mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-26 21:48:21 +01:00
Cleaned up mob projectile code a bit so it uses switch. It's now much harder to play punch-out with a xeno, unless you're the hulk. Xenos can now stick humans and monkeys into resin walls. Inside a resin wall, the person cannot escape unless the wall is destroyed (there is a 5% they will crawl out on their own). They are also paralyzed and cannot suicide. Robots will now spark when you clobber or shoot them. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1467 316c924e-a436-60f5-8080-3fe189b3f50e
203 lines
6.0 KiB
Plaintext
203 lines
6.0 KiB
Plaintext
/mob/living/verb/succumb()
|
|
set hidden = 1
|
|
|
|
if ((src.health < 0 && src.health > -95.0))
|
|
src.oxyloss += src.health + 200
|
|
src.health = 100 - src.oxyloss - src.toxloss - src.fireloss - src.bruteloss
|
|
src << "\blue You have given up life and succumbed to death."
|
|
|
|
|
|
/mob/living/bullet_act(flag)
|
|
switch(flag)
|
|
if(PROJECTILE_BULLET)
|
|
if (istype(src, /mob/living/carbon/human))
|
|
var/mob/living/carbon/human/H = src
|
|
var/dam_zone = pick("chest", "chest", "chest", "groin", "head")
|
|
if (H.organs[text("[]", dam_zone)])
|
|
var/datum/organ/external/affecting = H.organs[text("[]", dam_zone)]
|
|
if (affecting.take_damage(51, 0))
|
|
H.UpdateDamageIcon()
|
|
else
|
|
H.UpdateDamage()
|
|
else
|
|
src.take_organ_damage(51)
|
|
src.updatehealth()
|
|
if (prob(80) && src.weakened <= 2)
|
|
src.weakened = 2
|
|
if(PROJECTILE_TASER)
|
|
if (prob(75) && src.stunned <= 10)
|
|
src.stunned = 10
|
|
else
|
|
src.weakened = 10
|
|
if(PROJECTILE_DART)
|
|
src.weakened += 5
|
|
src.toxloss += 10
|
|
if(PROJECTILE_LASER)
|
|
if (istype(src, /mob/living/carbon/human))
|
|
var/mob/living/carbon/human/H = src
|
|
var/dam_zone = pick("chest", "chest", "chest", "groin", "head")
|
|
if (H.organs[text("[]", dam_zone)])
|
|
var/datum/organ/external/affecting = H.organs[text("[]", dam_zone)]
|
|
if (affecting.take_damage(20, 0))
|
|
H.UpdateDamageIcon()
|
|
else
|
|
H.UpdateDamage()
|
|
src.updatehealth()
|
|
else
|
|
src.take_organ_damage(20)
|
|
if (prob(25) && src.stunned <= 2)
|
|
src.stunned = 2
|
|
if(PROJECTILE_PULSE)
|
|
if (istype(src, /mob/living/carbon/human))
|
|
var/mob/living/carbon/human/H = src
|
|
var/dam_zone = pick("chest", "chest", "chest", "groin", "head")
|
|
if (H.organs[text("[]", dam_zone)])
|
|
var/datum/organ/external/affecting = H.organs[text("[]", dam_zone)]
|
|
if (affecting.take_damage(40, 0))
|
|
H.UpdateDamageIcon()
|
|
else
|
|
H.UpdateDamage()
|
|
src.updatehealth()
|
|
else
|
|
src.take_organ_damage(40)
|
|
if (prob(50))
|
|
src.stunned = min(src.stunned, 5)
|
|
if(PROJECTILE_BOLT)
|
|
src.toxloss += 3
|
|
src.radiation += 100
|
|
src.updatehealth()
|
|
src.stuttering += 5
|
|
src.drowsyness += 5
|
|
if (prob(10))
|
|
src.weakened = min(src.weakened, 2)
|
|
return
|
|
|
|
|
|
/mob/living/proc/updatehealth()
|
|
if (src.nodamage == 0)
|
|
src.health = 100 - src.oxyloss - src.toxloss - src.fireloss - src.bruteloss
|
|
else
|
|
src.health = 100
|
|
src.stat = 0
|
|
|
|
//sort of a legacy burn method for /electrocute, /shock, and the e_chair
|
|
/mob/living/proc/burn_skin(burn_amount)
|
|
if(istype(src, /mob/living/carbon/human))
|
|
//world << "DEBUG: burn_skin(), mutations=[mutations]"
|
|
if (src.mutations & 2) //fireproof
|
|
return 0
|
|
var/mob/living/carbon/human/H = src //make this damage method divide the damage to be done among all the body parts, then burn each body part for that much damage. will have better effect then just randomly picking a body part
