Stamina damage no longer bypass some checks (#23447)

* adjusting stamina damage no longer bypass some checks

* no illness changes

* i surrender on this, let it be
This commit is contained in:
HMBGERDO
2024-02-04 21:15:20 +00:00
committed by GitHub
parent 90ddc89809
commit ecc109915a
39 changed files with 48 additions and 48 deletions
+1 -1
View File
@@ -131,7 +131,7 @@
. = ..()
if(!. && isliving(target))
var/mob/living/M = target
M.adjustStaminaLoss(stamina_damage)
M.apply_damage(stamina_damage, STAMINA)
playsound(target, 'sound/weapons/tap.ogg', 50, TRUE)
qdel(src)
@@ -47,7 +47,7 @@
add_attack_logs(user, H, "emag-defibbed with [src]")
playsound(user.loc, "sound/weapons/egloves.ogg", 75, 1)
H.KnockDown(knockdown_duration)
H.adjustStaminaLoss(60)
H.apply_damage(60, STAMINA)
SEND_SIGNAL(H, COMSIG_LIVING_MINOR_SHOCK, 100)
ADD_TRAIT(H, TRAIT_WAS_BATONNED, user_UID)
cooldown = TRUE
@@ -369,7 +369,7 @@
M.EyeBlind(15 SECONDS)
to_chat(M, "<span class='warning'>and you can't see a goddamn thing!</span>")
if(5)
M.adjustStaminaLoss(40)
M.apply_damage(40, STAMINA)
to_chat(M, "<span class='warning'>and a wave of tiredness washes over you!</span>")
else
to_chat(M, "<span class='danger'>but as soon as it arrives, it fades.</span>")
+1 -1
View File
@@ -130,7 +130,7 @@
percentage_reduction = (100 - ARMOUR_VALUE_TO_PERCENTAGE(armour)) / 100
else
percentage_reduction = (100 - armour) / 100 // converts the % into a decimal
target.adjustStaminaLoss(stamina_damage * percentage_reduction)
target.apply_damage(stamina_damage * percentage_reduction, STAMINA)
/obj/item/melee/classic_baton/proc/baton_delay(mob/living/target, user_UID)
REMOVE_TRAIT(target, TRAIT_WAS_BATONNED, user_UID)
@@ -48,6 +48,6 @@
for(var/turf/simulated/floor/T in view(freeze_range, loc))
T.MakeSlippery(TURF_WET_ICE)
for(var/mob/living/carbon/L in T)
L.adjustStaminaLoss(stamina_damage)
L.apply_damage(stamina_damage, STAMINA)
L.adjust_bodytemperature(-230)
qdel(src)
+2 -2
View File
@@ -211,7 +211,7 @@
return FALSE
H.Confused(10 SECONDS)
H.Jitter(10 SECONDS)
H.adjustStaminaLoss(stam_damage)
H.apply_damage(stam_damage, STAMINA)
H.SetStuttering(10 SECONDS)
ADD_TRAIT(L, TRAIT_WAS_BATONNED, user_UID) // so one person cannot hit the same person with two separate batons
@@ -248,7 +248,7 @@
return FALSE
L.Confused(4 SECONDS)
L.Jitter(4 SECONDS)
L.adjustStaminaLoss(30)
L.apply_damage(30, STAMINA)
L.SetStuttering(4 SECONDS)
ADD_TRAIT(L, TRAIT_WAS_BATONNED, user_UID) // so one person cannot hit the same person with two separate batons
+1 -1
View File
@@ -1008,7 +1008,7 @@
user.do_attack_animation(H, ATTACK_EFFECT_DISARM)
playsound(get_turf(user), 'sound/effects/woodhit.ogg', 50, TRUE, -1)
H.AdjustConfused(4 SECONDS, 0, 4 SECONDS) //no stacking infinitely
H.adjustStaminaLoss(15)
H.apply_damage(15, STAMINA)
add_attack_logs(user, H, "Swept with the brush of the titanium push broom", ATKLOG_ALL)