Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into upstream-merge-27503

This commit is contained in:
LetterJay
2017-05-24 08:11:07 -05:00
105 changed files with 2783 additions and 2423 deletions
@@ -36,7 +36,8 @@
//initialise organs
create_internal_organs()
martial_art = default_martial_art
if(mind)
mind.martial_art = mind.default_martial_art
handcrafting = new()
@@ -40,12 +40,13 @@
if(spec_return)
return spec_return
if(martial_art && martial_art.deflection_chance) //Some martial arts users can deflect projectiles!
if(prob(martial_art.deflection_chance))
if(!lying && dna && !dna.check_mutation(HULK)) //But only if they're not lying down, and hulks can't do it
visible_message("<span class='danger'>[src] deflects the projectile; [p_they()] can't be hit with ranged weapons!</span>", "<span class='userdanger'>You deflect the projectile!</span>")
playsound(src, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, 1)
return 0
if(mind)
if(mind.martial_art && mind.martial_art.deflection_chance) //Some martial arts users can deflect projectiles!
if(prob(mind.martial_art.deflection_chance))
if(!lying && dna && !dna.check_mutation(HULK)) //But only if they're not lying down, and hulks can't do it
visible_message("<span class='danger'>[src] deflects the projectile; [p_they()] can't be hit with ranged weapons!</span>", "<span class='userdanger'>You deflect the projectile!</span>")
playsound(src, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, 1)
return 0
if(!(P.original == src && P.firer == src)) //can't block or reflect when shooting yourself
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
@@ -103,10 +104,11 @@
return 0
/mob/living/carbon/human/proc/check_block()
if(martial_art && martial_art.block_chance \
&& prob(martial_art.block_chance) && in_throw_mode \
&& !stat && !weakened && !stunned)
return TRUE
if(mind)
if(mind.martial_art && mind.martial_art.block_chance \
&& prob(mind.martial_art.block_chance) && in_throw_mode \
&& !stat && !weakened && !stunned)
return TRUE
return FALSE
/mob/living/carbon/human/hitby(atom/movable/AM, skipcatch = 0, hitpush = 1, blocked = 0)
@@ -39,9 +39,6 @@
var/bleed_rate = 0 //how much are we bleeding
var/bleedsuppress = 0 //for stopping bloodloss, eventually this will be limb-based like bleeding
var/datum/martial_art/martial_art = null
var/static/default_martial_art = new/datum/martial_art
var/name_override //For temporary visible name changes
var/drunkenness = 0 //Overall drunkenness - check handle_alcohol() in life.dm for effects
@@ -144,9 +144,9 @@
if(NOGUNS in src.dna.species.species_traits)
to_chat(src, "<span class='warning'>Your fingers don't fit in the trigger guard!</span>")
return 0
if(martial_art && martial_art.no_guns) //great dishonor to famiry
to_chat(src, "<span class='warning'>Use of ranged weaponry would bring dishonor to the clan.</span>")
return 0
if(mind)
if(mind.martial_art && mind.martial_art.no_guns) //great dishonor to famiry
to_chat(src, "<span class='warning'>Use of ranged weaponry would bring dishonor to the clan.</span>")
return 0
return .
@@ -0,0 +1,9 @@
/mob/living/carbon/human/Login()
..()
if(src.martial_art == default_martial_art && mind.stored_martial_art) //If the mind has a martial art stored and the body has the default one.
src.mind.stored_martial_art.teach(src) //Running teach so that it deals with help verbs.
else if(src.martial_art != default_martial_art && src.martial_art != mind.stored_martial_art) //If the body has a martial art which is not the default one and is not stored in the mind.
