mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
@@ -24,15 +24,13 @@
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/obj/item/proc/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
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if (!istype(M)) // not sure if this is the right thing...
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return
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return 0
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var/messagesource = M
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if (can_operate(M)) //Checks if mob is lying down on table for surgery
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if (do_surgery(M,user,src))
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return
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return 0
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if (istype(M,/mob/living/carbon/brain))
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messagesource = M:container
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if (hitsound)
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playsound(loc, hitsound, 50, 1, -1)
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/////////////////////////
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user.lastattacked = M
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M.lastattacker = user
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@@ -140,8 +138,13 @@
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if(istype(M, /mob/living/carbon/human))
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return M:attacked_by(src, user, def_zone)
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var/hit = M:attacked_by(src, user, def_zone)
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if (hit && hitsound)
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playsound(loc, hitsound, 50, 1, -1)
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return hit
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else
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if (hitsound)
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playsound(loc, hitsound, 50, 1, -1)
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switch(damtype)
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if("brute")
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if(istype(src, /mob/living/carbon/slime))
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@@ -14,83 +14,59 @@
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origin_tech = "materials=1"
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var/dispenser = 0
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var/breakouttime = 1200 //Deciseconds = 120s = 2 minutes
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var/cuff_sound = 'sound/weapons/handcuffs.ogg'
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/obj/item/weapon/handcuffs/attack(mob/living/carbon/C as mob, mob/user as mob)
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if(istype(src, /obj/item/weapon/handcuffs/cyborg) && isrobot(user))
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if(!C.handcuffed)
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var/turf/p_loc = user.loc
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var/turf/p_loc_m = C.loc
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playsound(src.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -2)
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for(var/mob/O in viewers(user, null))
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O.show_message("\red <B>[user] is trying to put handcuffs on [C]!</B>", 1)
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spawn(30)
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if(!C) return
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if(p_loc == user.loc && p_loc_m == C.loc)
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C.handcuffed = new /obj/item/weapon/handcuffs(C)
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C.update_inv_handcuffed()
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else
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if ((CLUMSY in usr.mutations) && prob(50))
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usr << "\red Uh ... how do those things work?!"
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if (istype(C, /mob/living/carbon/human))
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if(!C.handcuffed)
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var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human( )
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O.source = user
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O.target = user
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O.item = user.get_active_hand()
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O.s_loc = user.loc
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O.t_loc = user.loc
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O.place = "handcuff"
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C.requests += O
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spawn( 0 )
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O.process()
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if (!istype(user, /mob/living/carbon/human))
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user << "\red You don't have the dexterity to do this!"
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return
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if ((CLUMSY in usr.mutations) && prob(50))
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user << "\red Uh ... how do those things work?!"
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place_handcuffs(user, user)
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return
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if(!C.handcuffed)
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//check for an aggressive grab
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for (var/obj/item/weapon/grab/G in C.grabbed_by)
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if (G.loc == user && G.state == GRAB_AGGRESSIVE)
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place_handcuffs(C, user)
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return
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return
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if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
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usr << "\red You don't have the dexterity to do this!"
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return
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if (istype(C, /mob/living/carbon/human))
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if(!C.handcuffed)
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user << "\red You need to have a firm grip on [C] before you can put \the [src] on!"
