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synced 2026-08-29 06:58:30 +01:00
restore bonus damage w/o gloves
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@@ -40,7 +40,7 @@
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#define ACCESSORY_SLOT_ARMOR_M 0x8000
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#define ACCESSORY_SLOT_HELM_C 0x10000 //24 bit - higher than 0x80000 will overflow
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#define ACCESSORY_SLOT_RING 0x20000 //rings
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#define ACCESSORY_SLOT_RING 0x20000 //rings, knuckledusters
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#define ACCESSORY_SLOT_WRIST 0x40000 //wristwatches, wrist PDA maybe?
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// Bitmasks for the /obj/item/var/flags_inv variable. These determine when a piece of clothing hides another, i.e. a helmet hiding glasses.
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@@ -12,6 +12,8 @@
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var/image/inv_overlay = null // Overlay used when attached to clothing.
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var/image/mob_overlay = null
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var/overlay_state = null
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var/punch_force = 0 // added melee damage
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var/punch_damtype = BRUTE // added melee damage type
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var/concealed_holster = 0
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var/mob/living/carbon/human/wearer = null // To check if the wearer changes, so species spritesheets change properly.
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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.
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@@ -7,7 +7,12 @@
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matter = list(MAT_STEEL = 500)
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attack_verb = list("punched", "beaten", "struck")
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siemens_coefficient = 1
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punch_force = 5
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force = 5
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icon = 'icons/inventory/hands/item.dmi'
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_gloves.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_gloves.dmi',
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)
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drop_sound = 'sound/items/drop/metalboots.ogg'
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pickup_sound = 'sound/items/pickup/toolbox.ogg'
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@@ -17,6 +17,7 @@
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drop_sound = 'sound/items/drop/ring.ogg'
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pickup_sound = 'sound/items/pickup/ring.ogg'
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force = 2
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punch_force = 2
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siemens_coefficient = 1
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/////////////////////////////////////////
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@@ -272,8 +272,12 @@
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var/obj/item/clothing/gloves/G = H.gloves
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real_damage += G.punch_force
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hit_dam_type = G.punch_damtype
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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
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hit_dam_type = AGONY
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else if(istype(H.gloves, /obj/item/clothing/accessory))
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var/obj/item/clothing/accessory/G = H.gloves
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real_damage += G.punch_force
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hit_dam_type = G.punch_damtype
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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
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hit_dam_type = AGONY
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real_damage *= damage_multiplier
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rand_damage *= damage_multiplier
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if(HULK in H.mutations)
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