Add attack animations

This commit is contained in:
Markolie
2015-02-22 21:15:54 +01:00
parent 0048394e3c
commit 377dfe894d
50 changed files with 939 additions and 577 deletions
+4 -1
View File
@@ -365,7 +365,7 @@
//attack with an item - open/close cover, insert cell, or (un)lock interface
/obj/machinery/power/apc/attackby(obj/item/W, mob/user)
/obj/machinery/power/apc/attackby(obj/item/W, mob/living/user)
if (istype(user, /mob/living/silicon) && get_dist(src,user)>1)
return src.attack_hand(user)
@@ -577,6 +577,7 @@
(istype(W, /obj/item/device/multitool) || \
istype(W, /obj/item/weapon/wirecutters) || istype(W, /obj/item/device/assembly/signaler)))
return src.attack_hand(user)
user.do_attack_animation(src)
user.visible_message("\red The [src.name] has been hit with the [W.name] by [user.name]!", \
"\red You hit the [src.name] with your [W.name]!", \
"You hear bang")
@@ -671,6 +672,8 @@
return
if(indestructible)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
user.visible_message("\red [user.name] slashes at the [src.name]!", "\blue You slash at the [src.name]!")
playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1)
+9 -9
View File
@@ -21,7 +21,7 @@
var/obj/machinery/light/newlight = null
var/sheets_refunded = 2
/obj/item/light_fixture_frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/item/light_fixture_frame/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
if (istype(W, /obj/item/weapon/wrench))
new /obj/item/stack/sheet/metal( get_turf(src.loc), sheets_refunded )
del(src)
@@ -99,7 +99,7 @@
usr << "The casing is closed."
return
/obj/machinery/light_construct/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/machinery/light_construct/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
src.add_fingerprint(user)
if (istype(W, /obj/item/weapon/wrench))
if (src.stage == 1)
@@ -344,7 +344,7 @@
// attack with item - insert light (if right type), otherwise try to break the light
/obj/machinery/light/attackby(obj/item/W, mob/user)
/obj/machinery/light/attackby(obj/item/W, mob/living/user)
//Light replacer code
if(istype(W, /obj/item/device/lightreplacer))
@@ -390,7 +390,7 @@
else if(status != LIGHT_BROKEN && status != LIGHT_EMPTY)
user.do_attack_animation(src)
if(prob(1+W.force * 5))
user << "You hit the light, and it smashes!"
@@ -405,7 +405,7 @@
broken()
else
user << "You hit the light!"
user.visible_message("<span class='danger'>[user.name] hits the light.</span>")
// attempt to stick weapon into light socket
else if(status == LIGHT_EMPTY)
@@ -471,8 +471,8 @@
user << "\green That object is useless to you."
return
else if (status == LIGHT_OK||status == LIGHT_BURNED)
for(var/mob/M in viewers(src))
M.show_message("\red [user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2)
user.do_attack_animation(src)
visible_message("<span class='danger'>[user.name] smashed the light!</span>", "You hear a tinkle of breaking glass")
broken()
return
@@ -482,8 +482,8 @@
M << "\red That object is useless to you."
return
else if (status == LIGHT_OK||status == LIGHT_BURNED)
for(var/mob/O in viewers(src))
O.show_message("\red [M.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2)
M.do_attack_animation(src)
visible_message("<span class='danger'>[M.name] smashed the light!</span>", "You hear a tinkle of breaking glass")
broken()
return
// attack with hand - remove tube/bulb