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C.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been handcuffed (attempt) by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to handcuff [C.name] ([C.ckey])</font>")
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msg_admin_attack("[key_name(user)] attempted to handcuff [key_name(C)]")
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/obj/item/weapon/handcuffs/proc/place_handcuffs(var/mob/living/carbon/target, var/mob/user)
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playsound(src.loc, cuff_sound, 30, 1, -2)
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var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human( )
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O.source = user
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O.target = C
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O.item = user.get_active_hand()
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O.s_loc = user.loc
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O.t_loc = C.loc
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O.place = "handcuff"
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C.requests += O
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spawn( 0 )
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if(istype(src, /obj/item/weapon/handcuffs/cable))
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feedback_add_details("handcuffs","C")
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playsound(src.loc, 'sound/weapons/cablecuff.ogg', 30, 1, -2)
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else
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feedback_add_details("handcuffs","H")
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playsound(src.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -2)
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O.process()
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return
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else
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if(!C.handcuffed)
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var/obj/effect/equip_e/monkey/O = new /obj/effect/equip_e/monkey( )
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O.source = user
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O.target = C
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O.item = user.get_active_hand()
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O.s_loc = user.loc
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O.t_loc = C.loc
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O.place = "handcuff"
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C.requests += O
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spawn( 0 )
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if(istype(src, /obj/item/weapon/handcuffs/cable))
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playsound(src.loc, 'sound/weapons/cablecuff.ogg', 30, 1, -2)
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else
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playsound(src.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -2)
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O.process()
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return
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return
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if (ishuman(target))
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var/mob/living/carbon/human/H = target
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H.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been handcuffed (attempt) by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to handcuff [H.name] ([H.ckey])</font>")
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msg_admin_attack("[key_name(user)] attempted to handcuff [key_name(H)]")
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var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human( )
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O.source = user
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O.target = H
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O.item = user.get_active_hand()
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O.s_loc = user.loc
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O.t_loc = H.loc
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O.place = "handcuff"
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H.requests += O
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spawn( 0 )
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feedback_add_details("handcuffs","H")
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O.process()
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return
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if (ismonkey(target))
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var/mob/living/carbon/monkey/M = target
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var/obj/effect/equip_e/monkey/O = new /obj/effect/equip_e/monkey( )
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O.source = user
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O.target = M
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O.item = user.get_active_hand()
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O.s_loc = user.loc
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O.t_loc = M.loc
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O.place = "handcuff"
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M.requests += O
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spawn( 0 )
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O.process()
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return
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var/last_chew = 0
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/mob/living/carbon/human/RestrainedClickOn(var/atom/A)
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@@ -122,6 +98,7 @@ var/last_chew = 0
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desc = "Looks like some cables tied together. Could be used to tie something up."
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icon_state = "cuff_white"
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breakouttime = 300 //Deciseconds = 30s
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cuff_sound = 'sound/weapons/cablecuff.ogg'
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/obj/item/weapon/handcuffs/cable/red
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color = "#DD0000"
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@@ -162,3 +139,15 @@ var/last_chew = 0
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/obj/item/weapon/handcuffs/cyborg
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dispenser = 1
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/obj/item/weapon/handcuffs/cyborg/attack(mob/living/carbon/C as mob, mob/user as mob)
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if(!C.handcuffed)
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var/turf/p_loc = user.loc
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var/turf/p_loc_m = C.loc
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playsound(src.loc, cuff_sound, 30, 1, -2)
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user.visible_message("\red <B>[user] is trying to put handcuffs on [C]!</B>")
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spawn(30)
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if(!C) return
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if(p_loc == user.loc && p_loc_m == C.loc)
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C.handcuffed = new /obj/item/weapon/handcuffs(C)
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C.update_inv_handcuffed()
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@@ -12,10 +12,11 @@
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w_class = 3
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origin_tech = "combat=2"
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attack_verb = list("beaten")
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var/stunforce = 7
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var/status = 0
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var/obj/item/weapon/cell/high/bcell = null
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var/hitcost = 1000
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var/stunforce = 0
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var/agonyforce = 60
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var/status = 0 //whether the thing is on or not
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var/obj/item/weapon/cell/bcell = null
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var/hitcost = 1000 //oh god why do power cells carry so much charge? We probably need to make a distinction between "industrial" sized power cells for APCs and power cells for everything else.
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/obj/item/weapon/melee/baton/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is putting the live [name] in \his mouth! It looks like \he's trying to commit suicide.</span>")
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@@ -26,10 +27,9 @@
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update_icon()
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return
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/obj/item/weapon/melee/baton/loaded/New() //this one starts with a cell pre-installed.
