mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-08-22 20:56:33 +01:00
Buildmode enhancement and removes simple_animal for real this time.
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@@ -32,7 +32,7 @@
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var/usable = 0
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if(user.Adjacent(T) && user.get_active_hand() == src && !user.stat && !user.restrained())
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usable = 1
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if(!user.IsAdvancedToolUser() && istype(user, /mob/living/simple_animal))
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if(!user.IsAdvancedToolUser() && istype(user, /mob/living/simple_mob))
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var/mob/living/simple_mob/S = user
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if(!S.IsHumanoidToolUser(src))
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usable = 0
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@@ -292,7 +292,7 @@ var/list/tape_roll_applications = list()
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add_fingerprint(M)
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if (!allowed(M)) //only select few learn art of not crumpling the tape
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M << "<span class='warning'>You are not supposed to go past [src]...</span>"
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if(M.a_intent == I_HELP && !(istype(M, /mob/living/simple_animal)))
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if(M.a_intent == I_HELP && !(istype(M, /mob/living/simple_mob)))
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return 0
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crumple()
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return ..(mover)
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@@ -269,9 +269,8 @@
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/obj/item/weapon/melee/baton/shocker/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
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..(target, user, hit_zone)
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if(istype(target, /mob/living/simple_animal) && status)
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var/mob/living/simple_animal/SA = target
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SA.taunt(user)
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if(status && target.has_AI())
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target.taunt(user)
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// Borg version, for the lost module.
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/obj/item/weapon/melee/baton/shocker/robot
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@@ -206,7 +206,7 @@
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user.setClickCooldown(user.get_attack_speed())
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if(!damage)
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return
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if(damage >= 10)
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if(damage >= 5)
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visible_message("<span class='danger'>[user] smashes into [src]!</span>")
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if(reinf)
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damage = damage / 2
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@@ -27,16 +27,16 @@
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cleaving = TRUE
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var/hit_mobs = 0
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for(var/mob/living/simple_animal/SA in range(get_turf(target), 1))
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if(SA.stat == DEAD) // Don't beat a dead horse.
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for(var/mob/living/simple_mob/SM in range(get_turf(target), 1))
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if(SM.stat == DEAD) // Don't beat a dead horse.
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continue
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if(SA == user) // Don't hit ourselves. Simple mobs shouldn't be able to do this but that might change later to be able to hit all mob/living-s.
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if(SM == user) // Don't hit ourselves. Simple mobs shouldn't be able to do this but that might change later to be able to hit all mob/living-s.
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continue
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if(SA == target) // We (presumably) already hit the target before cleave() was called. orange() should prevent this but just to be safe...
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if(SM == target) // We (presumably) already hit the target before cleave() was called. orange() should prevent this but just to be safe...
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continue
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if(!SA.Adjacent(user) || !SA.Adjacent(target)) // Cleaving only hits mobs near the target mob and user.
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if(!SM.Adjacent(user) || !SM.Adjacent(target)) // Cleaving only hits mobs near the target mob and user.
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continue
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if(resolve_attackby(SA, user, attack_modifier = 0.5)) // Hit them with the weapon. This won't cause recursive cleaving due to the cleaving variable being set to true.
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if(resolve_attackby(SM, user, attack_modifier = 0.5)) // Hit them with the weapon. This won't cause recursive cleaving due to the cleaving variable being set to true.
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hit_mobs++
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cleave_visual(user, target)
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