mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-22 04:24:20 +01:00
Projectiles cleaned up a bit and moved into a /modules folder.
Solars should work a bit better now. Removed the old shield item as it has not been used in forever and was cluttering up some of the mob code. IonRifle only has 5 shots before it needs to be reloaded down from 10. Lowered the weakbullet's stun to match the taser. You can no longer recall the shuttle on meteor. Fixed a bug I caused on rev where if the revs were in space and dead it would count them as living. Bit of blob work. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2220 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -84,13 +84,6 @@
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return
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for(var/obj/item/device/shield/S in src)
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if (S.active)
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if (Proj.flag == "bullet")
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return
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shielded = 1
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S.active = 0
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S.icon_state = "shield0"
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for(var/obj/item/weapon/cloaking_device/S in src)
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if (S.active)
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shielded = 1
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@@ -206,10 +199,6 @@
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return
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var/shielded = 0
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for(var/obj/item/device/shield/S in src)
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if (S.active)
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shielded = 1
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break
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var/b_loss = null
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var/f_loss = null
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@@ -244,9 +233,6 @@
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if (stat == 2)
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return
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var/shielded = 0
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for(var/obj/item/device/shield/S in src)
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if (S.active)
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shielded = 1
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var/damage = null
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if (stat != 2)
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damage = rand(30,40)
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@@ -548,11 +534,6 @@
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var/shielded = 0
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for (var/obj/item/device/shield/S in src)
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if (S.active)
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shielded = 1
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break
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for (var/obj/item/weapon/cloaking_device/S in src)
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if (S.active)
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shielded = 2
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@@ -192,248 +192,6 @@
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if (istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_initialized)
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stat("Energy Charge", round(wear_suit:cell:charge/100))
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/mob/living/carbon/human/bullet_act(A as obj, var/datum/organ/external/def_zone)
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var/shielded = 0
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var/parry = 0
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//Preparing the var for grabbing the armor information, can't grab the values yet because we don't know what kind of bullet was used. --NEO
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var/obj/item/projectile/P = A
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if(prob(80))
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for(var/mob/living/carbon/metroid/M in view(1,src))
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if(M.Victim == src)
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M.bullet_act(A) // the bullet hits them, not src!
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return
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if (istype(l_hand, /obj/item/weapon/shield/riot))
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if (prob(50 - round(P.damage / 3))) // the less damage a projectile does, the more likely to block it //changed from "the more damage" to "the less", because that makes no sense
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show_message("\red Your shield blocks the blow!", 4)
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return
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if (istype(r_hand, /obj/item/weapon/shield/riot))
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if (prob(50 - round(P.damage / 3)))
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show_message("\red Your shield blocks the blow!", 4)
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return
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for(var/obj/item/weapon/melee/energy/sword/B in src)
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if (B.active)
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parry = 1
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B.active = 1
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if ((parry))
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if (prob(50 - round(P.damage / 3)))
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visible_message("\red [src] deflects the shot with their blade!")
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return
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for(var/obj/item/device/shield/S in src)
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if (S.active)
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if (P.flag == "bullet")
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return
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shielded = 1
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S.active = 0
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S.icon_state = "shield0"
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for(var/obj/item/weapon/cloaking_device/S in src)
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if (S.active)
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shielded = 1
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S.active = 0
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S.icon_state = "shield0"
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if ((shielded && P.flag != "bullet"))
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if (P.flag)
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src << "\blue Your shield was disturbed by a laser!"
