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Cleans up weapon embedding code
Removed weapon embedding from human/apply_damage(), as it didn't really belong there. As well, used_weapon is intended mainly for autopsy info, so it didn't seem appropriate to use it to embed things. Conflicts: code/modules/mob/living/carbon/human/human_damage.dm
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@@ -261,20 +261,20 @@ This function restores all organs.
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/mob/living/carbon/human/apply_damage(var/damage = 0, var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0, var/edge = 0, var/obj/used_weapon = null)
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//visible_message("Hit debug. [damage] | [damagetype] | [def_zone] | [blocked] | [sharp] | [used_weapon]")
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//Handle other types of damage
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if((damagetype != BRUTE) && (damagetype != BURN))
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if(damagetype == HALLOSS)
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if ((damage > 25 && prob(20)) || (damage > 50 && prob(60)))
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emote("scream")
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..(damage, damagetype, def_zone, blocked)
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return 1
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//Handle BRUTE and BURN damage
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handle_suit_punctures(damagetype, damage)
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if(blocked >= 2) return 0
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var/datum/organ/external/organ = null
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@@ -316,21 +316,6 @@ This function restores all organs.
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// Will set our damageoverlay icon to the next level, which will then be set back to the normal level the next mob.Life().
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updatehealth()
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hud_updateflag |= 1 << HEALTH_HUD
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//Embedded object code.
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if(!organ) return
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if(istype(used_weapon,/obj/item))
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var/obj/item/W = used_weapon
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if (!W.is_robot_module())
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//blunt objects should really not be embedding in things unless a huge amount of force is involved
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var/embed_chance = sharp? damage/W.w_class : damage/(W.w_class*3)
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var/embed_threshold = sharp? 5*W.w_class : 15*W.w_class
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//Sharp objects will always embed if they do enough damage.
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//Thrown objects have some momentum already and have a small chance to embed even if the damage is below the threshold
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if((sharp && damage > (10*W.w_class)) || (sharp && !ismob(W.loc) && prob(damage/(10*W.w_class)*100)) || (damage > embed_threshold && prob(embed_chance)))
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organ.embed(W)
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return 1
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@@ -329,6 +329,20 @@ emp_act
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if(bloody)
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bloody_body(src)
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//Melee weapon embedded object code.
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if (I.damtype == BRUTE && !I.is_robot_module())
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var/damage = I.force
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if (armor)
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damage /= armor+1
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//blunt objects should really not be embedding in things unless a huge amount of force is involved
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var/embed_chance = weapon_sharp? damage/I.w_class : damage/(I.w_class*3)
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var/embed_threshold = weapon_sharp? 5*I.w_class : 15*I.w_class
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//Sharp objects will always embed if they do enough damage.
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if((weapon_sharp && damage > (10*I.w_class)) || (damage > embed_threshold && prob(embed_chance)))
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affecting.embed(I)
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return 1
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//this proc handles being hit by a thrown atom
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@@ -382,6 +396,24 @@ emp_act
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if(!istype(src,/mob/living/simple_animal/mouse))
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msg_admin_attack("[src.name] ([src.ckey]) was hit by a [O], thrown by [M.name] ([assailant.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
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//thrown weapon embedded object code.
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if(dtype == BRUTE && istype(O,/obj/item))
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var/obj/item/I = O
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if (!I.is_robot_module())
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var/sharp = is_sharp(I)
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var/damage = throw_damage
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if (armor)
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damage /= armor+1
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//blunt objects should really not be embedding in things unless a huge amount of force is involved
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var/embed_chance = sharp? damage/I.w_class : damage/(I.w_class*3)
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var/embed_threshold = sharp? 5*I.w_class : 15*I.w_class
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//Sharp objects will always embed if they do enough damage.
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//Thrown sharp objects have some momentum already and have a small chance to embed even if the damage is below the threshold
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if((sharp && prob(damage/(10*I.w_class)*100)) || (damage > embed_threshold && prob(embed_chance)))
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affecting.embed(I)
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// Begin BS12 momentum-transfer code.
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if(O.throw_source && speed >= 15)
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var/obj/item/weapon/W = O
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@@ -402,6 +434,7 @@ emp_act
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src.anchored = 1
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src.pinned += O
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/mob/living/carbon/human/proc/bloody_hands(var/mob/living/source, var/amount = 2)
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if (gloves)
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