Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit616
This commit is contained in:
@@ -237,7 +237,7 @@
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return /datum/reagent/blood/jellyblood
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if(dna?.species?.exotic_blood)
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return dna.species.exotic_blood
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else if((NOBLOOD in dna.species.species_traits) || (HAS_TRAIT(src, TRAIT_NOCLONE)))
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else if((dna && (NOBLOOD in dna.species.species_traits)) || HAS_TRAIT(src, TRAIT_NOCLONE))
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return
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else
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return /datum/reagent/blood
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@@ -24,6 +24,9 @@
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/obj/item/mmi/update_overlays()
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. = ..()
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. += add_mmi_overlay()
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/obj/item/mmi/proc/add_mmi_overlay()
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if(brainmob && brainmob.stat != DEAD)
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. += "mmi_alive"
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else
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@@ -193,3 +193,6 @@ GLOBAL_VAR(posibrain_notify_cooldown)
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icon_state = "[initial(icon_state)]-occupied"
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else
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icon_state = initial(icon_state)
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/obj/item/mmi/posibrain/add_mmi_overlay()
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return
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@@ -21,7 +21,7 @@ In all, this is a lot like the monkey code. /N
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return
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switch(M.a_intent)
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if (INTENT_HELP)
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if(!recoveringstam)
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if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT))
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set_resting(FALSE, TRUE, FALSE)
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AdjustAllImmobility(-60, FALSE)
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AdjustUnconscious(-60, FALSE)
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@@ -27,7 +27,7 @@
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else
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if(stat == UNCONSCIOUS)
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stat = CONSCIOUS
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if(!recoveringstam)
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if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT))
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set_resting(FALSE, TRUE)
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adjust_blindness(-1)
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update_mobility()
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@@ -153,7 +153,7 @@
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return
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//CIT CHANGES - makes it impossible to throw while in stamina softcrit
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if(getStaminaLoss() >= STAMINA_SOFTCRIT)
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if(IS_STAMCRIT(src))
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to_chat(src, "<span class='warning'>You're too exhausted.</span>")
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return
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var/random_turn = a_intent == INTENT_HARM
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@@ -448,7 +448,7 @@
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modifier -= 40 //Clumsy people are more likely to hit themselves -Honk!
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//CIT CHANGES START HERE
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else if(combatmode)
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else if(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)
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modifier += 50
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if(modifier < 100)
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@@ -820,15 +820,13 @@
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return
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if(IsUnconscious() || IsSleeping() || getOxyLoss() > 50 || (HAS_TRAIT(src, TRAIT_DEATHCOMA)) || (health <= HEALTH_THRESHOLD_FULLCRIT && !HAS_TRAIT(src, TRAIT_NOHARDCRIT)))
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stat = UNCONSCIOUS
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disable_intentional_combat_mode(FALSE, FALSE)
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if(!eye_blind)
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blind_eyes(1)
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if(combatmode)
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toggle_combat_mode(TRUE, TRUE)
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else
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if(health <= crit_threshold && !HAS_TRAIT(src, TRAIT_NOSOFTCRIT))
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stat = SOFT_CRIT
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if(combatmode)
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toggle_combat_mode(TRUE, TRUE)
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disable_intentional_combat_mode(FALSE, FALSE)
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else
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stat = CONSCIOUS
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adjust_blindness(-1)
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@@ -1011,8 +1009,7 @@
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return TRUE
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/mob/living/carbon/transfer_ckey(mob/new_mob, send_signal = TRUE)
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if(combatmode)
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toggle_combat_mode(TRUE, TRUE)
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disable_intentional_combat_mode(TRUE, FALSE)
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return ..()
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/mob/living/carbon/can_see_reagents()
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@@ -0,0 +1,6 @@
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/mob/living/carbon/enable_intentional_combat_mode()
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. = ..()
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if(.)
