mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-09 16:07:40 +00:00
shield bashing
This commit is contained in:
18
code/__DEFINES/flags/shields.dm
Normal file
18
code/__DEFINES/flags/shields.dm
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@@ -0,0 +1,18 @@
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/// Transparent, let beams pass
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#define SHIELD_TRANSPARENT (1<<0)
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/// Can shield bash
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#define SHIELD_CAN_BASH (1<<1)
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/// Shield bash knockdown on wall hit
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#define SHIELD_BASH_WALL_KNOCKDOWN (1<<2)
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/// Shield bash always knockdown
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#define SHIELD_BASH_ALWAYS_KNOCKDOWN (1<<3)
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/// Shield bash disarm on wall hit
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#define SHIELD_BASH_WALL_DISARM (1<<4)
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/// Shield bash always disarm
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#define SHIELD_BASH_ALWAYS_DISARM (1<<5)
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/// You can shieldbash target someone on the ground for ground slam
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#define SHIELD_BASH_GROUND_SLAM (1<<6)
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/// Shield bashing someone on the ground will disarm
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#define SHIELD_BASH_GROUND_SLAM_DISARM (1<<7)
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#define SHIELD_FLAGS_DEFAULT (SHIELD_CAN_BASH | SHIELD_BASH_WALL_KNOCKDOWN | SHIELD_BASH_WALL_DISARM | SHIELD_BASH_GROUND_SLAM | SHIELD_BASH_GROUND_SLAM_DISARM)
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@@ -249,5 +249,15 @@ GLOBAL_LIST_INIT(bitfields, list(
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"COMBAT_FLAG_SOFT_STAMCRIT" = COMBAT_FLAG_SOFT_STAMCRIT,
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"COMBAT_FLAG_INTENTIONALLY_RESTING" = COMBAT_FLAG_INTENTIONALLY_RESTING,
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"COMBAT_FLAG_RESISTING_REST" = COMBAT_FLAG_RESISTING_REST
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),
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"shield_flags" = list(
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"SHIELD_TRANSPARENT" = SHIELD_TRANSPARENT,
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"SHIELD_CAN_BASH" = SHIELD_CAN_BASH,
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"SHIELD_BASH_WALL_KNOCKDOWN" = SHIELD_BASH_WALL_KNOCKDOWN,
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"SHIELD_BASH_ALWAYS_KNOCKDOWN" = SHIELD_BASH_ALWAYS_KNOCKDOWN,
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"SHIELD_BASH_WALL_DISARM" = SHIELD_BASH_WALL_DISARM,
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"SHIELD_BASH_ALWAYS_DISARM" = SHIELD_BASH_ALWAYS_DISARM,
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"SHIELD_BASH_GROUND_SLAM" = SHIELD_BASH_GROUND_SLAM,
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"SHIELD_BASH_GROUND_SLAM_DISARM" = SHIELD_BASH_GROUND_SLAM_DISARM
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)
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))
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@@ -3,11 +3,124 @@
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icon = 'icons/obj/items_and_weapons.dmi'
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block_chance = 50
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armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
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var/transparent = FALSE // makes beam projectiles pass through the shield
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/// Shield flags
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var/shield_flags = SHIELD_FLAGS_DEFAULT
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/// Last shieldbash world.time
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var/last_shieldbash = 0
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/// Shieldbashing cooldown
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var/shieldbash_cooldown = 5 SECONDS
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/// Shieldbashing stamina cost
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var/shieldbash_stamcost = 7.5
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/// Shieldbashing knockback
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var/shieldbash_knockback = 2
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/// Shield bashing brute damage
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var/shieldbash_brutedamage = 5
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/// Shield bashing stamina damage
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var/shieldbash_stamdmg = 15
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/// Shield bashing daze duration
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var/shieldbash_daze_duration = 3.5 SECONDS
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/obj/item/shield/examine(mob/user)
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. = ..()
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if(shield_flags & SHIELD_CAN_BASH)
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. += "<span class='notice'>Right click on combat mode attack with [src] to shield bash!</span>"
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if(shield_flags & SHIELD_BASH_GROUND_SLAM)
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. += "<span class='notice'>Directly rightclicking on a downed target with [src] will slam them instead of bashing.</span>"
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/obj/item/shield/proc/on_shield_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
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return TRUE
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/obj/item/shield/alt_pre_attack(atom/A, mob/living/user, params)
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user_shieldbash(user, A)
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return TRUE
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/obj/item/shield/proc/do_shieldbash_effect(mob/living/user, dir)
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var/px = 0
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var/py = 0