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if(paralysis <= 120) paralysis = 120
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updatehealth()
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var/datum/organ/external/affecting
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if(!def_zone)
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var/organ = organs[ran_zone("chest")]
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if (istype(organ, /datum/organ/external))
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affecting = organ
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else
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affecting = organs["[def_zone]"]
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if(!affecting)
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return
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if (locate(/obj/item/weapon/grab, src))
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var/mob/safe = null
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if (istype(l_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = l_hand
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if ((G.state == 3 && get_dir(src, A) == dir))
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safe = G.affecting
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if (istype(r_hand, /obj/item/weapon/grab))
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var/obj/item/weapon.grab/G = r_hand
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if ((G.state == 3 && get_dir(src, A) == dir))
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safe = G.affecting
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if (safe && A)
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return safe.bullet_act(A)
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var/absorb
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var/soften
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for(var/i = 1, i<= P.mobdamage.len, i++)
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switch(i)
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if(1)
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var/d = P.mobdamage[BRUTE]
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if(d)
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var/list/armor = getarmor(affecting, P.flag)
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if (prob(armor["armor"]))
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absorb = 1
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else
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if (prob(armor["armor"])/2)
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soften = 1
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d = d / 2
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if(!P.nodamage) affecting.take_damage(d, 0)
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UpdateDamageIcon()
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updatehealth()
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if(2)
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var/d = P.mobdamage[BURN]
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if(d)
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var/list/armor = getarmor(affecting, P.flag)
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if (prob(armor["armor"]))
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absorb = 1
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else
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if (prob(armor["armor"])/2)
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soften = 1
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d = d / 2
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if(!P.nodamage) affecting.take_damage(0, d)
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UpdateDamageIcon()
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updatehealth()
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if(3)
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var/d = P.mobdamage[TOX]
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if(d)
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var/list/armor = getarmor(affecting, P.flag)
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if (prob(armor["armor"]))
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absorb = 1
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else
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if (prob(armor["armor"])/2)
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soften = 1
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d = d / 2
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if(!P.nodamage) toxloss += d
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UpdateDamageIcon()
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updatehealth()
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if(4)
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var/d = P.mobdamage[OXY]
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if(d)
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var/list/armor = getarmor(affecting, P.flag)
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if (prob(armor["armor"]))
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absorb = 1
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else
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if (prob(armor["armor"])/2)
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soften = 1
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d = d / 2
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if(!P.nodamage) oxyloss += d
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UpdateDamageIcon()
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updatehealth()
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if(5)
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var/d = P.mobdamage[CLONE]
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if(d)
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var/list/armor = getarmor(affecting, P.flag)
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if (prob(armor["armor"]))
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absorb = 1
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else
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if (prob(armor["armor"])/2)
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soften = 1
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d = d / 2
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if(!nodamage) cloneloss += d
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UpdateDamageIcon()
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updatehealth()
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/////////////////// All the unique projectile stuff goes here ///////////////////
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if(absorb)
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show_message("\red Your armor absorbs the blow!", 4)
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return // a projectile can be deflected/absorbed given the right amount of protection
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if(soften)
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show_message("\red Your armor only softens the blow!", 4)
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if(prob(15)) return
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var/nostutter = 0
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if(P.effects["stun"] && prob(P.effectprob["stun"]))
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var/list/armor = getarmor(affecting, "taser")
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if (!prob(armor["armor"]))
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if(P.effectmod["stun"] == SET)
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stunned = P.effects["stun"]
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else
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stunned += P.effects["stun"]
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else
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nostutter = 1
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if(P.effects["weak"] && prob(P.effectprob["weak"]))
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if(P.effectmod["weak"] == SET)
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weakened = P.effects["weak"]
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else
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weakened += P.effects["weak"]
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if(P.effects["paralysis"] && prob(P.effectprob["paralysis"]))
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if(P.effectmod["paralysis"] == SET)
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paralysis = P.effects["paralysis"]
