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
Tackling Working so far, working on the lunge now
This commit is contained in:
@@ -70,7 +70,7 @@
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/obj/structure/alien/weeds,
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/obj/item/clothing/mask/facehugger/impregnated,
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/obj/item/clothing/glasses/night,
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/obj/item/clothing/gloves/combat,
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/obj/item/clothing/gloves/tackler/combat/insulated,
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/obj/effect/decal/cleanable/blood/old,
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/obj/item/clothing/under/syndicate/tacticool,
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/turf/open/floor/plating/asteroid/basalt/lava_land_surface,
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@@ -526,8 +526,8 @@
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/obj/structure/closet/crate/secure/gear{
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req_access_txt = "150"
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},
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/obj/item/clothing/gloves/combat,
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/obj/item/clothing/gloves/combat,
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/obj/item/clothing/gloves/tackler/combat/insulated,
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/obj/item/clothing/gloves/tackler/combat/insulated,
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/obj/item/clothing/under/syndicate/combat,
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/obj/item/clothing/under/syndicate/combat,
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/obj/item/storage/belt/military,
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@@ -4197,7 +4197,7 @@
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"kw" = (
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/obj/structure/table,
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/obj/effect/decal/cleanable/dirt,
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/obj/item/clothing/gloves/combat{
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/obj/item/clothing/gloves/tackler/combat/insulated{
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pixel_y = -6
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},
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/obj/item/tank/internals/emergency_oxygen{
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@@ -185,7 +185,7 @@
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name = "Clothes"
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},
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/obj/item/clothing/head/chameleon,
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/obj/item/clothing/gloves/combat,
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/obj/item/clothing/gloves/tackler/combat/insulated,
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/obj/item/clothing/suit/chameleon,
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/obj/item/clothing/under/chameleon,
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/obj/item/clothing/shoes/chameleon,
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@@ -221,7 +221,7 @@
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},
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/obj/item/clothing/under/rank/centcom/commander,
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/obj/item/clothing/head/centhat,
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/obj/item/clothing/gloves/combat,
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/obj/item/clothing/gloves/tackler/combat/insulated,
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/obj/item/clothing/suit/armor/vest,
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/obj/item/clothing/shoes/sneakers/brown,
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/turf/open/floor/wood,
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@@ -2202,11 +2202,11 @@
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/area/ruin/space/has_grav/deepstorage/armory)
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"eO" = (
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/obj/structure/table,
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/obj/item/clothing/gloves/combat{
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/obj/item/clothing/gloves/tackler/combat/insulated{
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pixel_x = -3;
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pixel_y = 4
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},
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/obj/item/clothing/gloves/combat{
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/obj/item/clothing/gloves/tackler/combat/insulated{
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pixel_x = 3;
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pixel_y = -2
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},
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@@ -4322,7 +4322,7 @@
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/turf/open/floor/plating/asteroid/snow,
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/area/awaymission/academy/academycellar)
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"mV" = (
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/obj/item/clothing/gloves/combat,
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/obj/item/clothing/gloves/tackler/combat/insulated,
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/turf/open/floor/plating/asteroid/snow,
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/area/awaymission/academy/academycellar)
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"mW" = (
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@@ -243,7 +243,7 @@
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/area/awaymission/spacebattle/syndicate1)
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"bg" = (
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/obj/structure/table/reinforced,
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/obj/item/clothing/gloves/combat,
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/obj/item/clothing/gloves/tackler/combat/insulated,
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/turf/open/floor/mineral/plastitanium/red,
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/area/awaymission/spacebattle/syndicate1)
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"bh" = (
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@@ -7639,7 +7639,7 @@
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/obj/item/clothing/suit/space/hardsuit/deathsquad{
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pixel_y = 5
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},
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/obj/item/clothing/gloves/combat,
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/obj/item/clothing/gloves/tackler/combat/insulated,
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/obj/item/clothing/shoes/combat/swat,
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/obj/item/clothing/mask/gas/sechailer/swat,
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/obj/effect/turf_decal/stripes/line,
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@@ -119,6 +119,8 @@
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#define COMSIG_MOVABLE_UNCROSSED "movable_uncrossed" //from base of atom/movable/Uncrossed(): (/atom/movable)
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#define COMSIG_MOVABLE_BUMP "movable_bump" //from base of atom/movable/Bump(): (/atom)
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#define COMSIG_MOVABLE_IMPACT "movable_impact" //from base of atom/movable/throw_impact(): (/atom/hit_atom, /datum/thrownthing/throwingdatum)
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#define COMPONENT_MOVABLE_IMPACT_FLIP_HITPUSH 1 ///if true, flip if the impact will push what it hits
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#define COMPONENT_MOVABLE_IMPACT_NEVERMIND 2 ///return true if you destroyed whatever it was you're impacting and there won't be anything for hitby() to run on
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#define COMSIG_MOVABLE_IMPACT_ZONE "item_impact_zone" //from base of mob/living/hitby(): (mob/living/target, hit_zone)
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#define COMSIG_MOVABLE_BUCKLE "buckle" //from base of atom/movable/buckle_mob(): (mob, force)
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#define COMSIG_MOVABLE_UNBUCKLE "unbuckle" //from base of atom/movable/unbuckle_mob(): (mob, force)
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@@ -138,7 +140,6 @@
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#define HEARING_SOURCE 8*/
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#define COMSIG_MOVABLE_DISPOSING "movable_disposing" //called when the movable is added to a disposal holder object for disposal movement: (obj/structure/disposalholder/holder, obj/machinery/disposal/source)
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#define COMSIG_MOVABLE_TELEPORTED "movable_teleported" //from base of do_teleport(): (channel, turf/origin, turf/destination)
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// /mind signals
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#define COMSIG_PRE_MIND_TRANSFER "pre_mind_transfer" //from base of mind/transfer_to() before it's done: (new_character, old_character)
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#define COMPONENT_STOP_MIND_TRANSFER 1 //stops the mind transfer from happening.
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@@ -148,6 +149,8 @@
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#define COMSIG_MOB_EXAMINATE "mob_examinate" //from base of /mob/verb/examinate(): (atom/A)
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#define COMSIG_MOB_DEATH "mob_death" //from base of mob/death(): (gibbed)
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#define COMPONENT_BLOCK_DEATH_BROADCAST 1 //stops the death from being broadcasted in deadchat.
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#define COMSIG_MOB_CLICKON "mob_clickon" //from base of mob/clickon(): (atom/A, params)
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#define COMSIG_MOB_CANCEL_CLICKON 1
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#define COMSIG_MOB_GHOSTIZE "mob_ghostize" //from base of mob/Ghostize(): (can_reenter_corpse, special, penalize)
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#define COMPONENT_BLOCK_GHOSTING (1<<0)
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#define COMPONENT_DO_NOT_PENALIZE_GHOSTING (1<<1)
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@@ -148,6 +148,8 @@
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#define TRAIT_EXEMPT_HEALTH_EVENTS "exempt-health-events"
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#define TRAIT_NO_MIDROUND_ANTAG "no-midround-antag" //can't be turned into an antag by random events
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#define TRAIT_PASSTABLE "passtable"
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#define TRAIT_GIANT "giant"
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#define TRAIT_DWARF "dwarf"
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// mobility flag traits
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// IN THE FUTURE, IT WOULD BE NICE TO DO SOMETHING SIMILAR TO https://github.com/tgstation/tgstation/pull/48923/files (ofcourse not nearly the same because I have my.. thoughts on it)
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@@ -116,5 +116,6 @@ GLOBAL_LIST_INIT(maintenance_loot, list(
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/obj/item/autosurgeon/penis = 1,
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/obj/item/autosurgeon/testicles = 1,
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/obj/item/storage/box/marshmallow = 2,
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/obj/item/clothing/gloves/tackler/offbrand = 1,
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"" = 3
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))
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@@ -75,6 +75,9 @@
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if(notransform)
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return
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if(SEND_SIGNAL(src, COMSIG_MOB_CLICKON, A, params) & COMSIG_MOB_CANCEL_CLICKON)
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return
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var/list/modifiers = params2list(params)
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if(modifiers["shift"] && modifiers["middle"])
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ShiftMiddleClickOn(A)
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@@ -23,3 +23,12 @@
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*/
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/datum/crafting_recipe/proc/check_requirements(mob/user, list/collected_requirements)
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return TRUE
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/datum/crafting_recipe/gripperoffbrand
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name = "Improvised Gripper Gloves"
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reqs = list(
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/obj/item/clothing/gloves/fingerless = 1
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// /obj/item/stack/sticky_tape = 1
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)
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result = /obj/item/clothing/gloves/tackler/offbrand
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category = CAT_CLOTHING
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492
code/datums/components/tackle.dm
Normal file
492
code/datums/components/tackle.dm
Normal file
@@ -0,0 +1,492 @@
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#define MAX_TABLE_MESSES 8 // how many things can we knock off a table at once?
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/**
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*#tackle.dm
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*
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* For when you want to throw a person at something and have fun stuff happen
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*
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* This component is made for carbon mobs (really, humans), and allows its parent to throw themselves and perform tackles. This is done by enabling throw mode, then clicking on your
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* intended target with an empty hand. You will then launch toward your target. If you hit a carbon, you'll roll to see how hard you hit them. If you hit a solid non-mob, you'll
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* roll to see how badly you just messed yourself up. If, along your journey, you hit a table, you'll slam onto it and send up to MAX_TABLE_MESSES (8) /obj/items on the table flying,
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* and take a bit of extra damage and stun for each thing launched.
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*
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* There are 2 """skill rolls""" involved here, which are handled and explained in sack() and rollTackle() (for roll 1, carbons), and splat() (for roll 2, walls and solid objects)
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*/
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/datum/component/tackler
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dupe_mode = COMPONENT_DUPE_UNIQUE
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///If we're currently tackling or are on cooldown. Actually, shit, if I use this to handle cooldowns, then getting thrown by something while on cooldown will count as a tackle..... whatever, i'll fix that next commit
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var/tackling = TRUE
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///How much stamina it takes to launch a tackle
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var/stamina_cost
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///Launching a tackle calls Knockdown on you for this long, so this is your cooldown. Once you stand back up, you can tackle again.
