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Adds the vortex feedback inversion arm. (#19821)
* start of mess * reflect/parries works * more pog-ress * temp icons, .33 to 0.4 * more work, sound, rnd, fixes me breaking shields * removes this since open pr fixes * better codee * attack log * Final changes / sprites by ramon * fixes issue * shoot ramon for the white pixel :^) * But what if it was a purple glass shard * Fixes the throw parry * sorry for so many commits, lower callback * Apply suggestions from code review Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com> * Early return, no need to typecast Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
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@@ -81,7 +81,8 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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var/breakouttime = 0
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var/flags_cover = 0 //for flags such as GLASSESCOVERSEYES
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var/hit_reaction_chance = 0 //If you want to have something unrelated to blocking/armour piercing etc. Maybe not needed, but trying to think ahead/allow more freedom
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/// Used to give a reaction chance on hit that is not a block. If less than 0, will remove the block message, allowing overides.
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var/hit_reaction_chance = 0
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// Needs to be in /obj/item because corgis can wear a lot of
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// non-clothing items
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@@ -398,9 +399,11 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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return ..()
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/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if((SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, owner, hitby, damage, attack_type) & COMPONENT_BLOCK_SUCCESSFUL) || prob(final_block_chance))
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owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
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return TRUE
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var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, owner, hitby, damage, attack_type) + prob(final_block_chance)
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if(signal_result != 0)
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if(hit_reaction_chance >= 0) //Normally used for non blocking hit reactions, but also used for displaying block message on actual blocks
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owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
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return signal_result
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return FALSE
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// Generic use proc. Depending on the item, it uses up fuel, charges, sheets, etc.
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