
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P.agony=P.agony*C.siemens_coefficient
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visible_message("\red [src]'s [C.name] absorbs some of the shock from the [P.name]!</B></red>")
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apply_effect(P.agony,AGONY,0)
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apply_effect(P.agony,AGONY,0)
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del P
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del P
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/* Commenting out new-old taser nerf.
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/* Commenting out new-old taser nerf.
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@@ -167,16 +167,18 @@
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mouthshoot = 0
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mouthshoot = 0
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return
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return
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if (load_into_chamber())
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if (load_into_chamber())
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user.visible_message("<span class = 'warning'>[user] pulls the trigger. Ow.</span>")
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user.visible_message("<span class = 'warning'>[user] pulls the trigger.</span>")
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if(silenced)
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if(silenced)
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playsound(user, fire_sound, 10, 1)
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playsound(user, fire_sound, 10, 1)
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else
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else
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playsound(user, fire_sound, 50, 1)
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playsound(user, fire_sound, 50, 1)
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in_chamber.on_hit(M)
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in_chamber.on_hit(M)
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if (!in_chamber.nodamage)
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if (!in_chamber.nodamage)
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user.apply_damage(in_chamber.damage*100, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]")
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user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]")
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user.death()
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else
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else
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user << "<span class = 'notice'>You feel dumb for trying this...</span>"
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user << "<span class = 'notice'>Ow...</span>"
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user.apply_effect(110,AGONY,0)
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del(in_chamber)
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del(in_chamber)
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mouthshoot = 0
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mouthshoot = 0
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return
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return
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