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var/base_knockdown
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///Your max range for how far you can tackle.
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var/range
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///How fast you sail through the air. Standard tackles are 1 speed, but gloves that throw you faster come at a cost: higher speeds make it more likely you'll be badly injured if you fly into a non-mob obstacle.
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var/speed
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///A flat modifier to your roll against your target, as described in [rollTackle()][/datum/component/tackler/proc/rollTackle]. Slightly misleading, skills aren't relevant here, this is a matter of what type of gloves (or whatever) is granting you the ability to tackle.
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var/skill_mod
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///Some gloves, generally ones that increase mobility, may have a minimum distance to fly. Rocket gloves are especially dangerous with this, be sure you'll hit your target or have a clear background if you miss, or else!
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var/min_distance
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///The throwdatum we're currently dealing with, if we need it
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var/datum/thrownthing/tackle
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/datum/component/tackler/Initialize(stamina_cost = 25, base_knockdown = 1 SECONDS, range = 4, speed = 1, skill_mod = 0, min_distance = min_distance)
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if(!iscarbon(parent))
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return COMPONENT_INCOMPATIBLE
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src.stamina_cost = stamina_cost
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src.base_knockdown = base_knockdown
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src.range = range
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src.speed = speed
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src.skill_mod = skill_mod
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src.min_distance = min_distance
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var/mob/P = parent
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to_chat(P, "<span class='notice'>You are now able to launch tackles! You can do so by activating throw intent, and clicking on your target with an empty hand.</span>")
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addtimer(CALLBACK(src, .proc/resetTackle), base_knockdown, TIMER_STOPPABLE)
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/datum/component/tackler/Destroy()
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var/mob/P = parent
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to_chat(P, "<span class='notice'>You can no longer tackle.</span>")
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..()
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/datum/component/tackler/RegisterWithParent()
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RegisterSignal(parent, COMSIG_MOB_CLICKON, .proc/checkTackle)
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RegisterSignal(parent, COMSIG_MOVABLE_IMPACT, .proc/sack)
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RegisterSignal(parent, COMSIG_MOVABLE_POST_THROW, .proc/registerTackle)
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/datum/component/tackler/UnregisterFromParent()
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UnregisterSignal(parent, list(COMSIG_MOB_CLICKON, COMSIG_MOVABLE_IMPACT, COMSIG_MOVABLE_MOVED, COMSIG_MOVABLE_POST_THROW))
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///Store the thrownthing datum for later use
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/datum/component/tackler/proc/registerTackle(mob/living/carbon/user, datum/thrownthing/TT)
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tackle = TT
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///See if we can tackle or not. If we can, leap!
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/datum/component/tackler/proc/checkTackle(mob/living/carbon/user, atom/A, params)
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if(!user.in_throw_mode || user.get_active_held_item() || user.pulling || user.buckling)
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return
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if(HAS_TRAIT(user, TRAIT_HULK))
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to_chat(user, "<span class='warning'>You're too angry to remember how to tackle!</span>")
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return
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if(user.restrained())
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to_chat(user, "<span class='warning'>You need free use of your hands to tackle!</span>")
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return
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if(!(user.mobility_flags & MOBILITY_STAND))
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to_chat(user, "<span class='warning'>You must be standing to tackle!</span>")
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return
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if(tackling)
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to_chat(user, "<span class='warning'>You're not ready to tackle!</span>")
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return
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if(user.has_movespeed_modifier(MOVESPEED_ID_SHOVE)) // can't tackle if you just got shoved
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to_chat(user, "<span class='warning'>You're too off balance to tackle!</span>")
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return
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user.face_atom(A)
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var/list/modifiers = params2list(params)
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if(modifiers["alt"] || modifiers["shift"] || modifiers["ctrl"] || modifiers["middle"])
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return
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tackling = TRUE
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RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/checkObstacle)
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playsound(user, 'sound/weapons/thudswoosh.ogg', 40, TRUE, -1)
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if(can_see(user, A, 7))
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user.visible_message("<span class='warning'>[user] leaps at [A]!</span>", "<span class='danger'>You leap at [A]!</span>")
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else
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user.visible_message("<span class='warning'>[user] leaps!</span>", "<span class='danger'>You leap!</span>")
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if(get_dist(user, A) < min_distance)
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A = get_ranged_target_turf(user, get_dir(user, A), min_distance) //TODO: this only works in cardinals/diagonals, make it work with in-betweens too!
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user.Knockdown(base_knockdown, TRUE, TRUE)
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user.adjustStaminaLoss(stamina_cost)
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user.throw_at(A, range, speed, user, FALSE)
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user.toggle_throw_mode()
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addtimer(CALLBACK(src, .proc/resetTackle), base_knockdown, TIMER_STOPPABLE)
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return(COMSIG_MOB_CANCEL_CLICKON)
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|
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/**
|
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* sack()
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*
|
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* sack() is called when you actually smack into something, assuming we're mid-tackle. First it deals with smacking into non-carbons, in two cases:
|
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* * If it's a non-carbon mob, we don't care, get out of here and do normal thrown-into-mob stuff
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* * Else, if it's something dense (walls, machinery, structures, most things other than the floor), go to splat() and get ready for some high grade shit
|
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*
|
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* If it's a carbon we hit, we'll call rollTackle() which rolls a die and calculates modifiers for both the tackler and target, then gives us a number. Negatives favor the target, while positives favor the tackler.
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* Check [rollTackle()][/datum/component/tackler/proc/rollTackle] for a more thorough explanation on the modifiers at play.
|
||||
*
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||||
* Then, we figure out what effect we want, and we get to work! Note that with standard gripper gloves and no modifiers, the range of rolls is (-3, 3). The results are as follows, based on what we rolled:
|
||||
* * -inf to -5: Seriously botched tackle, tackler suffers a concussion, brute damage, and a 3 second paralyze, target suffers nothing
|
||||
* * -4 to -2: weak tackle, tackler gets 3 second knockdown, target gets shove slowdown but is otherwise fine
|
||||
* * -1 to 0: decent tackle, tackler gets up a bit quicker than the target
|
||||
* * 1: solid tackle, tackler has more of an advantage getting up quicker
|
||||
* * 2 to 4: expert tackle, tackler has sizeable advantage and lands on their feet with a free passive grab
|
||||
* * 5 to inf: MONSTER tackle, tackler gets up immediately and gets a free aggressive grab, target takes sizeable stamina damage from the hit and is paralyzed for one and a half seconds and knocked down for three seconds
|
||||
*
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||||
* Finally, we return a bitflag to [COMSIG_MOVABLE_IMPACT] that forces the hitpush to false so that we don't knock them away.
|
||||
*/
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||||
/datum/component/tackler/proc/sack(mob/living/carbon/user, atom/hit)
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||||
if(!tackling || !tackle)
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||||
return
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||||
|
||||
if(!iscarbon(hit))
|
||||
if(hit.density)
|
||||
return splat(user, hit)
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||||
return
|
||||
|
||||
var/mob/living/carbon/target = hit
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||||
var/mob/living/carbon/human/T = target
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||||
var/mob/living/carbon/human/S = user
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||||
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||||
var/roll = rollTackle(target)
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tackling = FALSE
|
||||
|
||||
switch(roll)
|
||||
if(-INFINITY to -5)
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||||
user.visible_message("<span class='danger'>[user] botches [user.p_their()] tackle and slams [user.p_their()] head into [target], knocking [user.p_them()]self silly!</span>", "<span class='userdanger'>You botch your tackle and slam your head into [target], knocking yourself silly!</span>", target)
|
||||
to_chat(target, "<span class='userdanger'>[user] botches [user.p_their()] tackle and slams [user.p_their()] head into you, knocking [user.p_them()]self silly!</span>")
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||||
|
||||
user.Paralyze(30)
|
||||
var/obj/item/bodypart/head/hed = user.get_bodypart(BODY_ZONE_HEAD)
|
||||
if(hed)
|
||||
hed.receive_damage(brute=20, updating_health=TRUE)
|
||||
user.gain_trauma(/datum/brain_trauma/mild/concussion)
|
||||
|
||||
if(-4 to -2) // glancing blow at best
|
||||
user.visible_message("<span class='warning'>[user] lands a weak tackle on [target], briefly knocking [target.p_them()] off-balance!</span>", "<span class='userdanger'>You land a weak tackle on [target], briefly knocking [target.p_them()] off-balance!</span>", target)
|
||||
to_chat(target, "<span class='userdanger'>[user] lands a weak tackle on you, briefly knocking you off-balance!</span>")
|
||||
|
||||
user.Knockdown(30)
|
||||
if(ishuman(target) && !T.has_movespeed_modifier(MOVESPEED_ID_SHOVE))
|
||||
T.add_movespeed_modifier(MOVESPEED_ID_SHOVE, multiplicative_slowdown = SHOVE_SLOWDOWN_STRENGTH) // maybe define a slightly more severe/longer slowdown for this
|
||||
addtimer(CALLBACK(T, /mob/living/carbon/human/proc/clear_shove_slowdown), SHOVE_SLOWDOWN_LENGTH)
|
||||
|
||||
if(-1 to 0) // decent hit, both parties are about equally inconvenienced
|
||||
user.visible_message("<span class='warning'>[user] lands a passable tackle on [target], sending them both tumbling!</span>", "<span class='userdanger'>You land a passable tackle on [target], sending you both tumbling!</span>", target)
|
||||
to_chat(target, "<span class='userdanger'>[user] lands a passable tackle on you, sending you both tumbling!</span>")
|
||||
|
||||
target.adjustStaminaLoss(stamina_cost)
|
||||
target.Paralyze(5)
|
||||
user.Knockdown(20)
|
||||
target.Knockdown(25)
|
||||
|
||||
if(1 to 2) // solid hit, tackler has a slight advantage
|
||||
user.visible_message("<span class='warning'>[user] lands a solid tackle on [target], knocking them both down hard!</span>", "<span class='userdanger'>You land a solid tackle on [target], knocking you both down hard!</span>", target)
|
||||
to_chat(target, "<span class='userdanger'>[user] lands a solid tackle on you, knocking you both down hard!</span>")
|
||||
|
||||
target.adjustStaminaLoss(30)
|
||||
target.Paralyze(5)
|
||||
user.Knockdown(10)
|
||||
target.Knockdown(20)
|
||||
|
||||
if(3 to 4) // really good hit, the target is definitely worse off here. Without positive modifiers, this is as good a tackle as you can land
|
||||
user.visible_message("<span class='warning'>[user] lands an expert tackle on [target], knocking [target.p_them()] down hard while landing on [user.p_their()] feet with a passive grip!</span>", "<span class='userdanger'>You land an expert tackle on [target], knocking [target.p_them()] down hard while landing on your feet with a passive grip!</span>", target)
|
||||
to_chat(target, "<span class='userdanger'>[user] lands an expert tackle on you, knocking you down hard and maintaining a passive grab!</span>")
|
||||
|
||||
user.SetKnockdown(0)
|
||||
user.forceMove(get_turf(target))
|
||||
target.adjustStaminaLoss(40)
|
||||
target.Paralyze(5)
|
||||
target.Knockdown(30)
|
||||
if(ishuman(target) && ishuman(user))
|
||||
S.dna.species.grab(S, T)
|
||||
S.setGrabState(GRAB_PASSIVE)
|
||||
|
||||
if(5 to INFINITY) // absolutely BODIED
|
||||
user.visible_message("<span class='warning'>[user] lands a monster tackle on [target], knocking [target.p_them()] senseless and applying an aggressive pin!</span>", "<span class='userdanger'>You land a monster tackle on [target], knocking [target.p_them()] senseless and applying an aggressive pin!</span>", target)
|
||||
to_chat(target, "<span class='userdanger'>[user] lands a monster tackle on you, knocking you senseless and aggressively pinning you!</span>")
|
||||
|
||||
user.SetKnockdown(0)
|
||||
user.forceMove(get_turf(target))
|
||||
target.adjustStaminaLoss(40)
|
||||
target.Paralyze(5)
|
||||
target.Knockdown(30)
|
||||
if(ishuman(target) && ishuman(user))
|
||||
S.dna.species.grab(S, T)
|
||||
S.setGrabState(GRAB_AGGRESSIVE)
|
||||
|
||||
|
||||
return COMPONENT_MOVABLE_IMPACT_FLIP_HITPUSH
|
||||
|
||||
/**
|
||||
* rollTackle()
|
||||
*
|
||||
* This handles all of the modifiers for the actual carbon-on-carbon tackling, and gets its own proc because of how many there are (with plenty more in mind!)
