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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-29 23:17:02 +01:00
@@ -310,17 +310,7 @@ This function restores all organs.
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damage = damage*species.brute_mod
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if(organ.take_damage(damage, 0, sharp, edge, used_weapon))
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UpdateDamageIcon()
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var/list/attack_bubble_recipients = list()
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var/mob/living/user
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for(var/mob/O in viewers(user, src))
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if (O.client && !( O.blinded ))
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attack_bubble_recipients.Add(O.client)
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spawn(0)
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var/image/dmgIcon = image('icons/mob/hit_blips.dmi', src, "dmg[rand(1,2)]",MOB_LAYER+1)
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dmgIcon.pixel_x = (!lying) ? rand(-3,3) : rand(-11,12)
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dmgIcon.pixel_y = (!lying) ? rand(-11,9) : rand(-10,1)
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//world << "x: [dmgIcon.pixel_x] AND y: [dmgIcon.pixel_y]"
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flick_overlay(dmgIcon, attack_bubble_recipients, 9)
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receive_damage()
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if(BURN)
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damageoverlaytemp = 20
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if(species && species.burn_mod)
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@@ -808,6 +808,17 @@
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..()
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floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
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/atom/movable/proc/receive_damage(atom/A)
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var/pixel_x_diff = rand(-3,3)
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var/pixel_y_diff = rand(-3,3)
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animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2)
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animate(pixel_x = initial(pixel_x), pixel_y = initial(pixel_y), time = 2)
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/mob/living/receive_damage(atom/A)
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..()
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floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
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/mob/living/proc/do_jitter_animation(jitteriness)
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var/amplitude = min(4, (jitteriness/100) + 1)
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var/pixel_x_diff = rand(-amplitude, amplitude)
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