mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-25 21:19:44 +01:00
Adds in Drop Noms
Information to include in PR Panel: https://i.imgur.com/Ru0Mb2w.png Pred falling onto prey: https://i.imgur.com/Y28TaJn.gifv Prey falling onto pred: https://i.imgur.com/DzZlQbr.gifv Person falling onto person w/ unaligned prefs: https://i.imgur.com/DzZlQbr.gifv Pred falling onto prey does anywhere from 0 to 30 damage to the pred Prey falling into pred does 0 damage to both. Unaligned causes the faller to suffer damage & a stun, person being fallen on gets stunned Dropping onto someone w/ dropnom: https://i.imgur.com/PywIfAI.png Dropping onto someone w/ dropnom: https://i.imgur.com/H7o5g9f.png
This commit is contained in:
@@ -352,11 +352,11 @@
|
||||
"You hear something slam into \the [landing].")
|
||||
playsound(loc, "punch", 25, 1, -1)
|
||||
var/damage = 15 // Because wounds heal rather quickly, 15 should be enough to discourage jumping off but not be enough to ruin you, at least for the first time.
|
||||
for(var/mob/M in landing.contents) //VOREStation Edit Start
|
||||
if(M != src)
|
||||
M.visible_message("<span class='danger'>\The [src] drops onto \the [M]!</span>")
|
||||
M.Weaken(8)
|
||||
damage = 5 //VOREStation Edit END
|
||||
var/mob/living/carbon/human/pred = src //VOREStation Edit Start
|
||||
var/belly = src.vore_selected
|
||||
var/datum/belly/belly_target = pred.vore_organs[belly]
|
||||
if(belly_target && belly_target.internal_contents.len != 0)
|
||||
damage = 5 //VOREStation Edit End
|
||||
apply_damage(rand(0, damage), BRUTE, BP_HEAD)
|
||||
apply_damage(rand(0, damage), BRUTE, BP_TORSO)
|
||||
apply_damage(rand(0, damage), BRUTE, BP_L_LEG)
|
||||
|
||||
@@ -1,52 +1,46 @@
|
||||
|
||||
/*/mob/handle_fall(var/turf/landing)
|
||||
for(var/mob/M in landing)
|
||||
if(M != src && M.CheckFall(src))
|
||||
return 1
|
||||
for(var/atom/A in landing)
|
||||
if(!A.CanPass(src, src.loc, 1, 0))
|
||||
return FALSE
|
||||
// TODO - Stairs should operate thru a different mechanism, not falling, to allow side-bumping.
|
||||
|
||||
// Now lets move there!
|
||||
if(!Move(landing))
|
||||
return 1
|
||||
|
||||
// Detect if we made a silent landing.
|
||||
if(locate(/obj/structure/stairs) in landing)
|
||||
return 1
|
||||
|
||||
if(isopenspace(oldloc))
|
||||
oldloc.visible_message("\The [src] falls down through \the [oldloc]!", "You hear something falling through the air.")
|
||||
|
||||
// If the turf has density, we give it first dibs
|
||||
if (landing.density && landing.CheckFall(src))
|
||||
return
|
||||
|
||||
// First hit objects in the turf!
|
||||
for(var/atom/movable/A in landing)
|
||||
if(A != src && A.CheckFall(src))
|
||||
return
|
||||
|
||||
// If none of them stopped us, then hit the turf itself
|
||||
landing.CheckFall(src)
|
||||
*/
|
||||
/mob/handle_fall(var/turf/landing)
|
||||
/mob/living/handle_fall(var/turf/landing)
|
||||
var/mob/drop_mob= locate(/mob, loc)
|
||||
if(drop_mob)
|
||||
drop_mob.visible_message("<span class='danger'>\The [drop_mob] is dropped onto by \the [src]!</span>")
|
||||
if(drop_mob && drop_mob != src && ismob(drop_mob)) //Shitload of checks. This is because the game finds various ways to screw me over.
