[READY FOR MERGE] The Giant Combat Reworks - Part 1: Goodbye stuns, hello staminacrit (#5463)
* part 1 - resist out of resting, move and interact with the world while resting, and stamina regen nerf * makes beepsky check for stuns instead of knockdowns, adds message for getting up, makes gravity reduce standup time, and more * sprinting, staminacrit, balance changes, and more * adds stamina modifier to clickdelay, makes items deal stamina damage to the user when attacking, buffs resting stamina regen * combat mode, ability to toggle right-click context menu on/off, basic combat mode QOL, lays groundwork for 2-handing any item combat mode toggle sound is from Interbay. * commits dme changes * unarmed combat stamina, ability to right click in combat mode, balance changes * tosses in the HUD icons for later-ish * rolls back admin.txt * lotsa UI stuff * stamina checks, some balance stuff * adds support for best ui, adds right click to flush disposals, removes aggressive grab pinning in favor of neckgrab chokeholding * quick dogborg patch while i figure out what do do with them * oops - fixes prefbreaking for screenshake * trying to sprint from an elevated surface onto lower ground will now knock you down * right click to pull fire alarm, lets you bully people by pulling chairs out form under them, makes attacking objects cost stamina * makes accidents during slipping less likely to occur while combat mode is active, makes tripping off elevated surfaces cause accidents * makes pumping shotguns cost a tiiiny bit of stamina * makes eyestabbing and batoning cost stamina * makes failing stamina checks error out properly, adds stamina check to shotgun pumping * adds stamina check for chair pulling * readds aggressive grab pinning * fixes bug with being buckled preventing interaction * adds recoveringstam check to incapacitated * reduces stamina cost for attacking * oh this too * fixes bug where you can get stuck in recoveringstam if your stamina suddenly becomes 0 while you're in staminacrit * makes monkey transformation inherit staminaloss * adds the ability to wave or shake your fist at someone via right click * grammar and span closing * 99 annoying little bugs on the wall, 99 annoying little bugs. take one down, pass it around, 864 gamebreaking bugs on the wall * more distant right-click emotes. * buffs standing stamina regen a tiiiiiiny bit * adds aiming down sights for guns, makes firing guns cause trace amounts of staminaloss * crusher powercreep - gives crushers the ability to heal staminaloss * item throwing buff * adds 1:1 HUD layout * hopefully fixes issue with recoveringstamcrit not updating * giant hipfire nerf * halves the effect of staminaloss on movement speed * makes stamina recover faster in staminacrit, makes it easier to get disarmed out of combat mode * get_weight(), movedelay health_deficiency tweaking, combat and resting checks for item attacking * makes staminacrit automatically disable combat mode, it's now impossible to enter combat mode while in stamcrit * adds stamina buffer, halves the time needed to stand up after resting, increases stam penalty for firing weapons, and more * tweaks stamina buffer drain rate a little * makes buffered staminaloss redirect stamina to the actual stamloss proc when empty, makes stamina buffer stat() more precise * removes stamina modifier for clickdelays, makes stunbatons deal extra staminaloss * makes electrodes deal a lil extra staminaloss * drones cannot resist a rest, so now only carbons are forced to rest * restricts aiming down sights to carbon mobs, adds stamina display to stat() * makes gun accuracy and stamcosts more flexible, decreases base inaccuracy penalty, makes borgs immune to inaccuracy penalties * nerfs inaccuracy penalties just a lil more, fixes blooddrunk miner eye depleting all your stamina * getting used to tortoisegit * readds temp dogborg buff * stamina and stamina buffer HUD displays. Stamina sprite from hippiestation * makes afterattack call properly again * decreases stamina buffer regen time to 3 seconds * Yknow what? decreases it to 2 seconds. That's 3 entire attacks worth of waiting * makes stamina buffer influence movespeed a lil * nerfs compiling errors * tweaks the icons a little * adds autostanding, adds delimiters to attempts to stand * makes automatic standup attempts a little clearer * rest button now toggles intent to rest, fixes perma rest * oop - quick fixes * Makes crushers ignore recoil stamina on lavaland, makes burstfiring weapons deal less staminaloss * buffs highlander sword * makes stamina have less of an impact on the health display * fixes dogborgs shoving other borgs into infinite stuns * You can no longer shoot over tables or shoot through windows while resting. Also buffs turrets
This commit is contained in:
@@ -82,9 +82,9 @@
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#define ui_acti "EAST-3:24,SOUTH:5"
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#define ui_zonesel "EAST-1:28,SOUTH:5"
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#define ui_acti_alt "EAST-1:28,SOUTH:5" //alternative intent switcher for when the interface is hidden (F12)
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#define ui_crafting "EAST-4:22,SOUTH:5"
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#define ui_building "EAST-4:22,SOUTH:21"
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#define ui_language_menu "EAST-4:6,SOUTH:21"
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#define ui_crafting "EAST-5:20,SOUTH:5"//CIT CHANGE - moves this over one tile to accommodate for combat mode toggle
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#define ui_building "EAST-5:20,SOUTH:21"//CIT CHANGE - ditto
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#define ui_language_menu "EAST-5:4,SOUTH:21"//CIT CHANGE - ditto
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#define ui_borg_pull "EAST-2:26,SOUTH+1:7"
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#define ui_borg_radio "EAST-1:28,SOUTH+1:7"
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@@ -102,7 +102,7 @@
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//Middle right (status indicators)
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#define ui_healthdoll "EAST-1:28,CENTER-2:13"
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#define ui_health "EAST-1:28,CENTER-1:15"
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#define ui_internal "EAST-1:28,CENTER:17"
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#define ui_internal "EAST-1:28,CENTER+1:19"//CIT CHANGE - moves internal icon up a little bit to accommodate for the stamina meter
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#define ui_mood "EAST-1:28,CENTER-3:10"
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//borgs
