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https://github.com/vgstation-coders/vgstation13.git
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-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:
@@ -10,7 +10,7 @@ Coughing
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Low Level.
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BONUS
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Will force the affected mob to drop items!
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Will force the affected mob to drop small items!
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//////////////////////////////////////
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*/
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@@ -53,7 +53,6 @@
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var/max_uses = 20
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var/uses = 0
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var/inuse = 0
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var/emagged = 0
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var/failmsg = ""
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// How much to increase per each glass?
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@@ -123,16 +122,9 @@
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/obj/item/device/lightreplacer/proc/Use(var/mob/user)
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if(inuse) return
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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var/pass = 0
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inuse = 1
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if(do_after(user, 30))
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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AddUses(-1)
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pass = 1
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inuse = 0
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return pass
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AddUses(-1)
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return 1
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// Negative numbers will subtract
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/obj/item/device/lightreplacer/proc/AddUses(var/amount = 1)
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@@ -126,6 +126,7 @@
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var/brute_was = picked.brute_dam
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var/burn_was = picked.burn_dam
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update |= picked.take_damage(brute,burn)
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brute -= (picked.brute_dam - brute_was)
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@@ -170,6 +171,7 @@
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if(!def_zone) def_zone = ran_zone(def_zone)
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organ = get_organ(check_zone(def_zone))
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if(!organ) return 0
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if(blocked)
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damage = (damage/(blocked+1))
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@@ -178,10 +180,15 @@
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switch(damagetype)
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if(BRUTE)
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damageoverlaytemp = 20
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if(organ.take_damage(damage, 0))
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UpdateDamageIcon()
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if(BURN)
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damageoverlaytemp = 20
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if(organ.take_damage(0, damage))
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UpdateDamageIcon()
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// Will set our damageoverlay icon to the next level, which will then be set back to the normal level the next mob.Life().
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updatehealth()
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return 1
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@@ -994,7 +994,8 @@
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damageoverlay.overlays += I
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//Fire and Brute damage overlay (BSSR)
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var/hurtdamage = src.getBruteLoss() + src.getFireLoss()
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var/hurtdamage = src.getBruteLoss() + src.getFireLoss() + damageoverlaytemp
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damageoverlaytemp = 0 // We do this so we can detect if someone hits us or not.
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if(hurtdamage)
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var/image/I
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switch(hurtdamage)
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@@ -36,6 +36,7 @@
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*/
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var/obj/screen/zone_sel/zone_sel = null
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var/damageoverlaytemp = 0
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var/emote_allowed = 1
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var/computer_id = null
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var/lastattacker = null
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@@ -54,6 +54,7 @@ should be listed in the changelog upon commit tho. Thanks. -->
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<h3 class="author">Giacom updated:</h3>
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<ul class="changes bgimages16">
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<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>
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<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>
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</ul>
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</div>
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