Files
CHOMPStation2/code/modules/mob/living/damage_procs.dm
mwerezak ec52bf830d Fixes human armor value for full body effects not being weighted by body part
This was an issue because it meant that not having hand or feet
protection reduced the player's protection from full body effects much
more than it should have, and meant that not having your hands protected
was just as bad as not having your chest protected.
2014-08-22 01:12:07 -04:00

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/*
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/used_weapon = null, var/sharp = 0, var/edge = 0)
if(!damage || (blocked >= 2)) return 0
switch(damagetype)
if(BRUTE)
adjustBruteLoss(damage/(blocked+1))
if(BURN)
if(COLD_RESISTANCE in mutations) damage = 0
adjustFireLoss(damage/(blocked+1))
if(TOX)
adjustToxLoss(damage/(blocked+1))
if(OXY)
adjustOxyLoss(damage/(blocked+1))
if(CLONE)
adjustCloneLoss(damage/(blocked+1))
if(HALLOSS)
adjustHalLoss(damage/(blocked+1))
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 >= 2) return 0
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)
if(!effect || (blocked >= 2)) return 0
switch(effecttype)
if(STUN)
Stun(effect/(blocked+1))
if(WEAKEN)
Weaken(effect/(blocked+1))
if(PARALYZE)
Paralyse(effect/(blocked+1))
if(AGONY)
halloss += effect // Useful for objects that cause "subdual" damage. PAIN!
if(IRRADIATE)
var/rad_protection = getarmor(null, "rad")/100
radiation += max((1-rad_protection)*effect/(blocked+1),0)//Rads auto check armor
if(STUTTER)
if(status_flags & CANSTUN) // stun is usually associated with stutter
stuttering = max(stuttering,(effect/(blocked+1)))
if(EYE_BLUR)
eye_blurry = max(eye_blurry,(effect/(blocked+1)))
if(DROWSY)
drowsyness = max(drowsyness,(effect/(blocked+1)))
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)
if(blocked >= 2) 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)
return 1