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Merge pull request #4922 from Anewbe/flashbang_stun
Should actually fix the flashbang thing, hopefully without a billion extra commits
This commit is contained in:
@@ -5,92 +5,89 @@
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origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 1)
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var/banglet = 0
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prime()
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..()
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for(var/obj/structure/closet/L in hear(7, get_turf(src)))
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if(locate(/mob/living/carbon/, L))
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for(var/mob/living/carbon/M in L)
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bang(get_turf(src), M)
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/obj/item/weapon/grenade/flashbang/prime()
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..()
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for(var/obj/structure/closet/L in hear(7, get_turf(src)))
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if(locate(/mob/living/carbon/, L))
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for(var/mob/living/carbon/M in L)
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bang(get_turf(src), M)
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for(var/mob/living/carbon/M in hear(7, get_turf(src)))
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bang(get_turf(src), M)
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for(var/mob/living/carbon/M in hear(7, get_turf(src)))
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bang(get_turf(src), M)
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for(var/obj/structure/blob/B in hear(8,get_turf(src))) //Blob damage here
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var/damage = round(30/(get_dist(B,get_turf(src))+1))
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if(B.overmind)
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damage *= B.overmind.blob_type.burn_multiplier
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B.adjust_integrity(-damage)
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for(var/obj/structure/blob/B in hear(8,get_turf(src))) //Blob damage here
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var/damage = round(30/(get_dist(B,get_turf(src))+1))
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if(B.overmind)
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damage *= B.overmind.blob_type.burn_multiplier
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B.adjust_integrity(-damage)
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new/obj/effect/effect/sparks(src.loc)
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new/obj/effect/effect/smoke/illumination(src.loc, 5, range=30, power=30, color="#FFFFFF")
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qdel(src)
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return
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new/obj/effect/effect/sparks(src.loc)
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new/obj/effect/effect/smoke/illumination(src.loc, 5, range=30, power=30, color="#FFFFFF")
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qdel(src)
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return
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proc/bang(var/turf/T , var/mob/living/carbon/M) // Added a new proc called 'bang' that takes a location and a person to be banged.
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M << "<span class='danger'>BANG</span>" // Called during the loop that bangs people in lockers/containers and when banging
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playsound(src.loc, 'sound/effects/bang.ogg', 50, 1, 30) // people in normal view. Could theroetically be called during other explosions.
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/obj/item/weapon/grenade/flashbang/proc/bang(var/turf/T , var/mob/living/carbon/M) // Added a new proc called 'bang' that takes a location and a person to be banged.
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to_chat(M, "<span class='danger'>BANG</span>") // Called during the loop that bangs people in lockers/containers and when banging
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playsound(src.loc, 'sound/effects/bang.ogg', 50, 1, 30) // people in normal view. Could theroetically be called during other explosions.
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// -- Polymorph
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//Checking for protections
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var/eye_safety = 0
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var/ear_safety = 0
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if(iscarbon(M))
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eye_safety = M.eyecheck()
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ear_safety = M.get_ear_protection()
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//Checking for protections
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var/eye_safety = 0
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var/ear_safety = 0
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if(iscarbon(M))
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eye_safety = M.eyecheck()
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ear_safety = M.get_ear_protection()
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//Flashing everyone
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if(eye_safety < 1)
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M.flash_eyes()
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M.Stun(2)
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M.Weaken(10)
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//Flashing everyone
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if(eye_safety < 1)
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M.flash_eyes()
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M.Confuse(2)
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M.Weaken(5)
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//Now applying sound
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if((get_dist(M, T) <= 2 || src.loc == M.loc || src.loc == M))
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if(ear_safety > 0)
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M.Stun(2)
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M.Weaken(1)
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else
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M.Stun(10)
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M.Weaken(3)
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if ((prob(14) || (M == src.loc && prob(70))))
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M.ear_damage += rand(1, 10)
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else
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M.ear_damage += rand(0, 5)
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M.ear_deaf = max(M.ear_deaf,15)
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else if(get_dist(M, T) <= 5)
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if(!ear_safety)
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M.Stun(8)
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M.ear_damage += rand(0, 3)
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M.ear_deaf = max(M.ear_deaf,10)
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else if(!ear_safety)
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M.Stun(4)
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M.ear_damage += rand(0, 1)
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M.ear_deaf = max(M.ear_deaf,5)
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//This really should be in mob not every check
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/internal/eyes/E = H.internal_organs_by_name[O_EYES]
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if (E && E.damage >= E.min_bruised_damage)
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M << "<span class='danger'>Your eyes start to burn badly!</span>"
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if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
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if (E.damage >= E.min_broken_damage)
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M << "<span class='danger'>You can't see anything!</span>"
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if (M.ear_damage >= 15)
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M << "<span class='danger'>Your ears start to ring badly!</span>"
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if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
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if (prob(M.ear_damage - 10 + 5))
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M << "<span class='danger'>You can't hear anything!</span>"
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M.sdisabilities |= DEAF
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//Now applying sound
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if((get_dist(M, T) <= 2 || src.loc == M.loc || src.loc == M))
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if(ear_safety > 0)
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M.Confuse(2)
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M.Weaken(1)
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else
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if (M.ear_damage >= 5)
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M << "<span class='danger'>Your ears start to ring!</span>"
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M.update_icons() //Forces matrix transform to proc if they are now laying, I guess?
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M.Confuse(10)
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M.Weaken(3)
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if ((prob(14) || (M == src.loc && prob(70))))
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M.ear_damage += rand(1, 10)
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else
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M.ear_damage += rand(0, 5)
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M.ear_deaf = max(M.ear_deaf,15)
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else if(get_dist(M, T) <= 5)
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if(!ear_safety)
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M.Confuse(8)
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M.ear_damage += rand(0, 3)
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M.ear_deaf = max(M.ear_deaf,10)
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else if(!ear_safety)
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M.Confuse(4)
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M.ear_damage += rand(0, 1)
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M.ear_deaf = max(M.ear_deaf,5)
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//This really should be in mob not every check
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/internal/eyes/E = H.internal_organs_by_name[O_EYES]
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if (E && E.damage >= E.min_bruised_damage)
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M << "<span class='danger'>Your eyes start to burn badly!</span>"
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if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
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if (E.damage >= E.min_broken_damage)
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M << "<span class='danger'>You can't see anything!</span>"
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if (M.ear_damage >= 15)
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to_chat(M, "<span class='danger'>Your ears start to ring badly!</span>")
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if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
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if (prob(M.ear_damage - 10 + 5))
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to_chat(M, "<span class='danger'>You can't hear anything!</span>")
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M.sdisabilities |= DEAF
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else if(M.ear_damage >= 5)
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to_chat(M, "<span class='danger'>Your ears start to ring!</span>")
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M.update_icons() //Forces matrix transform to proc if they are now laying, I guess?
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/obj/item/weapon/grenade/flashbang/Destroy()
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walk(src, 0) // Because we might have called walk_away, we must stop the walk loop or BYOND keeps an internal reference to us forever.
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