From 4939d8f56dbfdce0d00ad1863f51b930e5d0a4c5 Mon Sep 17 00:00:00 2001 From: "n3ophyt3@gmail.com" Date: Tue, 22 Mar 2011 02:54:52 +0000 Subject: [PATCH] Bibling a corpse no longer spams the fuck out of the hit noise. Also, I looked at the revolver code and GOOD FUCKING LORD WHAT WAS WHO SMOKING WHEN THEY MADE THAT. The only defense against a pistolwhip stunning/KOing you for 60 ticks of your life() proc is wearing a hat with a bitflag that hats no longer even have. And that's even IF the code that handles applying the damage decides that your armor protected you from the hit. Keep in mind that shit like oxytanks or toolboxes only stun for about 5 ticks of life() and that's only if the code passes a percentile check based on the amount of damage the attacked body part has taken. In conclusion, fuck that shit. Also, shooting people point-blank now plays the gunshot sound. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1230 316c924e-a436-60f5-8080-3fe189b3f50e --- code/game/objects/items/weapons/guns_ammo.dm | 65 +++++++++++--------- code/game/objects/storage/bible.dm | 2 +- 2 files changed, 36 insertions(+), 31 deletions(-) diff --git a/code/game/objects/items/weapons/guns_ammo.dm b/code/game/objects/items/weapons/guns_ammo.dm index 3931517067d..2fa0025c78c 100644 --- a/code/game/objects/items/weapons/guns_ammo.dm +++ b/code/game/objects/items/weapons/guns_ammo.dm @@ -150,7 +150,7 @@ obj/item/weapon/gun/revolver/attackby(obj/item/weapon/ammo/a357/A as obj, mob/us return 1 return -/obj/item/weapon/gun/revolver/afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag) +/obj/item/weapon/gun/revolver/afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag, pbs) if (flag) return if ((istype(user, /mob/living/carbon/monkey)) && ticker.mode != "monkey") @@ -162,8 +162,12 @@ obj/item/weapon/gun/revolver/attackby(obj/item/weapon/ammo/a357/A as obj, mob/us return playsound(user, 'Gunshot.ogg', 100, 1) src.bullets-- - for(var/mob/O in viewers(user, null)) - O.show_message(text("\red [] fires a revolver at []!", user, target), 1, "\red You hear a gunshot", 2) + if(!pbs) + for(var/mob/O in viewers(user, null)) + O.show_message(text("\red [] fires a revolver at []!", user, target), 1, "\red You hear a gunshot", 2) + else + for(var/mob/O in viewers(user, null)) + O.show_message(text("\red [] has been shot point-blank by []!", target, user), 1, "\red You hear a gunshot", 2) var/turf/T = user.loc var/turf/U = (istype(target, /atom/movable) ? target.loc : target) if ((!( U ) || !( T ))) @@ -190,39 +194,40 @@ obj/item/weapon/gun/revolver/attackby(obj/item/weapon/ammo/a357/A as obj, mob/us /obj/item/weapon/gun/revolver/attack(mob/M as mob, mob/user as mob) src.add_fingerprint(user) - var/mob/living/carbon/human/H = M +// var/mob/living/carbon/human/H = M // ******* Check - if ((istype(H, /mob/living/carbon/human) && istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80))) - M << "\blue The helmet protects you from being hit hard in the head!" - return +// if ((istype(H, /mob/living/carbon/human) && istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80))) +// M << "\blue The helmet protects you from being hit hard in the head!" +// return if ((user.a_intent == "hurt" && src.bullets > 0)) - if (prob(20)) - if (M.paralysis < 10) - M.paralysis = 10 - else - if (M.weakened < 10) - M.weakened = 10 - src.bullets-- - src.force = 90 - ..() - src.force = 60 - if(M.stat != 2) M.stat = 1 - for(var/mob/O in viewers(M, null)) - if(O.client) O.show_message(text("\red [] has been shot point-blank by []!", M, user), 1, "\red You hear someone fall", 2) +// if (prob(20)) +// if (M.paralysis < 10) +// M.paralysis = 10 +// else +// if (M.weakened < 10) +// M.weakened = 10 +// src.bullets-- +// src.force = 90 +// ..() +// src.force = 24 +// if(M.stat != 2) M.stat = 1 +// for(var/mob/O in viewers(M, null)) +// if(O.client) O.show_message(text("\red [] has been shot point-blank by []!", M, user), 1, "\red You hear someone fall", 2) + src.afterattack(M, user, 0, 1) else - if (prob(50)) - if (M.paralysis < 60) - M.paralysis = 60 - else - if (M.weakened < 60) - M.weakened = 60 - src.force = 30 +// if (prob(50)) +// if (M.paralysis < 60) +// M.paralysis = 60 +// else +// if (M.weakened < 60) +// M.weakened = 60 +// src.force = 24 ..() - if(M.stat != 2) M.stat = 1 - for(var/mob/O in viewers(M, null)) - if (O.client) O.show_message(text("\red [] has been pistol whipped by []!", M, user), 1, "\red You hear someone fall", 2) +// if(M.stat != 2) M.stat = 1 +// for(var/mob/O in viewers(M, null)) +// if (O.client) O.show_message(text("\red [] has been pistol whipped by []!", M, user), 1, "\red You hear someone fall", 2) return diff --git a/code/game/objects/storage/bible.dm b/code/game/objects/storage/bible.dm index b6435b86051..d12e091541f 100644 --- a/code/game/objects/storage/bible.dm +++ b/code/game/objects/storage/bible.dm @@ -65,7 +65,7 @@ else if(M.stat == 2) for(var/mob/O in viewers(M, null)) O.show_message(text("\red [] smacks []'s lifeless corpse with [].", user, M, src), 1) - playsound(src.loc, "punch", 25, 1, -1) + playsound(src.loc, "punch", 25, 1, -1) return /obj/item/weapon/storage/bible/afterattack(atom/A, mob/user as mob)