|
||||
*
|
||||
* The base roll is between (-3, 3), with negative numbers favoring the target, and positive numbers favoring the tackler. The target and the tackler are both assessed for
|
||||
* how easy they are to knock over, with clumsiness and dwarfiness being strong maluses for each, and gigantism giving a bonus for each. These numbers and ideas
|
||||
* are absolutely subject to change.
|
||||
|
||||
* In addition, after subtracting the defender's mod and adding the attacker's mod to the roll, the component's base (skill) mod is added as well. Some sources of tackles
|
||||
* are better at taking people down, like the bruiser and rocket gloves, while the dolphin gloves have a malus in exchange for better mobility.
|
||||
*/
|
||||
/datum/component/tackler/proc/rollTackle(mob/living/carbon/target)
|
||||
var/defense_mod = 0
|
||||
var/attack_mod = 0
|
||||
|
||||
// DE-FENSE
|
||||
if(target.drunkenness > 60) // drunks are easier to knock off balance
|
||||
defense_mod -= 3
|
||||
else if(target.drunkenness > 30)
|
||||
defense_mod -= 1
|
||||
if(HAS_TRAIT(target, TRAIT_CLUMSY))
|
||||
defense_mod -= 2
|
||||
if(HAS_TRAIT(target, TRAIT_FAT)) // chonkers are harder to knock over
|
||||
defense_mod += 1
|
||||
//if(HAS_TRAIT(target, TRAIT_GRABWEAKNESS)) Todo, port the pushover trait
|
||||
//defense_mod -= 2
|
||||
if(HAS_TRAIT(target, TRAIT_DWARF))
|
||||
defense_mod -= 2
|
||||
if(HAS_TRAIT(target, TRAIT_GIANT))
|
||||
defense_mod += 2
|
||||
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/T = target
|
||||
var/suit_slot = T.get_item_by_slot(ITEM_SLOT_OCLOTHING)
|
||||
|
||||
if(isnull(T.wear_suit) && isnull(T.w_uniform)) // who honestly puts all of their effort into tackling a naked guy?
|
||||
defense_mod += 2
|
||||
if(suit_slot && (istype(suit_slot,/obj/item/clothing/suit/space/hardsuit)))
|
||||
defense_mod += 1
|
||||
if(T.is_shove_knockdown_blocked()) // riot armor and such
|
||||
defense_mod += 5
|
||||
if(T.is_holding_item_of_type(/obj/item/shield))
|
||||
defense_mod += 2
|
||||
|
||||
if(islizard(T))
|
||||
if(!T.getorganslot(ORGAN_SLOT_TAIL)) // lizards without tails are off-balance
|
||||
defense_mod -= 1
|
||||
else if(T.dna.species.is_wagging_tail()) // lizard tail wagging is robust and can swat away assailants!
|
||||
defense_mod += 1
|
||||
|
||||
// OF-FENSE
|
||||
var/mob/living/carbon/sacker = parent
|
||||
|
||||
if(sacker.drunkenness > 60) // you're far too drunk to hold back!
|
||||
attack_mod += 1
|
||||
else if(sacker.drunkenness > 30) // if you're only a bit drunk though, you're just sloppy
|
||||
attack_mod -= 1
|
||||
if(HAS_TRAIT(sacker, TRAIT_CLUMSY))
|
||||
attack_mod -= 2
|
||||
if(HAS_TRAIT(sacker, TRAIT_DWARF))
|
||||
attack_mod -= 2
|
||||
if(HAS_TRAIT(sacker, TRAIT_GIANT))
|
||||
attack_mod += 2
|
||||
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/S = sacker
|
||||
|
||||
var/suit_slot = S.get_item_by_slot(ITEM_SLOT_OCLOTHING)
|
||||
if(suit_slot && (istype(suit_slot,/obj/item/clothing/suit/armor/riot))) // tackling in riot armor is more effective, but tiring
|
||||
attack_mod += 2
|
||||
sacker.adjustStaminaLoss(20)
|
||||
|
||||
var/r = rand(-3, 3) - defense_mod + attack_mod + skill_mod
|
||||
return r
|
||||
|
||||
|
||||
/**
|
||||
* splat()
|
||||
*
|
||||
* This is where we handle diving into dense atoms, generally with effects ranging from bad to REALLY bad. This works as a percentile roll that is modified in two steps as detailed below. The higher
|
||||
* the roll, the more severe the result.
|
||||
*
|
||||
* Mod 1: Speed
|
||||
* * Base tackle speed is 1, which is what normal gripper gloves use. For other sources with higher speed tackles, like dolphin and ESPECIALLY rocket gloves, we obey Newton's laws and hit things harder.
|
||||
* * For every unit of speed above 1, move the lower bound of the roll up by 15. Unlike Mod 2, this only serves to raise the lower bound, so it can't be directly counteracted by anything you can control.
|
||||
*
|
||||
* Mod 2: Misc
|
||||
* -Flat modifiers, these take whatever you rolled and add/subtract to it, with the end result capped between the minimum from Mod 1 and 100. Note that since we can't roll higher than 100 to start with,
|
||||
* wearing a helmet should be enough to remove any chance of permanently paralyzing yourself and dramatically lessen knocking yourself unconscious, even with rocket gloves. Will expand on maybe
|
||||
* * Wearing a helmet: -6
|
||||
* * Wearing armor: -6
|
||||
* * Clumsy: +6
|
||||
*
|
||||
* Effects: Below are the outcomes based off your roll, in order of increasing severity
|
||||
* * 1-63: Knocked down for a few seconds and a bit of brute and stamina damage
|
||||
* * 64-83: Knocked silly, gain some confusion as well as the above
|
||||
* * 84-93: Cranial trauma, get a concussion and more confusion, plus more damage
|
||||
* * 94-98: Knocked unconscious, significant chance to get a random mild brain trauma, as well as a fair amount of damage
|
||||
* * 99-100: Break your spinal cord, get paralyzed, take a bunch of damage too. Very unlucky!
|
||||
*/
|
||||
/datum/component/tackler/proc/splat(mob/living/carbon/user, atom/hit)
|
||||
if(istype(hit, /obj/structure/window))
|
||||
var/obj/structure/window/W = hit
|
||||
splatWindow(user, W)
|
||||
if(QDELETED(W))
|
||||
return COMPONENT_MOVABLE_IMPACT_NEVERMIND
|
||||
return
|
||||
|
||||
var/oopsie_mod = 0
|
||||
var/danger_zone = (speed - 1) * 15 // for every extra speed we have over 1, take away 15 of the safest chance
|
||||
danger_zone = max(min(danger_zone, 100), 1)
|
||||
|
||||
if(ishuman(user))
|
||||
var/mob/living/carbon/human/S = user
|
||||
var/head_slot = S.get_item_by_slot(ITEM_SLOT_HEAD)
|
||||
var/suit_slot = S.get_item_by_slot(ITEM_SLOT_OCLOTHING)
|
||||
if(head_slot && (istype(head_slot,/obj/item/clothing/head/helmet) || istype(head_slot,/obj/item/clothing/head/hardhat)))
|
||||
oopsie_mod -= 6
|
||||
if(suit_slot && (istype(suit_slot,/obj/item/clothing/suit/armor/)))
|
||||
oopsie_mod -= 6
|
||||
|
||||
if(HAS_TRAIT(user, TRAIT_CLUMSY))
|
||||
oopsie_mod += 6 //honk!
|
||||
|
||||
var/oopsie = rand(danger_zone, 100)
|
||||
if(oopsie >= 94 && oopsie_mod < 0) // good job avoiding getting paralyzed! gold star!