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if(voremode)
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toggle_vore_mode()
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@@ -79,13 +79,11 @@
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/mob/living/carbon/attacked_by(obj/item/I, mob/living/user)
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//CIT CHANGES START HERE - combatmode and resting checks
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var/totitemdamage = I.force
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if(iscarbon(user))
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var/mob/living/carbon/tempcarb = user
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if(!tempcarb.combatmode)
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totitemdamage *= 0.5
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if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
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totitemdamage *= 0.5
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if(!CHECK_MOBILITY(user, MOBILITY_STAND))
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totitemdamage *= 0.5
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if(!combatmode)
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if(!(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
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totitemdamage *= 1.5
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//CIT CHANGES END HERE
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if(user != src && check_shields(I, totitemdamage, "the [I.name]", MELEE_ATTACK, I.armour_penetration))
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@@ -348,7 +346,7 @@
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AdjustAllImmobility(-60, FALSE)
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AdjustUnconscious(-60, FALSE)
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AdjustSleeping(-100, FALSE)
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if(recoveringstam)
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if(combat_flags & COMBAT_FLAG_HARD_STAMCRIT)
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adjustStaminaLoss(-15)
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else
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set_resting(FALSE, FALSE)
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@@ -0,0 +1,18 @@
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/// Sprint buffer ///
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/mob/living/carbon/doSprintLossTiles(tiles)
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doSprintBufferRegen(FALSE) //first regen.
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if(sprint_buffer)
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var/use = min(tiles, sprint_buffer)
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sprint_buffer -= use
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tiles -= use
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update_hud_sprint_bar()
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if(!tiles) //we had enough, we're done!
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return
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adjustStaminaLoss(tiles * sprint_stamina_cost) //use stamina to cover deficit.
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/mob/living/carbon/proc/doSprintBufferRegen(updating = TRUE)
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var/diff = world.time - sprint_buffer_regen_last
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sprint_buffer_regen_last = world.time
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sprint_buffer = min(sprint_buffer_max, sprint_buffer + sprint_buffer_regen_ds * diff)
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if(updating)
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update_hud_sprint_bar()
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@@ -7,8 +7,8 @@
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if(!gibbed)
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emote("deathgasp")
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if(combatmode)
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toggle_combat_mode(TRUE, TRUE)
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disable_intentional_combat_mode(TRUE, FALSE)
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. = ..()
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@@ -67,6 +67,5 @@
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BP.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5)
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/mob/living/carbon/ghostize(can_reenter_corpse = TRUE, special = FALSE, penalize = FALSE, voluntary = FALSE)
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if(combatmode)
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toggle_combat_mode(TRUE, TRUE)
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disable_intentional_combat_mode(TRUE, FALSE)
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return ..()
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@@ -90,7 +90,7 @@
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if(digitalcamo)
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. += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly unsimian manner."
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if(combatmode)
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if(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)
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. += "[t_He] [t_is] visibly tense[CHECK_MOBILITY(src, MOBILITY_STAND) ? "." : ", and [t_is] standing in combative stance."]"
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var/trait_exam = common_trait_examine()
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@@ -29,7 +29,7 @@
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. = ..()
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if(CONFIG_GET(flag/disable_stambuffer))
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togglesprint()
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enable_intentional_sprint_mode()
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RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /atom.proc/clean_blood)
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@@ -242,6 +242,12 @@
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return
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if(href_list["pockets"])
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var/strip_mod = 1
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var/strip_silence = FALSE
