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Changes nullrod hammer to work nicer and throw a bit further (#18544)
* changes hammer * remove comment from copied location
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@@ -136,6 +136,7 @@
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#define TRAIT_XENO_HOST "xeno_host" //Tracks whether we're gonna be a baby alien's mummy.
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#define TRAIT_XENO_HOST "xeno_host" //Tracks whether we're gonna be a baby alien's mummy.
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#define TRAIT_STUNIMMUNE "stun_immunity"
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#define TRAIT_STUNIMMUNE "stun_immunity"
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#define TRAIT_SLEEPIMMUNE "sleep_immunity"
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#define TRAIT_SLEEPIMMUNE "sleep_immunity"
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#define TRAIT_IMPACTIMMUNE "impact_immunity" //protects from the damage of getting launched into a wall hard
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#define TRAIT_PUSHIMMUNE "push_immunity"
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#define TRAIT_PUSHIMMUNE "push_immunity"
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#define TRAIT_SHOCKIMMUNE "shock_immunity"
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#define TRAIT_SHOCKIMMUNE "shock_immunity"
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#define TRAIT_STABLEHEART "stable_heart"
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#define TRAIT_STABLEHEART "stable_heart"
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@@ -432,16 +432,15 @@
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. = ..()
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. = ..()
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if(M == user)
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if(M == user)
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return
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return
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var/throw_direction = get_dir(user, M)
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var/atom/throw_target = get_edge_target_turf(M, user.dir)
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var/atom/throw_target = get_edge_target_turf(M, throw_direction)
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ADD_TRAIT(M, TRAIT_IMPACTIMMUNE, "Nullrod Hammer")
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var/turf/throw_location = get_step_towards(M, throw_target)
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var/distance = rand(1,5)
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M.SpinAnimation(5, 1)
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if(prob(1))
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if(throw_location.density)
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distance = 50 //hehe funny hallway launch
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return
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M.throw_at(throw_target, distance, 3, user, TRUE, TRUE, callback = CALLBACK(src, .proc/afterimpact, M))
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for(var/obj/D in throw_location.contents)
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if(D.density)
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/obj/item/twohanded/required/nullrod/proc/afterimpact(mob/living/M)
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return
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REMOVE_TRAIT(M, TRAIT_IMPACTIMMUNE, "Nullrod Hammer")
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M.forceMove(throw_location)
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/*---------------------------------------------------------------------------
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/*---------------------------------------------------------------------------
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@@ -93,6 +93,8 @@
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/mob/living/carbon/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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/mob/living/carbon/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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if(mind?.martial_art.handle_throw(hit_atom, src))
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if(mind?.martial_art.handle_throw(hit_atom, src))
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return
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return
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if(HAS_TRAIT(src, TRAIT_IMPACTIMMUNE))
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return
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. = ..()
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. = ..()
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var/hurt = TRUE
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var/hurt = TRUE
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var/extra_speed = 0
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var/extra_speed = 0
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