|
||||
to_chat(user, "<span class='usernotice'>You're really glad you're wearing protection!</span>")
|
||||
oopsie += oopsie_mod
|
||||
|
||||
switch(oopsie)
|
||||
if(99 to INFINITY)
|
||||
// can you imagine standing around minding your own business when all of the sudden some guy fucking launches himself into a wall at full speed and irreparably paralyzes himself?
|
||||
user.visible_message("<span class='danger'>[user] slams face-first into [hit] at an awkward angle, severing [user.p_their()] spinal column with a sickening crack! Holy shit!</span>", "<span class='userdanger'>You slam face-first into [hit] at an awkward angle, severing your spinal column with a sickening crack! Holy shit!</span>")
|
||||
user.adjustStaminaLoss(30)
|
||||
user.adjustBruteLoss(30)
|
||||
playsound(user, 'sound/effects/blobattack.ogg', 60, TRUE)
|
||||
playsound(user, 'sound/effects/splat.ogg', 70, TRUE)
|
||||
user.emote("scream")
|
||||
user.gain_trauma(/datum/brain_trauma/severe/paralysis/paraplegic) // oopsie indeed!
|
||||
shake_camera(user, 7, 7)
|
||||
user.overlay_fullscreen("flash", /obj/screen/fullscreen/flash)
|
||||
user.clear_fullscreen("flash", 4.5)
|
||||
|
||||
if(94 to 98)
|
||||
user.visible_message("<span class='danger'>[user] slams face-first into [hit] with a concerning squish, immediately going limp!</span>", "<span class='userdanger'>You slam face-first into [hit], and immediately lose consciousness!</span>")
|
||||
user.adjustStaminaLoss(30)
|
||||
user.adjustBruteLoss(30)
|
||||
user.Unconscious(100)
|
||||
user.gain_trauma_type(BRAIN_TRAUMA_MILD)
|
||||
user.playsound_local(get_turf(user), 'sound/weapons/flashbang.ogg', 100, TRUE, 8, 0.9)
|
||||
shake_camera(user, 6, 6)
|
||||
user.overlay_fullscreen("flash", /obj/screen/fullscreen/flash)
|
||||
user.clear_fullscreen("flash", 3.5)
|
||||
|
||||
if(84 to 93)
|
||||
user.visible_message("<span class='danger'>[user] slams head-first into [hit], suffering major cranial trauma!</span>", "<span class='userdanger'>You slam head-first into [hit], and the world explodes around you!</span>")
|
||||
user.adjustStaminaLoss(30)
|
||||
user.adjustBruteLoss(30)
|
||||
user.confused += 15
|
||||
if(prob(80))
|
||||
user.gain_trauma(/datum/brain_trauma/mild/concussion)
|
||||
user.playsound_local(get_turf(user), 'sound/weapons/flashbang.ogg', 100, TRUE, 8, 0.9)
|
||||
user.Knockdown(40)
|
||||
shake_camera(user, 5, 5)
|
||||
user.overlay_fullscreen("flash", /obj/screen/fullscreen/flash)
|
||||
user.clear_fullscreen("flash", 2.5)
|
||||
|
||||
if(64 to 83)
|
||||
user.visible_message("<span class='danger'>[user] slams hard into [hit], knocking [user.p_them()] senseless!</span>", "<span class='userdanger'>You slam hard into [hit], knocking yourself senseless!</span>")
|
||||
user.adjustStaminaLoss(30)
|
||||
user.adjustBruteLoss(10)
|
||||
user.confused += 10
|
||||
user.Knockdown(30)
|
||||
shake_camera(user, 3, 4)
|
||||
|
||||
if(1 to 63)
|
||||
user.visible_message("<span class='danger'>[user] slams into [hit]!</span>", "<span class='userdanger'>You slam into [hit]!</span>")
|
||||
user.adjustStaminaLoss(20)
|
||||
user.adjustBruteLoss(10)
|
||||
user.Knockdown(30)
|
||||
shake_camera(user, 2, 2)
|
||||
|
||||
playsound(user, 'sound/weapons/smash.ogg', 70, TRUE)
|
||||
|
||||
|
||||
/datum/component/tackler/proc/resetTackle()
|
||||
tackling = FALSE
|
||||
QDEL_NULL(tackle)
|
||||
UnregisterSignal(parent, COMSIG_MOVABLE_MOVED)
|
||||
|
||||
///A special case for splatting for handling windows
|
||||
/datum/component/tackler/proc/splatWindow(mob/living/carbon/user, obj/structure/window/W)
|
||||
playsound(user, "sound/effects/Glasshit.ogg", 140, TRUE)
|
||||
|
||||
if(W.type in list(/obj/structure/window, /obj/structure/window/fulltile, /obj/structure/window/unanchored, /obj/structure/window/fulltile/unanchored)) // boring unreinforced windows
|
||||
for(var/i = 0, i < speed, i++)
|
||||
var/obj/item/shard/shard = new /obj/item/shard(get_turf(user))
|
||||
//shard.embedding = list(embed_chance = 100, ignore_throwspeed_threshold = TRUE, impact_pain_mult=3, pain_chance=5)
|
||||
//shard.AddElement(/datum/element/embed, shard.embedding)
|
||||
user.hitby(shard, skipcatch = TRUE, hitpush = FALSE)
|
||||
//shard.embedding = list()
|
||||
//shard.AddElement(/datum/element/embed, shard.embedding)
|
||||
W.obj_destruction()
|
||||
user.adjustStaminaLoss(10 * speed)
|
||||
user.Paralyze(30)
|
||||
user.visible_message("<span class='danger'>[user] slams into [W] and shatters it, shredding [user.p_them()]self with glass!</span>", "<span class='userdanger'>You slam into [W] and shatter it, shredding yourself with glass!</span>")
|
||||
|
||||
else
|
||||
user.visible_message("<span class='danger'>[user] slams into [W] like a bug, then slowly slides off it!</span>", "<span class='userdanger'>You slam into [W] like a bug, then slowly slide off it!</span>")
|
||||
user.Paralyze(10)
|
||||
user.Knockdown(30)
|
||||
W.take_damage(20 * speed)
|
||||
user.adjustStaminaLoss(10 * speed)
|
||||
user.adjustBruteLoss(5 * speed)
|
||||
|
||||
/datum/component/tackler/proc/delayedSmash(obj/structure/window/W)
|
||||
if(W)
|
||||
W.obj_destruction()
|
||||
playsound(W, "shatter", 70, TRUE)
|
||||
|
||||
///Check to see if we hit a table, and if so, make a big mess!
|
||||
/datum/component/tackler/proc/checkObstacle(mob/living/carbon/owner)
|
||||
if(!tackling)
|
||||
return
|
||||
|
||||
var/turf/T = get_turf(owner)
|
||||
var/obj/structure/table/kevved = locate(/obj/structure/table) in T.contents
|
||||
if(!kevved)
|
||||
return
|
||||
|
||||
var/list/messes = list()
|
||||
|
||||
// we split the mess-making into two parts (check what we're gonna send flying, intermission for dealing with the tackler, then actually send stuff flying) for the benefit of making sure the face-slam text
|
||||
// comes before the list of stuff that goes flying, but can still adjust text + damage to how much of a mess it made
|
||||
for(var/obj/item/I in T.contents)
|
||||
if(!I.anchored)
|
||||
messes += I
|
||||
if(messes.len >= MAX_TABLE_MESSES)
|
||||
break
|
||||
|
||||
/// for telling HOW big of a mess we just made
|
||||
var/HOW_big_of_a_miss_did_we_just_make = ""
|
||||
if(messes.len)
|
||||
if(messes.len < MAX_TABLE_MESSES / 4)
|
||||
HOW_big_of_a_miss_did_we_just_make = ", making a mess"
|
||||
else if(messes.len < MAX_TABLE_MESSES / 2)
|
||||
HOW_big_of_a_miss_did_we_just_make = ", making a big mess"
|
||||
else if(messes.len < MAX_TABLE_MESSES)
|
||||
HOW_big_of_a_miss_did_we_just_make = ", making a giant mess"
|
||||
else
|
||||
HOW_big_of_a_miss_did_we_just_make = ", making a ginormous mess!" // an extra exclamation point!! for emphasis!!!
