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The message when firing a gun is removed. To keep things balanced melee attacks (punches, alien attacks, animal attacks, etc...) now show a visual effect (similar to what we current have with item attacks. Fixes muzzle flash effect not appearing for mech guns. Fixes muzzle flash effect not appearing for certain ranged animal. Fixes the item attack effect not being visible to camera viewers and mech occupants. Fixes toy guns foam dart not dropping on the ground when shooting a mob on the same tile as us. Fixes toy smg magazine sprite being invisible sometimes. Fixes foam dart not facing the correct direction when fired. Changes the bullet projectile sprite to have a slight tracer effect so as to be more visible.
33 lines
1.0 KiB
Plaintext
33 lines
1.0 KiB
Plaintext
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/mob/living/carbon/alien/larva/attack_hand(mob/living/carbon/human/M)
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if(..())
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var/damage = rand(1, 9)
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if (prob(90))
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playsound(loc, "punch", 25, 1, -1)
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add_logs(M, src, "attacked")
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src << "<span class='userdanger'>[M] has kicked [src]!</span>"
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if ((stat != DEAD) && (damage > 4.9))
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Paralyse(rand(5,10))
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var/obj/item/bodypart/affecting = get_bodypart(ran_zone(M.zone_selected))
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apply_damage(damage, BRUTE, affecting)
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else
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playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
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src << "<span class='userdanger'>[M] has attempted to kick [src]!</span>"
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/mob/living/carbon/alien/larva/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
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if(user.a_intent == "harm")
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..(user, 1)
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adjustBruteLoss(5 + rand(1,9))
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spawn()
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step_away(src,user,15)
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sleep(1)
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step_away(src,user,15)
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return 1
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/mob/living/carbon/alien/larva/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect, end_pixel_y)
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if(!no_effect && !visual_effect_icon)
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visual_effect_icon = ATTACK_EFFECT_BITE
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..()
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