Buildmode enhancement and removes simple_animal for real this time.

This commit is contained in:
Neerti
2018-10-24 06:49:41 -04:00
parent c97c3e7391
commit c25e94938e
31 changed files with 41 additions and 123 deletions
+1 -1
View File
@@ -32,7 +32,7 @@
var/usable = 0
if(user.Adjacent(T) && user.get_active_hand() == src && !user.stat && !user.restrained())
usable = 1
if(!user.IsAdvancedToolUser() && istype(user, /mob/living/simple_animal))
if(!user.IsAdvancedToolUser() && istype(user, /mob/living/simple_mob))
var/mob/living/simple_mob/S = user
if(!S.IsHumanoidToolUser(src))
usable = 0
@@ -292,7 +292,7 @@ var/list/tape_roll_applications = list()
add_fingerprint(M)
if (!allowed(M)) //only select few learn art of not crumpling the tape
M << "<span class='warning'>You are not supposed to go past [src]...</span>"
if(M.a_intent == I_HELP && !(istype(M, /mob/living/simple_animal)))
if(M.a_intent == I_HELP && !(istype(M, /mob/living/simple_mob)))
return 0
crumple()
return ..(mover)
+2 -3
View File
@@ -269,9 +269,8 @@
/obj/item/weapon/melee/baton/shocker/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
..(target, user, hit_zone)
if(istype(target, /mob/living/simple_animal) && status)
var/mob/living/simple_animal/SA = target
SA.taunt(user)
if(status && target.has_AI())
target.taunt(user)
// Borg version, for the lost module.
/obj/item/weapon/melee/baton/shocker/robot
+1 -1
View File
@@ -206,7 +206,7 @@
user.setClickCooldown(user.get_attack_speed())
if(!damage)
return
if(damage >= 10)
if(damage >= 5)
visible_message("<span class='danger'>[user] smashes into [src]!</span>")
if(reinf)
damage = damage / 2
+6 -6
View File
@@ -27,16 +27,16 @@
cleaving = TRUE
var/hit_mobs = 0
for(var/mob/living/simple_animal/SA in range(get_turf(target), 1))
if(SA.stat == DEAD) // Don't beat a dead horse.
for(var/mob/living/simple_mob/SM in range(get_turf(target), 1))
if(SM.stat == DEAD) // Don't beat a dead horse.
continue
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.
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.
continue
if(SA == target) // We (presumably) already hit the target before cleave() was called. orange() should prevent this but just to be safe...
if(SM == target) // We (presumably) already hit the target before cleave() was called. orange() should prevent this but just to be safe...
continue
if(!SA.Adjacent(user) || !SA.Adjacent(target)) // Cleaving only hits mobs near the target mob and user.
if(!SM.Adjacent(user) || !SM.Adjacent(target)) // Cleaving only hits mobs near the target mob and user.
continue
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.
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.
hit_mobs++
cleave_visual(user, target)