[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
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@@ -112,6 +112,9 @@
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if(recoil)
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shake_camera(user, recoil + 1, recoil)
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if(iscarbon(user)) //CIT CHANGE - makes gun recoil cause staminaloss
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user.adjustStaminaLossBuffered(getstamcost(user)*(firing_burst && burst_size >= 2 ? 1/burst_size : 1)) //CIT CHANGE - ditto
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if(suppressed)
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playsound(user, fire_sound, 10, 1)
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else
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@@ -170,6 +173,9 @@
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//DUAL (or more!) WIELDING
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var/bonus_spread = 0
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var/loop_counter = 0
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bonus_spread += getinaccuracy(user) //CIT CHANGE - adds bonus spread while not aiming
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if(ishuman(user) && user.a_intent == INTENT_HARM)
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var/mob/living/carbon/human/H = user
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for(var/obj/item/gun/G in H.held_items)
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@@ -37,8 +37,13 @@
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/obj/item/gun/ballistic/shotgun/attack_self(mob/living/user)
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if(recentpump > world.time)
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return
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if(istype(user) && user.staminaloss >= STAMINA_SOFTCRIT)//CIT CHANGE - makes pumping shotguns impossible in stamina softcrit
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to_chat(user, "<span class='warning'>You're too exhausted for that.</span>")//CIT CHANGE - ditto
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return//CIT CHANGE - ditto
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pump(user)
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recentpump = world.time + 10
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if(istype(user))//CIT CHANGE - makes pumping shotguns cost a lil bit of stamina.
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user.adjustStaminaLossBuffered(5) //CIT CHANGE - DITTO. make this scale inversely to the strength stat when stats/skills are added
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return
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/obj/item/gun/ballistic/shotgun/blow_up(mob/user)
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@@ -462,6 +462,13 @@
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xo = targloc.x - curloc.x
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setAngle(Get_Angle(src, targloc))
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//CIT CHANGES START HERE - makes it so laying down makes you unable to shoot through most objects
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if(iscarbon(source))
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var/mob/living/carbon/checklad = source
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if(istype(checklad) && checklad.resting)
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pass_flags = 0
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//END OF CIT CHANGES
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if(isliving(source) && params)
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var/list/calculated = calculate_projectile_angle_and_pixel_offsets(source, params)
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p_x = calculated[2]
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