/* apply_damage(a,b,c) args a:damage - How much damage to take b:damage_type - What type of damage to take, brute, burn c:def_zone - Where to take the damage if its brute or burn Returns standard 0 if fail */ /mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/soaked = 0, var/used_weapon = null, var/sharp = FALSE, var/edge = FALSE, var/obj/used_weapon = null, var/projectile = 0) if(Debug2) to_world_log("## DEBUG: apply_damage() was called on [src], with [damage] damage, and an armor value of [blocked].") if(!damage || (blocked >= 100)) return 0 for(var/datum/modifier/M in modifiers) //MODIFIER STUFF. It's best to do this RIGHT before armor is calculated, so it's done here! This is the 'forcefield' defence. if(damagetype == BRUTE && (!isnull(M.effective_brute_resistance))) if(M.energy_based) M.energy_source.use(M.damage_cost * damage) damage = damage * M.effective_brute_resistance continue if((damagetype == BURN || damagetype == ELECTROCUTE)&& (!isnull(M.effective_fire_resistance))) if(M.energy_based) M.energy_source.use(M.damage_cost * damage) damage = damage * M.effective_fire_resistance continue if(damagetype == TOX && (!isnull(M.effective_tox_resistance))) if(M.energy_based) M.energy_source.use(M.damage_cost * damage) damage = damage * M.effective_tox_resistance continue if(damagetype == OXY && (!isnull(M.effective_oxy_resistance))) if(M.energy_based) M.energy_source.use(M.damage_cost * damage) damage = damage * M.effective_oxy_resistance continue if(damagetype == CLONE && (!isnull(M.effective_clone_resistance))) if(M.energy_based) M.energy_source.use(M.damage_cost * damage) damage = damage * M.effective_clone_resistance continue if(damagetype == HALLOSS && (!isnull(M.effective_hal_resistance))) if(M.energy_based) M.energy_source.use(M.damage_cost * damage) damage = damage * M.effective_hal_resistance continue if(damagetype == SEARING && (!isnull(M.effective_fire_resistance) || !isnull(M.effective_brute_resistance))) if(M.energy_based) M.energy_source.use(M.damage_cost * damage) var/damage_mitigation = 0//Used for dual calculations. if(!isnull(M.effective_fire_resistance)) damage_mitigation += round((1/3)*damage * M.effective_fire_resistance) if(!isnull(M.effective_brute_resistance)) damage_mitigation += round((2/3)*damage * M.effective_brute_resistance) damage -= damage_mitigation continue if(damagetype == BIOACID && (isSynthetic() && (!isnull(M.effective_fire_resistance))) || (!isSynthetic() && M.effective_tox_resistance)) if(isSynthetic()) damage = damage * M.effective_fire_resistance else damage = damage * M.effective_tox_resistance continue if(soaked) if(soaked >= round(damage*0.8)) damage -= round(damage*0.8) else damage -= soaked var/initial_blocked = blocked blocked = (100-blocked)/100 switch(damagetype) if(BRUTE) adjustBruteLoss(damage * blocked) if(BURN) if(COLD_RESISTANCE in mutations) damage = 0 adjustFireLoss(damage * blocked) if(SEARING) apply_damage(round(damage / 3), BURN, def_zone, initial_blocked, soaked, used_weapon, sharp, edge) apply_damage(round(damage / 3 * 2), BRUTE, def_zone, initial_blocked, soaked, used_weapon, sharp, edge) if(TOX) adjustToxLoss(damage * blocked) if(OXY) adjustOxyLoss(damage * blocked) if(CLONE) adjustCloneLoss(damage * blocked) if(HALLOSS) adjustHalLoss(damage * blocked) if(ELECTROCUTE) electrocute_act(damage, used_weapon, 