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..()
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bcell = new(src)
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bcell = new/obj/item/weapon/cell/high(src)
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update_icon()
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return
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@@ -103,64 +103,75 @@
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deductcharge(hitcost)
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return
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if(isrobot(M))
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..()
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return
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var/mob/living/carbon/human/H = M
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var/agony = agonyforce
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var/stun = stunforce
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var/mob/living/L = M
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var/target_zone = check_zone(user.zone_sel.selecting)
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if(user.a_intent == "hurt")
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if(!..()) return
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H.visible_message("<span class='danger'>[M] has been beaten with the [src] by [user]!</span>")
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user.attack_log += "\[[time_stamp()]\]<font color='red'> Beat [H.name] ([H.ckey]) with [src.name]</font>"
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H.attack_log += "\[[time_stamp()]\]<font color='orange'> Beaten by [user.name] ([user.ckey]) with [src.name]</font>"
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msg_admin_attack("[user.name] ([user.ckey]) beat [H.name] ([H.ckey]) with [src.name] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
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playsound(src.loc, "swing_hit", 50, 1, -1)
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else if(!status)
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H.visible_message("<span class='warning'>[H] has been prodded with [src] by [user]. Luckily it was off.</span>")
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return
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var/stunroll = (rand(1,100))
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if(status)
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user.lastattacked = H
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H.lastattacker = user
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if(user == H) // Attacking yourself can't miss
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stunroll = 100
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if(stunroll < 40)
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H.visible_message("\red <B>[user] misses [H] with \the [src]!")
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msg_admin_attack("[key_name(user)] attempted to stun [key_name(H)] with the [src].")
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return
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H.Stun(stunforce)
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H.Weaken(stunforce)
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H.apply_effect(STUTTER, stunforce)
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H.visible_message("<span class='danger'>[H] has been stunned with [src] by [user]!</span>")
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playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
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msg_admin_attack("[key_name(user)] stunned [key_name(H)] with the [src].")
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user.attack_log += "\[[time_stamp()]\]<font color='red'> Stunned [H.name] ([H.ckey]) with [src.name]</font>"
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H.attack_log += "\[[time_stamp()]\]<font color='orange'> Stunned by [user.name] ([user.ckey]) with [src.name]</font>"
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if(isrobot(loc))
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var/mob/living/silicon/robot/R = loc
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if(R && R.cell)
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R.cell.use(hitcost)
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if (!..()) //item/attack() does it's own messaging and logs
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return 0 // item/attack() will return 1 if they hit, 0 if they missed.
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agony *= 0.5 //whacking someone causes a much poorer contact than prodding them.
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stun *= 0.5
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//we can't really extract the actual hit zone from ..(), unfortunately. Just act like they attacked the area they intended to.
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else
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//copied from human_defense.dm - human defence code should really be refactored some time.
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if (ishuman(L))
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user.lastattacked = L //are these used at all, if we have logs?
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L.lastattacker = user
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if (user != L) // Attacking yourself can't miss
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target_zone = get_zone_with_miss_chance(user.zone_sel.selecting, L)
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if(!target_zone)
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L.visible_message("\red <B>[user] misses [L] with \the [src]!")
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return 0
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var/mob/living/carbon/human/H = L
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var/datum/organ/external/affecting = H.get_organ(target_zone)
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if (affecting)
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if(!status)
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L.visible_message("<span class='warning'>[L] has been prodded in the [affecting.display_name] with [src] by [user]. Luckily it was off.</span>")
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return 1
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else
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H.visible_message("<span class='danger'>[L] has been prodded in the [affecting.display_name] with [src] by [user]!</span>")
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else
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deductcharge(hitcost)
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if(!status)
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L.visible_message("<span class='warning'>[L] has been prodded with [src] by [user]. Luckily it was off.</span>")
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return 1
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else
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L.visible_message("<span class='danger'>[L] has been prodded with [src] by [user]!</span>")
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//stun effects
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L.stun_effect_act(stun, agony, target_zone, src)
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playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
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msg_admin_attack("[key_name(user)] stunned [key_name(L)] with the [src].")
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deductcharge(hitcost)
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return 1
|
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/obj/item/weapon/melee/baton/emp_act(severity)
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if(bcell)
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deductcharge(1000 / severity)
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if(bcell.reliability != 100 && prob(50/severity))
|
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bcell.reliability -= 10 / severity
|
||||
bcell.emp_act(severity) //let's not duplicate code everywhere if we don't have to please.
