mirror of
https://github.com/CHOMPstation/CHOMPstation.git
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Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts: code/modules/clothing/spacesuits/void/merc.dm code/modules/mob/living/living.dm code/modules/mob/living/simple_animal/borer/borer_captive.dm code/modules/mob/mob_grab_specials.dm code/modules/reagents/reagent_containers/food/drinks/bottle.dm html/changelogs/.all_changelog.yml
This commit is contained in:
@@ -183,6 +183,7 @@
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if(!Adjacent(target))
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awaiting_surrender = 5 // I'm done playing nice
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mode = SECBOT_HUNT
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return
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var/threat = check_threat(target)
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if(threat < 4)
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target = null
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@@ -696,6 +696,28 @@
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number += 2
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return number
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//Used by various things that knock people out by applying blunt trauma to the head.
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//Checks that the species has a "head" (brain containing organ) and that hit_zone refers to it.
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/mob/living/carbon/human/proc/headcheck(var/target_zone, var/brain_tag = "brain")
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if(!species.has_organ[brain_tag])
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return 0
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var/obj/item/organ/affecting = internal_organs_by_name[brain_tag]
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target_zone = check_zone(target_zone)
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if(!affecting || affecting.parent_organ != target_zone)
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return 0
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//if the parent organ is significantly larger than the brain organ, then hitting it is not guaranteed
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var/obj/item/organ/parent = get_organ(target_zone)
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if(!parent)
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return 0
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if(parent.w_class > affecting.w_class + 1)
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return prob(100 / 2**(parent.w_class - affecting.w_class - 1))
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return 1
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/mob/living/carbon/human/IsAdvancedToolUser(var/silent)
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if(species.has_fine_manipulation)
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return 1
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@@ -219,29 +219,32 @@ emp_act
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H.bloody_hands(src)
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if(!stat)
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if(headcheck(hit_area))
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//Harder to score a stun but if you do it lasts a bit longer
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if(prob(effective_force))
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apply_effect(20, PARALYZE, armor)
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visible_message("<span class='danger'>[src] [species.knockout_message]</span>")
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else
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//Easier to score a stun but lasts less time
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if(prob(effective_force + 10))
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apply_effect(6, WEAKEN, armor)
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visible_message("<span class='danger'>[src] has been knocked down!</span>")
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//Apply blood
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if(bloody)
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switch(hit_area)
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if("head")//Harder to score a stun but if you do it lasts a bit longer
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if(prob(effective_force))
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apply_effect(20, PARALYZE, armor)
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visible_message("\red <B>[src] has been knocked unconscious!</B>")
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if(bloody)//Apply blood
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if(wear_mask)
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wear_mask.add_blood(src)
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update_inv_wear_mask(0)
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if(head)
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head.add_blood(src)
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update_inv_head(0)
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if(glasses && prob(33))
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glasses.add_blood(src)
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update_inv_glasses(0)
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if("chest")//Easier to score a stun but lasts less time
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if(prob((effective_force + 10)))
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apply_effect(6, WEAKEN, armor)
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visible_message("\red <B>[src] has been knocked down!</B>")
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if(bloody)
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bloody_body(src)
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if("head")
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if(wear_mask)
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wear_mask.add_blood(src)
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update_inv_wear_mask(0)
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if(head)
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head.add_blood(src)
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update_inv_head(0)
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if(glasses && prob(33))
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glasses.add_blood(src)
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update_inv_glasses(0)
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if("chest")
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bloody_body(src)
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if(Iforce > 10 || Iforce >= 5 && prob(33))
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forcesay(hit_appends) //forcesay checks stat already
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@@ -66,6 +66,7 @@
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var/dusted_anim = "dust-h"
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var/death_sound
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var/death_message = "seizes up and falls limp, their eyes dead and lifeless..."
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var/knockout_message = "has been knocked unconscious!"
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// Environment tolerance/life processes vars.
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var/reagent_tag //Used for metabolizing reagents.
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@@ -279,6 +279,8 @@
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brute_mod = 1.875 // 100% * 1.875 * 0.8 (robolimbs) ~= 150%
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burn_mod = 1.875 // So they take 50% extra damage from brute/burn overall.
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show_ssd = "flashing a 'system offline' glyph on their monitor"
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death_message = "gives one shrill beep before falling lifeless."
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knockout_message = "encounters a hardware fault and suddenly reboots!"
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warning_low_pressure = 50
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hazard_low_pressure = 0
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@@ -2,7 +2,7 @@
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/mob/living/carbon/process_resist()
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//drop && roll
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if(on_fire)
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if(on_fire && !buckled)
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fire_stacks -= 1.2
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Weaken(3)
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spin(32,2)
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@@ -573,21 +573,12 @@ default behaviour is:
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set name = "Resist"
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set category = "IC"
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if(can_resist())
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if(!(stat || next_move > world.time))
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setClickCooldown(20)
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resist_grab()
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if(!weakened && !restrained())
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if(!weakened)
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process_resist()
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/mob/living/proc/can_resist()
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//need to allow !canmove, or otherwise neck grabs can't be resisted
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//similar thing with weakened and pinning
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if(stat)
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return 0
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if(!canClick())
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return 0
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return 1
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/mob/living/proc/process_resist()
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//Getting out of someone's inventory.
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if(istype(src.loc, /obj/item/weapon/holder))
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@@ -136,6 +136,5 @@
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// Cleaner proc for creating powersupply for an AI.
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/mob/living/silicon/ai/proc/create_powersupply()
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if(psupply)
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del(psupply)
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qdel(psupply)
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psupply = new/obj/machinery/ai_powersupply(src)
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@@ -34,9 +34,6 @@
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/mob/living/captive_brain/emote(var/message)
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return
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/mob/living/captive_brain/can_resist()
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return !(stat || !canClick())
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/mob/living/captive_brain/process_resist()
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//Resisting control by an alien mind.
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if(istype(src.loc,/mob/living/simple_animal/borer))
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@@ -91,15 +91,15 @@
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var/damage = 20
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var/obj/item/clothing/hat = attacker.head
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if(istype(hat))
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damage += hat.force * 10
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damage += hat.force * 3
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var/armor = target.run_armor_check("head", "melee")
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target.apply_damage(damage*rand(90, 110)/100, BRUTE, "head", armor)
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attacker.apply_damage(10*rand(90, 110)/100, BRUTE, "head", attacker.run_armor_check("head", "melee"))
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target.apply_damage(damage, BRUTE, "head", armor)
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attacker.apply_damage(10, BRUTE, "head", attacker.run_armor_check("head", "melee"))
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if(!armor && prob(damage))
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if(!armor && target.headcheck("head") && prob(damage))
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target.apply_effect(20, PARALYZE)
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target.visible_message("<span class='danger'>[target] has been knocked unconscious!</span>")
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target.visible_message("<span class='danger'>[target] [target.species.knockout_message]</span>")
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playsound(attacker.loc, "swing_hit", 25, 1, -1)
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attacker.attack_log += text("\[[time_stamp()]\] <font color='red'>Headbutted [target.name] ([target.ckey])</font>")
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@@ -626,6 +626,12 @@ proc/is_blind(A)
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return 0
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/mob/living/carbon/assess_perp(var/obj/access_obj, var/check_access, var/auth_weapons, var/check_records, var/check_arrest)
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if(handcuffed)
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return SAFE_PERP
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return ..()
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/mob/living/carbon/human/assess_perp(var/obj/access_obj, var/check_access, var/auth_weapons, var/check_records, var/check_arrest)
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var/threatcount = ..()
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if(. == SAFE_PERP)
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