restore bonus damage w/o gloves

This commit is contained in:
Killian
2024-11-08 10:49:57 +00:00
parent 9fff34e6ad
commit 7c0942e8b0
5 changed files with 15 additions and 3 deletions
+1 -1
View File
@@ -40,7 +40,7 @@
#define ACCESSORY_SLOT_ARMOR_M 0x8000
#define ACCESSORY_SLOT_HELM_C 0x10000 //24 bit - higher than 0x80000 will overflow
#define ACCESSORY_SLOT_RING 0x20000 //rings
#define ACCESSORY_SLOT_RING 0x20000 //rings, knuckledusters
#define ACCESSORY_SLOT_WRIST 0x40000 //wristwatches, wrist PDA maybe?
// Bitmasks for the /obj/item/var/flags_inv variable. These determine when a piece of clothing hides another, i.e. a helmet hiding glasses.
@@ -12,6 +12,8 @@
var/image/inv_overlay = null // Overlay used when attached to clothing.
var/image/mob_overlay = null
var/overlay_state = null
var/punch_force = 0 // added melee damage
var/punch_damtype = BRUTE // added melee damage type
var/concealed_holster = 0
var/mob/living/carbon/human/wearer = null // To check if the wearer changes, so species spritesheets change properly.
var/list/on_rolled = list() // Used when jumpsuit sleevels are rolled ("rolled" entry) or it's rolled down ("down"). Set to "none" to hide in those states.
@@ -7,7 +7,12 @@
matter = list(MAT_STEEL = 500)
attack_verb = list("punched", "beaten", "struck")
siemens_coefficient = 1
punch_force = 5
force = 5
icon = 'icons/inventory/hands/item.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_gloves.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_gloves.dmi',
)
drop_sound = 'sound/items/drop/metalboots.ogg'
pickup_sound = 'sound/items/pickup/toolbox.ogg'
@@ -17,6 +17,7 @@
drop_sound = 'sound/items/drop/ring.ogg'
pickup_sound = 'sound/items/pickup/ring.ogg'
force = 2
punch_force = 2
siemens_coefficient = 1
/////////////////////////////////////////
@@ -272,8 +272,12 @@
var/obj/item/clothing/gloves/G = H.gloves
real_damage += G.punch_force
hit_dam_type = G.punch_damtype
if(H.pulling_punches && !attack.sharp && !attack.edge) //SO IT IS DECREED: PULLING PUNCHES WILL PREVENT THE ACTUAL DAMAGE FROM RINGS AND KNUCKLES, BUT NOT THE ADDED PAIN, BUT YOU CAN'T "PULL" A KNIFE
hit_dam_type = AGONY
else if(istype(H.gloves, /obj/item/clothing/accessory))
var/obj/item/clothing/accessory/G = H.gloves
real_damage += G.punch_force
hit_dam_type = G.punch_damtype
if(H.pulling_punches && !attack.sharp && !attack.edge) //SO IT IS DECREED: PULLING PUNCHES WILL PREVENT THE ACTUAL DAMAGE FROM RINGS AND KNUCKLES, BUT NOT THE ADDED PAIN, BUT YOU CAN'T "PULL" A KNIFE
hit_dam_type = AGONY
real_damage *= damage_multiplier
rand_damage *= damage_multiplier
if(HULK in H.mutations)