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..()
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||||
|
||||
//secborg stun baton module
|
||||
/obj/item/weapon/melee/baton/robot/attack_self(mob/user)
|
||||
//try to find our power cell
|
||||
var/mob/living/silicon/robot/R = loc
|
||||
if (istype(R))
|
||||
bcell = R.cell
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/melee/baton/robot/attackby(obj/item/weapon/W, mob/user)
|
||||
return
|
||||
|
||||
//Makeshift stun baton. Replacement for stun gloves.
|
||||
/obj/item/weapon/melee/baton/cattleprod
|
||||
name = "stunprod"
|
||||
@@ -169,6 +180,8 @@
|
||||
item_state = "prod"
|
||||
force = 3
|
||||
throwforce = 5
|
||||
stunforce = 5
|
||||
stunforce = 0
|
||||
agonyforce = 60 //same force as a stunbaton, but uses way more charge.
|
||||
hitcost = 2500
|
||||
attack_verb = list("poked")
|
||||
slot_flags = null
|
||||
|
||||
@@ -91,7 +91,7 @@
|
||||
*/
|
||||
if (user.a_intent == "hurt")
|
||||
if(!..()) return
|
||||
playsound(src.loc, "swing_hit", 50, 1, -1)
|
||||
//playsound(src.loc, "swing_hit", 50, 1, -1)
|
||||
if (M.stuttering < 8 && (!(HULK in M.mutations)) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
|
||||
M.stuttering = 8
|
||||
M.Stun(8)
|
||||
@@ -177,7 +177,7 @@
|
||||
user.take_organ_damage(2*force)
|
||||
return
|
||||
if(..())
|
||||
playsound(src.loc, "swing_hit", 50, 1, -1)
|
||||
//playsound(src.loc, "swing_hit", 50, 1, -1)
|
||||
return
|
||||
else
|
||||
return ..()
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
/obj/item/weapon
|
||||
name = "weapon"
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
hitsound = "swing_hit"
|
||||
|
||||
/obj/item/weapon/Bump(mob/M as mob)
|
||||
spawn(0)
|
||||
|
||||
@@ -259,13 +259,21 @@ This function restores all organs.
|
||||
|
||||
/mob/living/carbon/human/apply_damage(var/damage = 0, var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0, var/edge = 0, var/obj/used_weapon = null)
|
||||
|
||||
handle_suit_punctures(damagetype, damage)
|
||||
|
||||
//visible_message("Hit debug. [damage] | [damagetype] | [def_zone] | [blocked] | [sharp] | [used_weapon]")
|
||||
|
||||
//Handle other types of damage
|
||||
if((damagetype != BRUTE) && (damagetype != BURN))
|
||||
if(damagetype == HALLOSS)
|
||||
if ((damage > 25 && prob(20)) || (damage > 50 && prob(60)))
|
||||
emote("scream")
|
||||
|
||||
|
||||
..(damage, damagetype, def_zone, blocked)
|
||||
return 1
|
||||
|
||||
//Handle BRUTE and BURN damage
|
||||
handle_suit_punctures(damagetype, damage)
|
||||
|
||||
if(blocked >= 2) return 0
|
||||
|
||||
var/datum/organ/external/organ = null
|
||||
@@ -296,19 +304,4 @@ This function restores all organs.
|
||||
// Will set our damageoverlay icon to the next level, which will then be set back to the normal level the next mob.Life().
|
||||
updatehealth()
|
||||
hud_updateflag |= 1 << HEALTH_HUD
|
||||
|
||||
//Embedded object code.
|
||||
if(!organ) return
|
||||
if(istype(used_weapon,/obj/item))
|
||||
var/obj/item/W = used_weapon
|
||||
if (!W.is_robot_module())
|
||||
//blunt objects should really not be embedding in things unless a huge amount of force is involved
|
||||
var/embed_chance = sharp? damage/W.w_class : damage/(W.w_class*3)
|
||||
var/embed_threshold = sharp? 5*W.w_class : 15*W.w_class
|
||||
|
||||
//Sharp objects will always embed if they do enough damage.
|
||||
//Thrown objects have some momentum already and have a small chance to embed even if the damage is below the threshold
|
||||
if((sharp && damage > (10*W.w_class)) || (sharp && !ismob(W.loc) && prob(damage/(10*W.w_class)*100)) || (damage > embed_threshold && prob(embed_chance)))
|
||||
organ.embed(W)
|
||||
|
||||
return 1
|
||||
|
||||
@@ -10,23 +10,14 @@ emp_act
|
||||
|
||||
/mob/living/carbon/human/bullet_act(var/obj/item/projectile/P, var/def_zone)
|
||||
|
||||
// BEGIN TASER NERF
|
||||
/* Commenting out new-old taser nerf.
