From a82e3d95eef8eef7646171bd1334b9e0f34a72e3 Mon Sep 17 00:00:00 2001 From: SamCroswell Date: Sun, 14 Dec 2014 14:00:23 -0500 Subject: [PATCH] Weapons used at melee range no longer embed. Melee weapons will no longer embed when hitting people directly with them. Note that items that are thrown and projectiles will still embed as per their normal behavior. --- .../mob/living/carbon/human/human_defense.dm | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 44c8ba1c0fd..29ec501ba7a 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -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)