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@@ -89,19 +89,29 @@
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..()
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owner.overlay_fullscreen("see_through_darkness", /obj/screen/fullscreen/see_through_darkness)
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var/widescreenlayout = FALSE //CIT CHANGE - adds support for different hud layouts depending on widescreen pref
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if(owner.client && owner.client.prefs && owner.client.prefs.widescreenpref) //CIT CHANGE - ditto
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widescreenlayout = TRUE // CIT CHANGE - ditto
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var/obj/screen/using
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var/obj/screen/inventory/inv_box
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using = new /obj/screen/craft
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using.icon = ui_style
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if(!widescreenlayout) // CIT CHANGE
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using.screen_loc = ui_boxcraft // CIT CHANGE
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static_inventory += using
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using = new/obj/screen/language_menu
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using.icon = ui_style
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if(!widescreenlayout) // CIT CHANGE
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using.screen_loc = ui_boxlang // CIT CHANGE
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static_inventory += using
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using = new /obj/screen/area_creator
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using.icon = ui_style
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if(!widescreenlayout) // CIT CHANGE
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using.screen_loc = ui_boxarea // CIT CHANGE
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static_inventory += using
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action_intent = new /obj/screen/act_intent/segmented
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@@ -109,11 +119,19 @@
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static_inventory += action_intent
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using = new /obj/screen/mov_intent
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using.icon = ui_style
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using.icon = tg_ui_icon_to_cit_ui(ui_style) // CIT CHANGE - overrides mov intent icon
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using.icon_state = (mymob.m_intent == MOVE_INTENT_RUN ? "running" : "walking")
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using.screen_loc = ui_movi
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static_inventory += using
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//CITADEL CHANGES - sprint button
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using = new /obj/screen/sprintbutton
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using.icon = tg_ui_icon_to_cit_ui(ui_style)
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using.icon_state = (owner.sprinting ? "act_sprint_on" : "act_sprint")
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using.screen_loc = ui_movi
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static_inventory += using
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//END OF CITADEL CHANGES
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using = new /obj/screen/drop()
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using.icon = ui_style
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using.screen_loc = ui_drop_throw
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@@ -207,9 +225,21 @@
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using = new /obj/screen/resist()
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using.icon = ui_style
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using.screen_loc = ui_pull_resist
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using.screen_loc = ui_overridden_resist // CIT CHANGE - changes this to overridden resist
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hotkeybuttons += using
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//CIT CHANGES - rest and combat mode buttons
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using = new /obj/screen/restbutton()
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using.icon = tg_ui_icon_to_cit_ui(ui_style)
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using.screen_loc = ui_pull_resist
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static_inventory += using
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using = new /obj/screen/combattoggle()
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using.icon = tg_ui_icon_to_cit_ui(ui_style)
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using.screen_loc = ui_combat_toggle
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static_inventory += using
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//END OF CIT CHANGES
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using = new /obj/screen/human/toggle()
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using.icon = ui_style
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using.screen_loc = ui_inventory
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@@ -280,10 +310,16 @@
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healths = new /obj/screen/healths()
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infodisplay += healths
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//CIT CHANGE - adds arousal to hud
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//CIT CHANGE - adds arousal and stamina to hud
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arousal = new /obj/screen/arousal()
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arousal.icon_state = (owner.canbearoused == 1 ? "arousal0" : "")
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infodisplay += arousal
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staminas = new /obj/screen/staminas()
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infodisplay += staminas
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staminabuffer = new /obj/screen/staminabuffer()
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infodisplay += staminabuffer
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//END OF CIT CHANGES
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healthdoll = new /obj/screen/healthdoll()
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