|
||||
|
||||
owner.visible_message("<span class='danger'>[owner] trips over [kevved] and slams into it face-first[HOW_big_of_a_miss_did_we_just_make]!</span>", "<span class='userdanger'>You trip over [kevved] and slam into it face-first[HOW_big_of_a_miss_did_we_just_make]!</span>")
|
||||
owner.adjustStaminaLoss(20 + messes.len * 2)
|
||||
owner.adjustBruteLoss(10 + messes.len)
|
||||
owner.Paralyze(5 * messes.len) // half a second of paralyze for each thing you knock around
|
||||
owner.Knockdown(20 + 5 * messes.len) // 2 seconds of knockdown after the paralyze
|
||||
|
||||
for(var/obj/item/I in messes)
|
||||
var/dist = rand(1, 3)
|
||||
var/sp = 2
|
||||
if(prob(25 * (src.speed - 1))) // if our tackle speed is higher than 1, with chance (speed - 1 * 25%), throw the thing at our tackle speed + 1
|
||||
sp = speed + 1
|
||||
I.throw_at(get_ranged_target_turf(I, pick(GLOB.alldirs), range = dist), range = dist, speed = sp)
|
||||
I.visible_message("<span class='danger'>[I] goes flying[sp > 3 ? " dangerously fast" : ""]!</span>") // standard embed speed
|
||||
|
||||
playsound(owner, 'sound/weapons/smash.ogg', 70, TRUE)
|
||||
tackle.finalize(hit=TRUE)
|
||||
resetTackle()
|
||||
|
||||
#undef MAX_TABLE_MESSES
|
||||
28
code/datums/elements/squish.dm
Normal file
28
code/datums/elements/squish.dm
Normal file
@@ -0,0 +1,28 @@
|
||||
#define SHORT 5/7
|
||||
#define TALL 7/5
|
||||
|
||||
/datum/element/squish
|
||||
element_flags = ELEMENT_DETACH
|
||||
|
||||
/datum/element/squish/Attach(datum/target, duration)
|
||||
. = ..()
|
||||
if(!iscarbon(target))
|
||||
return ELEMENT_INCOMPATIBLE
|
||||
|
||||
var/mob/living/carbon/C = target
|
||||
var/was_lying = (C.lying != 0)
|
||||
addtimer(CALLBACK(src, .proc/Detach, C, was_lying), duration)
|
||||
|
||||
C.transform = C.transform.Scale(TALL, SHORT)
|
||||
|
||||
/datum/element/squish/Detach(mob/living/carbon/C, was_lying)
|
||||
. = ..()
|
||||
if(istype(C))
|
||||
var/is_lying = (C.lying != 0)
|
||||
if(was_lying == is_lying)
|
||||
C.transform = C.transform.Scale(SHORT, TALL)
|
||||
else
|
||||
C.transform = C.transform.Scale(TALL, SHORT)
|
||||
|
||||
#undef SHORT
|
||||
#undef TALL
|
||||
@@ -81,6 +81,7 @@
|
||||
/datum/mutation/human/dwarfism/on_acquiring(mob/living/carbon/human/owner)
|
||||
if(..())
|
||||
return
|
||||
ADD_TRAIT(owner, TRAIT_DWARF, GENETIC_MUTATION)
|
||||
owner.transform = owner.transform.Scale(1, 0.8)
|
||||
passtable_on(owner, GENETIC_MUTATION)
|
||||
owner.visible_message("<span class='danger'>[owner] suddenly shrinks!</span>", "<span class='notice'>Everything around you seems to grow..</span>")
|
||||
@@ -88,6 +89,7 @@
|
||||
/datum/mutation/human/dwarfism/on_losing(mob/living/carbon/human/owner)
|
||||
if(..())
|
||||
return
|
||||
REMOVE_TRAIT(owner, TRAIT_DWARF, GENETIC_MUTATION)
|
||||
owner.transform = owner.transform.Scale(1, 1.25)
|
||||
passtable_off(owner, GENETIC_MUTATION)
|
||||
owner.visible_message("<span class='danger'>[owner] suddenly grows!</span>", "<span class='notice'>Everything around you seems to shrink..</span>")
|
||||
@@ -339,6 +341,7 @@
|
||||
/datum/mutation/human/gigantism/on_acquiring(mob/living/carbon/human/owner)
|
||||
if(..())
|
||||
return
|
||||
ADD_TRAIT(owner, TRAIT_GIANT, GENETIC_MUTATION)
|
||||
owner.resize = 1.25
|
||||
owner.update_transform()
|
||||
owner.visible_message("<span class='danger'>[owner] suddenly grows!</span>", "<span class='notice'>Everything around you seems to shrink..</span>")
|
||||
@@ -346,6 +349,7 @@
|
||||
/datum/mutation/human/gigantism/on_losing(mob/living/carbon/human/owner)
|
||||
if(..())
|
||||
return
|
||||
REMOVE_TRAIT(owner, TRAIT_GIANT, GENETIC_MUTATION)
|
||||
owner.resize = 0.8
|
||||
owner.update_transform()
|
||||
owner.visible_message("<span class='danger'>[owner] suddenly shrinks!</span>", "<span class='notice'>Everything around you seems to grow..</span>")
|
||||
|
||||
@@ -251,8 +251,13 @@
|
||||
|
||||
/atom/movable/proc/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
|
||||
set waitfor = 0
|
||||
SEND_SIGNAL(src, COMSIG_MOVABLE_IMPACT, hit_atom, throwingdatum)
|
||||
return hit_atom.hitby(src, throwingdatum=throwingdatum)
|
||||
var/hitpush = TRUE
|
||||
var/impact_signal = SEND_SIGNAL(src, COMSIG_MOVABLE_IMPACT, hit_atom, throwingdatum)
|
||||
if(impact_signal & COMPONENT_MOVABLE_IMPACT_FLIP_HITPUSH)
|
||||
hitpush = FALSE // hacky, tie this to something else or a proper workaround later
|
||||
|
||||
if(impact_signal & ~COMPONENT_MOVABLE_IMPACT_NEVERMIND) // in case a signal interceptor broke or deleted the thing before we could process our hit
|
||||
return hit_atom.hitby(src, throwingdatum = throwingdatum, hitpush = hitpush)
|
||||
|
||||
/atom/movable/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked, datum/thrownthing/throwingdatum)
|
||||
if(!anchored && hitpush && (!throwingdatum || (throwingdatum.force >= (move_resist * MOVE_FORCE_PUSH_RATIO))))
|
||||
|
||||
@@ -37,7 +37,7 @@
|
||||
uniform = /obj/item/clothing/under/syndicate
|
||||
shoes = /obj/item/clothing/shoes/clown_shoes/combat
|
||||
mask = /obj/item/clothing/mask/gas/clown_hat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
|
||||
back = /obj/item/storage/backpack/clown
|
||||
ears = /obj/item/radio/headset/syndicate/alt
|
||||
l_pocket = /obj/item/pinpointer/nuke/syndicate
|
||||
|
||||
@@ -120,8 +120,7 @@
|
||||
|
||||
uniform = /obj/item/clothing/under/syndicate
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
back = /obj/item/storage/backpack
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
|
||||
ears = /obj/item/radio/headset/syndicate/alt
|
||||
l_pocket = /obj/item/pinpointer/nuke/syndicate
|
||||
id = /obj/item/card/id/syndicate
|
||||
|
||||
@@ -518,6 +518,6 @@
|
||||
/obj/item/gun/ballistic/automatic/toy/pistol = 5,
|
||||
/obj/item/firing_pin = 5,
|
||||
/obj/item/grenade/empgrenade = 15,
|
||||
/obj/item/clothing/gloves/combat = 10,
|
||||
/obj/item/clothing/gloves/tackler/combat/insulated = 10,
|
||||
/obj/item/clothing/shoes/sneakers/noslip = 10
|
||||
)
|
||||
|
||||
@@ -138,7 +138,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
|
||||
new /obj/item/crowbar/red(src)
|
||||
new /obj/item/wirecutters(src, "red")
|
||||
new /obj/item/multitool(src)
|
||||
new /obj/item/clothing/gloves/combat(src)
|
||||
new /obj/item/clothing/gloves/tackler/combat/insulated(src)
|
||||
|
||||
/obj/item/storage/toolbox/drone
|
||||
name = "mechanical toolbox"
|
||||
@@ -311,7 +311,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
|
||||
new /obj/item/crowbar/red(src)
|
||||
new /obj/item/wirecutters(src, "red")
|
||||
new /obj/item/multitool/ai_detect(src)
|
||||
new /obj/item/clothing/gloves/combat(src)
|
||||
new /obj/item/clothing/gloves/tackler/combat/insulated(src)
|
||||
|
||||
/obj/item/storage/toolbox/gold_real/ComponentInitialize()
|
||||
. = ..()
|
||||
|
||||
@@ -37,8 +37,8 @@
|
||||
..()
|
||||
new /obj/item/clothing/glasses/eyepatch(src)
|
||||
new /obj/item/clothing/glasses/sunglasses(src)
|
||||
new /obj/item/clothing/gloves/combat(src)
|
||||
new /obj/item/clothing/gloves/combat(src)
|
||||
new /obj/item/clothing/gloves/tackler/combat(src)
|
||||
new /obj/item/clothing/gloves/tackler/combat(src)
|
||||
new /obj/item/clothing/head/helmet/swat(src)
|
||||
new /obj/item/clothing/head/helmet/swat(src)
|
||||
new /obj/item/clothing/mask/gas/sechailer/swat(src)
|
||||
|
||||
@@ -453,7 +453,7 @@
|
||||
name = "Syndicate Operative Empty"
|
||||
uniform = /obj/item/clothing/under/syndicate
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
|
||||
ears = /obj/item/radio/headset/syndicate/alt
|
||||
back = /obj/item/storage/backpack
|
||||
implants = list(/obj/item/implant/weapons_auth)
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
|
||||
|
||||
/datum/action/bloodsucker/fortitude
|
||||
name = "Fortitude"//"Cellular Emporium"
|
||||
name = "Fortitude"
|
||||
desc = "Withstand egregious physical wounds and walk away from attacks that would stun, pierce, and dismember lesser beings. You cannot run while active."
|
||||
button_icon_state = "power_fortitude"
|
||||
bloodcost = 30
|
||||
@@ -12,43 +12,39 @@
|
||||
amToggle = TRUE
|
||||
warn_constant_cost = TRUE
|
||||
|
||||
var/this_resist // So we can raise and lower your brute resist based on what your level_current WAS.
|
||||
var/fortitude_resist // So we can raise and lower your brute resist based on what your level_current WAS.
|
||||
|
||||
/datum/action/bloodsucker/fortitude/ActivatePower()
|
||||
var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
var/datum/antagonist/bloodsucker/B = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
var/mob/living/user = owner
|
||||
to_chat(user, "<span class='notice'>Your flesh, skin, and muscles become as steel.</span>")
|
||||
// Traits & Effects
|
||||
ADD_TRAIT(user, TRAIT_PIERCEIMMUNE, "fortitude")
|
||||
ADD_TRAIT(user, TRAIT_NODISMEMBER, "fortitude")
|
||||
ADD_TRAIT(user, TRAIT_STUNIMMUNE, "fortitude")
|
||||
ADD_TRAIT(user, TRAIT_NORUNNING, "fortitude")
|
||||
if(ishuman(owner))
|
||||
var/mob/living/carbon/human/H = owner
|
||||
this_resist = max(0.3, 0.7 - level_current * 0.1)
|
||||
H.physiology.brute_mod *= this_resist//0.5
|
||||
H.physiology.burn_mod *= this_resist//0.5
|
||||
// Stop Running (Taken from /datum/quirk/nyctophobia in negative.dm)
|
||||
fortitude_resist = max(0.3, 0.7 - level_current * 0.1)
|
||||
H.physiology.brute_mod *= fortitude_resist
|
||||
H.physiology.burn_mod *= fortitude_resist
|
||||
var/was_running = (user.m_intent == MOVE_INTENT_RUN)
|
||||
if(was_running)
|
||||
user.toggle_move_intent()
|
||||
while(bloodsuckerdatum && ContinueActive(user) || user.m_intent == MOVE_INTENT_RUN)
|
||||
while(B && ContinueActive(user) && !(user.m_intent == MOVE_INTENT_RUN))
|
||||
// Pay Blood Toll (if awake)
|
||||
if(user.stat == CONSCIOUS)
|
||||
bloodsuckerdatum.AddBloodVolume(-0.5) // Used to be 0.3 blood per 2 seconds, but we're making it more expensive to keep on.
