CBGI: Comment out every controversial thing

This commit comments out all of the controversial code from the new grab
system. The code is being left non-hard-deleted as an example, the
framework would be a shame to kill.
This commit is contained in:
Tigercat2000
2015-05-11 04:43:09 -07:00
parent 82d615f5b3
commit a3a1236c23
2 changed files with 37 additions and 29 deletions
+4 -4
View File
@@ -285,11 +285,11 @@
LAssailant = user
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
if(user.dir == src.dir)
/*if(user.dir == src.dir)
G.state = GRAB_AGGRESSIVE
G.last_upgrade = world.time
if(!supress_message)
visible_message("<span class='warning'>[user] has grabbed [src] from behind!</span>")
else
if(!supress_message)
visible_message("<span class='warning'>[user] has grabbed [src] passively!</span>")
else*///This is an example of how you can make special types of grabs simply based on direction.
if(!supress_message)
visible_message("<span class='warning'>[user] has grabbed [src] passively!</span>")
+33 -25
View File
@@ -19,7 +19,7 @@
var/allow_upgrade = 1
var/last_upgrade = 0
var/last_hit_zone = 0
var/force_down //determines if the affecting mob will be pinned to the ground
// var/force_down //determines if the affecting mob will be pinned to the ground //disabled due to balance, kept for an example for any new things.
var/dancing //determines if assailant and affecting keep looking at each other. Basically a wrestling position
layer = 21
@@ -116,7 +116,7 @@
affecting.hand = 1
affecting.drop_item()
affecting.hand = h
/* BLOCK BEING LEFT AS EXAMPLE FOR ADDING NEW THINGS
var/hit_zone = assailant.zone_sel.selecting
var/announce = 0
if(hit_zone != last_hit_zone)
@@ -124,7 +124,7 @@
last_hit_zone = hit_zone
if(ishuman(affecting))
switch(hit_zone)
if("mouth")
/*if("mouth")
if(announce)
assailant.visible_message("<span class='warning'>[assailant] covers [affecting]'s mouth!</span>")
if(affecting.silent < 3)
@@ -133,13 +133,15 @@
if(announce)
assailant.visible_message("<span class='warning'>[assailant] covers [affecting]'s eyes!</span>")
if(affecting.eye_blind < 3)
affecting.eye_blind = 3
affecting.eye_blind = 3*///These are being left in the code as an example for adding new hit-zone based things.
if(force_down)
if(affecting.loc != assailant.loc)
force_down = 0
else
affecting.Weaken(3)
affecting.Weaken(3) //This is being left in the code as an example of adding a new variable to do something in grab code.
*/
if(state >= GRAB_NECK)
affecting.Stun(5) //It will hamper your voice, being choked and all.
@@ -166,9 +168,10 @@
return
if(affecting.lying && state != GRAB_KILL)
animate(affecting, pixel_x = 0, pixel_y = 0, 5, 1, LINEAR_EASING)
if(force_down)
affecting.set_dir(SOUTH) //face up
return
return //KJK
/* if(force_down) //THIS GOES ABOVE THE RETURN LABELED KJK
affecting.set_dir(SOUTH)*///This shows how you can apply special directions based on a variable. //face up
var/shift = 0
var/adir = get_dir(assailant, affecting)
affecting.layer = 4
@@ -220,15 +223,16 @@
if(state < GRAB_AGGRESSIVE)
if(!allow_upgrade)
return
if(!affecting.lying)
assailant.visible_message("<span class='warning'>[assailant] has grabbed [affecting] aggressively (now hands)!</span>")
else
//if(!affecting.lying)
assailant.visible_message("<span class='warning'>[assailant] has grabbed [affecting] aggressively (now hands)!</span>")
/* else
assailant.visible_message("<span class='warning'>[assailant] pins [affecting] down to the ground (now hands)!</span>")
force_down = 1
affecting.Weaken(3)
step_to(assailant, affecting)
assailant.set_dir(EAST) //face the victim
affecting.set_dir(SOUTH) //face up
affecting.set_dir(SOUTH) //face up //This is an example of a new feature based on the context of the location of the victim.
*/ //It means that upgrading while someone is lying on the ground would cause you to go into pin mode.
state = GRAB_AGGRESSIVE
icon_state = "grabbed1"
hud.icon_state = "reinforce1"
@@ -289,16 +293,18 @@
var/mob/living/carbon/human/attacker = assailant
switch(assailant.a_intent)
if("help")
if(force_down)
/*if(force_down)
assailant << "<span class='warning'>You no longer pin [affecting] to the ground.</span>"
force_down = 0
return
return*///This is a very basic demonstration of a new feature based on attacking someone with the grab, based on intent.
//This specific example would allow you to stop pinning people to the floor without moving away from them.
return
if("grab")
return
if("harm")
if(last_hit_zone == "eyes")
if("harm") //This checks that the user is on harm intent.
/*if(last_hit_zone == "eyes")
if(state < GRAB_NECK)
assailant << "<span class='warning'>You require a better grab to do this.</span>"
return
@@ -319,25 +325,26 @@
eyes.damage += rand(3,4)
if (eyes.damage >= eyes.min_broken_damage)
if(M.stat != 2)
M << "\red You go blind!"
else if(last_hit_zone == "head")
M << "\red You go blind!"*///This is a demonstration of adding a new damaging type based on intent as well as hitzone.
//This specific example would allow you to squish people's eyes with a GRAB_NECK.
if(last_hit_zone == "head") //This checks the hitzone the user has selected. In this specific case, they have the head selected.
if(affecting.lying)
return
assailant.visible_message("<span class='danger'>[assailant] thrusts \his head into [affecting]'s skull!</span>")
var/damage = 20
assailant.visible_message("<span class='danger'>[assailant] thrusts \his head into [affecting]'s skull!</span>") //A visible message for what is going on.
var/damage = 5
var/obj/item/clothing/hat = attacker.head
if(istype(hat))
damage += hat.force * 10
damage += hat.force * 3
affecting.apply_damage(damage*rand(90, 110)/100, BRUTE, "head", affected.run_armor_check(affecting, "melee"))
assailant.apply_damage(10*rand(90, 110)/100, BRUTE, "head", attacker.run_armor_check("head", "melee"))
assailant.apply_damage(3*rand(90, 110)/100, BRUTE, "head", attacker.run_armor_check("head", "melee"))
playsound(assailant.loc, "swing_hit", 25, 1, -1)
assailant.attack_log += text("\[[time_stamp()]\] <font color='red'>Headbutted [affecting.name] ([affecting.ckey])</font>")
affecting.attack_log += text("\[[time_stamp()]\] <font color='orange'>Headbutted by [assailant.name] ([assailant.ckey])</font>")
msg_admin_attack("[key_name(assailant)] has headbutted [key_name(affecting)]")
return
if("disarm")
if(state < GRAB_AGGRESSIVE)
if("disarm") //This checks that the user is on disarm intent.
/* if(state < GRAB_AGGRESSIVE)
assailant << "<span class='warning'>You require a better grab to do this.</span>"
return
if(!force_down)
@@ -351,7 +358,8 @@
return
else
assailant << "<span class='warning'>You are already pinning [affecting] to the ground.</span>"
return
return*///This is an example of something being done with an agressive grab + disarm intent.
return
if(M == assailant && state >= GRAB_AGGRESSIVE) //no eatin unless you have an agressive grab