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https://github.com/ParadiseSS13/Paradise.git
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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:
@@ -285,11 +285,11 @@
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LAssailant = user
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playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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if(user.dir == src.dir)
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/*if(user.dir == src.dir)
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G.state = GRAB_AGGRESSIVE
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G.last_upgrade = world.time
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if(!supress_message)
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visible_message("<span class='warning'>[user] has grabbed [src] from behind!</span>")
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else
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if(!supress_message)
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visible_message("<span class='warning'>[user] has grabbed [src] passively!</span>")
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else*///This is an example of how you can make special types of grabs simply based on direction.
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if(!supress_message)
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visible_message("<span class='warning'>[user] has grabbed [src] passively!</span>")
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@@ -19,7 +19,7 @@
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var/allow_upgrade = 1
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var/last_upgrade = 0
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var/last_hit_zone = 0
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var/force_down //determines if the affecting mob will be pinned to the ground
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// 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.
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var/dancing //determines if assailant and affecting keep looking at each other. Basically a wrestling position
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layer = 21
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@@ -116,7 +116,7 @@
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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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@@ -124,7 +124,7 @@
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last_hit_zone = hit_zone
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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("mouth")
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if(announce)
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assailant.visible_message("<span class='warning'>[assailant] covers [affecting]'s mouth!</span>")
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if(affecting.silent < 3)
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@@ -133,13 +133,15 @@
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if(announce)
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assailant.visible_message("<span class='warning'>[assailant] covers [affecting]'s eyes!</span>")
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if(affecting.eye_blind < 3)
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affecting.eye_blind = 3
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affecting.eye_blind = 3*///These are being left in the code as an example for adding new hit-zone based things.
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if(force_down)
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if(affecting.loc != assailant.loc)
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force_down = 0
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else
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affecting.Weaken(3)
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affecting.Weaken(3) //This is being left in the code as an example of adding a new variable to do something in grab code.
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*/
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if(state >= GRAB_NECK)
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affecting.Stun(5) //It will hamper your voice, being choked and all.
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@@ -166,9 +168,10 @@
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return
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if(affecting.lying && state != GRAB_KILL)
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animate(affecting, pixel_x = 0, pixel_y = 0, 5, 1, LINEAR_EASING)
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if(force_down)
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affecting.set_dir(SOUTH) //face up
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return
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return //KJK
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/* if(force_down) //THIS GOES ABOVE THE RETURN LABELED KJK
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affecting.set_dir(SOUTH)*///This shows how you can apply special directions based on a variable. //face up
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var/shift = 0
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var/adir = get_dir(assailant, affecting)
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affecting.layer = 4
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@@ -220,15 +223,16 @@
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if(state < GRAB_AGGRESSIVE)
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if(!allow_upgrade)
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return
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if(!affecting.lying)
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assailant.visible_message("<span class='warning'>[assailant] has grabbed [affecting] aggressively (now hands)!</span>")
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else
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//if(!affecting.lying)
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assailant.visible_message("<span class='warning'>[assailant] has grabbed [affecting] aggressively (now hands)!</span>")
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/* else
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assailant.visible_message("<span class='warning'>[assailant] pins [affecting] down to the ground (now hands)!</span>")
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force_down = 1
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affecting.Weaken(3)
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step_to(assailant, affecting)
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assailant.set_dir(EAST) //face the victim
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affecting.set_dir(SOUTH) //face up
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affecting.set_dir(SOUTH) //face up //This is an example of a new feature based on the context of the location of the victim.
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*/ //It means that upgrading while someone is lying on the ground would cause you to go into pin mode.
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state = GRAB_AGGRESSIVE
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icon_state = "grabbed1"
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hud.icon_state = "reinforce1"
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@@ -289,16 +293,18 @@
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var/mob/living/carbon/human/attacker = assailant
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switch(assailant.a_intent)
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if("help")
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if(force_down)
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/*if(force_down)
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assailant << "<span class='warning'>You no longer pin [affecting] to the ground.</span>"
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force_down = 0
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return
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return*///This is a very basic demonstration of a new feature based on attacking someone with the grab, based on intent.
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//This specific example would allow you to stop pinning people to the floor without moving away from them.
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return
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if("grab")
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return
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if("harm")
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if(last_hit_zone == "eyes")
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if("harm") //This checks that the user is on harm intent.
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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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return
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@@ -319,25 +325,26 @@
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eyes.damage += rand(3,4)
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if (eyes.damage >= eyes.min_broken_damage)
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if(M.stat != 2)
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M << "\red You go blind!"
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else if(last_hit_zone == "head")
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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>")
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var/damage = 20
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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 * 10
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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(10*rand(90, 110)/100, BRUTE, "head", attacker.run_armor_check("head", "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")
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if(state < GRAB_AGGRESSIVE)
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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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assailant << "<span class='warning'>You require a better grab to do this.</span>"
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return
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if(!force_down)
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@@ -351,7 +358,8 @@
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return
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else
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assailant << "<span class='warning'>You are already pinning [affecting] to the ground.</span>"
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return
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return*///This is an example of something being done with an agressive grab + disarm intent.
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return
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if(M == assailant && state >= GRAB_AGGRESSIVE) //no eatin unless you have an agressive grab
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