|
|
var/divided_damage = (burn_amount)/(H.organs.len)
|
|
var/datum/organ/external/affecting = null
|
|
var/extradam = 0 //added to when organ is at max dam
|
|
for(var/A in H.organs)
|
|
if(!H.organs[A]) continue
|
|
affecting = H.organs[A]
|
|
if(!istype(affecting, /datum/organ/external)) continue
|
|
if(affecting.take_damage(0, divided_damage+extradam))
|
|
extradam = 0
|
|
else
|
|
extradam += divided_damage
|
|
H.UpdateDamageIcon()
|
|
H.updatehealth()
|
|
return 1
|
|
else if(istype(src, /mob/living/carbon/monkey))
|
|
if (src.mutations & 2) //fireproof
|
|
return 0
|
|
var/mob/living/carbon/monkey/M = src
|
|
M.fireloss += burn_amount
|
|
M.updatehealth()
|
|
return 1
|
|
else if(istype(src, /mob/living/silicon/ai))
|
|
return 0
|
|
|
|
/mob/living/proc/adjustBodyTemp(actual, desired, incrementboost)
|
|
var/temperature = actual
|
|
var/difference = abs(actual-desired) //get difference
|
|
var/increments = difference/10 //find how many increments apart they are
|
|
var/change = increments*incrementboost // Get the amount to change by (x per increment)
|
|
|
|
// Too cold
|
|
if(actual < desired)
|
|
temperature += change
|
|
if(actual > desired)
|
|
temperature = desired
|
|
// Too hot
|
|
if(actual > desired)
|
|
temperature -= change
|
|
if(actual < desired)
|
|
temperature = desired
|
|
// if(istype(src, /mob/living/carbon/human))
|
|
// world << "[src] ~ [src.bodytemperature] ~ [temperature]"
|
|
return temperature
|
|
|
|
|
|
/mob/living/proc/get_contents()
|
|
var/list/L = list()
|
|
L += src.contents
|
|
for(var/obj/item/weapon/storage/S in src.contents)
|
|
L += S.return_inv()
|
|
for(var/obj/item/weapon/gift/G in src.contents)
|
|
L += G.gift
|
|
if (istype(G.gift, /obj/item/weapon/storage))
|
|
L += G.gift:return_inv()
|
|
return L
|
|
|
|
/mob/living/proc/check_contents_for(A)
|
|
var/list/L = list()
|
|
L += src.contents
|
|
for(var/obj/item/weapon/storage/S in src.contents)
|
|
L += S.return_inv()
|
|
for(var/obj/item/weapon/gift/G in src.contents)
|
|
L += G.gift
|
|
if (istype(G.gift, /obj/item/weapon/storage))
|
|
L += G.gift:return_inv()
|
|
|
|
for(var/obj/B in L)
|
|
if(B.type == A)
|
|
return 1
|
|
return 0
|
|
|
|
|
|
/mob/living/proc/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0)
|
|
return 0 //only carbon liveforms have this proc
|
|
|
|
/mob/living/emp_act(severity)
|
|
var/list/L = src.get_contents()
|
|
for(var/obj/O in L)
|
|
O.emp_act(severity)
|
|
..()
|
|
|
|
/mob/living/proc/get_organ_target()
|
|
var/mob/shooter = src
|
|
var/t = shooter:zone_sel.selecting
|
|
if ((t in list( "eyes", "mouth" )))
|
|
t = "head"
|
|
var/datum/organ/external/def_zone = ran_zone(t)
|
|
return def_zone
|
|
|
|
|
|
// heal ONE external organ, organ gets randomly selected from damaged ones.
|
|
/mob/living/proc/heal_organ_damage(var/brute, var/burn)
|
|
bruteloss = max(0, bruteloss-brute)
|
|
fireloss = max(0, fireloss-burn)
|
|
src.updatehealth()
|
|
|
|
// damage ONE external organ, organ gets randomly selected from damaged ones.
|
|
/mob/living/proc/take_organ_damage(var/brute, var/burn)
|
|
bruteloss += brute
|
|
fireloss += burn
|
|
src.updatehealth()
|
|
|
|
// heal MANY external organs, in random order
|
|
/mob/living/proc/heal_overall_damage(var/brute, var/burn)
|
|
bruteloss = max(0, bruteloss-brute)
|
|
fireloss = max(0, fireloss-burn)
|
|
src.updatehealth()
|
|
|
|
// damage MANY external organs, in random order
|
|
/mob/living/proc/take_overall_damage(var/brute, var/burn)
|
|
bruteloss += brute
|
|
fireloss += burn
|
|
src.updatehealth()
|