Would you like some defines in these trying times?
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@@ -349,7 +349,7 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
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/// Simply checks if the other person is still in range
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/atom/movable/screen/alert/give/proc/check_in_range(atom/taker)
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SIGNAL_HANDLER
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if(!offerer.CanReach(taker))
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to_chat(owner, span_warning("You moved out of range of [offerer]!"))
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owner.clear_alert("[offerer]")
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@@ -820,7 +820,7 @@ so as to remain in compliance with the most up-to-date laws."
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return FALSE
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if(master && click_master)
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return usr.client.Click(master, location, control, params)
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return TRUE
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/atom/movable/screen/alert/Destroy()
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@@ -146,7 +146,7 @@
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visible_message("<span class='danger'>[user] has hit [src] with [I]!</span>", null, null, COMBAT_MESSAGE_RANGE)
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//only witnesses close by and the victim see a hit message.
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log_combat(user, src, "attacked", I)
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take_damage(totitemdamage, I.damtype, "melee", 1)
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take_damage(totitemdamage, I.damtype, MELEE, 1)
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/mob/living/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
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var/list/block_return = list()
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@@ -171,7 +171,7 @@
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if(ishuman(ML))
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var/mob/living/carbon/human/H = ML
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affecting = H.get_bodypart(ran_zone(dam_zone))
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var/armor = ML.run_armor_check(affecting, "melee")
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var/armor = ML.run_armor_check(affecting, MELEE)
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if(prob(75))
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ML.apply_damage(rand(1,3), BRUTE, affecting, armor)
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ML.visible_message("<span class='danger'>[name] bites [ML]!</span>", \
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