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
@@ -84,7 +84,7 @@
if(ishuman(L))
var/mob/living/carbon/human/H = L
H.apply_effect(10 SECONDS, KNOCKDOWN, H.run_armor_check(null, MELEE))
H.adjustStaminaLoss(40)
H.apply_damage(40, STAMINA)
else
L.Weaken(10 SECONDS)
sleep(2)//Runtime prevention (infinite bump() calls on hulks)
@@ -53,7 +53,7 @@
if(..()) //successful slime attack
if(M.powerlevel > 0)
do_sparks(5, TRUE, src)
adjustStaminaLoss(M.powerlevel * 5) //5-50 stamina damage, at starting power level 10 this means 50, 35, 20 on consecutive hits - stamina crit in 3 hits
apply_damage(M.powerlevel * 5, STAMINA) //5-50 stamina damage, at starting power level 10 this means 50, 35, 20 on consecutive hits - stamina crit in 3 hits
KnockDown(M.powerlevel SECONDS)
Stuttering(M.powerlevel SECONDS)
visible_message("<span class='danger'>[M] has shocked [src]!</span>", "<span class='userdanger'>[M] has shocked you!</span>")
@@ -672,7 +672,7 @@ emp_act
var/obj/item/organ/external/affecting = get_organ(ran_zone(M.zone_selected))
playsound(loc, 'sound/weapons/pierce.ogg', 25, 1, -1)
apply_effect(10 SECONDS, KNOCKDOWN, run_armor_check(affecting, MELEE))
adjustStaminaLoss(M.alien_disarm_damage)
apply_damage(M.alien_disarm_damage, STAMINA)
add_attack_logs(M, src, "Alien tackled")
visible_message("<span class='danger'>[M] has tackled down [src]!</span>", "<span class='hear'>You hear aggressive shuffling!</span>")
@@ -722,7 +722,7 @@ emp_act
var/dmg = rand(M.force/2, M.force)
switch(M.damtype)
if("brute")
adjustStaminaLoss(dmg)
apply_damage(dmg, STAMINA)
if(M.force > 35) // durand and other heavy mechas
KnockDown(6 SECONDS)
else if(M.force > 20 && !IsKnockedDown()) // lightweight mechas like gygax
+1 -1
View File
@@ -76,7 +76,7 @@
playsound(loc, 'sound/effects/eleczap.ogg', 50, 1, -1)
explosion(loc, -1, 0, 2, 2)
else
adjustStaminaLoss(shock_damage)
apply_damage(shock_damage, STAMINA)
visible_message(
"<span class='danger'>[src] was shocked by \the [source]!</span>", \
"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
@@ -567,7 +567,7 @@
addtimer(VARSET_CALLBACK(src, icon_state, "[lasercolor]ed209[on]"), 2)
var/threat = C.assess_threat(src)
C.SetStuttering(10 SECONDS)
C.adjustStaminaLoss(60)
C.apply_damage(60, STAMINA)
baton_delayed = TRUE
C.apply_status_effect(STATUS_EFFECT_DELAYED, 2.5 SECONDS, CALLBACK(C, TYPE_PROC_REF(/mob/living/, KnockDown), 10 SECONDS), COMSIG_LIVING_CLEAR_STUNS)
addtimer(VARSET_CALLBACK(src, baton_delayed, FALSE), BATON_COOLDOWN)
@@ -257,7 +257,7 @@
if(ishuman(C) && harmbaton) // Bots with harmbaton enabled become shitcurity. - Dave
C.apply_damage(10, BRUTE)
C.SetStuttering(10 SECONDS)
C.adjustStaminaLoss(60)
C.apply_damage(60, STAMINA)
baton_delayed = TRUE
C.apply_status_effect(STATUS_EFFECT_DELAYED, 2.5 SECONDS, CALLBACK(C, TYPE_PROC_REF(/mob/living/, KnockDown), 10 SECONDS), COMSIG_LIVING_CLEAR_STUNS)
addtimer(VARSET_CALLBACK(src, baton_delayed, FALSE), BATON_COOLDOWN)
@@ -99,7 +99,7 @@
. = ..()
if(. && ishuman(target))
var/mob/living/carbon/human/H = target
H.adjustStaminaLoss(8)
H.apply_damage(8, STAMINA)
/mob/living/simple_animal/hostile/carp/death(gibbed)
. = ..()
@@ -141,7 +141,7 @@
living_target.throw_at(get_edge_target_turf(living_target, dir), rand(1, 2), 7, src)
return
living_target.adjustStaminaLoss(stamina_damage)
living_target.apply_damage(stamina_damage, STAMINA)
visible_message("<span class='warning'>[src] knocks [living_target] down!</span>")
/mob/living/simple_animal/hostile/gorilla/update_icon_state()
@@ -73,7 +73,7 @@
owner.adjustToxLoss(30)
if(time >= 90 && prob(15))
to_chat(owner, pick("<span class='danger'>Something hurts.</span>", "<span class='danger'>Someone is thinking, but it's not you.</span>", "<span class='danger'>You feel at peace.</span>", "<span class='danger'>Close your eyes.</span>"))
owner.adjustStaminaLoss(50)
owner.apply_damage(50, STAMINA)
if(time >= EGG_INCUBATION_DEAD_CYCLE && owner.stat == DEAD || time >= EGG_INCUBATION_LIVING_CYCLE)
Pop()
STOP_PROCESSING(SSobj, src)
@@ -34,7 +34,7 @@
if(L.reagents.has_reagent("terror_black_toxin", 100))
return ..()
var/inject_target = pick("chest", "head")
L.adjustStaminaLoss(30)
L.apply_damage(30, STAMINA)
L.attack_animal(src)
if(L.can_inject(null, FALSE, inject_target, FALSE) || (HAS_TRAIT(L, TRAIT_HANDS_BLOCKED) && HAS_TRAIT(L, TRAIT_IMMOBILIZED)))
L.reagents.add_reagent("terror_black_toxin", 30) // inject our special poison
@@ -40,7 +40,7 @@
/mob/living/simple_animal/hostile/poison/terror_spider/prince/spider_specialattack(mob/living/carbon/human/L)
L.KnockDown(10 SECONDS)
L.adjustStaminaLoss(40)
L.apply_damage(40, STAMINA)
return ..()
/mob/living/simple_animal/hostile/poison/terror_spider/prince/Initialize(mapload)
@@ -41,7 +41,7 @@
var/inject_target = pick("chest","head")
L.attack_animal(src)
L.KnockDown(10 SECONDS)
L.adjustStaminaLoss(30)
L.apply_damage(30, STAMINA)
if(L.can_inject(null, FALSE, inject_target, FALSE) || (HAS_TRAIT(L, TRAIT_HANDS_BLOCKED) && HAS_TRAIT(L, TRAIT_IMMOBILIZED)))
if(!IsTSInfected(L) && ishuman(L))
visible_message("<span class='danger'>[src] buries its long fangs deep into the [inject_target] of [L]!</span>")