|
||||
B.AddBloodVolume(-0.5)
|
||||
sleep(20) // Check every few ticks that we haven't disabled this power
|
||||
// Return to Running (if you were before)
|
||||
if(was_running && user.m_intent != MOVE_INTENT_RUN)
|
||||
user.toggle_move_intent()
|
||||
|
||||
|
||||
/datum/action/bloodsucker/fortitude/DeactivatePower(mob/living/user = owner, mob/living/target)
|
||||
..()
|
||||
// Restore Traits & Effects
|
||||
REMOVE_TRAIT(user, TRAIT_PIERCEIMMUNE, "fortitude")
|
||||
REMOVE_TRAIT(user, TRAIT_NODISMEMBER, "fortitude")
|
||||
REMOVE_TRAIT(user, TRAIT_STUNIMMUNE, "fortitude")
|
||||
REMOVE_TRAIT(user, TRAIT_NORUNNING, "fortitude")
|
||||
if(ishuman(owner))
|
||||
var/mob/living/carbon/human/H = owner
|
||||
H.physiology.brute_mod /= this_resist//0.5
|
||||
H.physiology.burn_mod /= this_resist//0.5
|
||||
if(!ishuman(owner))
|
||||
return
|
||||
var/mob/living/carbon/human/H = owner
|
||||
H.physiology.brute_mod /= fortitude_resist
|
||||
H.physiology.burn_mod /= fortitude_resist
|
||||
|
||||
@@ -1,88 +1,28 @@
|
||||
// Level 1: Grapple level 2
|
||||
// Level 2: Grapple 3 from Behind
|
||||
// Level 3: Grapple 3 from Shadows
|
||||
/datum/action/bloodsucker/targeted/lunge
|
||||
|
||||
|
||||
/datum/action/bloodsucker/lunge
|
||||
name = "Predatory Lunge"
|
||||
desc = "Spring at your target and aggressively grapple them without warning. Attacks from concealment or the rear may even knock them down."
|
||||
button_icon_state = "power_lunge"
|
||||
bloodcost = 10
|
||||
cooldown = 120
|
||||
target_range = 3
|
||||
power_activates_immediately = TRUE
|
||||
message_Trigger = "Whom will you ensnare within your grasp?"
|
||||
must_be_capacitated = TRUE
|
||||
cooldown = 30
|
||||
bloodsucker_can_buy = TRUE
|
||||
warn_constant_cost = TRUE
|
||||
amToggle = TRUE
|
||||
|
||||
/datum/action/bloodsucker/targeted/lunge/CheckCanUse(display_error)
|
||||
if(!..(display_error))// DEFAULT CHECKS
|
||||
return FALSE
|
||||
// Being Grabbed
|
||||
if(owner.pulledby && owner.pulledby.grab_state >= GRAB_AGGRESSIVE)
|
||||
if(display_error)
|
||||
to_chat(owner, "<span class='warning'>You're being grabbed!</span>")
|
||||
return FALSE
|
||||
if(!owner.has_gravity(owner.loc))//TODO figure out how to check if theyre able to move while in nograv
|
||||
if(display_error)
|
||||
to_chat(owner, "<span class='warning'>You cant lunge while floating!</span>")
|
||||
return FALSE
|
||||
return TRUE
|
||||
/datum/action/bloodsucker/lunge/ActivatePower()
|
||||
var/mob/living/user = owner
|
||||
var/datum/antagonist/bloodsucker/B = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
user.LoadComponent(/datum/component/tackler, stamina_cost = 50, base_knockdown = 3 SECONDS, range = 4, speed = 0.8, skill_mod = 5, min_distance = 2)
|
||||
active = TRUE
|
||||
while(B && ContinueActive(user) && CHECK_MOBILITY(user, MOBILITY_STAND))
|
||||
B.AddBloodVolume(-0.1)
|
||||
sleep(5)
|
||||
|
||||
/datum/action/bloodsucker/targeted/lunge/CheckValidTarget(atom/A)
|
||||
return iscarbon(A)
|
||||
/datum/action/bloodsucker/lunge/ContinueActive(mob/living/user)
|
||||
return ..()
|
||||
|
||||
/datum/action/bloodsucker/targeted/lunge/CheckCanTarget(atom/A, display_error)
|
||||
// Check: Self
|
||||
if(target == owner)
|
||||
return FALSE
|
||||
// Check: Range
|
||||
//if (!(target in view(target_range, get_turf(owner))))
|
||||
// if (display_error)
|
||||
// to_chat(owner, "<span class='warning'>Your victim is too far away.</span>")
|
||||
// return FALSE
|
||||
// DEFAULT CHECKS (Distance)
|
||||
if(!..())
|
||||
return FALSE
|
||||
// Check: Turf
|
||||
var/mob/living/L = A
|
||||
if(!isturf(L.loc))
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/action/bloodsucker/targeted/lunge/FireTargetedPower(atom/A)
|
||||
// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
|
||||
var/mob/living/carbon/target = A
|
||||
var/turf/T = get_turf(target)
|
||||
var/mob/living/L = owner
|
||||
// Clear Vars
|
||||
owner.pulling = null
|
||||
// Will we Knock them Down?
|
||||
var/do_knockdown = !is_A_facing_B(target,owner) || owner.alpha <= 0 || istype(owner.loc, /obj/structure/closet)
|
||||
// CAUSES: Target has their back to me, I'm invisible, or I'm in a Closet
|
||||
// Step One: Heatseek toward Target's Turf
|
||||
addtimer(CALLBACK(GLOBAL_PROC, .proc/_walk, owner, 0), 2 SECONDS)
|
||||
target.playsound_local(get_turf(owner), 'sound/bloodsucker/lunge_warn.ogg', 60, FALSE, pressure_affected = FALSE) // target-only telegraphing
|
||||
owner.playsound_local(owner, 'sound/bloodsucker/lunge_warn.ogg', 60, FALSE, pressure_affected = FALSE) // audio feedback to the user
|
||||
if(do_mob(owner, owner, 7, TRUE, TRUE))
|
||||
walk_towards(owner, T, 0.1, 10) // yes i know i shouldn't use this but i don't know how to work in anything better
|
||||
if(get_turf(owner) != T && !(isliving(target) && target.Adjacent(owner)) && owner.incapacitated() && !CHECK_MOBILITY(L, MOBILITY_STAND))
|
||||
var/send_dir = get_dir(owner, T)
|
||||
new /datum/forced_movement(owner, get_ranged_target_turf(owner, send_dir, 1), 1, FALSE)
|
||||
owner.spin(10)
|
||||
// Step Two: Check if I'm at/adjectent to Target's CURRENT turf (not original...that was just a destination)
|
||||
for(var/i in 1 to 6)
|
||||
if (target.Adjacent(owner))
|
||||
// LEVEL 2: If behind target, mute or unconscious!
