Merge branch 'master' of git://github.com/Baystation12/Baystation12

This commit is contained in:
Ren Erthilo
2012-03-22 20:32:35 +00:00
10 changed files with 1173 additions and 847 deletions
+1
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@@ -1101,6 +1101,7 @@
#include "code\WorkInProgress\Tastyfish\Eliza.dm"
#include "code\WorkInProgress\Tastyfish\Eliza_Data.dm"
#include "code\WorkInProgress\Tastyfish\livestock.dm"
#include "code\WorkInProgress\Tastyfish\mainspipe.dm"
#include "code\WorkInProgress\Tastyfish\paiLiza.dm"
#include "code\WorkInProgress\Tastyfish\Parser.dm"
#include "code\WorkInProgress\Tastyfish\wallmount_frame.dm"
+87
View File
@@ -1004,6 +1004,93 @@ obj/machinery/atmospherics/pipe
level = 1
icon_state = "manifold4w-f"
cap
name = "pipe endcap"
desc = "An endcap for pipes"
icon = 'pipes.dmi'
icon_state = "cap"
level = 2
volume = 35
dir = SOUTH
initialize_directions = SOUTH
var/obj/machinery/atmospherics/node
hide(var/i)
if(level == 1 && istype(loc, /turf/simulated))
invisibility = i ? 101 : 0
update_icon()
pipeline_expansion()
return list(node)
process()
if(!parent)
..()
else
machines.Remove(src)
/*
if(!node1)
parent.mingle_with_turf(loc, 70)
if(!nodealert)
//world << "Missing node from [src] at [src.x],[src.y],[src.z]"
nodealert = 1
else if(!node2)
parent.mingle_with_turf(loc, 70)
if(!nodealert)
//world << "Missing node from [src] at [src.x],[src.y],[src.z]"
nodealert = 1
else if(!node3)
parent.mingle_with_turf(loc, 70)
if(!nodealert)
//world << "Missing node from [src] at [src.x],[src.y],[src.z]"
nodealert = 1
else if (nodealert)
nodealert = 0
*/
Del()
if(node)
node.disconnect(src)
..()
disconnect(obj/machinery/atmospherics/reference)
if(reference == node)
if(istype(node, /obj/machinery/atmospherics/pipe))
del(parent)
node = null
update_icon()
..()
update_icon()
overlays = new()
icon_state = "cap[invisibility ? "-f" : ""]"
return
initialize()
for(var/obj/machinery/atmospherics/target in get_step(src, dir))
if(target.initialize_directions & get_dir(target,src))
node = target
break
var/turf/T = src.loc // hide if turf is not intact
hide(T.intact)
//update_icon()
update_icon()
visible
level = 2
icon_state = "cap"
hidden
level = 1
icon_state = "cap-f"
obj/machinery/atmospherics/pipe/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
if (istype(src, /obj/machinery/atmospherics/pipe/tank))
return ..()
+703
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@@ -0,0 +1,703 @@
// internal pipe, don't actually place or use these
obj/machinery/atmospherics/pipe/mains_component
var/obj/machinery/atmospherics/mains_pipe/parent_pipe
var/list/obj/machinery/atmospherics/pipe/mains_component/nodes = new()
New(loc)
..(loc)
parent_pipe = loc
check_pressure(pressure)
var/datum/gas_mixture/environment = loc.loc.return_air()
var/pressure_difference = pressure - environment.return_pressure()
if(pressure_difference > parent_pipe.maximum_pressure)
mains_burst()
else if(pressure_difference > parent_pipe.fatigue_pressure)
//TODO: leak to turf, doing pfshhhhh
if(prob(5))
mains_burst()
else return 1
pipeline_expansion()
return nodes
disconnect(obj/machinery/atmospherics/reference)
if(nodes.Find(reference))
nodes.Remove(reference)
proc/mains_burst()
parent_pipe.burst()
obj/machinery/atmospherics/mains_pipe
icon = 'mainspipe.dmi'
layer = 2.4 //under wires with their 2.5
var/volume = 0
var/force = 20
var/alert_pressure = 80*ONE_ATMOSPHERE
var/initialize_mains_directions = 0
var/list/obj/machinery/atmospherics/mains_pipe/nodes = new()
var/obj/machinery/atmospherics/pipe/mains_component/supply
var/obj/machinery/atmospherics/pipe/mains_component/scrubbers
var/obj/machinery/atmospherics/pipe/mains_component/aux