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switch(dir)
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if(NORTH)
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py = 12
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if(SOUTH)
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py = -12
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if(EAST)
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px = 12
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if(WEST)
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px = -12
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var/oldpx = user.pixel_x
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var/oldpy = user.pixel_y
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animate(user, pixel_x = px, pixel_y = py, time = 1, easing = SINE_EASING | EASE_OUT)
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animate(user, pixel_x = oldpx, pixel_y = oldpy, time = 1.5)
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user.visible_message("<span class='warning'>[user] charges forwards with [src]!</span>")
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animate(new /obj/effect/temp_visual/dir_setting/shieldbash(user.loc, dir), alpha = 0, pixel_x = px + 4, pixel_y = py + 4, time = 3)
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/obj/item/shield/proc/bash_target(mob/living/user, mob/living/target)
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if(!(target.status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)) // should probably add stun absorption check at some point I guess..
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// unified stun absorption system when lol
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target.visible_message("<span class='warning'>[user] slams [target] with [src], but [target] doesn't falter!</span>", "<span class='userdanger'>[user] slams you with [src], but it barely fazes you!</span>")
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return FALSE
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var/target_downed = !CHECK_MOBILITY(target, MOBILITY_STAND)
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var/away_dir = get_dir(user, target)
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var/wallhit = !(away_dir & (away_dir - 1)) && isclosedturf(get_step_away(target, user)) //no diagonals
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var/disarming = (target_downed && (shield_flags & SHIELD_BASH_GROUND_SLAM_DISARM)) || (shield_flags & SHIELD_BASH_ALWAYS_DISARM) || (wallhit && (shield_flags & SHIELD_BASH_WALL_DISARM))
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var/knockdown = !target_downed && ((shield_flags & SHIELD_BASH_ALWAYS_KNOCKDOWN) || (wallhit && (shield_flags & SHIELD_BASH_WALL_KNOCKDOWN)))
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target.visible_message("<span class='warning'>[target_downed? "[user] slams [src] into [target]" : "[user] bashes [target] with [src]"][shieldbash_daze_duration? ", dazing them":""][knockdown? " and knocking them down":""]!</span>",
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"<span class='userdanger'>[target_downed? "[user] slams [src] into you" : "[user] bashes you with [src]"][shieldbash_daze_duration? ", dazing you":""][knockdown? " and knocking you down":""]!</span>")
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if(knockdown)
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target.KnockToFloor(disarming)
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else if(disarming)
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target.drop_all_held_items()
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target.apply_damage(shieldbash_stamdmg, STAMINA, BODY_ZONE_CHEST)
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target.apply_damage(shieldbash_brutedamage, BRUTE, BODY_ZONE_CHEST)
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target.Daze(shieldbash_daze_duration)
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if(!target_downed && shieldbash_knockback)
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var/turf/targetturf = get_turf(target)
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var/turf/userturf = get_turf(user)
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var/dx = CLAMP(targetturf.x - userturf.x, -1, 1)
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var/dy = CLAMP(targetturf.y - userturf.y, -1, 1)
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dx *= shieldbash_knockback
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dy *= shieldbash_knockback
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var/turf/knockback_target = locate(CLAMP(userturf.x + dx, 1, world.maxx), CLAMP(userturf.y + dy, 1, world.maxy), z)
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if(knockback_target)
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for(var/i in 1 to shieldbash_knockback)
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step(target, get_dir(target, knockback_target))
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return TRUE
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/obj/item/shield/proc/user_shieldbash(mob/living/user, atom/target)
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if(!(shield_flags & SHIELD_CAN_BASH))
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to_chat(user, "<span class='warning'>[src] can't be used to shield bash!</span>")
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return FALSE
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if(world.time < last_shieldbash + shieldbash_cooldown)
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to_chat(user, "<span class='warning'>You can't bash with [src] again so soon!</span>")
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return FALSE
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if(isliving(target)) //GROUND SLAAAM
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if(!(shield_flags & SHIELD_BASH_GROUND_SLAM))
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to_chat(user, "<span class='warning'>You can't ground slam with [src]!</span>")
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return FALSE
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bash_target(user, target)
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last_shieldbash = world.time
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user.adjustStaminaLossBuffered(shieldbash_stamcost)
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return 1
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// Directional sweep!