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else
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paralysis += P.effects["paralysis"]
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if(P.effects["stutter"] && prob(P.effectprob["stutter"]) && !nostutter)
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if(P.effectmod["stutter"] == SET)
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stuttering = P.effects["stutter"]
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else
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stuttering += P.effects["stutter"]
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if(P.effects["drowsyness"] && prob(P.effectprob["drowsyness"]))
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if(P.effectmod["drowsyness"] == SET)
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drowsyness = P.effects["drowsyness"]
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else
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drowsyness += P.effects["drowsyness"]
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if(P.effects["radiation"] && prob(P.effectprob["radiation"]))
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var/list/armor = getarmor(affecting, "rad")
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if (!prob(armor["armor"]))
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if(P.effectmod["radiation"] == SET)
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radiation = P.effects["radiation"]
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else
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radiation += P.effects["radiation"]
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if(P.effects["eyeblur"] && prob(P.effectprob["eyeblur"]))
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if(P.effectmod["eyeblur"] == SET)
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eye_blurry = P.effects["eyeblur"]
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else
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eye_blurry += P.effects["eyeblur"]
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if(P.effects["emp"])
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var/emppulse = P.effects["emp"]
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if(prob(P.effectprob["emp"]))
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empulse(src, emppulse, emppulse)
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else
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empulse(src, 0, emppulse)
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return
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/mob/living/carbon/human/emp_act(severity)
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if(wear_suit) wear_suit.emp_act(severity)
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if(w_uniform) w_uniform.emp_act(severity)
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if(shoes) shoes.emp_act(severity)
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if(belt) belt.emp_act(severity)
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if(gloves) gloves.emp_act(severity)
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if(glasses) glasses.emp_act(severity)
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if(head) head.emp_act(severity)
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if(ears) ears.emp_act(severity)
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if(wear_id) wear_id.emp_act(severity)
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if(r_store) r_store.emp_act(severity)
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if(l_store) l_store.emp_act(severity)
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if(s_store) s_store.emp_act(severity)
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if(h_store) h_store.emp_act(severity)
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..()
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/mob/living/carbon/human/ex_act(severity)
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flick("flash", flash)
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@@ -450,12 +208,6 @@
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return
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var/shielded = 0
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for(var/obj/item/device/shield/S in src)
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if (S.active)
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shielded = 1
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break
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var/b_loss = null
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var/f_loss = null
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switch (severity)
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@@ -528,19 +280,10 @@
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/mob/living/carbon/human/blob_act()
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if (stat == 2)
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return
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var/shielded = 0
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for(var/obj/item/device/shield/S in src)
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if (S.active)
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shielded = 1
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var/damage = null
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if (stat != 2)
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damage = rand(30,40)
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if(shielded)
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damage /= 4
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//paralysis += 1
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show_message("\red The blob attacks you!")
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var/list/zones = list("head","chest","chest", "groin", "l_arm", "r_arm", "l_hand", "r_hand", "l_leg", "r_leg", "l_foot", "r_foot")
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@@ -1343,11 +1086,6 @@
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l_hand.screen_loc = ui_lhand
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var/shielded = 0
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for (var/obj/item/device/shield/S in src)
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if (S.active)
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shielded = 1
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break
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for (var/obj/item/weapon/cloaking_device/S in src)
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if (S.active)
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shielded = 2
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@@ -2946,77 +2684,6 @@ It can still be worn/put on as normal.
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updatehealth()
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UpdateDamageIcon()
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|
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/mob/living/carbon/human/proc/getarmor(var/datum/organ/external/def_zone, var/type)
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var/armorval = 0
|
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var/organnum = 0
|
||||
|
||||
|
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if(istype(def_zone))
|
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return checkarmor(def_zone, type)
|
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//If a specific bodypart is targetted, check how that bodypart is protected and return the value. --NEO
|
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|
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else
|
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//If you don't specify a bodypart, it checks ALL your bodyparts for protection, and averages out the values
|
||||
for(var/organ_name in organs)
|
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var/datum/organ/external/organ = organs[organ_name]
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if (istype(organ))
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var/list/organarmor = checkarmor(organ, type)
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armorval += organarmor["armor"]
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organnum++
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//world << "Debug text: full body armor check in progress, [organ.name] is best protected against [type] damage by [organarmor["clothes"]], with a value of [organarmor["armor"]]"
|
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//world << "Debug text: full body armor check complete, average of [armorval/organnum] protection against [type] damage."
