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https://github.com/VOREStation/VOREStation.git
synced 2026-07-22 04:28:33 +01:00
Ling nerfs, ear protection cleanup, and ling bugfixes.
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@@ -11,6 +11,7 @@
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while sprite_sheets should be used for "flexible" clothing items that do not need to be refitted (e.g. vox wearing jumpsuits).
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*/
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var/list/sprite_sheets_refit = null
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var/ear_protection = 0
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//Updates the icons of the mob wearing the clothing item, if any.
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/obj/item/clothing/proc/update_clothing_icon()
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@@ -162,6 +163,7 @@
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icon_state = "earmuffs"
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item_state = "earmuffs"
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slot_flags = SLOT_EARS | SLOT_TWOEARS
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ear_protection = 2
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/obj/item/clothing/ears/earmuffs/headphones
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name = "headphones"
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@@ -15,6 +15,7 @@
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max_heat_protection_temperature = HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
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siemens_coefficient = 0.7
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w_class = 3
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ear_protection = 1
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/obj/item/clothing/head/helmet/riot
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name = "riot helmet"
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@@ -116,7 +116,7 @@
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b_loss = b_loss/1.5
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f_loss = f_loss/1.5
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if (!istype(l_ear, /obj/item/clothing/ears/earmuffs) && !istype(r_ear, /obj/item/clothing/ears/earmuffs))
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if (!get_ear_protection() >= 2)
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ear_damage += 30
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ear_deaf += 120
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if (prob(70) && !shielded)
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@@ -126,7 +126,7 @@
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b_loss += 30
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if (prob(getarmor(null, "bomb")))
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b_loss = b_loss/2
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if (!istype(l_ear, /obj/item/clothing/ears/earmuffs) && !istype(r_ear, /obj/item/clothing/ears/earmuffs))
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if (!get_ear_protection() >= 2)
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ear_damage += 15
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ear_deaf += 60
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if (prob(50) && !shielded)
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@@ -18,7 +18,7 @@
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if(!temp || !temp.is_usable())
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H << "\red You can't use your hand."
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return
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break_cloak()
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..()
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// Should this all be in Touch()?
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@@ -32,6 +32,30 @@
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return list(HUMAN_EATING_BLOCKED_MOUTH, blocked)
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return list(HUMAN_EATING_NO_ISSUE)
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//This is called when we want different types of 'cloaks' to stop working, e.g. when attacking.
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/mob/living/carbon/human/break_cloak()
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if(mind && mind.changeling) //Changeling visible camo
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mind.changeling.cloaked = 0
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if(istype(back, /obj/item/weapon/rig)) //Ninja cloak
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var/obj/item/weapon/rig/suit = back
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for(var/obj/item/rig_module/stealth_field/cloaker in suit.installed_modules)
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if(cloaker.active)
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cloaker.deactivate()
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/mob/living/carbon/human/get_ear_protection()
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var/sum = 0
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if(istype(l_ear, /obj/item/clothing/ears))
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var/obj/item/clothing/ears/L = l_ear
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sum += L.ear_protection
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if(istype(r_ear, /obj/item/clothing/ears))
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var/obj/item/clothing/ears/R = r_ear
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sum += R.ear_protection
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if(istype(head, /obj/item/clothing/head))
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var/obj/item/clothing/head/H = head
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sum += H.ear_protection
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return sum
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#undef HUMAN_EATING_NO_ISSUE
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#undef HUMAN_EATING_NO_MOUTH
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#undef HUMAN_EATING_BLOCKED_MOUTH
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@@ -1041,7 +1041,7 @@
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ear_deaf = max(ear_deaf, 1)
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else if(ear_deaf) //deafness, heals slowly over time
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ear_deaf = max(ear_deaf-1, 0)
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else if(istype(l_ear, /obj/item/clothing/ears/earmuffs) || istype(r_ear, /obj/item/clothing/ears/earmuffs)) //resting your ears with earmuffs heals ear damage faster
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else if(get_ear_protection() >= 2) //resting your ears with earmuffs heals ear damage faster
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ear_damage = max(ear_damage-0.15, 0)
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ear_deaf = max(ear_deaf, 1)
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else if(ear_damage < 25) //ear damage heals slowly under this threshold. otherwise you'll need earmuffs
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@@ -37,6 +37,12 @@ proc/isdeaf(A)
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return (M.sdisabilities & DEAF) || M.ear_deaf
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return 0
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/mob/proc/get_ear_protection()
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return 0
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/mob/proc/break_cloak()
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return
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proc/hasorgans(A) // Fucking really??
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return ishuman(A)
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