diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 2db921a444e..9ef3ed5cd09 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -12,21 +12,6 @@ emp_act var/datum/organ/external/organ = get_organ(check_zone(def_zone)) - //Being hit while using a cloaking device - var/obj/item/weapon/cloaking_device/C = locate((/obj/item/weapon/cloaking_device) in src) - if(C && C.active) - C.attack_self(src)//Should shut it off - update_icons() - src << "\blue Your [C.name] was disrupted!" - Stun(2) - - //Being hit while using a deadman switch - if(istype(equipped(),/obj/item/device/assembly/signaler)) - var/obj/item/device/assembly/signaler/signaler = equipped() - if(signaler.deadman && prob(80)) - src.visible_message("\red [src] triggers their deadman's switch!") - signaler.signal() - //Shields if(check_shields(P.damage, "the [P.name]")) P.on_hit(src, 2, def_zone) @@ -56,13 +41,6 @@ emp_act P.xo = new_x - curloc.x return -1 // complete projectile permutation - - //Tasers - if(istype(P, /obj/item/projectile/beam/stun)) - stun_effect_act(0, P.agony, def_zone, P) - src <<"\red You have been hit by [P]!" - del P - return //Shrapnel if (P.damage_type == BRUTE) @@ -84,9 +62,7 @@ emp_act switch (def_zone) if("head") - //agony_amount *= 1.25 - agony_amount *= 1.50 //Targeting the head does add risk, so it should probably do more damage than average. - //if("l_foot", "r_foot") //TODO + agony_amount *= 1.50 if("l_hand", "r_hand") var/c_hand if (def_zone == "l_hand") @@ -95,8 +71,6 @@ emp_act c_hand = r_hand if(c_hand && (stun_amount || agony_amount > 10)) - //Not only do you need to guess the correct hand, but you also have a 50% (and increases with distance, in the case of tasers) miss chance when targeting the hands - //Since you can disarm someone by spamming disarm with a 60% success rate, it seems fair to have this be an automatic disarm, even for tasers. msg_admin_attack("[src.name] ([src.ckey]) was disarmed by a stun effect") u_equip(c_hand) diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm index bfea9396dd3..6f308e6add4 100644 --- a/code/modules/mob/living/living_defense.dm +++ b/code/modules/mob/living/living_defense.dm @@ -38,6 +38,9 @@ /mob/living/bullet_act(var/obj/item/projectile/P, var/def_zone) + flash_weak_pain() + + //Being hit while using a cloaking device var/obj/item/weapon/cloaking_device/C = locate((/obj/item/weapon/cloaking_device) in src) if(C && C.active) C.attack_self(src)//Should shut it off @@ -45,14 +48,21 @@ src << "\blue Your [C.name] was disrupted!" Stun(2) - flash_weak_pain() - + //Being hit while using a deadman switch if(istype(equipped(),/obj/item/device/assembly/signaler)) var/obj/item/device/assembly/signaler/signaler = equipped() if(signaler.deadman && prob(80)) src.visible_message("\red [src] triggers their deadman's switch!") signaler.signal() + //Stun Beams + if(istype(P, /obj/item/projectile/beam/stun) || istype(P, /obj/item/projectile/bullet/stunshot)) + stun_effect_act(0, P.agony, def_zone, P) + src <<"\red You have been hit by [P]!" + del P + return + + //Armor var/absorb = run_armor_check(def_zone, P.flag) var/proj_sharp = is_sharp(P) var/proj_edge = has_edge(P)