var/minimum_temperature_difference = 300
var/thermal_conductivity = 0 //WALL_HEAT_TRANSFER_COEFFICIENT No
var/maximum_pressure = 70*ONE_ATMOSPHERE
var/fatigue_pressure = 55*ONE_ATMOSPHERE
alert_pressure = 55*ONE_ATMOSPHERE
New()
..()
supply = new(src)
supply.volume = volume
supply.nodes.len = nodes.len
scrubbers = new(src)
scrubbers.volume = volume
scrubbers.nodes.len = nodes.len
aux = new(src)
aux.volume = volume
aux.nodes.len = nodes.len
hide(var/i)
if(level == 1 && istype(loc, /turf/simulated))
invisibility = i ? 101 : 0
update_icon()
proc/burst()
..()
for(var/obj/machinery/atmospherics/pipe/mains_component/pipe in contents)
burst()
proc/check_pressure(pressure)
var/datum/gas_mixture/environment = loc.return_air()
var/pressure_difference = pressure - environment.return_pressure()
if(pressure_difference > maximum_pressure)
burst()
else if(pressure_difference > fatigue_pressure)
//TODO: leak to turf, doing pfshhhhh
if(prob(5))
burst()
else return 1
disconnect()
..()
for(var/obj/machinery/atmospherics/pipe/mains_component/node in nodes)
node.disconnect()
Del()
disconnect()
..()
initialize()
for(var/i = 1 to nodes.len)
var/obj/machinery/atmospherics/mains_pipe/node = nodes[i]
if(node)
supply.nodes[i] = node.supply
scrubbers.nodes[i] = node.scrubbers
aux.nodes[i] = node.aux
obj/machinery/atmospherics/mains_pipe/simple
name = "mains pipe"
desc = "A one meter section of 3-line mains pipe"
dir = SOUTH
initialize_mains_directions = SOUTH|NORTH
New()
nodes.len = 2
..()
switch(dir)
if(SOUTH || NORTH)
initialize_mains_directions = SOUTH|NORTH
if(EAST || WEST)
initialize_mains_directions = EAST|WEST
if(NORTHEAST)
initialize_mains_directions = NORTH|EAST
if(NORTHWEST)
initialize_mains_directions = NORTH|WEST
if(SOUTHEAST)
initialize_mains_directions = SOUTH|EAST
if(SOUTHWEST)
initialize_mains_directions = SOUTH|WEST
proc/normalize_dir()
if(dir==3)
dir = 1
else if(dir==12)
dir = 4
update_icon()
if(nodes[1] && nodes[2])
icon_state = "intact[invisibility ? "-f" : "" ]"
//var/node1_direction = get_dir(src, node1)
//var/node2_direction = get_dir(src, node2)
//dir = node1_direction|node2_direction
else
if(!nodes[1]&&!nodes[2])
del(src) //TODO: silent deleting looks weird
var/have_node1 = nodes[1]?1:0
var/have_node2 = nodes[2]?1:0
icon_state = "exposed[have_node1][have_node2][invisibility ? "-f" : "" ]"
initialize()
normalize_dir()
var/node1_dir
var/node2_dir
for(var/direction in cardinal)
if(direction&initialize_mains_directions)
if (!node1_dir)
node1_dir = direction
else if (!node2_dir)
node2_dir = direction
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,node1_dir))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[1] = target
break
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,node2_dir))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[2] = target
break
..() // initialize internal pipes
var/turf/T = src.loc // hide if turf is not intact
hide(T.intact)
update_icon()
hidden
level = 1
icon_state = "intact-f"
visible
level = 2
icon_state = "intact"
obj/machinery/atmospherics/mains_pipe/manifold
name = "manifold pipe"
desc = "A manifold composed of mains pipes"
dir = SOUTH
initialize_mains_directions = EAST|NORTH|WEST
volume = 105
New()
nodes.len = 3
..()
initialize_mains_directions = (NORTH|SOUTH|EAST|WEST) & ~dir
initialize()
var/connect_directions = initialize_mains_directions
for(var/direction in cardinal)
if(direction&connect_directions)
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,direction))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[1] = target
connect_directions &= ~direction
break
if (nodes[1])
break
for(var/direction in cardinal)
if(direction&connect_directions)