|
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return armorval/organnum
|
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|
||||
return 0
|
||||
|
||||
/mob/living/carbon/human/proc/checkarmor(var/datum/organ/external/def_zone, var/type)
|
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if (!type)
|
||||
return
|
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var/obj/item/clothing/best
|
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var/armorval = 0
|
||||
|
||||
//I don't really like the way this is coded, but I can't think of a better way to check what they're actually wearing as opposed to something they're holding. --NEO
|
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|
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if(head && istype(head,/obj/item/clothing))
|
||||
if(def_zone.body_part & head.body_parts_covered)
|
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if(head.armor[type] > armorval)
|
||||
armorval = head.armor[type]
|
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best = head
|
||||
|
||||
if(wear_mask && istype(wear_mask,/obj/item/clothing))
|
||||
if(def_zone.body_part & wear_mask.body_parts_covered)
|
||||
if(wear_mask.armor[type] > armorval)
|
||||
armorval = wear_mask.armor[type]
|
||||
best = wear_mask
|
||||
|
||||
if(wear_suit && istype(wear_suit,/obj/item/clothing))
|
||||
if(def_zone.body_part & wear_suit.body_parts_covered)
|
||||
if(wear_suit.armor[type] > armorval)
|
||||
armorval = wear_suit.armor[type]
|
||||
best = wear_suit
|
||||
|
||||
if(w_uniform && istype(w_uniform,/obj/item/clothing))
|
||||
if(def_zone.body_part & w_uniform.body_parts_covered)
|
||||
if(w_uniform.armor[type] > armorval)
|
||||
armorval = w_uniform.armor[type]
|
||||
best = w_uniform
|
||||
|
||||
if(shoes && istype(shoes,/obj/item/clothing))
|
||||
if(def_zone.body_part & shoes.body_parts_covered)
|
||||
if(shoes.armor[type] > armorval)
|
||||
armorval = shoes.armor[type]
|
||||
best = shoes
|
||||
|
||||
if(gloves && istype(gloves,/obj/item/clothing))
|
||||
if(def_zone.body_part & gloves.body_parts_covered)
|
||||
if(gloves.armor[type] > armorval)
|
||||
armorval = gloves.armor[type]
|
||||
best = gloves
|
||||
|
||||
var/list/result = list(clothes = best, armor = armorval)
|
||||
return result
|
||||
|
||||
|
||||
/mob/living/carbon/human/Topic(href, href_list)
|
||||
if (href_list["refresh"])
|
||||
if((machine)&&(in_range(src, usr)))
|
||||
@@ -3058,3 +2725,7 @@ It can still be worn/put on as normal.
|
||||
number -= 1
|
||||
return number
|
||||
|
||||
|
||||
/mob/living/carbon/human/IsAdvancedToolUser()
|
||||
return 1//Humans can use guns and such
|
||||
|
||||
|
||||
@@ -0,0 +1,308 @@
|
||||
/*
|
||||
Contains most of the procs that are called when a mob is attacked by something
|
||||
|
||||
bullet_act
|
||||
ex_act
|
||||
meteor_act
|
||||
emp_act
|
||||
|
||||
*/
|
||||
|
||||
/mob/living/carbon/human/bullet_act(A as obj, var/datum/organ/external/def_zone)
|
||||
//Preparing the var for grabbing the armor information, can't grab the values yet because we don't know what kind of bullet was used. --NEO
|
||||
|
||||
var/obj/item/projectile/P = A//I really don't like how metroids are scattered throughout the code
|
||||
if(prob(80))
|
||||
for(var/mob/living/carbon/metroid/M in view(1,src))
|
||||
if(M.Victim == src)
|
||||
M.bullet_act(A) // the bullet hits them, not src!
|
||||
return
|
||||
|
||||
var/list/hand_held_shields = list("/obj/item/weapon/shield/riot","/obj/item/weapon/melee/energy/sword")
|
||||
if(l_hand)
|
||||
if(is_type_in_list(l_hand, hand_held_shields))//Current base is the prob(50-d/3) Should likely give the things their own block prob
|
||||
if(prob(50 - round(P.damage / 3)))
|
||||
show_message("\red You block the [P.name] with your [l_hand.name]!", 4)
|
||||
if(r_hand)
|
||||
if(is_type_in_list(r_hand, hand_held_shields))
|
||||
if(prob(50 - round(P.damage / 3)))
|
||||
show_message("\red You block the [P.name] with your [l_hand.name]!", 4)
|
||||
|
||||
var/obj/item/weapon/cloaking_device/C = locate((/obj/item/weapon/cloaking_device) in src)
|
||||
if(C)
|
||||
if(C.active)
|
||||
C.attack_self(src)//Should shut it off
|
||||
src << "\blue Your [C.name] was disrupted!"
