mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-25 21:19:44 +01:00
Clown clumsiness no longer applies to laser-tag guns.
The stun rune: - Now stuns cyborgs. - No longer stuns cultists. Stun talismans no longer permanently mute or stun cyborgs. Fixes issue 618. Removed 'charges', 'maximum_charges' and 'status' variables from the chain of command as they did nothing anyway. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3979 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -41,53 +41,21 @@
|
||||
for(var/obj/O in contents)
|
||||
O.emp_act(severity)
|
||||
|
||||
/*
|
||||
New()
|
||||
spawn(15) // Hack, but I need to wait for sub-calls to load the gun before loading the chamber. 1.5 seconds should be fine.
|
||||
load_into_chamber()
|
||||
|
||||
afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, inrange, params)//TODO: go over this
|
||||
if(inrange)
|
||||
if(!doafterattack(target , src))
|
||||
return //we're placing gun on a table or in backpack. What the fuck was the previous check?
|
||||
if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy))
|
||||
return//Shouldnt flag take care of this?
|
||||
{R} */
|
||||
|
||||
afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)//TODO: go over this
|
||||
if(flag) return //we're placing gun on a table or in backpack
|
||||
if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
|
||||
|
||||
if(istype(user, /mob/living))
|
||||
var/mob/living/M = user
|
||||
if ((CLUMSY in M.mutations) && prob(50))
|
||||
M << "\red The [src.name] blows up in your face."
|
||||
M.take_organ_damage(0,20)
|
||||
M.drop_item()
|
||||
del(src)
|
||||
return
|
||||
|
||||
/*
|
||||
attack(mob/M as mob, mob/user as mob)
|
||||
if(!in_chamber)
|
||||
if(!load_into_chamber())
|
||||
..() // No ammo, we're going to get bashy now.
|
||||
|
||||
|
||||
return// fuck you, guns. you stick to shooting when you have ammo
|
||||
|
||||
New()
|
||||
spawn(15) // Hack, but I need to wait for sub-calls to load the gun before loading the chamber. 1.5 seconds should be fine.
|
||||
load_into_chamber()
|
||||
|
||||
|
||||
afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, inrange, params)//TODO: go over this
|
||||
if(inrange)
|
||||
if(!doafterattack(target , src))
|
||||
return //we're placing gun on a table or in backpack. What the fuck was the previous check?
|
||||
if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy))
|
||||
return//Shouldnt flag take care of this?
|
||||
{R} */
|
||||
//Exclude lasertag guns from the CLUMSY check.
|
||||
if(src.name != "laser tag gun")
|
||||
if(istype(user, /mob/living))
|
||||
var/mob/living/M = user
|
||||
if ((CLUMSY in M.mutations) && prob(50))
|
||||
M << "\red The [src.name] blows up in your face."
|
||||
M.take_organ_damage(0,20)
|
||||
M.drop_item()
|
||||
del(src)
|
||||
return
|
||||
|
||||
if (!user.IsAdvancedToolUser())
|
||||
user << "\red You don't have the dexterity to do this!"
|
||||
@@ -112,57 +80,8 @@
|
||||
in_chamber.firer = user
|
||||
in_chamber.def_zone = user.zone_sel.selecting
|
||||
|
||||
/*
|
||||
if(user == target) // What the FUCK was this code? If shoot anything on the same tile, you're shooting yourself? What?
|
||||
if(!determination)
|
||||
user << "Are you really sure you want to shoot yourself? You put the gun against your head."
|
||||
determination = 1
|
||||
spawn(30)
|
||||
if(determination == 2)
|
||||
return
|
||||
determination = 0
|
||||
user << "You don't have the guts."
|
||||
return
|
||||
|
||||
determination = 2
|
||||
|
||||
if(silenced)
|
||||
playsound(user, fire_sound, 10, 1)
|
||||
else
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.visible_message("\red [user.name] fires the [src.name] at their own head!", "\red You fire the [src.name] at yourself!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
|
||||
in_chamber.def_zone = "head"
|
||||
in_chamber.damage *= 5
|
||||
user.bullet_act(in_chamber, in_chamber.def_zone)
|
||||
del(in_chamber)
|
||||
update_icon()
|
||||
return
|
||||
|
||||
if(inrange)
|
||||
if(silenced)
|
||||
playsound(user, fire_sound, 10, 1)
|
||||
else
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
if(ismob(target))
|
||||
user.visible_message("\red [user.name] shoots [target] point-blank in the [in_chamber.def_zone] with the [src.name]!", "\red You fire the [src.name] point-blank at [target]'s [in_chamber.def_zone]!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
|
||||
else
|
||||
user.visible_message("\red [user.name] fires the [src.name] point-blank at [target]!", "\red You fire the [src.name] point-blank at [target]!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
|
||||
in_chamber.damage *= 1.25
|
||||
target.bullet_act(in_chamber, in_chamber.def_zone)
|
||||
del(in_chamber)
|
||||
update_icon()
|
||||
return
|
||||
{R}*/
|
||||
|
||||
if(targloc == curloc)
|
||||
/*
|
||||
if(silenced)
|
||||
playsound(user, fire_sound, 10, 1)
|
||||
else
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.visible_message("\red [user.name] fires the [src.name] at themselves!", "\red You fire the [src.name] at yourself!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
|
||||
{R}*/
|
||||
|
||||
user.bullet_act(in_chamber)
|
||||
del(in_chamber)
|
||||
update_icon()
|
||||
|
||||
Reference in New Issue
Block a user