[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:
deathride58
2018-03-11 20:32:44 +00:00
committed by kevinz000
parent b4f5279580
commit 1c0b13ecfb
73 changed files with 936 additions and 63 deletions
+6
View File
@@ -112,6 +112,9 @@
if(recoil)
shake_camera(user, recoil + 1, recoil)
if(iscarbon(user)) //CIT CHANGE - makes gun recoil cause staminaloss
user.adjustStaminaLossBuffered(getstamcost(user)*(firing_burst && burst_size >= 2 ? 1/burst_size : 1)) //CIT CHANGE - ditto
if(suppressed)
playsound(user, fire_sound, 10, 1)
else
@@ -170,6 +173,9 @@
//DUAL (or more!) WIELDING
var/bonus_spread = 0
var/loop_counter = 0
bonus_spread += getinaccuracy(user) //CIT CHANGE - adds bonus spread while not aiming
if(ishuman(user) && user.a_intent == INTENT_HARM)
var/mob/living/carbon/human/H = user
for(var/obj/item/gun/G in H.held_items)
@@ -37,8 +37,13 @@
/obj/item/gun/ballistic/shotgun/attack_self(mob/living/user)
if(recentpump > world.time)
return
if(istype(user) && user.staminaloss >= STAMINA_SOFTCRIT)//CIT CHANGE - makes pumping shotguns impossible in stamina softcrit
to_chat(user, "<span class='warning'>You're too exhausted for that.</span>")//CIT CHANGE - ditto
return//CIT CHANGE - ditto
pump(user)
recentpump = world.time + 10
if(istype(user))//CIT CHANGE - makes pumping shotguns cost a lil bit of stamina.
user.adjustStaminaLossBuffered(5) //CIT CHANGE - DITTO. make this scale inversely to the strength stat when stats/skills are added
return
/obj/item/gun/ballistic/shotgun/blow_up(mob/user)
+7
View File
@@ -462,6 +462,13 @@
xo = targloc.x - curloc.x
setAngle(Get_Angle(src, targloc))
//CIT CHANGES START HERE - makes it so laying down makes you unable to shoot through most objects
if(iscarbon(source))
var/mob/living/carbon/checklad = source
if(istype(checklad) && checklad.resting)
pass_flags = 0
//END OF CIT CHANGES
if(isliving(source) && params)
var/list/calculated = calculate_projectile_angle_and_pixel_offsets(source, params)
p_x = calculated[2]