mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-27 18:42:19 +00:00
Update rag.dm
Fixed space filled spooky magic code that got through compiling.
This commit is contained in:
@@ -105,39 +105,42 @@
|
||||
A.clean_blood()
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/rag/attack(atom/target as obj|turf|area, mob/user as mob , flag)
|
||||
if(isliving(target)) //Leaving this as isliving.
|
||||
var/mob/living/M = target
|
||||
if(on_fire) //Check if rag is on fire, if so igniting them and stopping.
|
||||
user.visible_message("<span class='danger'>\The [user] hits [target] with [src]!</span>",)
|
||||
user.do_attack_animation(src)
|
||||
M.IgniteMob()
|
||||
else if(user.zone_sel.selecting == O_MOUTH) //Check player target location, provided the rag is not on fire. Then check if mouth is exposed.
|
||||
if(ishuman(target)) //Added this since player species process reagents in majority of cases.
|
||||
var/mob/living/carbon/human/H = target
|
||||
if(H.head && (H.head.body_parts_covered & FACE)) //Check human head coverage.
|
||||
to_chat(user, "<span class='warning'>Remove their [H.head] first.</span>")
|
||||
return
|
||||
else if(reagents.total_volume) //Final check. If the rag is not on fire and their face is uncovered, smother target.
|
||||
user.do_attack_animation(src)
|
||||
user.visible_message(
|
||||
"<span class='danger'>\The [user] smothers [target] with [src]!</span>",
|
||||
"<span class='warning'>You smother [target] with [src]!</span>",
|
||||
"You hear some struggling and muffled cries of surprise"
|
||||
)
|
||||
//it's inhaled, so... maybe CHEM_BLOOD doesn't make a whole lot of sense but it's the best we can do for now
|
||||
reagents.trans_to_mob(target, amount_per_transfer_from_this, CHEM_BLOOD)
|
||||
update_name()
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You can't smother this creature.</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You can't smother this creature.</span>")
|
||||
else
|
||||
wipe_down(target, user)
|
||||
else
|
||||
wipe_down(target, user)
|
||||
return
|
||||
if(isliving(target)) //Leaving this as isliving.
|
||||
var/mob/living/M = target
|
||||
if(on_fire) //Check if rag is on fire, if so igniting them and stopping.
|
||||
user.visible_message("<span class='danger'>\The [user] hits [target] with [src]!</span>",)
|
||||
user.do_attack_animation(src)
|
||||
M.IgniteMob()
|
||||
else if(user.zone_sel.selecting == O_MOUTH) //Check player target location, provided the rag is not on fire. Then check if mouth is exposed.
|
||||
if(ishuman(target)) //Added this since player species process reagents in majority of cases.
|
||||
var/mob/living/carbon/human/H = target
|
||||
if(H.head && (H.head.body_parts_covered & FACE)) //Check human head coverage.
|
||||
to_chat(user, "<span class='warning'>Remove their [H.head] first.</span>")
|
||||
return
|
||||
else if(reagents.total_volume) //Final check. If the rag is not on fire and their face is uncovered, smother target.
|
||||
user.do_attack_animation(src)
|
||||
user.visible_message(
|
||||
"<span class='danger'>\The [user] smothers [target] with [src]!</span>",
|
||||
"<span class='warning'>You smother [target] with [src]!</span>",
|
||||
"You hear some struggling and muffled cries of surprise"
|
||||
)
|
||||
//it's inhaled, so... maybe CHEM_BLOOD doesn't make a whole lot of sense but it's the best we can do for now
|
||||
reagents.trans_to_mob(target, amount_per_transfer_from_this, CHEM_BLOOD)
|
||||
update_name()
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You can't smother this creature.</span>")
|
||||
return
|
||||
else
|
||||
to_chat(user, "span class='warning'>You can't smother this creature.</span>")
|
||||
return
|
||||
else
|
||||
wipe_down(target, user)
|
||||
return
|
||||
else
|
||||
wipe_down(target, user)
|
||||
return
|
||||
|
||||
return
|
||||
return
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/rag/afterattack(atom/A as obj|turf|area, mob/user as mob, proximity)
|
||||
if(!proximity)
|
||||
|
||||
Reference in New Issue
Block a user