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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 18:44:48 +01:00
Fix headbutting and remove drawback
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@@ -116,13 +116,13 @@
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affecting.hand = 1
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affecting.drop_item()
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affecting.hand = h
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/* BLOCK BEING LEFT AS EXAMPLE FOR ADDING NEW THINGS
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var/hit_zone = assailant.zone_sel.selecting
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var/announce = 0
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if(hit_zone != last_hit_zone)
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announce = 1
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//var/announce = 0
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//(hit_zone != last_hit_zone)
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//announce = 1
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last_hit_zone = hit_zone
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if(ishuman(affecting))
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/* if(ishuman(affecting))
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switch(hit_zone)
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/*if("mouth")
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if(announce)
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@@ -304,6 +304,21 @@
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return
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if("harm") //This checks that the user is on harm intent.
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if(last_hit_zone == "head") //This checks the hitzone the user has selected. In this specific case, they have the head selected.
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if(affecting.lying)
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return
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assailant.visible_message("<span class='danger'>[assailant] thrusts \his head into [affecting]'s skull!</span>") //A visible message for what is going on.
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var/damage = 5
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var/obj/item/clothing/hat = attacker.head
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if(istype(hat))
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damage += hat.force * 3
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affecting.apply_damage(damage*rand(90, 110)/100, BRUTE, "head", affected.run_armor_check(affecting, "melee"))
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playsound(assailant.loc, "swing_hit", 25, 1, -1)
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assailant.attack_log += text("\[[time_stamp()]\] <font color='red'>Headbutted [affecting.name] ([affecting.ckey])</font>")
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affecting.attack_log += text("\[[time_stamp()]\] <font color='orange'>Headbutted by [assailant.name] ([assailant.ckey])</font>")
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msg_admin_attack("[key_name(assailant)] has headbutted [key_name(affecting)]")
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return
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/*if(last_hit_zone == "eyes")
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if(state < GRAB_NECK)
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assailant << "<span class='warning'>You require a better grab to do this.</span>"
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@@ -327,21 +342,6 @@
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if(M.stat != 2)
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M << "\red You go blind!"*///This is a demonstration of adding a new damaging type based on intent as well as hitzone.
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//This specific example would allow you to squish people's eyes with a GRAB_NECK.
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if(last_hit_zone == "head") //This checks the hitzone the user has selected. In this specific case, they have the head selected.
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if(affecting.lying)
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return
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assailant.visible_message("<span class='danger'>[assailant] thrusts \his head into [affecting]'s skull!</span>") //A visible message for what is going on.
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var/damage = 5
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var/obj/item/clothing/hat = attacker.head
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if(istype(hat))
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damage += hat.force * 3
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affecting.apply_damage(damage*rand(90, 110)/100, BRUTE, "head", affected.run_armor_check(affecting, "melee"))
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assailant.apply_damage(3*rand(90, 110)/100, BRUTE, "head", attacker.run_armor_check("head", "melee"))
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playsound(assailant.loc, "swing_hit", 25, 1, -1)
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assailant.attack_log += text("\[[time_stamp()]\] <font color='red'>Headbutted [affecting.name] ([affecting.ckey])</font>")
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affecting.attack_log += text("\[[time_stamp()]\] <font color='orange'>Headbutted by [assailant.name] ([assailant.ckey])</font>")
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msg_admin_attack("[key_name(assailant)] has headbutted [key_name(affecting)]")
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return
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if("disarm") //This checks that the user is on disarm intent.
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/* if(state < GRAB_AGGRESSIVE)
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