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var/obj/item/clothing/gloves/g = gloves
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if (istype(g))
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strip_mod = g.strip_mod
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strip_silence = g.strip_silence
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var/pocket_side = href_list["pockets"]
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var/pocket_id = (pocket_side == "right" ? SLOT_R_STORE : SLOT_L_STORE)
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var/obj/item/pocket_item = (pocket_id == SLOT_R_STORE ? r_store : l_store)
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@@ -258,7 +264,7 @@
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else
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return
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if(do_mob(usr, src, POCKET_STRIP_DELAY/delay_denominator, ignorehelditem = TRUE)) //placing an item into the pocket is 4 times faster
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if(do_mob(usr, src, max(round(POCKET_STRIP_DELAY/(delay_denominator*strip_mod)),1), ignorehelditem = TRUE)) //placing an item into the pocket is 4 times faster (and the strip_mod too)
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if(pocket_item)
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if(pocket_item == (pocket_id == SLOT_R_STORE ? r_store : l_store)) //item still in the pocket we search
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dropItemToGround(pocket_item)
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@@ -276,7 +282,8 @@
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show_inv(usr)
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else
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// Display a warning if the user mocks up
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to_chat(src, "<span class='warning'>You feel your [pocket_side] pocket being fumbled with!</span>")
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if (!strip_silence)
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to_chat(src, "<span class='warning'>You feel your [pocket_side] pocket being fumbled with!</span>")
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..() //CITADEL CHANGE - removes a tab from behind this ..() so that flavortext can actually be examined
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@@ -700,7 +707,7 @@
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/mob/living/carbon/human/wash_cream()
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if(creamed) //clean both to prevent a rare bug
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cut_overlay(mutable_appearance('icons/effects/creampie.dmi', "creampie_lizard"))
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cut_overlay(mutable_appearance('icons/effects/creampie.dmi', "creampie_snout"))
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cut_overlay(mutable_appearance('icons/effects/creampie.dmi', "creampie_human"))
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creamed = FALSE
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@@ -873,10 +880,20 @@
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return (ishuman(target) && !CHECK_MOBILITY(target, MOBILITY_STAND))
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/mob/living/carbon/human/proc/fireman_carry(mob/living/carbon/target)
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if(can_be_firemanned(target))
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visible_message("<span class='notice'>[src] starts lifting [target] onto their back...</span>",
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"<span class='notice'>You start lifting [target] onto your back...</span>")
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if(do_after(src, 30, TRUE, target))
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var/carrydelay = 50 //if you have latex you are faster at grabbing
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var/skills_space = "" //cobby told me to do this
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if(HAS_TRAIT(src, TRAIT_QUICKER_CARRY))
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carrydelay = 30
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skills_space = "expertly"
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else if(HAS_TRAIT(src, TRAIT_QUICK_CARRY))
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carrydelay = 40
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skills_space = "quickly"
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if(can_be_firemanned(target) && !incapacitated(FALSE, TRUE))
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visible_message("<span class='notice'>[src] starts [skills_space] lifting [target] onto their back..</span>",
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//Joe Medic starts quickly/expertly lifting Grey Tider onto their back..
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"<span class='notice'>[carrydelay < 35 ? "Using your gloves' nanochips, you" : "You"] [skills_space] start to lift [target] onto your back[carrydelay == 40 ? ", while assisted by the nanochips in your gloves.." : "..."]</span>")
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//(Using your gloves' nanochips, you/You) ( /quickly/expertly) start to lift Grey Tider onto your back(, while assisted by the nanochips in your gloves../...)
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if(do_after(src, carrydelay, TRUE, target))
|
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//Second check to make sure they're still valid to be carried
|
||||
if(can_be_firemanned(target) && !incapacitated(FALSE, TRUE))
|
||||
target.set_resting(FALSE, TRUE)
|
||||
|
||||
@@ -6,6 +6,9 @@
|
||||
can_buckle = TRUE
|
||||
buckle_lying = FALSE
|
||||
mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
|
||||
/// Enable stamina combat
|
||||
combat_flags = COMBAT_FLAGS_DEFAULT
|
||||
|
||||
//Hair colour and style
|
||||
var/hair_color = "000"
|
||||
var/hair_style = "Bald"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/mob/living/carbon/human/resist_a_rest(automatic = FALSE, ignoretimer = FALSE)
|
||||
if(!resting || stat || attemptingstandup)
|
||||
if(!resting || stat || (combat_flags & COMBAT_FLAG_RESISTING_REST))
|
||||
return FALSE
|
||||
if(ignoretimer)
|
||||
set_resting(FALSE, FALSE)
|
||||
@@ -13,10 +13,10 @@
|
||||
return FALSE
|
||||
else
|
||||
var/totaldelay = 3 //A little bit less than half of a second as a baseline for getting up from a rest
|
||||
if(getStaminaLoss() >= STAMINA_SOFTCRIT)
|
||||
if(IS_STAMCRIT(src))
|
||||
to_chat(src, "<span class='warning'>You're too exhausted to get up!")