1.0, def_zone) if(BIOACID) if(isSynthetic()) apply_damage(damage, BURN, def_zone, initial_blocked, soaked, used_weapon, sharp, edge) // Handle it as normal burn. else adjustToxLoss(damage * blocked) if(ELECTROMAG) damage = damage * blocked switch(round(damage)) if(91 to INFINITY) emp_act(1) if(76 to 90) if(prob(50)) emp_act(1) else emp_act(2) if(61 to 75) emp_act(2) if(46 to 60) if(prob(50)) emp_act(2) else emp_act(3) if(31 to 45) emp_act(3) if(16 to 30) if(prob(50)) emp_act(3) else emp_act(4) if(0 to 15) emp_act(4) flash_weak_pain() updatehealth() return 1 /mob/living/proc/apply_damages(var/brute = 0, var/burn = 0, var/tox = 0, var/oxy = 0, var/clone = 0, var/halloss = 0, var/def_zone = null, var/blocked = 0) if(blocked >= 100) return 0 // INSERT MODIFIER CODE HERE... But no, really, only two things in the game use it, quad and viruses. The former is admin-only and the latter wouldn't be affected logically, but would if shield code was inerted here. If you really want, you can copy&paste the above and modify it to adjust brute/burn/etc. I do not advise this however. if(brute) apply_damage(brute, BRUTE, def_zone, blocked) if(burn) apply_damage(burn, BURN, def_zone, blocked) if(tox) apply_damage(tox, TOX, def_zone, blocked) if(oxy) apply_damage(oxy, OXY, def_zone, blocked) if(clone) apply_damage(clone, CLONE, def_zone, blocked) if(halloss) apply_damage(halloss, HALLOSS, def_zone, blocked) return 1 /mob/living/proc/apply_effect(var/effect = 0,var/effecttype = STUN, var/blocked = 0, var/check_protection = 1) if(Debug2) to_world_log("## DEBUG: apply_effect() was called. The type of effect is [effecttype]. Blocked by [blocked].") if(!effect || (blocked >= 100)) return 0 blocked = (100-blocked)/100 switch(effecttype) if(STUN) Stun(effect * blocked) if(WEAKEN) Weaken(effect * blocked) if(PARALYZE) Paralyse(effect * blocked) if(AGONY) halloss += max((effect * blocked), 0) // Useful for objects that cause "subdual" damage. PAIN! if(IRRADIATE) /* var/rad_protection = check_protection ? getarmor(null, "rad")/100 : 0 radiation += max((1-rad_protection)*effect/(blocked+1),0)//Rads auto check armor */ var/rad_protection = getarmor(null, "rad") rad_protection = (100-rad_protection)/100 radiation += max((effect * rad_protection), 0) if(STUTTER) if(status_flags & CANSTUN) // stun is usually associated with stutter stuttering = max(stuttering,(effect * blocked)) if(EYE_BLUR) eye_blurry = max(eye_blurry,(effect * blocked)) if(DROWSY) drowsyness = max(drowsyness,(effect * blocked)) updatehealth() return 1 /mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/irradiate = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/agony = 0, var/blocked = 0, var/ignite = 0, var/flammable = 0) if(blocked >= 100) return 0 if(stun) apply_effect(stun, STUN, blocked) if(weaken) apply_effect(weaken, WEAKEN, blocked) if(paralyze) apply_effect(paralyze, PARALYZE, blocked) if(irradiate) apply_effect(irradiate, IRRADIATE, blocked) if(stutter) apply_effect(stutter, STUTTER, blocked) if(eyeblur) apply_effect(eyeblur, EYE_BLUR, blocked) if(drowsy) apply_effect(drowsy, DROWSY, blocked) if(agony) apply_effect(agony, AGONY, blocked) if(flammable) adjust_fire_stacks(flammable) if(ignite) if(ignite >= 3) add_modifier(/datum/modifier/fire/stack_managed/intense, 60 SECONDS) else add_modifier(/datum/modifier/fire/stack_managed, 45 * ignite SECONDS) return 1