|
||||
if(C.siemens_coefficient == 0) //If so, is that clothing shock proof?
|
||||
if(prob(deflectchance))
|
||||
visible_message("\red <B>The [P.name] gets deflected by [src]'s [C.name]!</B>") //DEFLECT!
|
||||
visible_message("\red <B> Taser hit for [P.damage] damage!</B>")
|
||||
del P
|
||||
*/
|
||||
/* Commenting out old Taser nerf
|
||||
if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor))
|
||||
if(istype(P, /obj/item/projectile/energy/electrode))
|
||||
visible_message("\red <B>The [P.name] gets deflected by [src]'s [wear_suit.name]!</B>")
|
||||
del P
|
||||
return -1
|
||||
*/
|
||||
// END TASER NERF
|
||||
var/datum/organ/external/organ = get_organ(check_zone(def_zone))
|
||||
|
||||
//Shields
|
||||
if(check_shields(P.damage, "the [P.name]"))
|
||||
P.on_hit(src, 2, def_zone)
|
||||
return 2
|
||||
|
||||
//Laserproof armour
|
||||
if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor/laserproof))
|
||||
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
|
||||
var/reflectchance = 40 - round(P.damage/3)
|
||||
@@ -51,56 +42,45 @@ emp_act
|
||||
|
||||
return -1 // complete projectile permutation
|
||||
|
||||
//BEGIN BOOK'S TASER NERF.
|
||||
if(istype(P, /obj/item/projectile/beam/stun))
|
||||
var/datum/organ/external/select_area = get_organ(def_zone) // We're checking the outside, buddy!
|
||||
var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes) // What all are we checking?
|
||||
// var/deflectchance=90 //Is it a CRITICAL HIT with that taser?
|
||||
for(var/bp in body_parts) //Make an unregulated var to pass around.
|
||||
if(!bp)
|
||||
continue //Does this thing we're shooting even exist?
|
||||
if(bp && istype(bp ,/obj/item/clothing)) // If it exists, and it's clothed
|
||||
var/obj/item/clothing/C = bp // Then call an argument C to be that clothing!
|
||||
if(C.body_parts_covered & select_area.body_part) // Is that body part being targeted covered?
|
||||
P.agony=P.agony*C.siemens_coefficient
|
||||
apply_effect(P.agony,AGONY,0)
|
||||
flash_pain()
|
||||
src <<"\red You have been shot!"
|
||||
del P
|
||||
|
||||
var/obj/item/weapon/cloaking_device/C = locate((/obj/item/weapon/cloaking_device) in src)
|
||||
if(C && C.active)
|
||||
C.attack_self(src)//Should shut it off
|
||||
update_icons()
|
||||
src << "\blue Your [C.name] was disrupted!"
|
||||
Stun(2)
|
||||
|
||||
if(istype(equipped(),/obj/item/device/assembly/signaler))
|
||||
var/obj/item/device/assembly/signaler/signaler = equipped()
|
||||
if(signaler.deadman && prob(80))
|
||||
src.visible_message("\red [src] triggers their deadman's switch!")
|
||||
signaler.signal()
|
||||
|
||||
return
|
||||
//END TASER NERF
|
||||
|
||||
if(check_shields(P.damage, "the [P.name]"))
|
||||
P.on_hit(src, 2, def_zone)
|
||||
return 2
|
||||
|
||||
var/datum/organ/external/organ = get_organ(check_zone(def_zone))
|
||||
|
||||
var/armor = getarmor_organ(organ, "bullet")
|
||||
|
||||
if((P.embed && prob(20 + max(P.damage - armor, -10))) && P.damage_type == BRUTE)
|
||||
var/obj/item/weapon/shard/shrapnel/SP = new()
|
||||
(SP.name) = "[P.name] shrapnel"
|
||||
(SP.desc) = "[SP.desc] It looks like it was fired from [P.shot_from]."
|
||||
(SP.loc) = organ
|
||||
organ.embed(SP)
|
||||
//Shrapnel
|
||||
if (P.damage_type == BRUTE)
|
||||
var/armor = getarmor_organ(organ, "bullet")
|
||||
if((P.embed && prob(20 + max(P.damage - armor, -10))))
|
||||
var/obj/item/weapon/shard/shrapnel/SP = new()
|
||||
(SP.name) = "[P.name] shrapnel"
|
||||
(SP.desc) = "[SP.desc] It looks like it was fired from [P.shot_from]."
