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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-21 11:07:12 +01:00
use hit_reaction instead
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@@ -141,19 +141,19 @@ emp_act
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if(l_hand && !istype(l_hand, /obj/item/clothing))
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var/final_block_chance = l_hand.block_chance - (Clamp((armour_penetration-l_hand.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
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if(l_hand.hit_reaction(src, attack_text, final_block_chance, damage, attack_type))
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if(l_hand.hit_reaction(src, attack_text, final_block_chance, damage, attack_type, AM))
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return 1
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if(r_hand && !istype(r_hand, /obj/item/clothing))
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var/final_block_chance = r_hand.block_chance - (Clamp((armour_penetration-r_hand.armour_penetration)/2,0,100)) + block_chance_modifier //Need to reset the var so it doesn't carry over modifications between attempts
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if(r_hand.hit_reaction(src, attack_text, final_block_chance, damage, attack_type))
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if(r_hand.hit_reaction(src, attack_text, final_block_chance, damage, attack_type, AM))
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return 1
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if(wear_suit)
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var/final_block_chance = wear_suit.block_chance - (Clamp((armour_penetration-wear_suit.armour_penetration)/2,0,100)) + block_chance_modifier
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if(wear_suit.hit_reaction(src, attack_text, final_block_chance, damage, attack_type))
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if(wear_suit.hit_reaction(src, attack_text, final_block_chance, damage, attack_type, AM))
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return 1
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if(w_uniform)
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var/final_block_chance = w_uniform.block_chance - (Clamp((armour_penetration-w_uniform.armour_penetration)/2,0,100)) + block_chance_modifier
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if(w_uniform.hit_reaction(src, attack_text, final_block_chance, damage, attack_type))
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if(w_uniform.hit_reaction(src, attack_text, final_block_chance, damage, attack_type, AM))
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return 1
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return 0
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@@ -311,39 +311,6 @@ emp_act
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throwpower = I.throwforce
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if(I.thrownby == src) //No throwing stuff at yourself to trigger reactions
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return ..()
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if(I.w_class <= WEIGHT_CLASS_NORMAL || istype(I, /obj/item/beach_ball)) // baseball bat deflecting
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var/obj/item/melee/baseball_bat/B
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if(l_hand && istype(l_hand, /obj/item/melee/baseball_bat))
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B = l_hand
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else if(r_hand && istype(r_hand, /obj/item/melee/baseball_bat))
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B = r_hand
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if(B && B.deflectmode)
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if(prob(10))
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visible_message("<span class='boldwarning'>[src] Deflects the [I] directly back at the thrower! It's a home run!</span>", "<span class='boldwarning'>You deflect the [I] directly back at the thrower! It's a home run!</span>")
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playsound(get_turf(src), 'sound/weapons/homerun.ogg', 100, 1)
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do_attack_animation(I, ATTACK_EFFECT_DISARM)
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I.throw_at(I.thrownby, 20, 20, src)
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B.deflectmode = FALSE
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if(!istype(I, /obj/item/beach_ball))
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B.lastdeflect = world.time + 3000
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return TRUE
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else if(prob(30))
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visible_message("<span class='warning'>[src] swings! And [p_they()] miss[p_es()]! How embarassing.</span>", "<span class='warning'>You swing! You miss! Oh no!</span>")
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playsound(get_turf(src), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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do_attack_animation(get_step(src,pick(alldirs)), ATTACK_EFFECT_DISARM)
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B.deflectmode = FALSE
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if(!istype(I, /obj/item/beach_ball))
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B.lastdeflect = world.time + 3000
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return ..()
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else
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visible_message("<span class='warning'>[src] swings and deflects the [I]!</span>", "<span class='warning'>You swing and deflect the [I]!</span>")
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playsound(get_turf(src), 'sound/weapons/baseball_hit.ogg', 50, 1, -1)
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do_attack_animation(I, ATTACK_EFFECT_DISARM)
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I.throw_at(get_edge_target_turf(src,pick(alldirs)), rand(8,10), 14, src)
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B.deflectmode = FALSE
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if(!istype(I, /obj/item/beach_ball))
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B.lastdeflect = world.time + 3000
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return TRUE
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if(check_shields(throwpower, "\the [AM.name]", AM, THROWN_PROJECTILE_ATTACK))
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hitpush = 0
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skipcatch = 1
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