|
||||
if(do_knockdown) // && level_current >= 1)
|
||||
target.Knockdown(15 + 10 * level_current,1)
|
||||
target.adjustStaminaLoss(40 + 10 * level_current)
|
||||
// Cancel Walk (we were close enough to contact them)
|
||||
walk(owner, 0)
|
||||
target.Stun(10,1) //Without this the victim can just walk away
|
||||
target.grabbedby(owner) // Taken from mutations.dm under changelings
|
||||
target.grippedby(owner, instant = TRUE) //instant aggro grab
|
||||
break
|
||||
sleep(3)
|
||||
|
||||
/datum/action/bloodsucker/targeted/lunge/DeactivatePower(mob/living/user = owner, mob/living/target)
|
||||
/datum/action/bloodsucker/lunge/DeactivatePower(mob/living/user = owner)
|
||||
..() // activate = FALSE
|
||||
user.update_mobility()
|
||||
var/datum/component/tackler
|
||||
tackler.RemoveComponent()
|
||||
|
||||
@@ -487,8 +487,7 @@
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/shielded/ctf
|
||||
toggle_helmet = FALSE // see the whites of their eyes
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
id = /obj/item/card/id/syndicate
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat
|
||||
belt = /obj/item/gun/ballistic/automatic/pistol/deagle/ctf
|
||||
l_pocket = /obj/item/ammo_box/magazine/recharge/ctf
|
||||
r_pocket = /obj/item/ammo_box/magazine/recharge/ctf
|
||||
|
||||
@@ -488,7 +488,7 @@
|
||||
glasses = /obj/item/clothing/glasses/eyepatch
|
||||
mask = /obj/item/clothing/mask/cigarette/cigar/cohiba
|
||||
head = /obj/item/clothing/head/centhat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat
|
||||
shoes = /obj/item/clothing/shoes/combat/swat
|
||||
r_pocket = /obj/item/lighter
|
||||
id = /obj/item/card/id
|
||||
@@ -505,7 +505,7 @@
|
||||
uniform = /obj/item/clothing/under/rank/security/officer
|
||||
suit = /obj/item/clothing/suit/armor/vest
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat
|
||||
mask = /obj/item/clothing/mask/gas/sechailer/swat
|
||||
head = /obj/item/clothing/head/helmet/swat/nanotrasen
|
||||
back = /obj/item/storage/backpack/security
|
||||
|
||||
@@ -309,7 +309,7 @@
|
||||
/datum/export/gear/combatgloves
|
||||
cost = 80
|
||||
unit_name = "combat gloves"
|
||||
export_types = list(/obj/item/clothing/gloves/combat, /obj/item/clothing/gloves/rapid, /obj/item/clothing/gloves/krav_maga)
|
||||
export_types = list(/obj/item/clothing/gloves/tackler/combat/insulated, /obj/item/clothing/gloves/rapid, /obj/item/clothing/gloves/krav_maga)
|
||||
include_subtypes = TRUE
|
||||
|
||||
/datum/export/gear/bonegloves
|
||||
@@ -797,4 +797,4 @@ datum/export/gear/glasses //glasses are not worth selling
|
||||
export_types = list(/obj/item/clothing/head/chameleon, /obj/item/clothing/mask/chameleon, /obj/item/clothing/under/chameleon, /obj/item/clothing/suit/chameleon, /obj/item/clothing/glasses/chameleon,\
|
||||
/obj/item/clothing/gloves/chameleon, /obj/item/clothing/head/chameleon, /obj/item/clothing/shoes/chameleon, /obj/item/storage/backpack/chameleon, \
|
||||
/obj/item/storage/belt/chameleon, /obj/item/radio/headset/chameleon, /obj/item/pda/chameleon, /obj/item/stamp/chameleon, /obj/item/clothing/neck/cloak/chameleon)
|
||||
include_subtypes = TRUE
|
||||
include_subtypes = TRUE
|
||||
|
||||
@@ -175,7 +175,7 @@
|
||||
/obj/item/clothing/suit/armor/vest/russian,
|
||||
/obj/item/clothing/head/helmet/rus_helmet,
|
||||
/obj/item/clothing/shoes/russian,
|
||||
/obj/item/clothing/gloves/combat,
|
||||
/obj/item/clothing/gloves/tackler/combat/insulated,
|
||||
/obj/item/clothing/under/syndicate/rus_army,
|
||||
/obj/item/clothing/under/costume/soviet,
|
||||
/obj/item/clothing/mask/russian_balaclava,
|
||||
@@ -201,8 +201,8 @@
|
||||
/obj/item/clothing/mask/gas/sechailer/swat,
|
||||
/obj/item/storage/belt/military/assault,
|
||||
/obj/item/storage/belt/military/assault,
|
||||
/obj/item/clothing/gloves/combat,
|
||||
/obj/item/clothing/gloves/combat)
|
||||
/obj/item/clothing/gloves/tackler/combat/insulated,
|
||||
/obj/item/clothing/gloves/tackler/combat/insulated)
|
||||
crate_name = "swat crate"
|
||||
|
||||
/datum/supply_pack/security/armory/wt550
|
||||
|
||||
@@ -91,8 +91,8 @@
|
||||
/obj/item/clothing/suit/armor/bulletproof,
|
||||
/obj/item/clothing/head/helmet/alt,
|
||||
/obj/item/clothing/head/helmet/alt,
|
||||
/obj/item/clothing/gloves/combat,
|
||||
/obj/item/clothing/gloves/combat,
|
||||
/obj/item/clothing/gloves/tackler/combat/insulated,
|
||||
/obj/item/clothing/gloves/tackler/combat/insulated,
|
||||
/obj/item/clothing/mask/gas,
|
||||
/obj/item/clothing/mask/gas)
|
||||
crate_name = "surplus russian clothing"
|
||||
@@ -109,7 +109,7 @@
|
||||
/obj/item/clothing/head/ushanka,
|
||||
/obj/item/clothing/suit/armor/bulletproof,
|
||||
/obj/item/clothing/head/helmet/alt,
|
||||
/obj/item/clothing/gloves/combat,
|
||||
/obj/item/clothing/gloves/tackler/combat/insulated,
|
||||
/obj/item/clothing/mask/gas,
|
||||
/obj/item/gun/ballistic/shotgun/boltaction,
|
||||
/obj/item/ammo_box/a762)
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 30)
|
||||
strip_mod = 0.9
|
||||
|
||||
/obj/item/clothing/gloves/combat
|
||||
/obj/item/clothing/gloves/tackler/combat/insulated
|
||||
name = "combat gloves"
|
||||
desc = "These tactical gloves are fireproof and shock resistant."
|
||||
icon_state = "combat"
|
||||
@@ -117,4 +117,4 @@
|
||||
strip_delay = 80
|
||||
transfer_prints = FALSE
|
||||
strip_mod = 5
|
||||
strip_silence = TRUE
|
||||
strip_silence = TRUE
|
||||
|
||||
100
code/modules/clothing/gloves/tacklers.dm
Normal file
100
code/modules/clothing/gloves/tacklers.dm
Normal file
@@ -0,0 +1,100 @@
|
||||
/obj/item/clothing/gloves/tackler
|
||||
name = "gripper gloves"
|
||||
desc = "Special gloves that manipulate the blood vessels in the wearer's hands, granting them the ability to launch headfirst into walls."
|
||||
icon_state = "tackle"
|
||||
item_state = "tackle"
|
||||
transfer_prints = TRUE
|
||||
cold_protection = HANDS
|
||||
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
|
||||
resistance_flags = NONE
|
||||
//custom_premium_price = 350
|
||||
/// For storing our tackler datum so we can remove it after
|
||||
var/datum/component/tackler
|
||||
/// See: [/datum/component/tackler/var/stamina_cost]
|
||||
var/tackle_stam_cost = 25
|
||||
/// See: [/datum/component/tackler/var/base_knockdown]
|
||||
var/base_knockdown = 1 SECONDS
|
||||
/// See: [/datum/component/tackler/var/range]
|
||||
var/tackle_range = 4
|
||||
/// See: [/datum/component/tackler/var/min_distance]
|
||||
var/min_distance = 0
|
||||
/// See: [/datum/component/tackler/var/speed]
|
||||
var/tackle_speed = 1
|
||||
/// See: [/datum/component/tackler/var/skill_mod]
|
||||
var/skill_mod = 0
|
||||
|
||||
/obj/item/clothing/gloves/tackler/equipped(mob/user, slot)
|
||||
. = ..()
|
||||
if(!ishuman(user))
|
||||
return
|
||||
if(slot == ITEM_SLOT_GLOVES)
|
||||
var/mob/living/carbon/human/H = user
|
||||
tackler = H.AddComponent(/datum/component/tackler, stamina_cost=tackle_stam_cost, base_knockdown = base_knockdown, range = tackle_range, speed = tackle_speed, skill_mod = skill_mod, min_distance = min_distance)
|
||||
|
||||
/obj/item/clothing/gloves/tackler/dropped(mob/user)
|
||||
. = ..()
|
||||
if(!ishuman(user))
|
||||
return
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(H.get_item_by_slot(ITEM_SLOT_GLOVES) == src)
|
||||
qdel(tackler)
|
||||
|
||||
/obj/item/clothing/gloves/tackler/dolphin
|
||||
name = "dolphin gloves"
|
||||
desc = "Sleek, aerodynamic gripper gloves that are less effective at actually performing takedowns, but more effective at letting the user sail through the hallways and cause accidents."
|
||||
icon_state = "tackledolphin"
|
||||
item_state = "tackledolphin"
|
||||
|
||||
tackle_stam_cost = 15
|
||||
base_knockdown = 0.5 SECONDS
|
||||
tackle_range = 5
|
||||
tackle_speed = 2
|
||||
min_distance = 2
|
||||
skill_mod = -2
|
||||
|
||||
/obj/item/clothing/gloves/tackler/combat
|
||||
name = "gorilla gloves"
|
||||
desc = "Premium quality combative gloves, heavily reinforced to give the user an edge in close combat tackles, though they are more taxing to use than normal gripper gloves. Fireproof to boot!"
|
||||
icon_state = "black"
|
||||
item_state = "blackgloves"
|
||||
|
||||
tackle_stam_cost = 35
|
||||
base_knockdown = 1.5 SECONDS
|
||||
tackle_range = 5
|
||||
skill_mod = 2
|
||||
|
||||
cold_protection = HANDS
|
||||
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
|
||||
heat_protection = HANDS
|
||||
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
|
||||
resistance_flags = NONE
|
||||
|
||||
/obj/item/clothing/gloves/tackler/combat/insulated
|
||||
name = "guerilla gloves"
|
||||
desc = "Superior quality combative gloves, good for performing tackle takedowns as well as absorbing electrical shocks."
|
||||
siemens_coefficient = 0
|
||||
permeability_coefficient = 0.05
|
||||
|
||||
/obj/item/clothing/gloves/tackler/rocket
|
||||
name = "rocket gloves"
|
||||
desc = "The ultimate in high risk, high reward, perfect for when you need to stop a criminal from fifty feet away or die trying. Banned in most Spinward gridiron football and rugby leagues."
|
||||
icon_state = "tacklerocket"
|
||||
item_state = "tacklerocket"
|
||||
|
||||
tackle_stam_cost = 50
|
||||
base_knockdown = 2 SECONDS
|
||||
tackle_range = 10
|
||||
min_distance = 7
|
||||
tackle_speed = 6
|
||||
skill_mod = 7
|
||||
|
||||
/obj/item/clothing/gloves/tackler/offbrand
|
||||
name = "improvised gripper gloves"
|
||||
desc = "Ratty looking fingerless gloves wrapped with sticky tape. Beware anyone wearing these, for they clearly have no shame and nothing to lose."
