conflict gone

This commit is contained in:
silicons
2021-04-26 22:46:16 -07:00
parent 7ccb5bc711
commit 02b40589fe
+8 -8
View File
@@ -19,7 +19,7 @@
var/stamina_loss_amount = 35
var/turned_on = FALSE
var/knockdown = TRUE
/// block percent needed to prevent knockdown/disarm - UNUSED RIGHT NOW
/// block percent needed to prevent knockdown/disarm
var/block_percent_to_counter = 50
var/obj/item/stock_parts/cell/cell
var/hitcost = 750
@@ -221,12 +221,12 @@
if(user && !user.UseStaminaBuffer(getweight(user, STAM_COST_BATON_MOB_MULT), warn = TRUE))
return FALSE
<<<<<<< HEAD
if(!disarming)
if(knockdown && !countered)
L.DefaultCombatKnockdown(50, override_stamdmg = 0, knocktofloor = !countered) //knockdown
L.apply_damage(stunpwr, STAMINA, BODY_ZONE_CHEST)
else if(!countered)
if(shoving && COOLDOWN_FINISHED(src, shove_cooldown) && !HAS_TRAIT(L, TRAIT_IWASBATONED)) //Rightclicking applies a knockdown, but only once every couple of seconds, based on the cooldown_duration var. If they were recently knocked down, they can't be knocked down again by a baton.
L.DefaultCombatKnockdown(50, override_stamdmg = 0)
L.apply_status_effect(STATUS_EFFECT_TASED_WEAK, status_duration) //Even if they shove themselves up, they're still slowed.
L.apply_status_effect(STATUS_EFFECT_OFF_BALANCE, status_duration) //They're very likely to drop items if shoved briefly after a knockdown.
shoved = TRUE
COOLDOWN_START(src, shove_cooldown, cooldown_duration)
ADD_TRAIT(L, TRAIT_IWASBATONED, STATUS_EFFECT_TRAIT) //Prevents swapping to a new baton to avoid the cooldown by just acquiring more batons
addtimer(TRAIT_CALLBACK_REMOVE(L, TRAIT_IWASBATONED, STATUS_EFFECT_TRAIT), cooldown_duration)
playsound(loc, 'sound/weapons/zapbang.ogg', 50, 1, -1)
@@ -241,12 +241,12 @@
L.visible_message("<span class='danger'>[user] has [shoved ? "brutally stunned" : "stunned"] [L] with [src]!</span>", \
"<span class='userdanger'>[user] has [shoved ? "brutally stunnned" : "stunned"] you with [src]!</span>")
log_combat(user, L, shoved ? "stunned and attempted knockdown" : "stunned")
>>>>>>> citadel/master
playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
if(ishuman(L))
var/mob/living/carbon/human/H = L
H.forcesay(GLOB.hit_appends)
return TRUE