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Stunbaton delayed knockdown now respects antistuns (#21069)
* stunbaton delayed knockdown now moved into status effect * renaming proc to keep its meaning * made STATUS_EFFECT_DELAYED as status effect for any delayed logic, removed STATUS_EFFECT_BATONNED * cleanup, little bug fixing * cleanup * whoopsie * updates * signal string changed * Update code/datums/status_effects/neutral.dm Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> --------- Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
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@@ -16,6 +16,7 @@
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imp_in.SetParalysis(0)
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imp_in.adjustStaminaLoss(-75)
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imp_in.stand_up(TRUE)
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SEND_SIGNAL(imp_in, COMSIG_LIVING_CLEAR_STUNS)
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imp_in.reagents.add_reagent("synaptizine", 10)
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imp_in.reagents.add_reagent("omnizine", 10)
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@@ -207,7 +207,8 @@
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H.SetStuttering(10 SECONDS)
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ADD_TRAIT(L, TRAIT_WAS_BATONNED, user_UID) // so one person cannot hit the same person with two separate batons
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addtimer(CALLBACK(src, PROC_REF(baton_knockdown), L, user_UID, knockdown_duration), knockdown_delay)
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L.apply_status_effect(STATUS_EFFECT_DELAYED, knockdown_delay, CALLBACK(L, TYPE_PROC_REF(/mob/living/, KnockDown), knockdown_duration), COMSIG_LIVING_CLEAR_STUNS)
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addtimer(CALLBACK(src, PROC_REF(baton_delay), L, user_UID), knockdown_delay)
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SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK, 33)
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@@ -221,8 +222,7 @@
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deductcharge(hitcost)
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return TRUE
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/obj/item/melee/baton/proc/baton_knockdown(mob/living/target, user_UID, knockdown_duration)
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target.KnockDown(knockdown_duration)
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/obj/item/melee/baton/proc/baton_delay(mob/living/target, user_UID)
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REMOVE_TRAIT(target, TRAIT_WAS_BATONNED, user_UID)
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/obj/item/melee/baton/emp_act(severity)
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