|
||||
(SP.loc) = organ
|
||||
organ.embed(SP)
|
||||
|
||||
return (..(P , def_zone))
|
||||
|
||||
/mob/living/carbon/human/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone)
|
||||
var/datum/organ/external/affected = get_organ(check_zone(def_zone))
|
||||
var/siemens_coeff = get_siemens_coefficient_organ(affected)
|
||||
stun_amount *= siemens_coeff
|
||||
agony_amount *= siemens_coeff
|
||||
|
||||
switch (def_zone)
|
||||
if("head")
|
||||
agony_amount *= 1.50
|
||||
if("l_hand", "r_hand")
|
||||
var/c_hand
|
||||
if (def_zone == "l_hand")
|
||||
c_hand = l_hand
|
||||
else
|
||||
c_hand = r_hand
|
||||
|
||||
if(c_hand && (stun_amount || agony_amount > 10))
|
||||
msg_admin_attack("[src.name] ([src.ckey]) was disarmed by a stun effect")
|
||||
|
||||
u_equip(c_hand)
|
||||
if (affected.status & ORGAN_ROBOT)
|
||||
emote("me", 1, "drops what they were holding, their [affected.display_name] malfunctioning!")
|
||||
else
|
||||
var/emote_scream = pick("screams in pain and", "lets out a sharp cry and", "cries out and")
|
||||
emote("me", 1, "[(species && species.flags & NO_PAIN) ? "" : emote_scream ] drops what they were holding in their [affected.display_name]!")
|
||||
|
||||
..(stun_amount, agony_amount, def_zone)
|
||||
|
||||
/mob/living/carbon/human/getarmor(var/def_zone, var/type)
|
||||
var/armorval = 0
|
||||
@@ -133,6 +113,20 @@ emp_act
|
||||
protection += C.armor[type]
|
||||
return protection
|
||||
|
||||
//this proc returns the Siemens coefficient of electrical resistivity for a particular external organ.
|
||||
/mob/living/carbon/human/proc/get_siemens_coefficient_organ(var/datum/organ/external/def_zone)
|
||||
if (!def_zone)
|
||||
return 1.0
|
||||
|
||||
var/siemens_coefficient = 1.0
|
||||
|
||||
var/list/clothing_items = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes) // What all are we checking?
|
||||
for(var/obj/item/clothing/C in clothing_items)
|
||||
if(istype(C) && (C.body_parts_covered & def_zone.body_part)) // Is that body part being targeted covered?
|
||||
siemens_coefficient *= C.siemens_coefficient
|
||||
|
||||
return siemens_coefficient
|
||||
|
||||
/mob/living/carbon/human/proc/check_head_coverage()
|
||||
|
||||
var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform)
|
||||
@@ -186,10 +180,11 @@ emp_act
|
||||
..()
|
||||
|
||||
|
||||
//Returns 1 if the attack hit, 0 if it missed.
|
||||
/mob/living/carbon/human/proc/attacked_by(var/obj/item/I, var/mob/living/user, var/def_zone)
|
||||
if(!I || !user) return 0
|
||||
|
||||
var/target_zone = def_zone? def_zone : get_zone_with_miss_chance(user.zone_sel.selecting, src)
|
||||
var/target_zone = def_zone? check_zone(def_zone) : get_zone_with_miss_chance(user.zone_sel.selecting, src)
|
||||
|
||||
if(user == src) // Attacking yourself can't miss
|
||||
target_zone = user.zone_sel.selecting
|
||||
@@ -280,6 +275,20 @@ emp_act
|
||||
|
||||
if(bloody)
|
||||
bloody_body(src)
|
||||
|
||||
//Melee weapon embedded object code.
|
||||
if (I.damtype == BRUTE && !I.is_robot_module())
|
||||
var/damage = I.force
|
||||
if (armor)
|
||||
damage /= armor+1
|
||||
|
||||
//blunt objects should really not be embedding in things unless a huge amount of force is involved
|
||||
var/embed_chance = weapon_sharp? damage/I.w_class : damage/(I.w_class*3)
|
||||
var/embed_threshold = weapon_sharp? 5*I.w_class : 15*I.w_class
|
||||
|
||||
//Sharp objects will always embed if they do enough damage.