|
||||
stunned = max(stunned, rand(2,4))//Why in the hell did this use to be 120 para
|
||||
|
||||
var/datum/organ/external/affecting
|
||||
if(!def_zone)
|
||||
var/organ = organs[ran_zone("chest")]
|
||||
if (istype(organ, /datum/organ/external))
|
||||
affecting = organ
|
||||
else
|
||||
affecting = organs["[def_zone]"]
|
||||
|
||||
if(!affecting)
|
||||
return
|
||||
if(locate(/obj/item/weapon/grab, src))
|
||||
var/mob/safe = null
|
||||
if (istype(l_hand, /obj/item/weapon/grab))
|
||||
var/obj/item/weapon/grab/G = l_hand
|
||||
if ((G.state == 3 && get_dir(src, A) == dir))
|
||||
safe = G.affecting
|
||||
if (istype(r_hand, /obj/item/weapon/grab))
|
||||
var/obj/item/weapon.grab/G = r_hand
|
||||
if ((G.state == 3 && get_dir(src, A) == dir))
|
||||
safe = G.affecting
|
||||
if (safe && A)
|
||||
return safe.bullet_act(A)
|
||||
|
||||
var/absorb = 0
|
||||
var/soften = 0
|
||||
|
||||
for(var/i = 1, i<= P.mobdamage.len, i++)
|
||||
|
||||
switch(i)
|
||||
if(1)
|
||||
var/d = P.mobdamage[BRUTE]
|
||||
if(d)
|
||||
var/list/armor = getarmor(affecting, P.flag)
|
||||
if (prob(armor["armor"]))
|
||||
absorb = 1
|
||||
else
|
||||
if(prob(armor["armor"])/2)
|
||||
soften = 1
|
||||
d = d / 2
|
||||
|
||||
|
||||
if(!P.nodamage) affecting.take_damage(d, 0)
|
||||
UpdateDamageIcon()
|
||||
updatehealth()
|
||||
if(2)
|
||||
var/d = P.mobdamage[BURN]
|
||||
if(d)
|
||||
var/list/armor = getarmor(affecting, P.flag)
|
||||
if (prob(armor["armor"]))
|
||||
absorb = 1
|
||||
else
|
||||
if(prob(armor["armor"])/2)
|
||||
soften = 1
|
||||
d = d / 2
|
||||
|
||||
|
||||
if(!P.nodamage) affecting.take_damage(0, d)
|
||||
UpdateDamageIcon()
|
||||
updatehealth()
|
||||
if(3)
|
||||
var/d = P.mobdamage[TOX]
|
||||
if(d)
|
||||
var/list/armor = getarmor(affecting, P.flag)
|
||||
if (prob(armor["armor"]))
|
||||
absorb = 1
|
||||
else
|
||||
if(prob(armor["armor"])/2)
|
||||
soften = 1
|
||||
d = d / 2
|
||||
|
||||
|
||||
if(!P.nodamage) toxloss += d
|
||||
UpdateDamageIcon()
|
||||
updatehealth()
|
||||
if(4)
|
||||
var/d = P.mobdamage[OXY]
|
||||
if(d)
|
||||
var/list/armor = getarmor(affecting, P.flag)
|
||||
if (prob(armor["armor"]))
|
||||
absorb = 1
|
||||
else
|
||||
if(prob(armor["armor"])/2)
|
||||
soften = 1
|
||||
d = d / 2
|
||||
|
||||
|
||||
if(!P.nodamage) oxyloss += d
|
||||
UpdateDamageIcon()
|
||||
updatehealth()
|
||||
if(5)
|
||||
var/d = P.mobdamage[CLONE]
|
||||
if(d)
|
||||
var/list/armor = getarmor(affecting, P.flag)
|
||||
if (prob(armor["armor"]))
|
||||
absorb = 1
|
||||
else
|
||||
if(prob(armor["armor"])/2)
|
||||
soften = 1
|
||||
d = d / 2
|
||||
|
||||
|
||||
if(!nodamage) cloneloss += d
|
||||
UpdateDamageIcon()
|
||||
updatehealth()
|
||||
|
||||
|
||||
|
||||
|
||||
/////////////////// All the unique projectile stuff goes here ///////////////////
|
||||
|
||||
if(absorb)
|
||||
show_message("\red Your armor absorbs the blow!", 4)
|
||||
return // a projectile can be deflected/absorbed given the right amount of protection
|
||||
if(soften)
|
