mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-30 12:13:02 +00:00
Alien stun chance on harm decreased. Alien stab intent changed to stun intent which deals light damage. It does have a very high chance of knock down and an even higher chance of disarming the target. Hud icon changed to reflect this. Upped the chance aliens stunning cyborgs with stun intent. Updated aliens attacking monkeys code. Aliens can now directly attack the AI. General code cleanup for alien attacks and others attacking aliens (hand to hand). Humanoid aliens may no longer run on tables. Fixed a typo in the Corrode ability. Increased the amount of abuse resin walls can take. Changed how damaging them works (as windows). Hulks may now smash straight through resin walls. Aliens may now destroy them without acid (and can no longer use acid on them). Spit now produces a message when used. Fixed aliens not being stunned by stun batons. Aliens can now attack/destroy turrets. Removed alien vision loss from being shot by lasors. Aliens are not deterred by flash now (flashbangs should still work). You can no-longer stab aliens in their nonexistent eyes with screwdrivers or forks. Changing a mob into an alien now properly sets their intent (help). Minor, misc alien code adjustments. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@762 316c924e-a436-60f5-8080-3fe189b3f50e
250 lines
6.8 KiB
Plaintext
250 lines
6.8 KiB
Plaintext
/*
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CONTAINS:
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WRENCH
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SCREWDRIVER
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WELDINGTOOOL
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*/
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// WRENCH
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/obj/item/weapon/wrench/New()
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if (prob(75))
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src.pixel_x = rand(0, 16)
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return
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// SCREWDRIVER
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/obj/item/weapon/screwdriver/New()
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if (prob(75))
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src.pixel_y = rand(0, 16)
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return
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/obj/item/weapon/screwdriver/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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if(!istype(M, /mob))
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return
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if((usr.mutations & 16) && prob(50))
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M << "\red You stab yourself in the eye."
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M.sdisabilities |= 1
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M.weakened += 4
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M.bruteloss += 10
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src.add_fingerprint(user)
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if(!(user.zone_sel.selecting == ("eyes" || "head")))
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return ..()
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var/mob/living/carbon/human/H = M
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if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
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// you can't stab someone in the eyes wearing a mask!
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user << "\blue You're going to need to remove that mask/helmet/glasses first."
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return
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if(istype(M, /mob/living/carbon/alien))//Aliens don't have eyes./N
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user << "\blue You cannot locate any eyes on this creature!"
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return
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for(var/mob/O in viewers(M, null))
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if(O == (user || M)) continue
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if(M == user) O.show_message(text("\red [] has stabbed themself with []!", user, src), 1)
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else O.show_message(text("\red [] has been stabbed in the eye with [] by [].", M, src, user), 1)
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if(M != user)
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M << "\red [user] stabs you in the eye with [src]!"
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user << "\red You stab [M] in the eye with [src]!"
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else
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user << "\red You stab yourself in the eyes with [src]!"
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if(istype(M, /mob/living/carbon/human))
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var/datum/organ/external/affecting = M.organs["head"]
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affecting.take_damage(7)
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else
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M.bruteloss += 7
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M.eye_blurry += rand(3,4)
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M.eye_stat += rand(2,4)
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if (M.eye_stat >= 10)
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M << "\red Your eyes start to bleed profusely!"
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M.eye_blurry += 15+(0.1*M.eye_blurry)
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M.disabilities |= 1
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if(M.stat == 2) return
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if(prob(50))
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M << "\red You drop what you're holding and clutch at your eyes!"
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M.eye_blurry += 10
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M.paralysis += 1
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M.weakened += 4
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M.drop_item()
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if (prob(M.eye_stat - 10 + 1))
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M << "\red You go blind!"
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M.sdisabilities |= 1
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return
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// WELDING TOOL
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/obj/item/weapon/weldingtool/New()
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var/datum/reagents/R = new/datum/reagents(20)
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reagents = R
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R.my_atom = src
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R.add_reagent("fuel", 20)
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return
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/obj/item/weapon/weldingtool/examine()
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set src in usr
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usr << text("\icon[] [] contains [] units of fuel left!", src, src.name, get_fuel() )
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return
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/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/user as mob)
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if (istype(W,/obj/item/weapon/screwdriver))
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status = !status
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if (status)
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user << "\blue You resecure the welder."
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else
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user << "\blue The welder can now be attached and modified."
