mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 03:27:05 +01:00
Removed nanoaugs, they were unbalanced and never used outside of badmins shitting things up.
They also added extra checks to -Everytime a mob attacked (checking for super strength and electric hands) -Every time a mob was attacked (checking for dermal armour) -Every time a human was shot (checking for reflex) -Every time a human breathed (checking for rebreather) -Every tick of human life (checking for regen) -Every hud update (checking for radar) Not to mention just cluttered mob code in general. I know there won't be any noticeable performance increase from this but seeing as they were never going to be finished (I asked Doohl beforehand) and mob code is messy enough as is, I think only good can come of removing the code. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5587 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -333,7 +333,7 @@
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if ("hurt")
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var/damage = rand(1, 9)
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if (prob(90))
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if ((HULK in M.mutations) || (SUPRSTR in M.augmentations))//HULK SMASH
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if (HULK in M.mutations)//HULK SMASH
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damage += 14
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spawn(0)
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Weaken(damage) // Why can a hulk knock an alien out but not knock out a human? Damage is robust enough.
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@@ -313,7 +313,7 @@
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else
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var/damage = rand(1, 9)
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if (prob(90))
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if ((HULK in M.mutations) || (SUPRSTR in M.augmentations))
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if (HULK in M.mutations)
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damage += 5
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spawn(0)
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Paralyse(1)
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@@ -347,158 +347,6 @@
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src.hud_used.hotkey_ui_hidden = 1
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/*
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Radar-related things
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*/
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/mob/living/carbon/human/proc/close_radar()
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radar_open = 0
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for(var/obj/screen/x in client.screen)
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if( (x.name == "radar" && x.icon == 'icons/misc/radar.dmi') || (x in radar_blips) )
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client.screen -= x
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del(x)
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place_radar_closed()
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/mob/living/carbon/human/proc/place_radar_closed()
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var/obj/screen/closedradar = new()
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closedradar.icon = 'icons/misc/radar.dmi'
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closedradar.icon_state = "radarclosed"
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closedradar.screen_loc = "WEST,NORTH-1"
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closedradar.name = "radar closed"
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client.screen += closedradar
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/mob/living/carbon/human/proc/start_radar()
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for(var/obj/screen/x in client.screen)
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if(x.name == "radar closed" && x.icon == 'icons/misc/radar.dmi')
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client.screen -= x
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del(x)
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var/obj/screen/cornerA = new()
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cornerA.icon = 'icons/misc/radar.dmi'
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cornerA.icon_state = "radar(1,1)"
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cornerA.screen_loc = "WEST,NORTH-2"
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cornerA.name = "radar"
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var/obj/screen/cornerB = new()
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cornerB.icon = 'icons/misc/radar.dmi'
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cornerB.icon_state = "radar(2,1)"
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cornerB.screen_loc = "WEST+1,NORTH-2"
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cornerB.name = "radar"
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var/obj/screen/cornerC = new()
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cornerC.icon = 'icons/misc/radar.dmi'
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cornerC.icon_state = "radar(1,2)"
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cornerC.screen_loc = "WEST,NORTH-1"
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cornerC.name = "radar"
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var/obj/screen/cornerD = new()
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cornerD.icon = 'icons/misc/radar.dmi'
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cornerD.icon_state = "radar(2,2)"
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cornerD.screen_loc = "WEST+1,NORTH-1"
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cornerD.name = "radar"
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client.screen += cornerA
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client.screen += cornerB
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client.screen += cornerC
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client.screen += cornerD
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radar_open = 1
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while(radar_open && (RADAR in augmentations))
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update_radar()
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sleep(6)
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/mob/living/carbon/human/proc/update_radar()
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if(!client) return
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var/list/found_targets = list()
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var/max_dist = 29 // 29 tiles is the max distance
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// If the mob is inside a turf, set the center to the object they're in
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var/atom/distance_ref = src
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if(!isturf(src.loc))
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distance_ref = loc
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// Clear the radar_blips cache
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for(var/x in radar_blips)
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client.screen -= x
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del(x)
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radar_blips = list()
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var/starting_px = 3
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var/starting_py = 3
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for(var/mob/living/M in orange(max_dist, distance_ref))
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if(M.stat == 2) continue
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found_targets.Add(M)
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for(var/obj/mecha/M in orange(max_dist, distance_ref))
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if(!M.occupant) continue
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found_targets.Add(M)
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for(var/obj/structure/closet/C in orange(max_dist, distance_ref))
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for(var/mob/living/M in C.contents)
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if(M.stat == 2) continue
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found_targets.Add(M)
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// Loop through all living mobs in a range.