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,direction))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[2] = target
connect_directions &= ~direction
break
if (nodes[2])
break
for(var/direction in cardinal)
if(direction&connect_directions)
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,direction))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[3] = target
connect_directions &= ~direction
break
if (nodes[3])
break
..() // initialize internal pipes
var/turf/T = src.loc // hide if turf is not intact
hide(T.intact)
update_icon()
update_icon()
icon_state = "manifold[invisibility ? "-f" : "" ]"
hidden
level = 1
icon_state = "manifold-f"
visible
level = 2
icon_state = "manifold"
obj/machinery/atmospherics/mains_pipe/manifold4w
name = "manifold pipe"
desc = "A manifold composed of mains pipes"
dir = SOUTH
initialize_mains_directions = EAST|NORTH|WEST|SOUTH
volume = 105
New()
nodes.len = 4
..()
initialize()
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,NORTH))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[1] = target
break
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,SOUTH))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[2] = target
break
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,EAST))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[3] = target
break
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,WEST))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[3] = target
break
..() // initialize internal pipes
var/turf/T = src.loc // hide if turf is not intact
hide(T.intact)
update_icon()
update_icon()
icon_state = "manifold4w[invisibility ? "-f" : "" ]"
hidden
level = 1
icon_state = "manifold4w-f"
visible
level = 2
icon_state = "manifold4w"
obj/machinery/atmospherics/mains_pipe/split
name = "mains splitter"
desc = "A splitter for connecting to a single pipe off a mains."
var/obj/machinery/atmospherics/pipe/mains_component/split_node
var/obj/machinery/atmospherics/node3
var/icon_type
New()
nodes.len = 2
..()
initialize_mains_directions = turn(dir, 90) | turn(dir, -90)
initialize_directions = dir // actually have a normal connection too
initialize()
var/node1_dir
var/node2_dir
var/node3_dir
node1_dir = turn(dir, 90)
node2_dir = turn(dir, -90)
node3_dir = dir
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,node1_dir))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[1] = target
break
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,node2_dir))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[2] = target
break
for(var/obj/machinery/atmospherics/target in get_step(src,node3_dir))
if(target.initialize_directions & get_dir(target,src))
node3 = target
break
..() // initialize internal pipes
// bind them
spawn(5)
if(node3 && split_node)
var/datum/pipe_network/N1 = node3.return_network(src)
var/datum/pipe_network/N2 = split_node.return_network(split_node)
if(N1 && N2)
N1.merge(N2)
var/turf/T = src.loc // hide if turf is not intact
hide(T.intact)
update_icon()
update_icon()
icon_state = "split-[icon_type][invisibility ? "-f" : "" ]"
return_network(A)
return split_node.return_network(A)
supply
icon_type = "supply"
New()
..()
split_node = supply
hidden
level = 1
icon_state = "split-supply-f"
visible
level = 2
icon_state = "split-supply"
scrubbers
icon_type = "scrubbers"
New()
..()
split_node = scrubbers
hidden
level = 1
icon_state = "split-scrubbers-f"
visible
level = 2
icon_state = "split-scrubbers"
aux
icon_type = "aux"
New()
..()
split_node = aux
hidden
level = 1
icon_state = "split-aux-f"
visible
level = 2
icon_state = "split-aux"
obj/machinery/atmospherics/mains_pipe/split3
name = "triple mains splitter"
desc = "A splitter for connecting to the 3 pipes on a mainline."
