-Added some visual hit indication by having a variable be set to 20 when the mob takes brute or fire damage. It will then be added to the health calculation, in the overlay code, and then it will reset to 0. Thus making a cool effect.

-Removed the waiting for light replacers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5132 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
giacomand@gmail.com
2012-11-20 12:23:51 +00:00
parent 7b048f5604
commit 5b8b1b3302
6 changed files with 14 additions and 12 deletions

View File

@@ -10,7 +10,7 @@ Coughing
Low Level.
BONUS
Will force the affected mob to drop items!
Will force the affected mob to drop small items!
//////////////////////////////////////
*/

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@@ -53,7 +53,6 @@
var/max_uses = 20
var/uses = 0
var/inuse = 0
var/emagged = 0
var/failmsg = ""
// How much to increase per each glass?
@@ -123,16 +122,9 @@
/obj/item/device/lightreplacer/proc/Use(var/mob/user)
if(inuse) return
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
var/pass = 0
inuse = 1
if(do_after(user, 30))
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
AddUses(-1)
pass = 1
inuse = 0
return pass
AddUses(-1)
return 1
// Negative numbers will subtract
/obj/item/device/lightreplacer/proc/AddUses(var/amount = 1)

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@@ -126,6 +126,7 @@
var/brute_was = picked.brute_dam
var/burn_was = picked.burn_dam
update |= picked.take_damage(brute,burn)
brute -= (picked.brute_dam - brute_was)
@@ -170,6 +171,7 @@
if(!def_zone) def_zone = ran_zone(def_zone)
organ = get_organ(check_zone(def_zone))
if(!organ) return 0
if(blocked)
damage = (damage/(blocked+1))
@@ -178,10 +180,15 @@
switch(damagetype)
if(BRUTE)
damageoverlaytemp = 20
if(organ.take_damage(damage, 0))
UpdateDamageIcon()
if(BURN)
damageoverlaytemp = 20
if(organ.take_damage(0, damage))
UpdateDamageIcon()
// Will set our damageoverlay icon to the next level, which will then be set back to the normal level the next mob.Life().
updatehealth()
return 1

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@@ -994,7 +994,8 @@
damageoverlay.overlays += I
//Fire and Brute damage overlay (BSSR)
var/hurtdamage = src.getBruteLoss() + src.getFireLoss()
var/hurtdamage = src.getBruteLoss() + src.getFireLoss() + damageoverlaytemp
damageoverlaytemp = 0 // We do this so we can detect if someone hits us or not.
if(hurtdamage)
var/image/I
switch(hurtdamage)

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@@ -36,6 +36,7 @@
*/
var/obj/screen/zone_sel/zone_sel = null
var/damageoverlaytemp = 0
var/emote_allowed = 1
var/computer_id = null
var/lastattacker = null

View File

@@ -54,6 +54,7 @@ should be listed in the changelog upon commit tho. Thanks. -->
<h3 class="author">Giacom updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Malf AIs can only shunt to APCs from their core. Meaning their core needs to be alive before they can shunt to another APC. Malf AIs can start a takeover inside an APC now.</li>
<li class="rscadd">When taking damage, the next sequence of the overlay will show for a bit before reverting to the overlay you should have. This allows you to know you are taking damage without having to check the text screen.</li>
</ul>
</div>