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Reverts give chitinous armor durability. Gibbers can now accept clothed people, but take more time. (#21186)
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@@ -454,7 +454,6 @@
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flags = NODROP | DROPDEL
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 20, BOMB = 10, RAD = 0, FIRE = 90, ACID = 90)
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var/armor_durability = 600
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flags_inv = HIDEJUMPSUIT
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cold_protection = 0
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heat_protection = 0
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@@ -467,35 +466,57 @@
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/obj/item/clothing/suit/armor/changeling/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text, final_block_chance, damage)
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. = ..()
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if(istype(hitby, /obj/item/projectile/energy/charged_plasma))
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armor_durability -= 200 // the plasma pistol is designed to be a niche tool for blasting through shields, may as well let it cut away armor
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else if(istype(hitby, /obj/item/projectile/plasma))
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armor_durability -= damage * 4
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else if(istype(hitby, /obj/item/projectile))
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var/obj/item/projectile/P = hitby
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if(P.damage_type == BURN)
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armor_durability -= damage * 2
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else
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armor_durability -= damage
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else
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var/obj/item/I = hitby
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if(istype(I, /obj/item/circular_saw))
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armor_durability -= 25 // saws used to cut away armor through an interaction, so let's keep them somewhat more effective
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else if(istype(I))
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if(I.damtype == BURN)
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armor_durability -= damage * 2
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else
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armor_durability -= damage
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else
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armor_durability--
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if(armor_durability <= 0)
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visible_message("<span class='warning'>[owner]'s chitinous armor collapses in clumps onto the ground.</span>")
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new /obj/effect/decal/cleanable/shreds(owner.loc)
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// just unequip them since they qdel on drop
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owner.unEquip(src, TRUE, TRUE)
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if(istype(owner.head, /obj/item/clothing/head/helmet/changeling))
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owner.unEquip(owner.head, TRUE, TRUE)
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if(!IS_HORIZONTAL(owner))
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return
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var/obj/item/I = hitby
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if(!isliving(I.loc))
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// Maybe it's on the ground? Maybe it's being used telekinetically? IDK
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return
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// The user who's wielding the tool
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var/mob/living/user = I.loc
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// snowflake checks my beloved
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// this will become tooltype checks I swear
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if(!istype(I, /obj/item/circular_saw) && !istype(I, /obj/item/twohanded/required/chainsaw) && !istype(I, /obj/item/twohanded/chainsaw))
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return
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user.visible_message(
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"<span class='notice'>[user] starts to saw through [owner]'s [name].</span>",
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"<span class='notice'>You start to saw through [owner]'s [name].</span>",
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"<span class='notice'>You hear a loud grinding noise.</span>"
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)
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if(!do_after(user, 15 SECONDS, target = owner))
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user.visible_message(
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"<span class='warning'>[user] fails to cut through [owner]'s [name].</span>",
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"<span class='warning'>You fail to cut through [owner]'s [name].</span>",
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"<span class='notice'>You hear the grinding stop.</span>"
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)
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return FALSE
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// check again after the do_after to make sure they haven't gotten up
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if(!IS_HORIZONTAL(owner))
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return FALSE
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user.visible_message(
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"<span class='warning'>\The [name] turns to shreds as [user] cleaves through it!</span>",
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"<span class='warning'>\The [name] turns to shreds as you cleave through it!</span>",
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"<span class='notice'>You hear something fall as the grinding ends.</span>"
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)
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playsound(I, I.hitsound, 50)
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// you've torn it up, get rid of it.
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new /obj/effect/decal/cleanable/shreds(owner.loc)
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// just unequip them since they qdel on drop
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owner.unEquip(src, TRUE, TRUE)
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if(istype(owner.head, /obj/item/clothing/head/helmet/changeling))
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owner.unEquip(owner.head, TRUE, TRUE)
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return TRUE
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/obj/item/clothing/head/helmet/changeling
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name = "chitinous mass"
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@@ -139,20 +139,25 @@
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to_chat(user, "<span class='danger'>This is not suitable for [src]!</span>")
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return
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if(victim.abiotic(TRUE))
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to_chat(user, "<span class='danger'>Subject may not have anything on their body.</span>")
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return
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user.visible_message("<span class='danger'>[user] starts to put [victim] into [src]!</span>")
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add_fingerprint(user)
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if(do_after(user, 30, target = victim) && user.Adjacent(src) && victim.Adjacent(user) && !occupant)
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if(victim.abiotic(TRUE))
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to_chat(user, "<span class='danger'>Clothing detected. Please speak to an engineer if any clothing jams up the interal grinders!</span>")
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if(do_after(user, 15 SECONDS, target = victim) && user.Adjacent(src) && victim.Adjacent(user) && !occupant) //15 seconds if they are not fully stripped, 12 more than normal. Similarly, takes about that long to strip a person in a ert hardsuit of all gear.
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user.visible_message("<span class='danger'>[user] stuffs [victim] into [src]!</span>")
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else
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return
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else if(do_after(user, 3 SECONDS, target = victim) && user.Adjacent(src) && victim.Adjacent(user) && !occupant)
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user.visible_message("<span class='danger'>[user] stuffs [victim] into [src]!</span>")
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else
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return
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victim.forceMove(src)
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occupant = victim
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victim.forceMove(src)
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occupant = victim
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update_icon(UPDATE_OVERLAYS | UPDATE_ICON_STATE)
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INVOKE_ASYNC(src, PROC_REF(feedinTopanim))
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update_icon(UPDATE_OVERLAYS | UPDATE_ICON_STATE)
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INVOKE_ASYNC(src, PROC_REF(feedinTopanim))
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/obj/machinery/gibber/verb/eject()
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set category = "Object"
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@@ -286,6 +291,26 @@
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occupant.emote("scream")
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playsound(get_turf(src), 'sound/goonstation/effects/gib.ogg', 50, 1)
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victims += "\[[all_timestamps()]\] [key_name(occupant)] killed by [UserOverride ? "Autogibbing" : "[key_name(user)]"]" //have to do this before ghostizing
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if(!stealthmode && ishuman(occupant))
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var/mob/living/carbon/human/H = occupant
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for(var/obj/item/I in H.get_contents())
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if(I.resistance_flags & INDESTRUCTIBLE)
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I.forceMove(get_turf(src))
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if(H.get_item_by_slot(slot_wear_suit))
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var/obj/item/ws = H.get_item_by_slot(slot_s_store)
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if(ws.resistance_flags & INDESTRUCTIBLE)
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ws.forceMove(get_turf(src))
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H.s_store = null
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if(H.get_item_by_slot(slot_l_store))
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var/obj/item/ls = H.get_item_by_slot(slot_l_store)
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if(ls.resistance_flags & INDESTRUCTIBLE)
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ls.forceMove(get_turf(src))
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H.l_store = null
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if(H.get_item_by_slot(slot_r_store))
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var/obj/item/rs = H.get_item_by_slot(slot_r_store)
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if(rs.resistance_flags & INDESTRUCTIBLE)
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rs.forceMove(get_turf(src))
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H.r_store = null
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occupant.death(1)
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occupant.ghostize()
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