|
||||
return FALSE
|
||||
attemptingstandup = TRUE
|
||||
combat_flags |= COMBAT_FLAG_RESISTING_REST
|
||||
var/health_deficiency = max((maxHealth - (health - getStaminaLoss()))*0.5, 0)
|
||||
if(!has_gravity())
|
||||
health_deficiency = health_deficiency*0.2
|
||||
@@ -37,10 +37,11 @@
|
||||
visible_message("<span class='notice'>[standupwarning]</span>", usernotice, vision_distance = 5)
|
||||
if(do_after(src, totaldelay, target = src, required_mobility_flags = MOBILITY_RESIST))
|
||||
set_resting(FALSE, TRUE)
|
||||
attemptingstandup = FALSE
|
||||
|
||||
combat_flags &= ~COMBAT_FLAG_RESISTING_REST
|
||||
return TRUE
|
||||
else
|
||||
attemptingstandup = FALSE
|
||||
combat_flags &= ~COMBAT_FLAG_RESISTING_REST
|
||||
if(resting) //we didn't shove ourselves up or something
|
||||
visible_message("<span class='notice'>[src] falls right back down.</span>", "<span class='notice'>You fall right back down.</span>")
|
||||
if(has_gravity())
|
||||
|
||||
@@ -9,6 +9,13 @@
|
||||
|
||||
/mob/living/carbon/human/movement_delay()
|
||||
. = ..()
|
||||
if(CHECK_MOBILITY(src, MOBILITY_STAND) && m_intent == MOVE_INTENT_RUN && (combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
|
||||
var/static/datum/config_entry/number/movedelay/sprint_speed_increase/SSI
|
||||
if(!SSI)
|
||||
SSI = CONFIG_GET_ENTRY(number/movedelay/sprint_speed_increase)
|
||||
. -= SSI.config_entry_value
|
||||
if(wrongdirmovedelay)
|
||||
. += 1
|
||||
if (m_intent == MOVE_INTENT_WALK && HAS_TRAIT(src, TRAIT_SPEEDY_STEP))
|
||||
. -= 1.5
|
||||
|
||||
@@ -42,10 +49,18 @@
|
||||
return ((shoes && shoes.negates_gravity()) || (dna.species.negates_gravity(src)))
|
||||
|
||||
/mob/living/carbon/human/Move(NewLoc, direct)
|
||||
var/oldpseudoheight = pseudo_z_axis
|
||||
. = ..()
|
||||
for(var/datum/mutation/human/HM in dna.mutations)
|
||||
HM.on_move(src, NewLoc)
|
||||
|
||||
if(. && (combat_flags & COMBAT_FLAG_SPRINT_ACTIVE) && !(movement_type & FLYING) && CHECK_ALL_MOBILITY(src, MOBILITY_MOVE|MOBILITY_STAND) && m_intent == MOVE_INTENT_RUN && has_gravity(loc) && !pulledby)
|
||||
if(!HAS_TRAIT(src, TRAIT_FREESPRINT))
|
||||
doSprintLossTiles(1)
|
||||
if((oldpseudoheight - pseudo_z_axis) >= 8)
|
||||
to_chat(src, "<span class='warning'>You trip off of the elevated surface!</span>")
|
||||
for(var/obj/item/I in held_items)
|
||||
accident(I)
|
||||
DefaultCombatKnockdown(80)
|
||||
if(shoes)
|
||||
if(!lying && !buckled)
|
||||
if(loc == NewLoc)
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
/mob/living/carbon/human/GetVoice()
|
||||
if(istype(wear_mask, /obj/item/clothing/mask/chameleon))
|
||||
var/obj/item/clothing/mask/chameleon/V = wear_mask
|
||||
if(V.vchange && wear_id)
|
||||
if(V.voice_change && wear_id)
|
||||
var/obj/item/card/id/idcard = wear_id.GetID()
|
||||
if(istype(idcard))
|
||||
return idcard.registered_name
|
||||
@@ -21,6 +21,12 @@
|
||||
return real_name
|
||||
else
|
||||
return real_name
|
||||
if(istype(wear_mask, /obj/item/clothing/mask/infiltrator))
|
||||
var/obj/item/clothing/mask/infiltrator/V = wear_mask
|
||||
if(V.voice_unknown)
|
||||
return ("Unknown")
|
||||
else
|
||||
return real_name
|
||||
if(mind)
|
||||
var/datum/antagonist/changeling/changeling = mind.has_antag_datum(/datum/antagonist/changeling)
|
||||
if(changeling && changeling.mimicing )
|
||||
|
||||
@@ -397,7 +397,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
if(I.flags_inv & HIDEFACIALHAIR)
|
||||
facialhair_hidden = TRUE
|
||||
|
||||
if(H.wear_mask)
|
||||
if(H.wear_mask && istype(H.wear_mask))
|
||||
var/obj/item/clothing/mask/M = H.wear_mask
|
||||
dynamic_fhair_suffix = M.dynamic_fhair_suffix //mask > head in terms of facial hair
|
||||
if(M.flags_inv & HIDEFACIALHAIR)
|
||||
@@ -451,7 +451,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
if(I.flags_inv & HIDEHAIR)
|
||||
hair_hidden = TRUE
|
||||
|
||||
if(H.wear_mask)
|
||||
if(H.wear_mask && istype(H.wear_mask))
|
||||
var/obj/item/clothing/mask/M = H.wear_mask
|
||||
if(!dynamic_hair_suffix) //head > mask in terms of head hair
|
||||
dynamic_hair_suffix = M.dynamic_hair_suffix