if(src.martial_art_owner != mind)
src.martial_art.remove(src)
else
src.mind.stored_martial_art = src.martial_art
@@ -1304,7 +1304,7 @@
/datum/species/proc/spec_hitby(atom/movable/AM, mob/living/carbon/human/H)
return
/datum/species/proc/spec_attack_hand(mob/living/carbon/human/M, mob/living/carbon/human/H, datum/martial_art/attacker_style = M.martial_art)
/datum/species/proc/spec_attack_hand(mob/living/carbon/human/M, mob/living/carbon/human/H, datum/martial_art/attacker_style)
if(!istype(M))
return
CHECK_DNA_AND_SPECIES(M)
@@ -1312,6 +1312,8 @@
if(!istype(M)) //sanity check for drones.
return
if(M.mind)
attacker_style = M.mind.martial_art
if((M != H) && M.a_intent != INTENT_HELP && H.check_shields(0, M.name, attack_type = UNARMED_ATTACK))
add_logs(M, H, "attempted to touch")
H.visible_message("<span class='warning'>[M] attempted to touch [H]!</span>")
@@ -406,7 +406,7 @@
else
reactive_teleport(H)
/datum/species/golem/bluespace/spec_attack_hand(mob/living/carbon/human/M, mob/living/carbon/human/H, datum/martial_art/attacker_style = M.martial_art)
/datum/species/golem/bluespace/spec_attack_hand(mob/living/carbon/human/M, mob/living/carbon/human/H, datum/martial_art/attacker_style)
..()
if(world.time > last_teleport + teleport_cooldown && M != H && M.a_intent != INTENT_HELP)
reactive_teleport(H)
@@ -490,7 +490,7 @@
var/golem_name = "[uppertext(clown_name)]"
return golem_name
/datum/species/golem/bananium/spec_attack_hand(mob/living/carbon/human/M, mob/living/carbon/human/H, datum/martial_art/attacker_style = M.martial_art)
/datum/species/golem/bananium/spec_attack_hand(mob/living/carbon/human/M, mob/living/carbon/human/H, datum/martial_art/attacker_style)
..()
if(world.time > last_banana + banana_cooldown && M != H && M.a_intent != INTENT_HELP)
new/obj/item/weapon/grown/bananapeel/specialpeel(get_turf(H))
@@ -526,7 +526,6 @@
name = "Miner"
basic_modules = list(
/obj/item/device/assembly/flash/cyborg,
/obj/item/borg/sight/meson,
/obj/item/weapon/storage/bag/ore/cyborg,
/obj/item/weapon/pickaxe/drill/cyborg,
/obj/item/weapon/shovel,
@@ -123,8 +123,9 @@ Difficulty: Very Hard
/mob/living/simple_animal/hostile/megafauna/colossus/proc/enrage(mob/living/L)
if(ishuman(L))
var/mob/living/carbon/human/H = L
if(H.martial_art && prob(H.martial_art.deflection_chance))
. = TRUE
if(H.mind)
if(H.mind.martial_art && prob(H.mind.martial_art.deflection_chance))
. = TRUE
/mob/living/simple_animal/hostile/megafauna/colossus/proc/alternating_dir_shots()
dir_shots(GLOB.diagonals)
@@ -525,7 +525,9 @@ Difficulty: Hard
targetturf = get_turf(target)
/obj/effect/temp_visual/hierophant/chaser/proc/make_blast()
new /obj/effect/temp_visual/hierophant/blast(loc, caster, friendly_fire_check)
var/obj/effect/temp_visual/hierophant/blast/B = new(loc, caster, friendly_fire_check)
B.damage = damage
B.monster_damage_boost = monster_damage_boost
/obj/effect/temp_visual/hierophant/telegraph
icon = 'icons/effects/96x96.dmi'
+5 -1
View File
@@ -295,8 +295,12 @@
return A
else
var/atom/movable/AM = A
if(AM == buckled) //Kind of unnecessary but let's just be sure
if(AM == buckled)
continue
if(ismob(AM))
var/mob/M = AM
if(M.buckled)
continue
if(!AM.CanPass(src) || AM.density)
if(AM.anchored)
return AM