Resolves issue 499. Blood runes are now totally invisible to AIs.

Created defines for disabilities and sdisabilities bitflags. Thos areas of code really need attention. Why are there so many blind variables/flags D= disability bitflags are located in setup.dm

Handcuff overlays now update when beepsky/ed-209s cuff you.

Resolves issue 628. Took a stab at tidying up handle_regular_hud_updates() for humans. If it's all working perfectly as it appears to be I'll start doing the same for other mobs. Whomever started 'fixing' this and then just abandoned it with redundant and heavily-broken code should be ashamed :[ It was/is in a real sorry state.

Resolves issue 617. Shades can no longer be weakened (stunbatons etc).

Fixed an issue with one of the antag deaf-sting/rune/whatever-it-was-I-forget causing nearsightedness rather than deafness :P


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3985 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
elly1989@rocketmail.com
2012-07-05 07:44:18 +00:00
parent 5a7009b6d3
commit 60c7b28274
39 changed files with 281 additions and 380 deletions
+1 -1
View File
@@ -67,7 +67,7 @@
O.show_message("\blue [(O==user?"You direct":"[user] directs")] [src] to [(M==user? "your":"[M]")] eyes", 1)
if(istype(M, /mob/living/carbon/human) || istype(M, /mob/living/carbon/monkey))//robots and aliens are unaffected
if(M.stat > 1 || M.sdisabilities & 1)//mob is dead or fully blind
if(M.stat == DEAD || M.sdisabilities & BLIND)//mob is dead or fully blind
if(M!=user)
user.show_message(text("\red [] pupils does not react to the light!", M),1)
else if(XRAY in M.mutations)//mob has X-RAY vision
+3 -3
View File
@@ -332,7 +332,7 @@
// M = user
/*
M << "\red You stab yourself in the eye."
M.sdisabilities |= 1
M.sdisabilities |= BLIND
M.weakened += 4
M.adjustBruteLoss(10)
*/
@@ -356,7 +356,7 @@
M.eye_stat += rand(2,4)
if (M.eye_stat >= 10)
M.eye_blurry += 15+(0.1*M.eye_blurry)
M.disabilities |= 1
M.disabilities |= NEARSIGHTED
if(M.stat != 2)
M << "\red Your eyes start to bleed profusely!"
if(prob(50))
@@ -369,7 +369,7 @@
if (prob(M.eye_stat - 10 + 1))
if(M.stat != 2)
M << "\red You go blind!"
M.sdisabilities |= 1
M.sdisabilities |= BLIND
return
+3 -3
View File
@@ -213,17 +213,17 @@ CRITTER GRENADE
//This really should be in mob not every check
if (M.eye_stat >= 20)
M << "\red Your eyes start to burn badly!"
M.disabilities |= 1
M.disabilities |= NEARSIGHTED
if(!banglet && !(istype(src , /obj/item/weapon/flashbang/clusterbang)))
if (prob(M.eye_stat - 20 + 1))
M << "\red You can't see anything!"
M.sdisabilities |= 1
M.sdisabilities |= BLIND
if (M.ear_damage >= 15)
M << "\red Your ears start to ring badly!"
if(!banglet && !(istype(src , /obj/item/weapon/flashbang/clusterbang)))
if (prob(M.ear_damage - 10 + 5))
M << "\red You can't hear anything!"
M.sdisabilities |= 4
M.sdisabilities |= DEAF
else
if (M.ear_damage >= 5)
M << "\red Your ears start to ring!"
@@ -23,6 +23,7 @@
if (source.handcuffed)
var/obj/item/weapon/W = source.handcuffed
source.handcuffed = null
source.update_inv_handcuffed()
if (source.client)
source.client.screen -= W
if (W)
@@ -237,7 +237,7 @@ CIRCULAR SAW
M.updatehealth()
else
M.take_organ_damage(15)
M.sdisabilities &= ~1
M.sdisabilities &= ~BLIND
M.eye_stat = 0
M:eye_op_stage = 0.0
+3 -3
View File
@@ -312,14 +312,14 @@ WELDINGTOOOL
user << "\red Your eyes are really starting to hurt. This can't be good for you!"
if (prob(user.eye_stat - 25 + 1))
user << "\red You go blind!"
user.sdisabilities |= 1
user.sdisabilities |= BLIND
else if (prob(user.eye_stat - 15 + 1))
user << "\red You go blind!"
user.eye_blind = 5
user.eye_blurry = 5
user.disabilities |= 1
user.disabilities |= NEARSIGHTED
spawn(100)
user.disabilities &= ~1
user.disabilities &= ~NEARSIGHTED
return