|
||||
@@ -1450,15 +1450,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
target.grabbedby(user)
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/datum/species/proc/harm(mob/living/carbon/human/user, mob/living/carbon/human/target, datum/martial_art/attacker_style)
|
||||
if(!attacker_style && HAS_TRAIT(user, TRAIT_PACIFISM))
|
||||
to_chat(user, "<span class='warning'>You don't want to harm [target]!</span>")
|
||||
return FALSE
|
||||
if(user.getStaminaLoss() >= STAMINA_SOFTCRIT) //CITADEL CHANGE - makes it impossible to punch while in stamina softcrit
|
||||
if(IS_STAMCRIT(user)) //CITADEL CHANGE - makes it impossible to punch while in stamina softcrit
|
||||
to_chat(user, "<span class='warning'>You're too exhausted.</span>") //CITADEL CHANGE - ditto
|
||||
return FALSE //CITADEL CHANGE - ditto
|
||||
if(target.check_block())
|
||||
@@ -1487,11 +1483,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
var/damage = rand(user.dna.species.punchdamagelow, user.dna.species.punchdamagehigh)
|
||||
|
||||
//CITADEL CHANGES - makes resting and disabled combat mode reduce punch damage, makes being out of combat mode result in you taking more damage
|
||||
if(!target.combatmode && damage < user.dna.species.punchstunthreshold)
|
||||
if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && damage < user.dna.species.punchstunthreshold)
|
||||
damage = user.dna.species.punchstunthreshold - 1
|
||||
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
|
||||
damage *= 0.5
|
||||
if(!user.combatmode)
|
||||
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
damage *= 0.25
|
||||
//END OF CITADEL CHANGES
|
||||
|
||||
@@ -1540,12 +1536,12 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
var/aim_for_groin = user.zone_selected == "groin"
|
||||
var/target_aiming_for_groin = target.zone_selected == "groin"
|
||||
|
||||
if(target.check_block()) //END EDIT
|
||||
target.visible_message("<span class='warning'>[target] blocks [user]'s disarm attempt!</span>")
|
||||
return 0
|
||||
else if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)
|
||||
if(IS_STAMCRIT(user))
|
||||
to_chat(user, "<span class='warning'>You're too exhausted!</span>")
|
||||
return FALSE
|
||||
else if(target.check_block())
|
||||
target.visible_message("<span class='warning'>[target] blocks [user]'s disarm attempt!</span>")
|
||||
return FALSE
|
||||
|
||||
else if(aim_for_mouth && ( target_on_help || target_restrained || target_aiming_for_mouth))
|
||||
playsound(target.loc, 'sound/weapons/slap.ogg', 50, 1, -1)
|
||||
@@ -1605,11 +1601,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
target.forcesay(GLOB.hit_appends)
|
||||
log_combat(user, target, "pushed over")
|
||||
return*/
|
||||
if(!target.combatmode) // CITADEL CHANGE
|
||||
if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) // CITADEL CHANGE
|
||||
randn += -10 //CITADEL CHANGE - being out of combat mode makes it easier for you to get disarmed
|
||||
if(!CHECK_MOBILITY(user, MOBILITY_STAND)) //CITADEL CHANGE
|
||||
randn += 100 //CITADEL CHANGE - No kosher disarming if you're resting
|
||||
if(!user.combatmode) //CITADEL CHANGE
|
||||
if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) //CITADEL CHANGE
|
||||
randn += 25 //CITADEL CHANGE - Makes it harder to disarm outside of combat mode
|
||||
if(user.pulling == target)
|
||||
randn += -20 //If you have the time to get someone in a grab, you should have a greater chance at snatching the thing in their hand. Will be made completely obsolete by the grab rework but i've got a poor track record for releasing big projects on time so w/e i guess
|
||||
@@ -1686,14 +1682,12 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
|
||||
//CIT CHANGES START HERE - combatmode and resting checks
|
||||
var/totitemdamage = I.force
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/tempcarb = user
|
||||
if(!tempcarb.combatmode)
|
||||
totitemdamage *= 0.5
|
||||
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
totitemdamage *= 0.5
|
||||
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