|
||||
if((weapon_sharp && damage > (10*I.w_class)) || (damage > embed_threshold && prob(embed_chance)))
|
||||
affecting.embed(I)
|
||||
return 1
|
||||
|
||||
//this proc handles being hit by a thrown atom
|
||||
@@ -333,6 +342,24 @@ emp_act
|
||||
if(!istype(src,/mob/living/simple_animal/mouse))
|
||||
msg_admin_attack("[src.name] ([src.ckey]) was hit by a [O], thrown by [M.name] ([assailant.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
|
||||
|
||||
//thrown weapon embedded object code.
|
||||
if(dtype == BRUTE && istype(O,/obj/item))
|
||||
var/obj/item/I = O
|
||||
if (!I.is_robot_module())
|
||||
var/sharp = is_sharp(I)
|
||||
var/damage = throw_damage
|
||||
if (armor)
|
||||
damage /= armor+1
|
||||
|
||||
//blunt objects should really not be embedding in things unless a huge amount of force is involved
|
||||
var/embed_chance = sharp? damage/I.w_class : damage/(I.w_class*3)
|
||||
var/embed_threshold = sharp? 5*I.w_class : 15*I.w_class
|
||||
|
||||
//Sharp objects will always embed if they do enough damage.
|
||||
//Thrown sharp objects have some momentum already and have a small chance to embed even if the damage is below the threshold
|
||||
if((sharp && prob(damage/(10*I.w_class)*100)) || (damage > embed_threshold && prob(embed_chance)))
|
||||
affecting.embed(I)
|
||||
|
||||
// Begin BS12 momentum-transfer code.
|
||||
if(O.throw_source && speed >= 15)
|
||||
var/obj/item/weapon/W = O
|
||||
@@ -353,6 +380,7 @@ emp_act
|
||||
src.anchored = 1
|
||||
src.pinned += O
|
||||
|
||||
|
||||
/mob/living/carbon/human/proc/bloody_hands(var/mob/living/source, var/amount = 2)
|
||||
if (gloves)
|
||||
gloves.add_blood(source)
|
||||
|
||||
@@ -671,10 +671,20 @@ It can still be worn/put on as normal.
|
||||
slot_to_process = slot_back
|
||||
if (target.back)
|
||||
strip_item = target.back
|
||||
if("handcuff")
|
||||
if("handcuff")
|
||||
slot_to_process = slot_handcuffed
|
||||
if (target.handcuffed)
|
||||
strip_item = target.handcuffed
|
||||
else
|
||||
//check that we are still grabbing them
|
||||
var/grabbing = 0
|
||||
for (var/obj/item/weapon/grab/G in target.grabbed_by)
|
||||
if (G.loc == source && G.state == GRAB_AGGRESSIVE)
|
||||
grabbing = 1
|
||||
if (!grabbing)
|
||||
slot_to_process = null
|
||||
source << "\red Your grasp was broken before you could restrain [target]!"
|
||||
|
||||
if("legcuff")
|
||||
slot_to_process = slot_legcuffed
|
||||
if (target.legcuffed)
|
||||
|
||||
@@ -202,15 +202,6 @@
|
||||
return 0
|
||||
|
||||
|
||||
/mob/living/proc/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0)
|
||||
return 0 //only carbon liveforms have this proc
|
||||
|
||||
/mob/living/emp_act(severity)
|
||||
var/list/L = src.get_contents()
|
||||
for(var/obj/O in L)
|
||||
O.emp_act(severity)
|
||||
..()
|
||||
|
||||
/mob/living/proc/can_inject()
|
||||
return 1
|
||||
|
||||
|
||||
@@ -38,6 +38,9 @@
|
||||
|
||||
|
||||
/mob/living/bullet_act(var/obj/item/projectile/P, var/def_zone)
|
||||
flash_weak_pain()
|
||||
|
||||
//Being hit while using a cloaking device
|
||||
var/obj/item/weapon/cloaking_device/C = locate((/obj/item/weapon/cloaking_device) in src)
|
||||
if(C && C.active)
|
||||
C.attack_self(src)//Should shut it off
|
||||
@@ -45,14 +48,21 @@
|
||||
src << "\blue Your [C.name] was disrupted!"