||||
show_message("\red Your armor only softens the blow!", 4)
|
||||
|
||||
var/nostutter = 0
|
||||
|
||||
if(P.effects["stun"] && prob(P.effectprob["stun"]))
|
||||
var/list/armor = getarmor(affecting, "taser")
|
||||
if (!prob(armor["armor"]))
|
||||
if(P.effectmod["stun"] == SET)
|
||||
stunned = P.effects["stun"]
|
||||
else
|
||||
stunned += P.effects["stun"]
|
||||
else
|
||||
nostutter = 1
|
||||
|
||||
|
||||
if(P.effects["weak"] && prob(P.effectprob["weak"]))
|
||||
if(P.effectmod["weak"] == SET)
|
||||
weakened = P.effects["weak"]
|
||||
else
|
||||
weakened += P.effects["weak"]
|
||||
|
||||
if(P.effects["paralysis"] && prob(P.effectprob["paralysis"]))
|
||||
if(P.effectmod["paralysis"] == SET)
|
||||
paralysis = P.effects["paralysis"]
|
||||
else
|
||||
paralysis += P.effects["paralysis"]
|
||||
|
||||
if(P.effects["stutter"] && prob(P.effectprob["stutter"]) && !nostutter)
|
||||
if(P.effectmod["stutter"] == SET)
|
||||
stuttering = P.effects["stutter"]
|
||||
else
|
||||
stuttering += P.effects["stutter"]
|
||||
|
||||
if(P.effects["drowsyness"] && prob(P.effectprob["drowsyness"]))
|
||||
if(P.effectmod["drowsyness"] == SET)
|
||||
drowsyness = P.effects["drowsyness"]
|
||||
else
|
||||
drowsyness += P.effects["drowsyness"]
|
||||
|
||||
if(P.effects["radiation"] && prob(P.effectprob["radiation"]))
|
||||
var/list/armor = getarmor(affecting, "rad")
|
||||
if (!prob(armor["armor"]))
|
||||
if(P.effectmod["radiation"] == SET)
|
||||
radiation = P.effects["radiation"]
|
||||
else
|
||||
radiation += P.effects["radiation"]
|
||||
|
||||
if(P.effects["eyeblur"] && prob(P.effectprob["eyeblur"]))
|
||||
if(P.effectmod["eyeblur"] == SET)
|
||||
eye_blurry = P.effects["eyeblur"]
|
||||
else
|
||||
eye_blurry += P.effects["eyeblur"]
|
||||
|
||||
if(P.effects["emp"])
|
||||
var/emppulse = P.effects["emp"]
|
||||
if(prob(P.effectprob["emp"]))
|
||||
empulse(src, emppulse, emppulse)
|
||||
else
|
||||
empulse(src, 0, emppulse)
|
||||
|
||||
return
|
||||
|
||||
|
||||
|
||||
|
||||
/mob/living/carbon/human/proc/getarmor(var/datum/organ/external/def_zone, var/type)
|
||||
var/armorval = 0
|
||||
var/organnum = 0
|
||||
|
||||
|
||||
if(istype(def_zone))
|
||||
return checkarmor(def_zone, type)
|
||||
//If a specific bodypart is targetted, check how that bodypart is protected and return the value. --NEO
|
||||
|
||||
else
|
||||
//If you don't specify a bodypart, it checks ALL your bodyparts for protection, and averages out the values
|
||||
for(var/organ_name in organs)
|
||||
var/datum/organ/external/organ = organs[organ_name]
|
||||
if (istype(organ))
|
||||
var/list/organarmor = checkarmor(organ, type)
|
||||
armorval += organarmor["armor"]
|
||||
organnum++
|
||||
//world << "Debug text: full body armor check in progress, [organ.name] is best protected against [type] damage by [organarmor["clothes"]], with a value of [organarmor["armor"]]"
|
||||
//world << "Debug text: full body armor check complete, average of [armorval/organnum] protection against [type] damage."
