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https://github.com/VOREStation/VOREStation.git
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Moves human specific hitby code to human_defense
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@@ -282,6 +282,77 @@ emp_act
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bloody_body(src)
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return 1
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//this proc handles being hit by a thrown atom
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/mob/living/carbon/human/hitby(atom/movable/AM as mob|obj,var/speed = 5)
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if(istype(AM,/obj/))
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var/obj/O = AM
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var/dtype = BRUTE
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if(istype(O,/obj/item/weapon))
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var/obj/item/weapon/W = O
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dtype = W.damtype
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var/throw_damage = O.throwforce*(speed/5)
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var/zone
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if (istype(O.thrower, /mob/living))
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var/mob/living/L = O.thrower
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zone = check_zone(L.zone_sel.selecting)
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else
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zone = ran_zone("chest",75) //Hits a random part of the body, geared towards the chest
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//check if we hit
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if (O.throw_source)
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var/distance = get_dist(O.throw_source, loc)
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zone = get_zone_with_miss_chance(zone, src, min(15*(distance-2), 0))
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else
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zone = get_zone_with_miss_chance(zone, src, 15)
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if(!zone)
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visible_message("\blue \The [O] misses [src] narrowly!")
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return
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O.throwing = 0 //it hit, so stop moving
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if ((O.thrower != src) && check_shields(throw_damage, "[O]"))
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return
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var/datum/organ/external/affecting = get_organ(zone)
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var/hit_area = affecting.display_name
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src.visible_message("\red [src] has been hit in the [hit_area] by [O].")
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var/armor = run_armor_check(affecting, "melee", "Your armor has protected your [hit_area].", "Your armor has softened hit to your [hit_area].") //I guess "melee" is the best fit here
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if(armor < 2)
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apply_damage(throw_damage, dtype, zone, armor, is_sharp(O), has_edge(O), O)
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if(ismob(O.thrower))
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var/mob/M = O.thrower
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var/client/assailant = M.client
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if(assailant)
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src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been hit with a [O], thrown by [M.name] ([assailant.ckey])</font>")
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M.attack_log += text("\[[time_stamp()]\] <font color='red'>Hit [src.name] ([src.ckey]) with a thrown [O]</font>")
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if(!istype(src,/mob/living/simple_animal/mouse))
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msg_admin_attack("[src.name] ([src.ckey]) was hit by a [O], thrown by [M.name] ([assailant.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
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// Begin BS12 momentum-transfer code.
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if(O.throw_source && speed >= 15)
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var/obj/item/weapon/W = O
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var/momentum = speed/2
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var/dir = get_dir(O.throw_source, src)
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visible_message("\red [src] staggers under the impact!","\red You stagger under the impact!")
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src.throw_at(get_edge_target_turf(src,dir),1,momentum)
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if(!W || !src) return
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if(W.loc == src && W.sharp) //Projectile is embedded and suitable for pinning.
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var/turf/T = near_wall(dir,2)
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if(T)
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src.loc = T
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visible_message("<span class='warning'>[src] is pinned to the wall by [O]!</span>","<span class='warning'>You are pinned to the wall by [O]!</span>")
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src.anchored = 1
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src.pinned += O
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/mob/living/carbon/human/proc/bloody_hands(var/mob/living/source, var/amount = 2)
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if (gloves)
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gloves.add_blood(source)
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@@ -75,36 +75,23 @@
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dtype = W.damtype
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var/throw_damage = O.throwforce*(speed/5)
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var/zone
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if (istype(O.thrower, /mob/living))
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var/mob/living/L = O.thrower
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zone = check_zone(L.zone_sel.selecting)
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else
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zone = ran_zone("chest",75) //Hits a random part of the body, geared towards the chest
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var/miss_chance = 15
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if (O.throw_source)
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var/distance = get_dist(O.throw_source, loc)
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zone = get_zone_with_miss_chance(zone, src, min(15*(distance-2), 0))
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else
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zone = get_zone_with_miss_chance(zone, src, 15)
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if(!zone)
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miss_chance = min(15*(distance-2), 0)
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if (prob(miss_chance))
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visible_message("\blue \The [O] misses [src] narrowly!")
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return
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O.throwing = 0 //it hit, so stop moving
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if (istype(src, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = src
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if (H.check_shields(throw_damage, "[O]"))
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return
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src.visible_message("\red [src] has been hit by [O].")
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var/armor = run_armor_check(zone, "melee", "Your armor has protected your [zone].", "Your armor has softened the hit to your [zone].")
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var/armor = run_armor_check(null, "melee")
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if(armor < 2)
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apply_damage(throw_damage, dtype, zone, armor, is_sharp(O), has_edge(O), O)
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apply_damage(throw_damage, dtype, null, armor, is_sharp(O), has_edge(O), O)
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O.throwing = 0 //it hit, so stop moving
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if(ismob(O.thrower))
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var/mob/M = O.thrower
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var/client/assailant = M.client
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@@ -124,12 +111,11 @@
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src.throw_at(get_edge_target_turf(src,dir),1,momentum)
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if(!W || !src) return
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if(istype(W.loc,/mob/living) && W.sharp) //Projectile is embedded and suitable for pinning.
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if(!istype(src,/mob/living/carbon/human)) //Handles embedding for non-humans and simple_animals.
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O.loc = src
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src.embedded += O
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if(W.sharp) //Projectile is suitable for pinning.
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//Handles embedding for non-humans and simple_animals.
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O.loc = src
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src.embedded += O
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var/turf/T = near_wall(dir,2)
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