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Merge pull request #11285 from Fox-McCloud/elecrocution-refactor
Refactors Electrocution
This commit is contained in:
@@ -134,43 +134,48 @@
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M.forceMove(get_turf(src))
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visible_message("<span class='danger'>[M] bursts out of [src]!</span>")
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/mob/living/carbon/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, override = 0, tesla_shock = 0)
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/mob/living/carbon/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = FALSE, override = FALSE, tesla_shock = FALSE, illusion = FALSE, stun = TRUE)
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SEND_SIGNAL(src, COMSIG_LIVING_ELECTROCUTE_ACT, shock_damage)
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if(status_flags & GODMODE) //godmode
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return 0
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return FALSE
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if(NO_SHOCK in mutations) //shockproof
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return 0
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return FALSE
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if(tesla_shock && tesla_ignore)
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return FALSE
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shock_damage *= siemens_coeff
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if(shock_damage<1 && !override)
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return 0
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if(dna && dna.species)
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shock_damage *= dna.species.siemens_coeff
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if(shock_damage < 1 && !override)
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return FALSE
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if(reagents.has_reagent("teslium"))
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shock_damage *= 1.5 //If the mob has teslium in their body, shocks are 50% more damaging!
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take_overall_damage(0,shock_damage, TRUE, used_weapon = "Electrocution")
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shock_internal_organs(shock_damage)
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if(illusion)
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adjustStaminaLoss(shock_damage)
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else
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take_overall_damage(0, shock_damage, TRUE, used_weapon = "Electrocution")
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shock_internal_organs(shock_damage)
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visible_message(
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"<span class='danger'>[src] was shocked by \the [source]!</span>", \
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"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
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"<span class='italics'>You hear a heavy electrical crack.</span>" \
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)
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"<span class='danger'>[src] was shocked by \the [source]!</span>",
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"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>",
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"<span class='italics'>You hear a heavy electrical crack.</span>")
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AdjustJitter(1000) //High numbers for violent convulsions
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do_jitter_animation(jitteriness)
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AdjustStuttering(2)
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if(!tesla_shock || (tesla_shock && siemens_coeff > 0.5))
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if((!tesla_shock || (tesla_shock && siemens_coeff > 0.5)) && stun)
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Stun(2)
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spawn(20)
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AdjustJitter(-1000, bound_lower = 10) //Still jittery, but vastly less
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if(!tesla_shock || (tesla_shock && siemens_coeff > 0.5))
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if((!tesla_shock || (tesla_shock && siemens_coeff > 0.5)) && stun)
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Stun(3)
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Weaken(3)
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if(shock_damage > 200)
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src.visible_message(
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"<span class='danger'>[src] was arc flashed by the [source]!</span>", \
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"<span class='userdanger'>The [source] arc flashes and electrocutes you!</span>", \
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"<span class='italics'>You hear a lightning-like crack!</span>" \
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)
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"<span class='danger'>[src] was arc flashed by the [source]!</span>",
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"<span class='userdanger'>The [source] arc flashes and electrocutes you!</span>",
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"<span class='italics'>You hear a lightning-like crack!</span>")
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playsound(loc, 'sound/effects/eleczap.ogg', 50, 1, -1)
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explosion(src.loc,-1,0,2,2)
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explosion(loc, -1, 0, 2, 2)
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if(override)
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return override
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else
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@@ -551,13 +551,8 @@
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dna.species.update_sight(src)
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//Removed the horrible safety parameter. It was only being used by ninja code anyways.
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//Now checks siemens_coefficient of the affected area by default
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/mob/living/carbon/human/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, override = 0, tesla_shock = 0)
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if(status_flags & GODMODE) //godmode
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return 0
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if(NO_SHOCK in mutations) //shockproof
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return 0
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//Added a safety check in case you want to shock a human mob directly through electrocute_act.
