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https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
synced 2026-08-29 22:17:34 +01:00
regexes damage and wound types (#6735)
Different semantics demand different defines. It's hard to tell what's being used where and for what reason right now. Staging for combat PR.
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@@ -29,7 +29,7 @@
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H.nutrition = 400
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return
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if(isrobot(user))
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user.apply_damage(80, BURN, def_zone = BP_TORSO)
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user.apply_damage(80, DAMAGE_TYPE_BURN, def_zone = BP_TORSO)
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visible_message("<span class='danger'>Electricity arcs off [user] as it touches \the [src]!</span>")
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to_chat(user, "<span class='danger'><b>You detect damage to your components!</b></span>")
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else if(istype(H) && H.species.get_species_id() != SPECIES_ID_ADHERENT)
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@@ -211,7 +211,7 @@ two tiles on initialization, and which way a cliff is facing may change during m
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var/blocked = L.run_armor_check(target_zone, "melee") * harm
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var/soaked = L.get_armor_soak(target_zone, "melee") * harm
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L.apply_damage(damage * harm, BRUTE, target_zone, blocked, soaked, used_weapon=src)
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L.apply_damage(damage * harm, DAMAGE_TYPE_BRUTE, target_zone, blocked, soaked, used_weapon=src)
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// Now fall off more cliffs below this one if they exist.
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var/obj/structure/cliff/bottom_cliff = locate() in T
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@@ -262,7 +262,7 @@
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..()
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/obj/structure/closet/crate/secure/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args)
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if(!(proj.damage_type == BRUTE || proj.damage_type == BURN))
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if(!(proj.damage_type == DAMAGE_TYPE_BRUTE || proj.damage_type == DAMAGE_TYPE_BURN))
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return ..()
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if(locked && tamper_proof && integrity <= proj.damage_force)
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@@ -75,7 +75,7 @@
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/obj/structure/femur_breaker/proc/damage_leg(mob/living/carbon/human/H)
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var/where_we_snappin_boys = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
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H.emote("scream")
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H.apply_damage(150, BRUTE, where_we_snappin_boys)
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H.apply_damage(150, DAMAGE_TYPE_BRUTE, where_we_snappin_boys)
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var/obj/item/bodypart/cracka = H.get_bodypart(where_we_snappin_boys)
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if(cracka)
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var/datum/wound/blunt/critical/cracka_lackin = new
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@@ -142,7 +142,7 @@
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addtimer(CALLBACK(C, TYPE_PROC_REF(/mob, emote), "clap"), delay_offset * 0.3)
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delay_offset++
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else
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H.apply_damage(15 * blade_sharpness, BRUTE, head)
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H.apply_damage(15 * blade_sharpness, DAMAGE_TYPE_BRUTE, head)
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log_combat(user, H, "dropped the blade on", src, " non-fatally")
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H.emote("scream")
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@@ -155,7 +155,7 @@
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if(!do_mob(usr, target, 50))
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usr.visible_message("<span class='notice'>\The [usr]'s hand slips and pricks \the [target].</span>",
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"<span class='notice'>Your hand slips and pricks \the [target].</span>")
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target.apply_damage(3, BRUTE, pick(BP_R_ARM, BP_L_ARM))
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target.apply_damage(3, DAMAGE_TYPE_BRUTE, pick(BP_R_ARM, BP_L_ARM))
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return
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usr.visible_message("<span class='notice'>\The [usr] hooks \the [target] up to \the [src].</span>",
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"<span class='notice'>You hook \the [target] up to \the [src].</span>")
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@@ -393,7 +393,7 @@
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if(attached)
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if(!Adjacent(attached))
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visible_message("The needle is ripped out of [src.attached], doesn't that hurt?")
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attached.apply_damage(3, BRUTE, pick(BP_R_ARM, BP_L_ARM))
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attached.apply_damage(3, DAMAGE_TYPE_BRUTE, pick(BP_R_ARM, BP_L_ARM))
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attached = null
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update_icon()
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@@ -48,7 +48,7 @@
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if(timing)
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return PROJECTILE_IMPACT_DELETE
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if(istype(proj, /obj/projectile/beam/heavylaser/cannon) || istype(proj, /obj/projectile/beam/emitter) || (proj.damage_force >= 80 && proj.damtype == BURN))
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if(istype(proj, /obj/projectile/beam/heavylaser/cannon) || istype(proj, /obj/projectile/beam/emitter) || (proj.damage_force >= 80 && proj.damtype == DAMAGE_TYPE_BURN))
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toggle_lock()
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visible_message("<span class='notice'>\The [src] [enabled ? "disengages" : "engages"] its locking mechanism.</span>")
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@@ -77,7 +77,7 @@
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else if(src.density && (user.a_intent == INTENT_HARM))
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var/obj/item/W = C
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user.setClickCooldown(user.get_attack_speed(W))
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if(W.damtype == BRUTE || W.damtype == BURN)
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if(W.damtype == DAMAGE_TYPE_BRUTE || W.damtype == DAMAGE_TYPE_BURN)
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user.do_attack_animation(src)
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user.visible_message("<span class='danger'>\The [user] hits \the [src] with \the [W] with no visible effect.</span>")
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@@ -290,7 +290,7 @@
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occupant.apply_effect(6, STUN, blocked)
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occupant.apply_effect(6, WEAKEN, blocked)
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occupant.apply_effect(6, STUTTER, blocked)
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occupant.apply_damage(10, BRUTE, def_zone, blocked, soaked)
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occupant.apply_damage(10, DAMAGE_TYPE_BRUTE, def_zone, blocked, soaked)
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playsound(src.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
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if(istype(A, /mob/living))
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var/mob/living/victim = A
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@@ -300,7 +300,7 @@
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victim.apply_effect(6, STUN, blocked)
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victim.apply_effect(6, WEAKEN, blocked)
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victim.apply_effect(6, STUTTER, blocked)
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victim.apply_damage(10, BRUTE, def_zone, blocked, soaked)
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victim.apply_damage(10, DAMAGE_TYPE_BRUTE, def_zone, blocked, soaked)
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occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
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/obj/structure/bed/chair/office/light
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@@ -140,7 +140,7 @@
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occupant.apply_effect(6, STUN, blocked)
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occupant.apply_effect(6, WEAKEN, blocked)
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occupant.apply_effect(6, STUTTER, blocked)
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occupant.apply_damage(10, BRUTE, def_zone, soaked)
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occupant.apply_damage(10, DAMAGE_TYPE_BRUTE, def_zone, soaked)
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playsound(src.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
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if(istype(A, /mob/living))
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var/mob/living/victim = A
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@@ -150,7 +150,7 @@
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victim.apply_effect(6, STUN, blocked)
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victim.apply_effect(6, WEAKEN, blocked)
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victim.apply_effect(6, STUTTER, blocked)
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victim.apply_damage(10, BRUTE, def_zone, soaked)
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victim.apply_damage(10, DAMAGE_TYPE_BRUTE, def_zone, soaked)
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if(pulling_along)
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occupant.visible_message("<span class='danger'>[pulling_along] has thrusted \the [name] into \the [A], throwing \the [occupant] out of it!</span>")
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