var/obj/machinery/atmospherics/supply_node
var/obj/machinery/atmospherics/scrubbers_node
var/obj/machinery/atmospherics/aux_node
New()
nodes.len = 1
..()
initialize_mains_directions = dir
initialize_directions = cardinal & ~dir // actually have a normal connection too
initialize()
var/node1_dir
var/supply_node_dir
var/scrubbers_node_dir
var/aux_node_dir
node1_dir = dir
aux_node_dir = turn(dir, 180)
if(dir & (NORTH|SOUTH))
supply_node_dir = EAST
scrubbers_node_dir = WEST
else
supply_node_dir = SOUTH
scrubbers_node_dir = NORTH
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src, node1_dir))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[1] = target
break
for(var/obj/machinery/atmospherics/target in get_step(src,supply_node_dir))
if(target.initialize_directions & get_dir(target,src))
supply_node = target
break
for(var/obj/machinery/atmospherics/target in get_step(src,scrubbers_node_dir))
if(target.initialize_directions & get_dir(target,src))
scrubbers_node = target
break
for(var/obj/machinery/atmospherics/target in get_step(src,aux_node_dir))
if(target.initialize_directions & get_dir(target,src))
aux_node = target
break
..() // initialize internal pipes
// bind them
spawn(5)
if(supply_node)
var/datum/pipe_network/N1 = supply_node.return_network(src)
var/datum/pipe_network/N2 = supply.return_network(supply)
if(N1 && N2)
N1.merge(N2)
if(scrubbers_node)
var/datum/pipe_network/N1 = scrubbers_node.return_network(src)
var/datum/pipe_network/N2 = scrubbers.return_network(scrubbers)
if(N1 && N2)
N1.merge(N2)
if(aux_node)
var/datum/pipe_network/N1 = aux_node.return_network(src)
var/datum/pipe_network/N2 = aux.return_network(aux)
if(N1 && N2)
N1.merge(N2)
var/turf/T = src.loc // hide if turf is not intact
hide(T.intact)
update_icon()
update_icon()
icon_state = "split-t[invisibility ? "-f" : "" ]"
return_network(obj/machinery/atmospherics/reference)
var/obj/machinery/atmospherics/A
A = supply_node.return_network(reference)
if(!A)
A = scrubbers_node.return_network(reference)
if(!A)
A = aux_node.return_network(reference)
return A
hidden
level = 1
icon_state = "split-t-f"
visible
level = 2
icon_state = "split-t"
obj/machinery/atmospherics/mains_pipe/cap
name = "pipe cap"
desc = "A cap for the end of a mains pipe"
dir = SOUTH
initialize_directions = SOUTH
volume = 35
New()
nodes.len = 1
..()
initialize_mains_directions = dir
update_icon()
icon_state = "cap[invisibility ? "-f" : ""]"
initialize()
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,dir))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[1] = target
break
..()
var/turf/T = src.loc // hide if turf is not intact
hide(T.intact)
update_icon()
hidden
level = 1
icon_state = "cap-f"
visible
level = 2
icon_state = "cap"
obj/machinery/atmospherics/mains_pipe/valve
icon_state = "mvalve0"
name = "mains shutoff valve"
desc = "A mains pipe valve"
var/open = 1
dir = SOUTH
initialize_mains_directions = SOUTH|NORTH
New()
nodes.len = 2
..()
initialize_mains_directions = dir | turn(dir, 180)
update_icon(animation)
var/turf/simulated/floor = loc
var/hide = istype(floor) ? floor.intact : 0
level = 1
for(var/obj/machinery/atmospherics/mains_pipe/node in nodes)
if(node.level == 2)
hide = 0
level = 2
break
if(animation)
flick("[hide?"h":""]mvalve[src.open][!src.open]",src)
else
icon_state = "[hide?"h":""]mvalve[open]"
initialize()
normalize_dir()
var/node1_dir
var/node2_dir
for(var/direction in cardinal)
if(direction&initialize_mains_directions)
if (!node1_dir)
node1_dir = direction
else if (!node2_dir)
node2_dir = direction
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,node1_dir))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[1] = target
break
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,node2_dir))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[2] = target
break
if(open)
..() // initialize internal pipes
update_icon()
proc/normalize_dir()
if(dir==3)
dir = 1
else if(dir==12)
dir = 4
proc/open()
if(open) return 0
open = 1
update_icon()
initialize()
return 1
proc/close()
if(!open) return 0
open = 0
update_icon()
for(var/obj/machinery/atmospherics/pipe/mains_component/node in src)
for(var/obj/machinery/atmospherics/pipe/mains_component/o in node.nodes)
o.disconnect(node)
o.build_network()
return 1
attack_ai(mob/user as mob)
return
attack_paw(mob/user as mob)
return attack_hand(user)
attack_hand(mob/user as mob)
src.add_fingerprint(usr)
update_icon(1)
sleep(10)
if (open)
close()
else
open()
digital // can be controlled by AI
name = "digital mains valve"
desc = "A digitally controlled valve."