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/mob/living/carbon/human/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = FALSE, override = FALSE, tesla_shock = FALSE, illusion = FALSE, stun = TRUE)
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if(tesla_shock)
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var/total_coeff = 1
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if(gloves)
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@@ -575,20 +570,18 @@
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siemens_coeff = 0
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else if(!safety)
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var/gloves_siemens_coeff = 1
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var/species_siemens_coeff = 1
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if(gloves)
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var/obj/item/clothing/gloves/G = gloves
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gloves_siemens_coeff = G.siemens_coefficient
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if(dna.species)
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species_siemens_coeff = dna.species.siemens_coeff
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siemens_coeff = gloves_siemens_coeff * species_siemens_coeff
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if(undergoing_cardiac_arrest())
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siemens_coeff = gloves_siemens_coeff
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if(undergoing_cardiac_arrest() && !illusion)
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if(shock_damage * siemens_coeff >= 1 && prob(25))
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set_heartattack(FALSE)
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if(stat == CONSCIOUS)
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to_chat(src, "<span class='notice'>You feel your heart beating again!</span>")
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. = ..()
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dna.species.spec_electrocute_act(src, shock_damage, source, siemens_coeff, safety, override, tesla_shock, illusion, stun)
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. = ..(shock_damage, source, siemens_coeff, safety, override, tesla_shock, illusion, stun)
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/mob/living/carbon/human/Topic(href, href_list)
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if(!usr.stat && usr.canmove && !usr.restrained() && in_range(src, usr))
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@@ -309,6 +309,9 @@
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/datum/species/proc/handle_death(mob/living/carbon/human/H) //Handles any species-specific death events (such as dionaea nymph spawns).
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return
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/datum/species/proc/spec_electrocute_act(mob/living/carbon/human/H, shock_damage, obj/source, siemens_coeff = 1, safety = FALSE, override = FALSE, tesla_shock = FALSE, illusion = FALSE, stun = TRUE)
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return
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/datum/species/proc/help(mob/living/carbon/human/user, mob/living/carbon/human/target, datum/martial_art/attacker_style)
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if(attacker_style && attacker_style.help_act(user, target))//adminfu only...
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return TRUE
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@@ -55,8 +55,22 @@
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/mob/living/proc/check_projectile_dismemberment(obj/item/projectile/P, def_zone)
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return 0
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/mob/living/proc/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, tesla_shock = 0)
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return 0 //only carbon liveforms have this proc
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/mob/living/proc/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = FALSE, override = FALSE, tesla_shock = FALSE, illusion = FALSE, stun = TRUE)
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SEND_SIGNAL(src, COMSIG_LIVING_ELECTROCUTE_ACT, shock_damage)
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if(status_flags & GODMODE) //godmode
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return FALSE
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if(NO_SHOCK in mutations) //shockproof
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return FALSE
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if(tesla_shock && tesla_ignore)
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return FALSE
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if(shock_damage > 0)
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if(!illusion)
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adjustFireLoss(shock_damage)
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visible_message(
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"<span class='danger'>[src] was shocked by \the [source]!</span>",
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"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>",
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"<span class='italics'>You hear a heavy electrical crack.</span>")
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return shock_damage
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/mob/living/emp_act(severity)
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var/list/L = src.get_contents()
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@@ -71,6 +71,9 @@
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/mob/living/silicon/drop_item()
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return
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/mob/living/silicon/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = FALSE, override = FALSE, tesla_shock = FALSE, illusion = FALSE, stun = TRUE)
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return FALSE //So borgs they don't die trying to fix wiring
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/mob/living/silicon/emp_act(severity)
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switch(severity)
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if(1)
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@@ -85,6 +85,9 @@
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/mob/living/simple_animal/hostile/construct/narsie_act()
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return
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/mob/living/simple_animal/hostile/construct/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = FALSE, override = FALSE, tesla_shock = FALSE, illusion = FALSE, stun = TRUE)
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return FALSE
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/////////////////Juggernaut///////////////
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@@ -142,7 +142,7 @@
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return
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/mob/living/simple_animal/hostile/floor_cluwne/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, tesla_shock = 0, illusion = 0, stun = TRUE)//prevents runtimes with machine fuckery
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/mob/living/simple_animal/hostile/floor_cluwne/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = FALSE, override = FALSE, tesla_shock = FALSE, illusion = FALSE, stun = TRUE) //prevents runtimes with machine fuckery
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return FALSE
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