|
||||
drop_mob.fall_impact(src)
|
||||
|
||||
// Then call parent to have us actually fall
|
||||
return ..()
|
||||
/mob/CheckFall(var/atom/movable/falling_atom)
|
||||
return falling_atom.fall_impact(src)
|
||||
|
||||
/mob/fall_impact(var/atom/hit_atom)
|
||||
if(ismob(hit_atom))
|
||||
var/mob/M = hit_atom
|
||||
M.visible_message("<span class='danger'>\The [src] falls onto \the [M]!</span>")
|
||||
M.Weaken(8)
|
||||
/* //Leaving this here to show my previous iterations which failed.
|
||||
/mob/living/fall_impact(var/atom/hit_atom) //This is called even when a humanoid falls. Dunno why, it just does.
|
||||
if(isliving(hit_atom)) //THIS WEAKENS THE PERSON FALLING & NOMS THE PERSON FALLEN ONTO. SRC is person fallen onto. hit_atom is the person falling. Confusing.
|
||||
var/mob/living/pred = hit_atom
|
||||
pred.visible_message("<span class='danger'>\The [pred] falls onto \the [src]! FALL IMPACT MOB</span>")
|
||||
pred.Weaken(8) //Stun the person you're dropping onto! You /are/ suffering massive damage for a single stun.
|
||||
if(isliving(hit_atom) && isliving(src))
|
||||
var/mob/living/prey = src
|
||||
if(pred.can_be_drop_pred && prey.can_be_drop_prey) //Is person falling pred & person being fallen onto prey?
|
||||
pred.feed_grabbed_to_self_falling_nom(pred,prey)
|
||||
else if(prey.can_be_drop_pred && pred.can_be_drop_prey) //Is person being fallen onto pred & person falling prey
|
||||
pred.feed_grabbed_to_self_falling_nom(prey,pred) //oh, how the tables have turned.
|
||||
*/
|
||||
/mob/zshadow/fall_impact(var/atom/hit_atom) //You actually "fall" onto their shadow, first.
|
||||
/*
|
||||
var/floor_below = src.loc.below //holy fuck
|
||||
for(var/mob/M in floor_below.contents)
|
||||
if(M && M != src) //THIS WEAKENS THE MOBS YOU'RE FALLING ONTO
|
||||
M.visible_message("<span class='danger'>\The [src] drops onto \the [M]! FALL IMPACT SHADOW WEAKEN 8</span>")
|
||||
M.Weaken(8)
|
||||
*/
|
||||
if(isliving(hit_atom)) //THIS WEAKENS THE PERSON FALLING & NOMS THE PERSON FALLEN ONTO. SRC is person fallen onto. hit_atom is the person falling. Confusing.
|
||||
var/mob/living/pred = hit_atom
|
||||
pred.visible_message("<span class='danger'>\The [hit_atom] falls onto \the [src]!</span>")
|
||||
pred.Weaken(8) //Stun the person you're dropping onto! You /are/ suffering massive damage for a single stun.
|
||||
var/mob/living/prey = src.owner //The shadow's owner
|
||||
if(isliving(prey))
|
||||
if(pred.can_be_drop_pred && prey.can_be_drop_prey) //Is person falling pred & person being fallen onto prey?
|
||||
pred.feed_grabbed_to_self_falling_nom(pred,prey)
|
||||
else if(prey.can_be_drop_pred && pred.can_be_drop_prey) //Is person being fallen onto pred & person falling prey
|
||||
pred.feed_grabbed_to_self_falling_nom(prey,pred) //oh, how the tables have turned.
|
||||
else
|
||||
prey.Weaken(8) //Just fall onto them if neither of the above apply.
|
||||
|
||||
/mob/proc/CanZPass(atom/A, direction)
|
||||
if(z == A.z) //moving FROM this turf
|
||||
|
||||
Reference in New Issue
Block a user