Combat Mechs Can Punch More Things (#6303)

* Combat Mechs Can Punch More Things

Removes the var to check for the 5 things it can attack, instead it can punch anything (but not everything will take damage).

Gives punching objects a check so you don't accidently smash something without meaning to.

Gives closets and canisters a proc to take_damage so they'll actually get smashed by the mechs.

* Take_Damage Boogaloo

* More take_damage Stuff

Adds click delay on attacking barriers.
Proper noises when attacking material doors and barricades.

More stuff can be broken by mech punch and simple mobs.

* Adds changelong

* usr to user
This commit is contained in:
Andrew
2019-07-24 17:00:24 -04:00
committed by VirgoBot
parent 4c71587410
commit e4deaa6478
27 changed files with 267 additions and 116 deletions
+37
View File
@@ -64,6 +64,19 @@
healthcheck()
return
/obj/effect/alien/resin/attack_generic(var/mob/user, var/damage, var/attack_verb)
visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
user.do_attack_animation(src)
health -= damage
healthcheck()
return
/obj/effect/alien/resin/take_damage(var/damage)
health -= damage
healthcheck()
return
/obj/effect/alien/resin/ex_act(severity)
switch(severity)
if(1.0)
@@ -246,6 +259,18 @@ Alien plants should do something if theres a lot of poison
health -= damage
healthcheck()
/obj/effect/alien/weeds/attack_generic(var/mob/user, var/damage, var/attack_verb)
visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
user.do_attack_animation(src)
health -= damage
healthcheck()
return
/obj/effect/alien/weeds/take_damage(var/damage)
health -= damage
healthcheck()
return
/obj/effect/alien/weeds/proc/healthcheck()
if(health <= 0)
qdel(src)
@@ -401,6 +426,18 @@ Alien plants should do something if theres a lot of poison
healthcheck()
return
/obj/effect/alien/egg/attack_generic(var/mob/user, var/damage, var/attack_verb)
visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
user.do_attack_animation(src)
health -= damage
healthcheck()
return
/obj/effect/alien/egg/take_damage(var/damage)
health -= damage
healthcheck()
return
/obj/effect/alien/egg/attackby(var/obj/item/weapon/W, var/mob/user)
if(health <= 0)