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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-25 13:07:46 +01:00
Make combat borg shield only need inv to be active
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@@ -1001,7 +1001,7 @@ var/list/robot_verbs_default = list(
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else
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overlays += "ov-openpanel -c"
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if(module_active && istype(module_active,/obj/item/borg/combat/shield))
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if(activated(/obj/item/borg/combat/shield))
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overlays += "[icon_state]-shield"
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if(modtype == "Combat")
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@@ -1430,3 +1430,22 @@ var/list/robot_verbs_default = list(
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choose_icon(6,module_sprites)
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radio.config(module.channels)
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notify_ai(2)
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/mob/living/silicon/robot/peacekeeper/New()
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..()
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var/module_sprites[0] //Used to store the associations between sprite names and sprite index.
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module = new /obj/item/weapon/robot_module/combat(src)
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module_sprites["Combat Android"] = "droidpeace"
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//languages
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module.add_languages(src)
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//subsystems
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module.add_subsystems(src)
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hands.icon_state = lowertext("Combat")
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updatename()
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status_flags &= ~CANPUSH
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choose_icon(6,module_sprites)
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notify_ai(2)
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@@ -67,8 +67,14 @@
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return
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//Combat shielding absorbs a percentage of damage directly into the cell.
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if(module_active && istype(module_active,/obj/item/borg/combat/shield))
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var/obj/item/borg/combat/shield/shield = module_active
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var/obj/item/borg/combat/shield/shield
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if((module_state_1 && istype(module_state_1,/obj/item/borg/combat/shield))
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shield = module_state_1
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else if(module_state_2 && istype(module_state_2,/obj/item/borg/combat/shield))
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shield = module_state 2
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else if(module_state 3 && istype(module_state_3,/obj/item/borg/combat/shield))
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shield = module_state 3
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if(shield)
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//Shields absorb a certain percentage of damage based on their power setting.
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var/absorb_brute = brute*shield.shield_level
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var/absorb_burn = burn*shield.shield_level
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@@ -112,8 +118,14 @@
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var/list/datum/robot_component/parts = get_damageable_components()
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//Combat shielding absorbs a percentage of damage directly into the cell.
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if(module_active && istype(module_active,/obj/item/borg/combat/shield))
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var/obj/item/borg/combat/shield/shield = module_active
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var/obj/item/borg/combat/shield/shield
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if((module_state_1 && istype(module_state_1,/obj/item/borg/combat/shield))
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shield = module_state_1
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else if(module_state_2 && istype(module_state_2,/obj/item/borg/combat/shield))
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shield = module_state 2
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else if(module_state 3 && istype(module_state_3,/obj/item/borg/combat/shield))
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shield = module_state 3
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if(shield)
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//Shields absorb a certain percentage of damage based on their power setting.
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var/absorb_brute = brute*shield.shield_level
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var/absorb_burn = burn*shield.shield_level
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