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synced 2026-07-18 18:44:48 +01:00
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
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@@ -67,7 +67,7 @@
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O.show_message("\blue [(O==user?"You direct":"[user] directs")] [src] to [(M==user? "your":"[M]")] eyes", 1)
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if(istype(M, /mob/living/carbon/human) || istype(M, /mob/living/carbon/monkey))//robots and aliens are unaffected
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if(M.stat > 1 || M.sdisabilities & 1)//mob is dead or fully blind
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if(M.stat == DEAD || M.sdisabilities & BLIND)//mob is dead or fully blind
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if(M!=user)
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user.show_message(text("\red [] pupils does not react to the light!", M),1)
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else if(XRAY in M.mutations)//mob has X-RAY vision
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@@ -332,7 +332,7 @@
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// M = user
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/*
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M << "\red You stab yourself in the eye."
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M.sdisabilities |= 1
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M.sdisabilities |= BLIND
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M.weakened += 4
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M.adjustBruteLoss(10)
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*/
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@@ -356,7 +356,7 @@
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M.eye_stat += rand(2,4)
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if (M.eye_stat >= 10)
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M.eye_blurry += 15+(0.1*M.eye_blurry)
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M.disabilities |= 1
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M.disabilities |= NEARSIGHTED
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if(M.stat != 2)
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M << "\red Your eyes start to bleed profusely!"
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if(prob(50))
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@@ -369,7 +369,7 @@
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if (prob(M.eye_stat - 10 + 1))
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if(M.stat != 2)
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M << "\red You go blind!"
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M.sdisabilities |= 1
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M.sdisabilities |= BLIND
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return
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@@ -213,17 +213,17 @@ CRITTER GRENADE
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//This really should be in mob not every check
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if (M.eye_stat >= 20)
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M << "\red Your eyes start to burn badly!"
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M.disabilities |= 1
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M.disabilities |= NEARSIGHTED
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if(!banglet && !(istype(src , /obj/item/weapon/flashbang/clusterbang)))
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if (prob(M.eye_stat - 20 + 1))
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M << "\red You can't see anything!"
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M.sdisabilities |= 1
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M.sdisabilities |= BLIND
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if (M.ear_damage >= 15)
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M << "\red Your ears start to ring badly!"
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if(!banglet && !(istype(src , /obj/item/weapon/flashbang/clusterbang)))
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if (prob(M.ear_damage - 10 + 5))
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M << "\red You can't hear anything!"
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M.sdisabilities |= 4
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M.sdisabilities |= DEAF
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else
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if (M.ear_damage >= 5)
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M << "\red Your ears start to ring!"
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@@ -23,6 +23,7 @@
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if (source.handcuffed)
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var/obj/item/weapon/W = source.handcuffed
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source.handcuffed = null
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source.update_inv_handcuffed()
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if (source.client)
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source.client.screen -= W
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if (W)
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@@ -237,7 +237,7 @@ CIRCULAR SAW
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M.updatehealth()
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else
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M.take_organ_damage(15)
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M.sdisabilities &= ~1
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M.sdisabilities &= ~BLIND
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M.eye_stat = 0
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M:eye_op_stage = 0.0
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@@ -312,14 +312,14 @@ WELDINGTOOOL
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user << "\red Your eyes are really starting to hurt. This can't be good for you!"
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if (prob(user.eye_stat - 25 + 1))
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user << "\red You go blind!"
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user.sdisabilities |= 1
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user.sdisabilities |= BLIND
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else if (prob(user.eye_stat - 15 + 1))
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user << "\red You go blind!"
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user.eye_blind = 5
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user.eye_blurry = 5
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user.disabilities |= 1
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user.disabilities |= NEARSIGHTED
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spawn(100)
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user.disabilities &= ~1
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user.disabilities &= ~NEARSIGHTED
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return
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