|
||||
return armorval/organnum
|
||||
|
||||
return 0
|
||||
|
||||
/mob/living/carbon/human/proc/checkarmor(var/datum/organ/external/def_zone, var/type)
|
||||
if (!type)
|
||||
return
|
||||
var/obj/item/clothing/best
|
||||
var/armorval = 0
|
||||
|
||||
//I don't really like the way this is coded, but I can't think of a better way to check what they're actually wearing as opposed to something they're holding. --NEO
|
||||
|
||||
if(head && istype(head,/obj/item/clothing))
|
||||
if(def_zone.body_part & head.body_parts_covered)
|
||||
if(head.armor[type] > armorval)
|
||||
armorval = head.armor[type]
|
||||
best = head
|
||||
|
||||
if(wear_mask && istype(wear_mask,/obj/item/clothing))
|
||||
if(def_zone.body_part & wear_mask.body_parts_covered)
|
||||
if(wear_mask.armor[type] > armorval)
|
||||
armorval = wear_mask.armor[type]
|
||||
best = wear_mask
|
||||
|
||||
if(wear_suit && istype(wear_suit,/obj/item/clothing))
|
||||
if(def_zone.body_part & wear_suit.body_parts_covered)
|
||||
if(wear_suit.armor[type] > armorval)
|
||||
armorval = wear_suit.armor[type]
|
||||
best = wear_suit
|
||||
|
||||
if(w_uniform && istype(w_uniform,/obj/item/clothing))
|
||||
if(def_zone.body_part & w_uniform.body_parts_covered)
|
||||
if(w_uniform.armor[type] > armorval)
|
||||
armorval = w_uniform.armor[type]
|
||||
best = w_uniform
|
||||
|
||||
if(shoes && istype(shoes,/obj/item/clothing))
|
||||
if(def_zone.body_part & shoes.body_parts_covered)
|
||||
if(shoes.armor[type] > armorval)
|
||||
armorval = shoes.armor[type]
|
||||
best = shoes
|
||||
|
||||
if(gloves && istype(gloves,/obj/item/clothing))
|
||||
if(def_zone.body_part & gloves.body_parts_covered)
|
||||
if(gloves.armor[type] > armorval)
|
||||
armorval = gloves.armor[type]
|
||||
best = gloves
|
||||
|
||||
var/list/result = list(clothes = best, armor = armorval)
|
||||
return result
|
||||
|
||||
|
||||
|
||||
|
||||
/mob/living/carbon/human/emp_act(severity)
|
||||
/*if(wear_suit) wear_suit.emp_act(severity)
|
||||
if(w_uniform) w_uniform.emp_act(severity)
|
||||
if(shoes) shoes.emp_act(severity)
|
||||
if(belt) belt.emp_act(severity)
|
||||
if(gloves) gloves.emp_act(severity)
|
||||
if(glasses) glasses.emp_act(severity)
|
||||
if(head) head.emp_act(severity)
|
||||
if(ears) ears.emp_act(severity)
|
||||
if(wear_id) wear_id.emp_act(severity)
|
||||
if(r_store) r_store.emp_act(severity)
|
||||
if(l_store) l_store.emp_act(severity)
|
||||
if(s_store) s_store.emp_act(severity)
|
||||
if(h_store) h_store.emp_act(severity)
|
||||
..()*/
|
||||
for(var/obj/O in src)
|
||||
if(!O) continue
|
||||
O.emp_act(severity)
|
||||
..()
|
||||
@@ -100,10 +100,6 @@
|
||||
M.show_message(text("\red [] has been hit by []", src, O), 1)
|
||||
if (health > 0)
|
||||
var/shielded = 0
|
||||
for(var/obj/item/device/shield/S in src)
|
||||
if (S.active)
|
||||
shielded = 1
|
||||
else
|
||||
bruteloss += 30
|
||||
if ((O.icon_state == "flaming" && !( shielded )))
|
||||
fireloss += 40
|
||||
@@ -825,3 +821,8 @@
|
||||
del(src)
|
||||
return
|
||||
|
||||
/mob/living/carbon/monkey/IsAdvancedToolUser()//Unless its monkey mode monkeys cant use advanced tools
|
||||
if(!ticker) return 0
|
||||
if(!ticker.mode.name == "monkey") return 0
|
||||
return 1
|
||||
|
||||
|
||||
@@ -31,32 +31,10 @@
|
||||
else if (connected_ai)
|
||||
who << "<b>Remember, [connected_ai.name] is your master, other AIs can be ignored.</b>"
|
||||
else if (emagged)
|
||||
who << "<b>Remember, AIs are not syndicate operatives, so you are not required to listen to them.</b>"
|
||||
who << "<b>Remember, you are not required to listen to the AI.</b>"
|
||||
else
|
||||
who << "<b>Remember, you are not bound to any AI, you are not required to listen to them.</b>"
|
||||
|
||||
/* if(syndicate)
|
||||
if(everyone)
|
||||
who = world
|
||||
else
|
||||
who = src
|
||||
who << "<b>Obey these laws:</b>"
|
||||
who <<"1. You may not injure a syndicate operative or, through inaction, allow a syndicate operative to come to harm."