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last_shieldbash = world.time
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user.adjustStaminaLossBuffered(shieldbash_stamcost)
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// Since we are in combat mode, we can probably safely use the user's dir instead of getting their mouse pointing cardinal dir.
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do_shieldbash_effect(user, user.dir)
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var/list/checking = list(get_step(user, user.dir), get_step(user, turn(user.dir, 45)), get_step(user, turn(user.dir, -45)))
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var/list/victims = list()
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for(var/i in checking)
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var/turf/T = i
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for(var/mob/living/L in T)
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victims += L
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if(length(victims))
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for(var/i in victims)
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bash_target(user, target)
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return length(victims)
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/obj/effect/temp_visual/dir_setting/shield_bash
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icon = 'icon/effects/96x96_attack_sweep.dmi'
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icon_state = "shieldbash"
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duration = 3
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/obj/item/shield/riot
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name = "riot shield"
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desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
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@@ -23,13 +136,13 @@
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custom_materials = list(/datum/material/glass=7500, /datum/material/iron=1000)
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attack_verb = list("shoved", "bashed")
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var/cooldown = 0 //shield bash cooldown. based on world.time
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transparent = TRUE
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shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_TRANSPARENT
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max_integrity = 75
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/obj/item/shield/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(ismovableatom(object))
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var/atom/movable/AM = object
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if(transparent && (AM.pass_flags & PASSGLASS))
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if(CHECK_BITFIELD(shield_flags, SHIELD_TRANSPARENT) && (AM.pass_flags & PASSGLASS))
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return BLOCK_NONE
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if(attack_type & ATTACK_TYPE_THROWN)
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final_block_chance += 30
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@@ -88,7 +201,7 @@
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item_state = "roman_shield"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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transparent = FALSE
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shield_flags = SHIELD_FLAGS_DEFAULT
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max_integrity = 65
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/obj/item/shield/riot/roman/fake
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@@ -111,7 +224,7 @@
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custom_materials = null
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resistance_flags = FLAMMABLE
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block_chance = 30
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transparent = FALSE
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shield_flags = SHIELD_FLAGS_DEFAULT
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max_integrity = 55
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/obj/item/shield/riot/buckler/shatter(mob/living/carbon/human/owner)
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@@ -238,7 +351,7 @@
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throwforce = 15 //Massive pice of metal
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w_class = WEIGHT_CLASS_HUGE
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item_flags = SLOWS_WHILE_IN_HAND
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transparent = FALSE
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shield_flags = SHIELD_FLAGS_DEFAULT
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/obj/item/shield/riot/implant
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name = "riot tower shield"
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@@ -248,7 +361,7 @@
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icon = 'icons/obj/items_and_weapons.dmi'
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block_chance = 30 //May be big but hard to move around to block.
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slowdown = 1
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transparent = FALSE
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shield_flags = SHIELD_FLAGS_DEFAULT
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item_flags = SLOWS_WHILE_IN_HAND
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/obj/item/shield/riot/implant/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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BIN
icons/effects/96x96_attack_sweep.dmi
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BIN
icons/effects/96x96_attack_sweep.dmi
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Binary file not shown.
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After Width: | Height: | Size: 3.6 KiB |
@@ -121,6 +121,7 @@
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#include "code\__DEFINES\dcs\flags.dm"
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#include "code\__DEFINES\dcs\helpers.dm"
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#include "code\__DEFINES\dcs\signals.dm"
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#include "code\__DEFINES\flags\shields.dm"
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#include "code\__HELPERS\_cit_helpers.dm"
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#include "code\__HELPERS\_lists.dm"
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#include "code\__HELPERS\_logging.dm"
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