Allows the use of stun weapons to show up in autopsies

Conflicts:
	code/game/objects/items/weapons/stunbaton.dm
	code/modules/mob/living/carbon/human/human_defense.dm
This commit is contained in:
mwerezak
2014-07-31 17:01:06 -04:00
committed by ZomgPonies
parent bbdd4641d0
commit 279718728f
3 changed files with 7 additions and 8 deletions
@@ -59,14 +59,13 @@ emp_act
return -1 // complete projectile permutation
//BEGIN BOOK'S TASER NERF.
//Tasers
if(istype(P, /obj/item/projectile/beam/stun))
stun_effect_act(0, P.agony, def_zone)
stun_effect_act(0, P.agony, def_zone, P)
src <<"\red You have been hit by [P]!"
del P
return
//END TASER NERF
//Shrapnel
if (P.damage_type == BRUTE)
@@ -92,12 +91,12 @@ emp_act
c_hand = l_hand
else
c_hand = r_hand
if(c_hand)
//Not only do you need to guess the correct hand, but you also have a 50% (and increases with distance, in the case of tasers) miss chance when targeting the hands
//Since you can disarm someone by spamming disarm with a 60% success rate, it seems fair to have this be an automatic disarm, even for tasers.
msg_admin_attack("[src.name] ([src.ckey]) was disarmed by a stun effect")
u_equip(c_hand)
var/datum/organ/external/affected = get_organ(def_zone)
if (affected.status & ORGAN_ROBOT)
+2 -2
View File
@@ -69,7 +69,7 @@
return absorb
//Handles the effects of "stun" weapons
/mob/living/proc/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone)
/mob/living/proc/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone, var/used_weapon=null)
flash_pain()
if (stun_amount)
@@ -79,7 +79,7 @@
apply_effect(EYE_BLUR, stun_amount)
if (agony_amount)
apply_effect(agony_amount, AGONY,0)
apply_damage(agony_amount, HALLOSS, def_zone, 0, used_weapon)
apply_effect(STUTTER, agony_amount/10)
apply_effect(EYE_BLUR, agony_amount/10)