Anomaly core modules for modsuits (#23154)

* firewall

* shielded part 1

* WIP: Anomaly core modules for modsuits

* icons, vortex

* cryogrenade, nerfs teslawall

* message admins moment

* Update uplink_nuclear.dm

* rnd designs

* now uses the flayer icon state

* Apply suggestions from code review

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* early returns, barricade types, and comments, oh my

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* updates desc, remove comment, removes /hardsuit/

---------

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
This commit is contained in:
Qwertytoforty
2024-01-21 19:17:18 +00:00
committed by GitHub
co-authored by Ryan Henri215
parent db578cdc6f
commit 192b8224b8
33 changed files with 699 additions and 243 deletions
+1 -1
View File
@@ -397,7 +397,7 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
return ..()
/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, owner, hitby, damage, attack_type) + prob(final_block_chance)
var/signal_result = (SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, owner, hitby, damage, attack_type) & COMPONENT_BLOCK_SUCCESSFUL) + prob(final_block_chance)
if(signal_result != 0)
if(hit_reaction_chance >= 0) //Normally used for non blocking hit reactions, but also used for displaying block message on actual blocks
owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
@@ -718,7 +718,7 @@
/obj/item/organ/internal/vocal_cords/colossus/wizard = 2,
/obj/item/warp_cube/red = 1,
/obj/item/reagent_containers/drinks/everfull = 2,
/obj/item/clothing/suit/space/hardsuit/shielded/wizard = 2,
/obj/item/clothing/suit/space/hardsuit/wizard = 2,
/obj/item/immortality_talisman = 1 ) //spells recharge when invincible
var/obj/item/pickeda = pick(list_a)
value += list_a[pickeda]
@@ -1178,7 +1178,7 @@
icon_state = "wizard_box"
/obj/item/storage/box/wizard/hardsuit/populate_contents()
new /obj/item/clothing/suit/space/hardsuit/shielded/wizard(src)
new /obj/item/clothing/suit/space/hardsuit/wizard(src)
new /obj/item/clothing/shoes/magboots/wizard(src)
/obj/item/storage/box/breaching