Merge pull request #73 from SamCroswell/master

Weapons No Longer Embed, Minor Map Edits
This commit is contained in:
Fox-McCloud
2014-12-14 16:52:18 -05:00
6 changed files with 277 additions and 297 deletions
@@ -46,10 +46,10 @@ emp_act
(SP.desc) = "[SP.desc] It looks like it was fired from [P.shot_from]."
(SP.loc) = organ
organ.embed(SP)
var/mob/living/carbon/human/M = src
var/mob/living/carbon/human/M = src
var/datum/organ/external/affected = M.get_organ(def_zone)
affected.add_autopsy_data(P.name, P.damage) // Add the bullet's name to the autopsy data
affected.add_autopsy_data(P.name, P.damage) // Add the bullet's name to the autopsy data
return (..(P , def_zone))
@@ -81,8 +81,8 @@ emp_act
if(used_weapon)
var/obj/item/W = used_weapon
affected.add_autopsy_data(W.name, agony_amount) // Add the weapon's name to the autopsy data
affected.add_autopsy_data(W.name, agony_amount) // Add the weapon's name to the autopsy data
..(stun_amount, agony_amount, def_zone, used_weapon)
/mob/living/carbon/human/getarmor(var/def_zone, var/type)
@@ -329,7 +329,7 @@ emp_act
if(affecting.brute_dam >= affecting.max_damage * config.organ_health_multiplier)
affecting.dismember_limb()
//Melee weapon embedded object code.
/* //Melee weapon embedded object code. Commented out, as most people on the forums seem to find this annoying and think it does not contribute to general gameplay. - Dave
if (I.damtype == BRUTE && !I.is_robot_module())
var/damage = I.force
if (armor)
@@ -342,7 +342,7 @@ emp_act
//Sharp objects will always embed if they do enough damage.
if(((weapon_sharp && damage > (10*I.w_class)) || (damage > embed_threshold && prob(embed_chance))) && (I.no_embed == 0) )
affecting.embed(I)
return 1
return 1*/
//this proc handles being hit by a thrown atom
/mob/living/carbon/human/hitby(atom/movable/AM as mob|obj,var/speed = 5)
@@ -2,7 +2,7 @@
name = "pulse rifle"
desc = "A heavy-duty, pulse-based energy weapon, preferred by front-line combat personnel."
icon_state = "pulse"
item_state = "pulse" //so the human update icon uses the icon_state instead.
item_state = null //so the human update icon uses the icon_state instead.
force = 10
fire_sound = 'sound/weapons/pulse.ogg'
charge_cost = 200
@@ -3,6 +3,7 @@
desc = "A man portable anti-armor weapon designed to disable mechanical threats"
icon_state = "ionrifle"
item_state = null //so the human update icon uses the icon_state instead.
icon_override = 'icons/mob/in-hand/guns.dmi'
fire_sound = 'sound/weapons/Laser.ogg'
origin_tech = "combat=2;magnets=4"
w_class = 4.0