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https://github.com/VOREStation/VOREStation.git
synced 2026-08-26 21:49:11 +01:00
Adjusted kitchen knives. Added projectile pinning. Various tweaks.
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@@ -45,7 +45,7 @@
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if(istype(tmob, /mob/living/carbon/human))
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for(var/mob/M in range(tmob, 1))
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if( ((M.pulling == tmob && ( tmob.restrained() && !( M.restrained() ) && M.stat == 0)) || locate(/obj/item/weapon/grab, tmob.grabbed_by.len)) )
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if(tmob.pinned.len || ((M.pulling == tmob && ( tmob.restrained() && !( M.restrained() ) && M.stat == 0)) || locate(/obj/item/weapon/grab, tmob.grabbed_by.len)) )
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if ( !(world.time % 5) )
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src << "\red [tmob] is restrained, you cannot push past"
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now_pushing = 0
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@@ -1153,6 +1153,11 @@
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affected.implants -= selection
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shock_stage+=10
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for(var/obj/item/weapon/O in pinned)
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if(O == selection)
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pinned -= O
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src.anchored = 0
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if(prob(10)) //I'M SO ANEMIC I COULD JUST -DIE-.
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var/datum/wound/internal_bleeding/I = new (15)
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affected.wounds += I
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@@ -61,7 +61,7 @@
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P.on_hit(src, absorb)
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return absorb
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/mob/living/hitby(atom/movable/AM as mob|obj,var/speed)//Standardization and logging -Sieve
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/mob/living/hitby(atom/movable/AM as mob|obj,var/speed = 5)//Standardization and logging -Sieve
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if(istype(AM,/obj/))
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var/obj/O = AM
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var/zone = ran_zone("chest",75)//Hits a random part of the body, geared towards the chest
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@@ -73,11 +73,43 @@
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var/armor = run_armor_check(zone, "melee", "Your armor has protected your [zone].", "Your armor has softened hit to your [zone].")
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if(armor < 2)
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apply_damage(O.throwforce*(speed/5), dtype, zone, armor, O.sharp, O)
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if(!O.fingerprintslast)
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return
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var/client/assailant = directory[ckey(O.fingerprintslast)]
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if(assailant && assailant.mob && istype(assailant.mob,/mob))
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var/mob/M = assailant.mob
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src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been hit with [O], last touched by [M.name] ([assailant.ckey])</font>")
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M.attack_log += text("\[[time_stamp()]\] <font color='red'>Hit [src.name] ([src.ckey]) with [O]</font>")
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log_attack("<font color='red'>[src.name] ([src.ckey]) was hit by [O], last touched by [M.name] ([assailant.ckey])</font>")
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// Begin BS12 momentum-transfer code.
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if(speed > 20)
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var/obj/item/weapon/W = O
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var/momentum = speed/2
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var/dir = get_dir(M,src)
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visible_message("\red [src] staggers under the impact!","\red You stagger under the impact!")
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src.throw_at(get_edge_target_turf(src,dir),1,momentum)
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if(near_wall(dir,2) && W.w_class >= 3 && W.sharp) //If they're close to a wall and the projectile is suitable.
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visible_message("<span class='warning'>[src] is pinned to the wall by [O]!</span>","<span class='warning'>You are pinned to the wall by [O]!</span>")
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src.anchored = 1
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src.pinned += O
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/mob/living/proc/near_wall(var/direction,var/distance=1)
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var/turf/T = get_step(get_turf(src),direction)
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var/i = 1
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while(i>0 && i<=distance)
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if(T.density) //Turf is a wall!
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return 1
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i++
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T = get_step(T,direction)
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return 0
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// End BS12 momentum-transfer code.
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@@ -24,7 +24,6 @@
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//Allows mobs to move through dense areas without restriction. For instance, in space or out of holder objects.
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var/incorporeal_move = 0 //0 is off, 1 is normal, 2 is for ninjas.
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var/t_plasma = null
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var/t_oxygen = null
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var/t_sl_gas = null
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+22
-15
@@ -583,24 +583,31 @@ var/list/slot_equipment_priority = list( \
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pulling = null
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/mob/proc/start_pulling(var/atom/movable/AM)
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if ( !AM || !usr || src==AM || !isturf(src.loc) ) //if there's no person pulling OR the person is pulling themself OR the object being pulled is inside something: abort!
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return
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if (!( AM.anchored ))
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if(pulling)
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var/pulling_old = pulling
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stop_pulling()
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// Are we pulling the same thing twice? Just stop pulling.
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if(pulling_old == AM)
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return
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src.pulling = AM
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AM.pulledby = src
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if(ismob(AM))
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var/mob/M = AM
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if(!iscarbon(src))
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M.LAssailant = null
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else
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M.LAssailant = usr
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if (AM.anchored)
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return
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var/mob/M = AM
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if(ismob(AM))
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if(!iscarbon(src))
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M.LAssailant = null
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else
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M.LAssailant = usr
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if (M.pinned.len)
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usr << "They're pinned, gtfo."
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return
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if(pulling)
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var/pulling_old = pulling
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stop_pulling()
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// Are we pulling the same thing twice? Just stop pulling.
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if(pulling_old == AM)
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return
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src.pulling = AM
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AM.pulledby = src
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/mob/proc/can_use_hands()
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return
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@@ -85,6 +85,7 @@
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var/lastpuke = 0
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var/unacidable = 0
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var/small = 0
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var/list/pinned = list() //List of things pinning this creature to walls (see living_defense.dm)
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var/name_archive //For admin things like possession
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@@ -256,7 +256,6 @@
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if(!mob.canmove) return
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//if(istype(mob.loc, /turf/space) || (mob.flags & NOGRAV))
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// if(!mob.Process_Spacemove(0)) return 0
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@@ -279,6 +278,10 @@
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src << "\blue You're restrained! You can't move!"
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return 0
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if(mob.pinned.len)
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src << "\blue You're pinned to a wall by [mob.pinned[1]]!"
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return 0
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move_delay = world.time//set move delay
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mob.last_move_intent = world.time + 10
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switch(mob.m_intent)
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