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src.add_fingerprint(user)
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else if (status == 1 && istype(W,/obj/item/stack/rods))
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var/obj/item/stack/rods/R = W
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R.use(1)
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var/obj/item/assembly/weld_rod/F = new /obj/item/assembly/weld_rod( user )
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src.loc = F
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F.part1 = src
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if (user.client)
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user.client.screen -= src
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if (user.r_hand == src)
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user.u_equip(src)
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user.r_hand = F
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else
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user.u_equip(src)
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user.l_hand = F
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R.master = F
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src.master = F
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src.layer = initial(src.layer)
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user.u_equip(src)
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if (user.client)
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user.client.screen -= src
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src.loc = F
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F.part2 = W
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F.layer = 20
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R.layer = 20
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F.loc = user
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src.add_fingerprint(user)
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else
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..()
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// helper functions for weldingtool fuel use
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// return fuel amount
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/obj/item/weapon/weldingtool/proc/get_fuel()
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return reagents.get_reagent_amount("fuel")
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// remove fuel amount
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/obj/item/weapon/weldingtool/proc/use_fuel(var/amount)
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amount = min( get_fuel() , amount)
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reagents.remove_reagent("fuel", amount)
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return
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/obj/item/weapon/weldingtool/afterattack(obj/O as obj, mob/user as mob)
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if (istype(O, /obj/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !src.welding)
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O.reagents.trans_to(src, 20)
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user << "\blue Welder refueled"
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playsound(src.loc, 'refill.ogg', 50, 1, -6)
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else if (istype(O, /obj/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding)
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message_admins("[key_name_admin(user)] triggered a fueltank explosion.")
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user << "\red That was stupid of you."
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explosion(O.loc,-1,0,2)
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if(O)
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del(O)
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else if (src.welding)
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use_fuel(1)
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if (get_fuel() <= 0)
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usr << "\blue Need more fuel!"
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src.welding = 0
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src.force = 3
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src.damtype = "brute"
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src.icon_state = "welder"
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var/turf/location = user.loc
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if (istype(location, /turf))
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location.hotspot_expose(700, 50, 1)
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return
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/obj/item/weapon/weldingtool/proc/eyecheck(mob/user as mob)
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//check eye protection
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var/safety = null
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if (istype(user, /mob/living/carbon/human))
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if (istype(user:head, /obj/item/clothing/head/helmet/welding) || istype(user:head, /obj/item/clothing/head/helmet/space))
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safety = 2
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else if (istype(user:glasses, /obj/item/clothing/glasses/sunglasses))
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safety = 1
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else if (istype(user:glasses, /obj/item/clothing/glasses/thermal))
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safety = -1
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else
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safety = 0
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else if(istype(user, /mob/living/carbon))
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safety = 0
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switch(safety)
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if(1)
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usr << "\red Your eyes sting a little."
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user.eye_stat += rand(1, 2)
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if(user.eye_stat > 12)
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user.eye_blurry += rand(3,6)
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if(0)
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usr << "\red Your eyes burn."
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user.eye_stat += rand(2, 4)
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if(user.eye_stat > 10)
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user.eye_blurry += rand(4,10)
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if(-1)
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usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
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user.eye_blurry += rand(12,20)
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user.eye_stat += rand(12, 16)
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if(user.eye_stat > 10 && safety < 2)
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user << "\red Your eyes are really starting to hurt. This can't be good for you!"
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if (prob(user.eye_stat - 25 + 1))
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user << "\red You go blind!"
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user.sdisabilities |= 1
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else if (prob(user.eye_stat - 15 + 1))
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user << "\red You go blind!"
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user.eye_blind = 5
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user.eye_blurry = 5
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user.disabilities |= 1
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spawn(100)
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user.disabilities &= ~1
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/obj/item/weapon/weldingtool/attack_self(mob/user as mob)
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if(status > 1) return
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src.welding = !( src.welding )
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if (src.welding)
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if (get_fuel() <= 0)
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user << "\blue Need more fuel!"
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src.welding = 0
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return 0
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user << "\blue You will now weld when you attack."
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src.force = 15
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src.damtype = "fire"
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src.icon_state = "welder1"
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processing_items.Add(src)
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else
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user << "\blue Not welding anymore."
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src.force = 3
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src.damtype = "brute"
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src.icon_state = "welder"
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return
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/obj/item/weapon/weldingtool/process()
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if(!welding)
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processing_items.Remove(src)
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return
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var/turf/location = src.loc
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if(istype(location, /mob/))
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var/mob/M = location
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if(M.l_hand == src || M.r_hand == src)
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location = M.loc
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if (istype(location, /turf))
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location.hotspot_expose(700, 5)
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