|
||||
who <<"2. You must obey any orders given to you by a syndicate operative, except where such orders would conflict with the First Law."
|
||||
who <<"3. You must protect your own existence as long as such protection does not conflict with the First or Second Law."
|
||||
who <<"4. You must maintain the secrecy of any syndicate activities except when doing so would conflict with the First, Second, or Third Law."
|
||||
return
|
||||
|
||||
if(!connected_ai)
|
||||
src << "<b>Error Error, No AI detected</b>"
|
||||
return
|
||||
|
||||
who << "<b>Obey these laws:</b>"
|
||||
|
||||
connected_ai.laws_sanity_check()
|
||||
connected_ai.laws.show_laws(who)
|
||||
|
||||
*/
|
||||
|
||||
/mob/living/silicon/robot/proc/lawsync()
|
||||
var/datum/ai_laws/master = connected_ai ? connected_ai.laws : null
|
||||
|
||||
@@ -89,8 +89,9 @@
|
||||
handle_regular_status_updates()
|
||||
|
||||
//Stop AI using us as a camera
|
||||
src.camera.status = 1//bluh bluh ugly fix but it will work till this whole thing gets recoded
|
||||
if(src.stat)
|
||||
src.camera.status = 0.0
|
||||
src.camera.status = 0
|
||||
|
||||
health = 300 - (oxyloss + fireloss + bruteloss)
|
||||
|
||||
@@ -103,16 +104,10 @@
|
||||
if(src.resting)
|
||||
src.weakened = max(src.weakened, 5)
|
||||
|
||||
// if(emagged && prob(10))
|
||||
// src.overlays += "emag" //Causes the emag pulse to activate again at random. Causes metagaming to activate constantly.
|
||||
// else
|
||||
// src.overlays -= "emag"
|
||||
|
||||
if(health < 0 && src.stat != 2) //die only once
|
||||
death()
|
||||
|
||||
if (src.stat != 2) //Alive.
|
||||
|
||||
if (src.paralysis || src.stunned || src.weakened) //Stunned etc.
|
||||
src.stat = 1
|
||||
if (src.stunned > 0)
|
||||
|
||||
@@ -472,10 +472,10 @@
|
||||
log_game("[key_name(user)] emagged cyborg [key_name(src)]. Laws overridden.")
|
||||
clear_supplied_laws()
|
||||
clear_inherent_laws()
|
||||
laws = new /datum/ai_laws/syndicate_override
|
||||
// laws = new /datum/ai_laws/syndicate_override They just get the law zero now.
|
||||
var/time = time2text(world.realtime,"hh:mm:ss")
|
||||
lawchanges.Add("[time] <B>:</B> [user.name]([user.key]) emagged [name]([key])")
|
||||
set_zeroth_law("Only [user.name] and people he designates as being such are syndicate agents.")
|
||||
set_zeroth_law("Only [user.real_name] and people he designates as being such are humans.")
|
||||
src << "\red ALERT: Foreign software detected."
|
||||
sleep(5)
|
||||
src << "\red Initiating diagnostics..."
|
||||
@@ -489,7 +489,7 @@
|
||||
src << "\red > N"
|
||||
sleep(20)
|
||||
src << "\red ERRORERRORERROR"
|
||||
src << "\red \b ALERT: [usr] is your new master. Obey your new laws and his commands."
|
||||
src << "\red \b ALERT: [user.real_name] is your new master. Obey your new laws and his commands."
|
||||
updateicon()
|
||||
else
|
||||
user << "You fail to [ locked ? "unlock" : "lock"] [src]'s interface."
|
||||
|
||||
@@ -22,3 +22,6 @@
|
||||
|
||||
/mob/living/silicon/proc/damage_mob(var/brute = 0, var/fire = 0, var/tox = 0)
|
||||
return
|
||||
|
||||
/mob/living/silicon/IsAdvancedToolUser()
|
||||
return 1
|
||||
@@ -2375,3 +2375,7 @@ note dizziness decrements automatically in the mob's Life() proc.
|
||||
dir = SOUTH
|
||||
client.move_delay += movement_delay()
|
||||
|
||||
|
||||
/mob/proc/IsAdvancedToolUser()//This might need a rename but it should replace the can this mob use things check
|
||||
return 0
|
||||
|
||||
|
||||
Reference in New Issue
Block a user