mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-24 12:37:26 +01:00
Re-add Dave's changes, nerf remote view/remote talk
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@@ -60,9 +60,17 @@
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icon_state = "armor_reflec"
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item_state = "armor_reflec"
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blood_overlay_type = "armor"
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reflect_chance = 40
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armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0)
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siemens_coefficient = 0
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/obj/item/clothing/suit/armor/laserproof/IsReflect(var/def_zone)
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var/hit_reflect_chance = reflect_chance
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if(!(def_zone in list("chest", "groin"))) //If not shot where ablative is covering you, you don't get the reflection bonus!
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hit_reflect_chance = 0
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if (prob(hit_reflect_chance))
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return 1
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/obj/item/clothing/suit/armor/swat
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name = "swat suit"
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desc = "A heavily armored suit that protects against moderate damage. Used in special operations."
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@@ -12,35 +12,31 @@ emp_act
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var/datum/organ/external/organ = get_organ(check_zone(def_zone))
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if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
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if(check_reflect(def_zone)) // Checks if you've passed a reflection% check
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visible_message("<span class='danger'>The [P.name] gets reflected by [src]!</span>", \
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"<span class='userdanger'>The [P.name] gets reflected by [src]!</span>")
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// Find a turf near or on the original location to bounce to
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if(P.starting)
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var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
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var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
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var/turf/curloc = get_turf(src)
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// redirect the projectile
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P.original = locate(new_x, new_y, P.z)
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P.starting = curloc
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P.current = curloc
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P.firer = src
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P.yo = new_y - curloc.y
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P.xo = new_x - curloc.x
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return -1 // complete projectile permutation
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//Shields
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if(check_shields(P.damage, "the [P.name]"))
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P.on_hit(src, 2, def_zone)
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return 2
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//Laserproof armour
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if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor/laserproof))
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if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
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var/reflectchance = 40 - round(P.damage/3)
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if(!(def_zone in list("chest", "groin")))
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reflectchance /= 2
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if(prob(reflectchance))
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visible_message("\red <B>The [P.name] gets reflected by [src]'s [wear_suit.name]!</B>")
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// Find a turf near or on the original location to bounce to
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if(P.starting)
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var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
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var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
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var/turf/curloc = get_turf(src)
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// redirect the projectile
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P.original = locate(new_x, new_y, P.z)
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P.starting = curloc
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P.current = curloc
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P.firer = src
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P.yo = new_y - curloc.y
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P.xo = new_x - curloc.x
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return -1 // complete projectile permutation
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//Shrapnel
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if (P.damage_type == BRUTE)
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@@ -138,6 +134,20 @@ emp_act
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return 1
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return 0
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/mob/living/carbon/human/proc/check_reflect(var/def_zone) //Reflection checks for anything in your l_hand, r_hand, or wear_suit based on reflect_chance var of the object
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if(wear_suit && istype(wear_suit, /obj/item/))
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var/obj/item/I = wear_suit
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if(I.IsReflect(def_zone) == 1)
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return 1
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if(l_hand && istype(l_hand, /obj/item/))
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var/obj/item/I = l_hand
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if(I.IsReflect(def_zone) == 1)
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return 1
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if(r_hand && istype(r_hand, /obj/item/))
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var/obj/item/I = r_hand
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if(I.IsReflect(def_zone) == 1)
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return 1
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return 0
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/mob/living/carbon/human/proc/check_shields(var/damage = 0, var/attack_text = "the attack")
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if(l_hand && istype(l_hand, /obj/item/weapon))//Current base is the prob(50-d/3)
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@@ -118,7 +118,8 @@
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name = "\improper Bulldog shotgun"
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desc = "A compact, mag-fed semi-automatic shotgun for combat in narrow corridors. Compatible only with specialized magazines."
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icon_state = "bulldog"
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item_state = "c20r"
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item_state = "bulldog"
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icon_override = 'icons/mob/in-hand/guns.dmi'
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w_class = 3.0
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origin_tech = "combat=5;materials=4;syndicate=6"
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mag_type = "/obj/item/ammo_box/magazine/m12g"
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