|
||||
icon_state = "fingerless"
|
||||
item_state = "fingerless"
|
||||
|
||||
tackle_stam_cost = 30
|
||||
base_knockdown = 1.75 SECONDS
|
||||
min_distance = 2
|
||||
skill_mod = -1
|
||||
@@ -3,7 +3,7 @@
|
||||
|
||||
uniform = /obj/item/clothing/under/rank/centcom/officer
|
||||
shoes = /obj/item/clothing/shoes/combat/swat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
|
||||
ears = /obj/item/radio/headset/headset_cent/alt
|
||||
|
||||
/datum/outfit/ert/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
|
||||
@@ -69,7 +69,7 @@
|
||||
id = /obj/item/card/id/ert/Security
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/ert/sec
|
||||
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
|
||||
back = /obj/item/storage/backpack/security
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
|
||||
belt = /obj/item/storage/belt/security/full
|
||||
backpack_contents = list(/obj/item/storage/box/engineer=1,\
|
||||
/obj/item/storage/box/handcuffs=1,\
|
||||
|
||||
@@ -205,7 +205,7 @@
|
||||
uniform = /obj/item/clothing/under/rank/centcom/commander
|
||||
suit = /obj/item/clothing/suit/armor/bulletproof
|
||||
shoes = /obj/item/clothing/shoes/combat/swat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
|
||||
ears = /obj/item/radio/headset/headset_cent/commander
|
||||
glasses = /obj/item/clothing/glasses/eyepatch
|
||||
mask = /obj/item/clothing/mask/cigarette/cigar/cohiba
|
||||
@@ -234,7 +234,7 @@
|
||||
uniform = /obj/item/clothing/under/syndicate
|
||||
suit = /obj/item/clothing/suit/space/officer
|
||||
shoes = /obj/item/clothing/shoes/combat/swat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
|
||||
glasses = /obj/item/clothing/glasses/thermal/eyepatch
|
||||
ears = /obj/item/radio/headset/headset_cent/commander
|
||||
mask = /obj/item/clothing/mask/cigarette/cigar/havana
|
||||
@@ -316,7 +316,7 @@
|
||||
uniform = /obj/item/clothing/under/costume/soviet
|
||||
head = /obj/item/clothing/head/pirate/captain
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
|
||||
ears = /obj/item/radio/headset/headset_cent
|
||||
glasses = /obj/item/clothing/glasses/thermal/eyepatch
|
||||
suit = /obj/item/clothing/suit/pirate/captain
|
||||
@@ -372,7 +372,7 @@
|
||||
uniform = /obj/item/clothing/under/color/green
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/deathsquad
|
||||
shoes = /obj/item/clothing/shoes/combat/swat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
|
||||
mask = /obj/item/clothing/mask/gas/sechailer/swat
|
||||
glasses = /obj/item/clothing/glasses/hud/toggle/thermal
|
||||
back = /obj/item/storage/backpack/security
|
||||
@@ -431,7 +431,7 @@
|
||||
glasses = /obj/item/clothing/glasses/debug
|
||||
ears = /obj/item/radio/headset/headset_cent/commander
|
||||
mask = /obj/item/clothing/mask/gas/welding/up
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
|
||||
belt = /obj/item/storage/belt/utility/chief/full
|
||||
l_pocket = /obj/item/gun/magic/wand/resurrection/debug
|
||||
r_pocket = /obj/item/gun/magic/wand/death/debug
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
name = "Syndicate VR Operative - Basic"
|
||||
uniform = /obj/item/clothing/under/syndicate
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
|
||||
back = /obj/item/storage/backpack
|
||||
id = /obj/item/card/id/syndicate
|
||||
belt = /obj/item/gun/ballistic/automatic/pistol
|
||||
|
||||
@@ -110,7 +110,7 @@
|
||||
var/mob/living/carbon/victim = hit_atom
|
||||
if(victim.movement_type & FLYING)
|
||||
return
|
||||
if(hurt)
|
||||
if(hurt && !GetComponent(/datum/component/tackler))
|
||||
victim.take_bodypart_damage(10)
|
||||
take_bodypart_damage(10)
|
||||
victim.DefaultCombatKnockdown(20)
|
||||
|
||||
@@ -6,7 +6,7 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
|
||||
name = "Dwarf"
|
||||
id = "dwarf" //Also called Homo sapiens pumilionis
|
||||
default_color = "FFFFFF"
|
||||
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,NO_UNDERWEAR)
|
||||
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,NO_UNDERWEAR,TRAIT_DWARF)
|
||||
inherent_traits = list()
|
||||
limbs_id = "human"
|
||||
use_skintones = 1
|
||||
@@ -36,7 +36,6 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
|
||||
H.transform = H.transform.Scale(1, 0.8) //We use scale, and yeah. Dwarves can become gnomes with DWARFISM.
|
||||
RegisterSignal(C, COMSIG_MOB_SAY, .proc/handle_speech) //We register handle_speech is being used.
|
||||
|
||||
|
||||
/datum/species/dwarf/on_species_loss(mob/living/carbon/H, datum/species/new_species)
|
||||
. = ..()
|
||||
H.transform = H.transform.Scale(1, 1.25) //And we undo it.
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
uniform = /obj/item/clothing/under/syndicate
|
||||
suit = /obj/item/clothing/suit/armor/vest
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
|
||||
ears = /obj/item/radio/headset
|
||||
mask = /obj/item/clothing/mask/gas
|
||||
head = /obj/item/clothing/head/helmet/swat
|
||||
@@ -39,7 +39,7 @@
|
||||
uniform = /obj/item/clothing/under/syndicate
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/syndi
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
|
||||
ears = /obj/item/radio/headset
|
||||
mask = /obj/item/clothing/mask/gas/syndicate
|
||||
back = /obj/item/tank/jetpack/oxygen
|
||||
@@ -59,7 +59,7 @@
|
||||
uniform = /obj/item/clothing/under/syndicate
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/syndi/elite
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat
|
||||
ears = /obj/item/radio/headset
|
||||
mask = /obj/item/clothing/mask/gas/syndicate
|
||||
back = /obj/item/tank/jetpack/oxygen/harness
|
||||
@@ -130,7 +130,7 @@
|
||||
uniform = /obj/item/clothing/under/syndicate/camo
|
||||
suit = /obj/item/clothing/suit/armor/bulletproof
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat
|
||||
ears = /obj/item/radio/headset
|
||||
head = /obj/item/clothing/head/helmet/alt
|
||||
mask = /obj/item/clothing/mask/balaclava
|
||||
@@ -177,7 +177,7 @@
|
||||
uniform = /obj/item/clothing/under/rank/security/officer
|
||||
suit = /obj/item/clothing/suit/armor/vest
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat
|
||||
ears = /obj/item/radio/headset
|
||||
mask = /obj/item/clothing/mask/gas/sechailer/swat
|
||||
head = /obj/item/clothing/head/helmet/swat/nanotrasen
|
||||
|
||||
@@ -200,7 +200,7 @@
|
||||
/mob/living/simple_animal/hostile/asteroid/hivelordbrood/legion/proc/infest(mob/living/carbon/human/H)
|
||||
visible_message("<span class='warning'>[name] burrows into the flesh of [H]!</span>")
|
||||
var/mob/living/simple_animal/hostile/asteroid/hivelord/legion/L
|
||||
if(H.dna.check_mutation(DWARFISM)) //dwarf legions aren't just fluff!
|
||||
if(HAS_TRAIT(H, TRAIT_DWARF)) //dwarf legions aren't just fluff!
|
||||
L = new /mob/living/simple_animal/hostile/asteroid/hivelord/legion/dwarf(H.loc)
|
||||
else
|
||||
L = new(H.loc)
|
||||
|
||||
@@ -728,7 +728,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
|
||||
var/real_dorf = isdwarf(M) //_species(H, /datum/species/dwarf)
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(H.dna.check_mutation(DWARFISM) || HAS_TRAIT(H, TRAIT_ALCOHOL_TOLERANCE) || real_dorf)
|
||||
if(HAS_TRAIT(H, TRAIT_DWARF) || HAS_TRAIT(H, TRAIT_ALCOHOL_TOLERANCE || real_dorf))
|
||||
to_chat(H, "<span class='notice'>Now THAT is MANLY!</span>")
|
||||
if(real_dorf)
|
||||
boozepwr = 100 // Don't want dwarves to die because of a low booze power
|
||||
|
||||
@@ -614,3 +614,27 @@
|
||||
build_path = /obj/item/circuitboard/computer/sat_control
|
||||
category = list("Computer Boards")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
|
||||
|
||||
|
||||
|
||||
/////////////////////////////////////////
|
||||
////////////Tackle Gloves////////////////
|
||||
/////////////////////////////////////////
|
||||
|
||||
/datum/design/tackle_dolphin
|
||||
name = "Dolphin Gloves"
|
||||
id = "tackle_dolphin"
|
||||
build_type = PROTOLATHE
|
||||
materials = list(/datum/material/plastic = 2500)
|
||||
build_path = /obj/item/clothing/gloves/tackler/dolphin
|
||||
category = list("Equipment")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
|
||||
|
||||
/datum/design/tackle_rocket
|
||||
name = "Rocket Gloves"
|
||||
id = "tackle_rocket"
|
||||
build_type = PROTOLATHE
|
||||
materials = list(/datum/material/plasma = 1000, /datum/material/plastic = 2000)
|
||||
build_path = /obj/item/clothing/gloves/tackler/rocket
|
||||
category = list("Equipment")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
|
||||
|
||||
@@ -142,7 +142,7 @@
|
||||
uniform = /obj/item/clothing/under/syndicate
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat
|
||||
shoes = /obj/item/clothing/shoes/combat
|
||||
gloves = /obj/item/clothing/gloves/combat
|
||||
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
|
||||
ears = /obj/item/radio/headset/syndicate/alt
|
||||
back = /obj/item/storage/backpack
|
||||
r_pocket = /obj/item/gun/ballistic/automatic/pistol
|
||||
|
||||
@@ -21,6 +21,7 @@
|
||||
/obj/item/clothing/head/helmet/blueshirt = 1,
|
||||
/obj/item/clothing/suit/armor/vest/blueshirt = 1,
|
||||
/obj/item/clothing/under/rank/security/officer/blueshirt = 1,
|
||||
/obj/item/clothing/gloves/tackler = 5,
|
||||
/obj/item/ssword_kit = 1)
|
||||
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
BIN
icons/mob/clothing/hands.dmi
Normal file
BIN
icons/mob/clothing/hands.dmi
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 11 KiB |
@@ -415,6 +415,7 @@
|
||||
#include "code\datums\components\stationloving.dm"
|
||||
#include "code\datums\components\summoning.dm"
|
||||
#include "code\datums\components\swarming.dm"
|
||||
#include "code\datums\components\tackle.dm"
|
||||
#include "code\datums\components\tactical.dm"
|
||||
#include "code\datums\components\thermite.dm"
|
||||
#include "code\datums\components\uplink.dm"
|
||||
@@ -1722,6 +1723,7 @@
|
||||
#include "code\modules\clothing\gloves\color.dm"
|
||||
#include "code\modules\clothing\gloves\miscellaneous.dm"
|
||||
#include "code\modules\clothing\gloves\ring.dm"
|
||||
#include "code\modules\clothing\gloves\tacklers.dm"
|
||||
#include "code\modules\clothing\head\_head.dm"
|
||||
#include "code\modules\clothing\head\beanie.dm"
|
||||
#include "code\modules\clothing\head\cit_hats.dm"
|
||||
|
||||
Reference in New Issue
Block a user