|
||||
Stun(2)
|
||||
|
||||
flash_weak_pain()
|
||||
|
||||
//Being hit while using a deadman switch
|
||||
if(istype(equipped(),/obj/item/device/assembly/signaler))
|
||||
var/obj/item/device/assembly/signaler/signaler = equipped()
|
||||
if(signaler.deadman && prob(80))
|
||||
src.visible_message("\red [src] triggers their deadman's switch!")
|
||||
signaler.signal()
|
||||
|
||||
//Stun Beams
|
||||
if(istype(P, /obj/item/projectile/beam/stun) || istype(P, /obj/item/projectile/bullet/stunshot))
|
||||
stun_effect_act(0, P.agony, def_zone, P)
|
||||
src <<"\red You have been hit by [P]!"
|
||||
del P
|
||||
return
|
||||
|
||||
//Armor
|
||||
var/absorb = run_armor_check(def_zone, P.flag)
|
||||
var/proj_sharp = is_sharp(P)
|
||||
var/proj_edge = has_edge(P)
|
||||
@@ -65,6 +75,30 @@
|
||||
P.on_hit(src, absorb, def_zone)
|
||||
return absorb
|
||||
|
||||
//Handles the effects of "stun" weapons
|
||||
/mob/living/proc/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone, var/used_weapon=null)
|
||||
flash_pain()
|
||||
|
||||
if (stun_amount)
|
||||
Stun(stun_amount)
|
||||
Weaken(stun_amount)
|
||||
apply_effect(STUTTER, stun_amount)
|
||||
apply_effect(EYE_BLUR, stun_amount)
|
||||
|
||||
if (agony_amount)
|
||||
apply_damage(agony_amount, HALLOSS, def_zone, 0, used_weapon)
|
||||
apply_effect(STUTTER, agony_amount/10)
|
||||
apply_effect(EYE_BLUR, agony_amount/10)
|
||||
|
||||
/mob/living/proc/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0)
|
||||
return 0 //only carbon liveforms have this proc
|
||||
|
||||
/mob/living/emp_act(severity)
|
||||
var/list/L = src.get_contents()
|
||||
for(var/obj/O in L)
|
||||
O.emp_act(severity)
|
||||
..()
|
||||
|
||||
//this proc handles being hit by a thrown atom
|
||||
/mob/living/hitby(atom/movable/AM as mob|obj,var/speed = 5)//Standardization and logging -Sieve
|
||||
if(istype(AM,/obj/))
|
||||
|
||||
@@ -239,7 +239,7 @@
|
||||
src.modules += new /obj/item/device/flash(src)
|
||||
src.modules += new /obj/item/borg/sight/hud/sec(src)
|
||||
src.modules += new /obj/item/weapon/handcuffs/cyborg(src)
|
||||
src.modules += new /obj/item/weapon/melee/baton/loaded(src)
|
||||
src.modules += new /obj/item/weapon/melee/baton/robot(src)
|
||||
src.modules += new /obj/item/weapon/gun/energy/taser/cyborg(src)
|
||||
src.modules += new /obj/item/taperoll/police(src)
|
||||
src.emag = new /obj/item/weapon/gun/energy/laser/cyborg(src)
|
||||
|
||||
@@ -34,6 +34,9 @@
|
||||
src << "\red Warning: Electromagnetic pulse detected."
|
||||
..()
|
||||
|
||||
/mob/living/silicon/stun_effect_act(var/stun_amount, var/agony_amount)
|
||||
return //immune
|
||||
|
||||
/mob/living/silicon/proc/damage_mob(var/brute = 0, var/fire = 0, var/tox = 0)
|
||||
return
|
||||
|
||||
|
||||
@@ -129,17 +129,6 @@ proc/hasorgans(A)
|
||||
zone = "head"
|
||||
if("mouth")
|
||||
zone = "head"
|
||||
/* if("l_hand")
|
||||
zone = "l_arm"
|
||||
if("r_hand")
|
||||
zone = "r_arm"
|
||||
if("l_foot")
|
||||
zone = "l_leg"
|
||||
if("r_foot")
|
||||
zone = "r_leg"
|
||||
if("groin")
|
||||
zone = "chest"
|
||||
*/
|
||||
return zone
|
||||
|
||||
// Returns zone with a certain probability.
|
||||
|
||||
Reference in New Issue
Block a user