Energy projectiles now move instantly, leaving a straight line from their origin to their destination, like real energy weapons.

Welderbackpack now has a proper icon.
Stun rounds can now be reduced or blocked by armor
Added more update_clothing() calls
Fixed strangling non-humans.
Blob is now an announcement only.
This commit is contained in:
SkyMarshal
2012-02-26 23:06:43 -07:00
parent 58249a83ba
commit c7af63b281
12 changed files with 68 additions and 14 deletions
+3 -3
View File
@@ -42,13 +42,13 @@
if(!effect || (blocked >= 2)) return 0
switch(effecttype)
if(STUN)
Stun(effect/(blocked+1))
Stun((effect - (effect*getarmor(null, "melee")))/(blocked + 1))
if(WEAKEN)
Weaken(effect/(blocked+1))
Weaken((effect - (effect*getarmor(null, "melee")))/(blocked + 1))
if(PARALYZE)
Paralyse(effect/(blocked+1))
if(IRRADIATE)
radiation += max((effect - (effect*getarmor(null, "rad"))), 0)//Rads auto check armor
radiation += max((effect - (effect*getarmor(null, "melee"))), 0)//Rads auto check armor
if(STUTTER)
stuttering = max(stuttering,(effect/(blocked+1)))
if(SLUR)
+7 -3
View File
@@ -78,9 +78,13 @@
if ((killing && state == 3))
affecting.Stun(5)
affecting.Paralyse(3)
affecting.being_strangled = 1
var/datum/organ/external/head = affecting.organs["head"]
head.add_wound("Strangulation", 0)
if(ishuman(affecting))
var/mob/living/carbon/human/H = affecting
affecting.being_strangled = 1
var/datum/organ/external/head = H.organs["head"]
head.add_wound("Strangulation", 0)
else
affecting.losebreath = min(affecting.losebreath + 2, 3)
return