Refactors pepperspray touch effect, adjusts pepperspray messages.

This commit is contained in:
mwerezak
2015-10-15 00:25:31 -04:00
parent 27429f7b0c
commit dcde34512c

View File

@@ -238,11 +238,11 @@
return
if(dose < agony_dose)
if(prob(5) || dose == metabolism) //dose == metabolism is a very hacky way of forcing the message the first time this procs
M << initial_message
M << discomfort_message
else
M.apply_effect(agony_amount, AGONY, 0)
if(prob(5))
M.visible_message("<span class='warning'>[M] [pick("dry heaves!","coughs!","splutters!")]</span>")
M.custom_emote(2, "[pick("dry heaves!","coughs!","splutters!")]")
M << "<span class='danger'>You feel like your insides are burning!</span>"
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature += rand(0, 15) + slime_temp_adj
@@ -263,51 +263,51 @@
/datum/reagent/capsaicin/condensed/affect_touch(var/mob/living/carbon/M, var/alien, var/removed)
var/eyes_covered = 0
var/mouth_covered = 0
var/obj/item/safe_thing = null
var/no_pain = 0
var/obj/item/eye_protection = null
var/obj/item/face_protection = null
var/list/protection
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
protection = list(H.head, H.glasses, H.wear_mask)
if(H.species && (H.species.flags & NO_PAIN))
return
if(H.head)
if(H.head.flags & MASKCOVERSEYES)
no_pain = 1 //TODO: living-level can_feel_pain() proc
else
protection = list(M.wear_mask)
for(var/obj/item/I in protection)
if(I)
if(I.flags & MASKCOVERSEYES)
eyes_covered = 1
safe_thing = H.head
if(H.head.flags & MASKCOVERSMOUTH)
eye_protection = I
if(I.flags & MASKCOVERSMOUTH)
mouth_covered = 1
safe_thing = H.head
if(H.wear_mask)
if(!eyes_covered && H.wear_mask.flags & MASKCOVERSEYES)
eyes_covered = 1
safe_thing = H.wear_mask
if(!mouth_covered && H.wear_mask.flags & MASKCOVERSMOUTH)
mouth_covered = 1
safe_thing = H.wear_mask
if(H.glasses)
if(!eyes_covered)
eyes_covered = 1
if(!safe_thing)
safe_thing = H.glasses
if(eyes_covered && mouth_covered)
M << "<span class='warning'>Your [safe_thing] protects you from the pepperspray!</span>"
return
else if(eyes_covered)
M << "<span class='warning'>Your [safe_thing] protect your eyes from the pepperspray!</span>"
M.eye_blurry = max(M.eye_blurry, 5)
face_protection = I
var/message = null
if(eyes_covered)
message = "<span class='warning'>Your [eye_protection] protects your eyes from the pepperspray!</span>"
else
message = "<span class='warning'>The pepperspray gets in your eyes!</span>"
if(mouth_covered)
M.eye_blurry = max(M.eye_blurry, 15)
M.eye_blind = max(M.eye_blind, 5)
else
M.eye_blurry = max(M.eye_blurry, 25)
M.eye_blind = max(M.eye_blind, 10)
if(mouth_covered)
if(!message)
message = "<span class='warning'>Your [face_protection] protects you from the pepperspray!</span>"
else if(!no_pain)
message = "<span class='danger'>Your face and throat burn!</span>"
if(prob(25))
M.custom_emote(2, "[pick("coughs!","coughs hysterically!","splutters!")]")
M.Stun(5)
M.Weaken(5)
return
else if (mouth_covered) // Mouth cover is better than eye cover
M << "<span class='warning'>Your [safe_thing] protects your face from the pepperspray!</span>"
M.eye_blurry = max(M.eye_blurry, 15)
M.eye_blind = max(M.eye_blind, 5)
return
else // Oh dear :D
M << "<span class='warning'>You're sprayed directly with the pepperspray!</span>"
M.eye_blurry = max(M.eye_blurry, 25)
M.eye_blind = max(M.eye_blind, 10)
M.Stun(5)
M.Weaken(5)
return
M << message
/* Drinks */