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for(var/atom/A in found_targets)
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var/a_x = A.x
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var/a_y = A.y
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if(!isturf(A.loc))
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a_x = A.loc.x
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a_y = A.loc.y
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var/blip_x = max_dist + (-( distance_ref.x-a_x ) ) + starting_px
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var/blip_y = max_dist + (-( distance_ref.y-a_y ) ) + starting_py
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var/obj/screen/blip = new()
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blip.icon = 'icons/misc/radar.dmi'
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blip.name = "Blip"
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blip.layer = 21
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blip.screen_loc = "WEST:[blip_x-1],NORTH-2:[blip_y-1]" // offset -1 because the center of the blip is not at the bottomleft corner (14)
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if(istype(A, /mob/living))
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var/mob/living/M = A
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if(ishuman(M))
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if(M:wear_id)
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var/job = M:wear_id:GetJobName()
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if(job == "Security Officer")
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blip.icon_state = "secblip"
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blip.name = "Security Officer"
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else if(job == "Captain" || job == "Research Director" || job == "Chief Engineer" || job == "Chief Medical Officer" || job == "Head of Security" || job == "Head of Personnel")
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blip.icon_state = "headblip"
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blip.name = "Station Head"
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else
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blip.icon_state = "civblip"
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blip.name = "Civilian"
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else
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blip.icon_state = "civblip"
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blip.name = "Civilian"
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else if(issilicon(M))
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blip.icon_state = "roboblip"
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blip.name = "Robotic Organism"
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else
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blip.icon_state = "unknownblip"
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blip.name = "Unknown Organism"
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else if(istype(A, /obj/mecha))
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blip.icon_state = "roboblip"
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blip.name = "Robotic Organism"
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radar_blips.Add(blip)
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client.screen += blip
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/mob/living/carbon/human/update_action_buttons()
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var/num = 1
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if(!src.hud_used) return
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@@ -43,7 +43,6 @@
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var/armor_block = run_armor_check(affecting, "melee")
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if(HULK in M.mutations) damage += 5
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if(SUPRSTR in M.augmentations) damage += 5
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playsound(loc, "punch", 25, 1, -1)
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@@ -99,25 +98,6 @@
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if("hurt")
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if(ELECTRICHANDS in M.augmentations)
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var/gendertxt = "their"
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if(M.gender == MALE)
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gendertxt = "his"
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if(M.gender == FEMALE)
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gendertxt = "her"
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visible_message("\red <B>[M] has shocked [src] with [gendertxt] bare hands!</B>")
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M.attack_log += text("\[[time_stamp()]\] <font color='red'>Used Electric Hands nanoaug power on [src.name] ([src.ckey])</font>")
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src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been shocked by [M.name] with the Electric Hands nanoaug ([M.ckey])</font>")
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log_attack("<font color='red'>[M.name] ([M.ckey]) used Electric Hands nanoaug on [src.name], shocking them ([src.ckey])</font>")
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var/armorblock = run_armor_check(M.zone_sel.selecting, "energy")
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apply_effects(5,5,0,0,5,0,0,armorblock)
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return
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M.attack_log += text("\[[time_stamp()]\] <font color='red'>Punched [src.name] ([src.ckey])</font>")
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src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been punched by [M.name] ([M.ckey])</font>")
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@@ -151,7 +131,6 @@
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var/armor_block = run_armor_check(affecting, "melee")
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if(HULK in M.mutations) damage += 5
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if(SUPRSTR in M.augmentations) damage += 5
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switch(attack_verb)
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if("slash")
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@@ -175,9 +175,6 @@
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if(blocked)
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damage = (damage/(blocked+1))
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if(DERMALARMOR in augmentations)
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damage = damage - (round(damage*0.35)) // reduce damage by 35%
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switch(damagetype)
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if(BRUTE)
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damageoverlaytemp = 20
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@@ -172,32 +172,6 @@
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if((COLD_RESISTANCE in mutations) || (prob(1)))
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heal_organ_damage(0,1)
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// Make nanoregen heal youu, -3 all damage types
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if(NANOREGEN in augmentations)
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var/healed = 0
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if(getToxLoss())
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adjustToxLoss(-3)
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healed = 1
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if(getOxyLoss())
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adjustOxyLoss(-3)
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healed = 1
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if(getCloneLoss())
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adjustCloneLoss(-3)
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healed = 1
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if(getBruteLoss())
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heal_organ_damage(3,0)
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healed = 1
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if(getFireLoss())
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heal_organ_damage(0,3)
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healed = 1
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if(halloss > 0)
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halloss -= 3
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if(halloss < 0) halloss = 0
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healed = 1
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if(healed)
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if(prob(5))
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src << "\blue You feel your wounds mending..."