icon_state = "dvalve0"
attack_ai(mob/user as mob)
return src.attack_hand(user)
attack_hand(mob/user as mob)
if(!src.allowed(user))
user << "\red Access denied."
return
..()
//Radio remote control
proc
set_frequency(new_frequency)
radio_controller.remove_object(src, frequency)
frequency = new_frequency
if(frequency)
radio_connection = radio_controller.add_object(src, frequency, RADIO_ATMOSIA)
var/frequency = 0
var/id = null
var/datum/radio_frequency/radio_connection
initialize()
..()
if(frequency)
set_frequency(frequency)
update_icon(animation)
var/turf/simulated/floor = loc
var/hide = istype(floor) ? floor.intact : 0
level = 1
for(var/obj/machinery/atmospherics/mains_pipe/node in nodes)
if(node.level == 2)
hide = 0
level = 2
break
if(animation)
flick("[hide?"h":""]dvalve[src.open][!src.open]",src)
else
icon_state = "[hide?"h":""]dvalve[open]"
receive_signal(datum/signal/signal)
if(!signal.data["tag"] || (signal.data["tag"] != id))
return 0
switch(signal.data["command"])
if("valve_open")
if(!open)
open()
if("valve_close")
if(open)
close()
if("valve_toggle")
if(open)
close()
else
open()
+9 -8
View File
@@ -327,14 +327,15 @@
var/selfdamage = 0
afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
if(contents.len && prob(10))
// have a chance to swing open
user.visible_message("\red \The [src] swings wide open and its contents are scattered on the floor!")
for(var/obj/O in contents)
O.loc = user.loc
if(prob(50)) step_rand(O)
..()
/obj/item/weapon/storage/toolbox/afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
if(contents.len && istype(user.loc, /turf) && prob(10))
// have a chance to swing open
user.visible_message("\red \The [src] swings wide open and its contents are scattered on the floor!")
for(var/obj/O in contents)
O.loc = user.loc
O.layer = OBJ_LAYER
if(prob(50)) step_rand(O)
..()
/obj/item/weapon/storage/toolbox/emergency
name = "emergency toolbox"
+1 -1
View File
@@ -243,7 +243,7 @@
name = "energy blade"
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
icon_state = "blade"
force = 70.0//Normal attacks deal very high damage.
force = 40.0//Normal attacks deal very high damage.
throwforce = 1//Throwing or dropping the item deletes it.
throw_speed = 1
throw_range = 1
+6
View File
@@ -269,6 +269,12 @@ mob/proc/flash_weak_pain()
/////////////////////////
var/power = src.force
// EXPERIMENTAL: scale power and time to the weight class
if(w_class >= 4.0)
power = power * 2
user.next_move = max(user.next_move, world.time + 20)
if(!istype(M, /mob/living/carbon/human))
if(istype(M, /mob/living/carbon/metroid))
var/mob/living/carbon/metroid/Metroid = M
File diff suppressed because it is too large Load Diff
@@ -99,50 +99,68 @@ emp_act
var/armor = run_armor_check(affecting, "melee", "Your armor has protected you from a hit to the [hit_area].", "Your armor has softened hit to your [hit_area].")
if(armor >= 2) return 0
if(!I.force) return 0
apply_damage(I.force, I.damtype, affecting, armor, is_cut(I), I.name)
// make heavy weapons do more damage
var/power = I.force
if(I.w_class >= 4)
power *= 2
apply_damage(, I.damtype, affecting, armor, is_cut(I), I.name)
var/bloody = 0
if((I.damtype == BRUTE) && prob(25 + (I.force * 2)))
I.add_blood(src)
if(prob(33))
bloody = 1
var/turf/location = loc
if(istype(location, /turf/simulated))
location.add_blood(src)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.wear_suit) H.wear_suit.add_blood(src)
else if(H.w_uniform) H.w_uniform.add_blood(src)
if(H.shoes) H.shoes.add_blood(src)
if (H.gloves)
H.gloves.add_blood(H)
H.gloves.transfer_blood = 2
H.gloves.bloody_hands_mob = H
else
H.add_blood(H)
H.bloody_hands = 2
H.bloody_hands_mob = H
bloody = 1
var/turf/location = loc
if(istype(location, /turf/simulated))
location.add_blood(src)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.wear_suit) H.wear_suit.add_blood(src)
else if(H.w_uniform) H.w_uniform.add_blood(src)
if(H.shoes) H.shoes.add_blood(src)
if (H.gloves)
H.gloves.add_blood(H)
H.gloves.transfer_blood = 2
H.gloves.bloody_hands_mob = H
else
H.add_blood(H)
H.bloody_hands = 2
H.bloody_hands_mob = H
switch(hit_area)
if("head")//Harder to score a stun but if you do it lasts a bit longer
if(prob(I.force))
apply_effect(20, PARALYZE, armor)
visible_message("\red <B>[src] has been knocked unconscious!</B>")
if(src != user)
ticker.mode.remove_revolutionary(mind)
switch(hit_area)
if("head")//Harder to score a stun but if you do it lasts a bit longer
var/knockout_chance = 0
if(power >= 4)
knockout_chance += 5
if(power >= 10)
knockout_chance += 20
knockout_chance += power
if(health <= 40) knockout_chance += 40
if(prob(knockout_chance))
apply_effect(20, PARALYZE, armor)
visible_message("\red <B>[src] has been knocked unconscious!</B>")
if(src != user)
ticker.mode.remove_revolutionary(mind)
if(bloody)//Apply blood
if(wear_mask) wear_mask.add_blood(src)
if(head) head.add_blood(src)
if(glasses && prob(33)) glasses.add_blood(src)
if(bloody)//Apply blood
if(wear_mask) wear_mask.add_blood(src)
if(head) head.add_blood(src)
if(glasses && prob(33)) glasses.add_blood(src)
if("chest")//Easier to score a stun but lasts less time
if(prob((I.force + 10)))
apply_effect(5, WEAKEN, armor)
visible_message("\red <B>[src] has been knocked down!</B>")
if("chest")//Easier to score a stun but lasts less time
var/knockdown_chance = 0
if(power >= 10)
knockdown_chance += 10
if(I.w_class >= 4)
knockdown_chance *= 4
knockdown_chance = min(knockdown_chance, 50)
if(prob(knockdown_chance))
apply_effect(5, WEAKEN, armor)
visible_message("\red <B>[src] has been knocked down!</B>")
if(bloody)
if(src.wear_suit) src.wear_suit.add_blood(src)
if(src.w_uniform) src.w_uniform.add_blood(src)
if(bloody)
if(src.wear_suit) src.wear_suit.add_blood(src)
if(src.w_uniform) src.w_uniform.add_blood(src)
UpdateDamageIcon()
update_clothing()
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