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if ((HULK in mutations) && health <= 25)
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mutations.Remove(HULK)
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update_mutations() //update our mutation overlays
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@@ -329,7 +303,7 @@
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proc/handle_breath(datum/gas_mixture/breath)
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if((status_flags & GODMODE) || REBREATHER in augmentations)
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if((status_flags & GODMODE))
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return
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if(!breath || (breath.total_moles() == 0) || suiciding)
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@@ -472,21 +472,12 @@
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O.show_message(text("\red [] has grabbed [] passively!", M, src), 1)
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else
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if(ELECTRICHANDS in M.augmentations)
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var/gendertxt = "their"
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if(M.gender == MALE)
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gendertxt = "his"
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if(M.gender == FEMALE)
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gendertxt = "her"
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visible_message("\red <B>[M] has shocked [src] with [gendertxt] bare hands!</B>")
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return
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var/damage = rand(1, 9)
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attacked += 10
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if (prob(90))
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if ((HULK in M.mutations) || (SUPRSTR in M.augmentations))
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if (HULK in M.mutations)
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damage += 5
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if(Victim)
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Victim = null
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@@ -65,18 +65,20 @@
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emote_see = list("jiggles", "bounces in place")
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var/colour = "grey"
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/mob/living/simple_animal/slime/adult/Die()
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/mob/living/simple_animal/adultslime/New()
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..()
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overlays += "aslime-:33"
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/mob/living/simple_animal/slime/adult/Die()
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var/mob/living/simple_animal/slime/S1 = new /mob/living/simple_animal/slime (src.loc)
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S1.icon_state = "[src.colour] baby slime"
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S1.icon_state = "[src.colour] adult slime"
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S1.icon_living = "[src.colour] adult slime"
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S1.icon_dead = "[src.colour] adult slime dead"
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S1.icon_living = "[src.colour] baby slime"
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S1.icon_dead = "[src.colour] baby slime dead"
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S1.colour = "[src.colour]"
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var/mob/living/simple_animal/slime/S2 = new /mob/living/simple_animal/slime (src.loc)
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S2.icon_state = "[src.colour] baby slime"
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S2.icon_state = "[src.colour] adult slime"
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S2.icon_living = "[src.colour] adult slime"
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S2.icon_dead = "[src.colour] adult slime dead"
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S2.icon_living = "[src.colour] baby slime"
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S2.icon_dead = "[src.colour] baby slime dead"
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S2.colour = "[src.colour]"
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del(src)
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@@ -140,9 +140,6 @@
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var/list/mutations = list() //Carbon -- Doohl
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//see: setup.dm for list of mutations
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var/list/augmentations = list() //Carbon -- Doohl
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//see: setup.dm for list of augmentations
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var/voice_name = "unidentifiable voice"
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var/voice_message = null // When you are not understood by others (replaced with just screeches, hisses, chimpers etc.)
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var/say_message = null // When you are understood by others. Currently only used by aliens and monkeys in their say_quote procs
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@@ -456,12 +456,6 @@
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usr:inv3.icon_state = "inv3"
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usr:module_active = null
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if("radar")
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usr:close_radar()
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if("radar closed")
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usr:start_radar()
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else
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DblClick()
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return
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@@ -641,7 +635,7 @@
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if(CM.handcuffed && CM.canmove && (CM.last_special <= world.time))
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CM.next_move = world.time + 100
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CM.last_special = world.time + 100
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if(isalienadult(CM) || (HULK in usr.mutations) || (SUPRSTR in CM.augmentations))//Don't want to do a lot of logic gating here.
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if(isalienadult(CM) || (HULK in usr.mutations))//Don't want to do a lot of logic gating here.
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usr << "\red You attempt to break your handcuffs. (This will take around 5 seconds and you need to stand still)"
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for(var/mob/O in viewers(CM))
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O.show_message(text("\red <B>[] is trying to break the handcuffs!</B>", CM), 1)
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@@ -679,7 +673,7 @@
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else if(CM.legcuffed && CM.canmove && (CM.last_special <= world.time))
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CM.next_move = world.time + 100
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CM.last_special = world.time + 100
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if(isalienadult(CM) || (HULK in usr.mutations) || (SUPRSTR in CM.augmentations))//Don't want to do a lot of logic gating here.
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if(isalienadult(CM) || (HULK in usr.mutations))//Don't want to do a lot of logic gating here.
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usr << "\red You attempt to break your legcuffs. (This will take around 5 seconds and you need to stand still)"
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for(var/mob/O in viewers(CM))
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O.show_message(text("\red <B>[] is trying to break the legcuffs!</B>", CM), 1)
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@@ -74,18 +74,12 @@
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loc = A.loc
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return 0// nope.avi
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// check for dodge (i can't place in bullet_act because then things get wonky)
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if(!M.stat && !M.lying && (REFLEXES in M.augmentations) && prob(85))
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var/message = pick("[M] skillfully dodges the [name]!", "[M] ducks, dodging the [name]!", "[M] effortlessly jumps out of the way of the [name]!", "[M] dodges the [name] in one graceful movement!", "[M] leans back, dodging the [name] narrowly!", "[M] sidesteps, avoiding the [name] narrowly.", "[M] barely weaves out of the way of the [name].")
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M.visible_message("\red <B>[message]</B>")
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forcedodge = 1
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var/distance = get_dist(original,loc)
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def_zone = ran_zone(def_zone, 100-(5*distance)) //Lower accurancy/longer range tradeoff.
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if(silenced)
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M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
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else
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var/distance = get_dist(original,loc)
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def_zone = ran_zone(def_zone, 100-(5*distance)) //Lower accurancy/longer range tradeoff.
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if(silenced)
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M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
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else
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visible_message("\red [A.name] is hit by the [src.name] in the [parse_zone(def_zone)]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
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visible_message("\red [A.name] is hit by the [src.name] in the [parse_zone(def_zone)]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
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if(istype(firer, /mob))
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M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
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Reference in New Issue
Block a user