|
||||
totitemdamage *= 0.5
|
||||
if(istype(H))
|
||||
if(!H.combatmode)
|
||||
if(!(H.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
totitemdamage *= 1.5
|
||||
//CIT CHANGES END HERE
|
||||
var/weakness = H.check_weakness(I, user)
|
||||
@@ -1803,9 +1797,12 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
|
||||
/datum/species/proc/althelp(mob/living/carbon/human/user, mob/living/carbon/human/target, datum/martial_art/attacker_style)
|
||||
if(user == target && istype(user))
|
||||
if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)
|
||||
if(IS_STAMCRIT(user))
|
||||
to_chat(user, "<span class='warning'>You're too exhausted for that.</span>")
|
||||
return
|
||||
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
to_chat(user, "<span class='warning'>You need combat mode to be active to that!</span>")
|
||||
return
|
||||
if(user.IsKnockdown() || user.IsParalyzed() || user.IsStun())
|
||||
to_chat(user, "<span class='warning'>You can't seem to force yourself up right now!</span>")
|
||||
return
|
||||
@@ -1818,7 +1815,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
playsound(user, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
|
||||
|
||||
/datum/species/proc/altdisarm(mob/living/carbon/human/user, mob/living/carbon/human/target, datum/martial_art/attacker_style)
|
||||
if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)
|
||||
if(IS_STAMCRIT(user))
|
||||
to_chat(user, "<span class='warning'>You're too exhausted.</span>")
|
||||
return FALSE
|
||||
if(target.check_block())
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
id = "spaceskeleton"
|
||||
limbs_id = "skeleton"
|
||||
blacklisted = 1
|
||||
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_FAKEDEATH, TRAIT_CALCIUM_HEALER)
|
||||
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT, TRAIT_FAKEDEATH, TRAIT_CALCIUM_HEALER)
|
||||
|
||||
/datum/species/skeleton/space/check_roundstart_eligible()
|
||||
return FALSE
|
||||
@@ -507,10 +507,10 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
|
||||
//this updates all special effects: stun, sleeping, knockdown, druggy, stuttering, etc..
|
||||
/mob/living/carbon/handle_status_effects()
|
||||
..()
|
||||
if(getStaminaLoss() && !combatmode)//CIT CHANGE - prevents stamina regen while combat mode is active
|
||||
adjustStaminaLoss(!CHECK_MOBILITY(src, MOBILITY_STAND) ? (recoveringstam ? -7.5 : -6) : -3)//CIT CHANGE - decreases adjuststaminaloss to stop stamina damage from being such a joke
|
||||
if(getStaminaLoss() && !(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) //CIT CHANGE - prevents stamina regen while combat mode is active
|
||||
adjustStaminaLoss(!CHECK_MOBILITY(src, MOBILITY_STAND) ? ((combat_flags & COMBAT_FLAG_HARD_STAMCRIT) ? -7.5 : -6) : -3)//CIT CHANGE - decreases adjuststaminaloss to stop stamina damage from being such a joke
|
||||
|
||||
if(!recoveringstam && incomingstammult != 1)
|
||||
if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && incomingstammult != 1)
|
||||
incomingstammult = max(0.01, incomingstammult)
|
||||
incomingstammult = min(1, incomingstammult*2)
|
||||
|
||||
|
||||
@@ -35,7 +35,7 @@
|
||||
gorillize()
|
||||
return
|
||||
if(radiation > RAD_MOB_KNOCKDOWN && prob(RAD_MOB_KNOCKDOWN_PROB))
|
||||
if(!recoveringstam)
|
||||
if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT))
|
||||
emote("collapse")
|
||||
DefaultCombatKnockdown(RAD_MOB_KNOCKDOWN_AMOUNT)
|
||||
to_chat(src, "<span class='danger'>You feel weak.</span>")
|
||||
|
||||
@@ -118,22 +118,22 @@
|
||||
if(!CHECK_MOBILITY(src, MOBILITY_STAND) && CHECK_MOBILITY(L, MOBILITY_STAND))
|
||||
var/origtargetloc = L.loc
|
||||
if(!pulledby)
|
||||
if(attemptingcrawl)
|
||||
if(combat_flags & COMBAT_FLAG_ATTEMPTING_CRAWL)
|
||||
return TRUE
|
||||
if(getStaminaLoss() >= STAMINA_SOFTCRIT)
|
||||
if(IS_STAMCRIT(src))
|
||||
to_chat(src, "<span class='warning'>You're too exhausted to crawl under [L].</span>")
|
||||
return TRUE
|
||||
attemptingcrawl = TRUE
|
||||
ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_ATTEMPTING_CRAWL)
|
||||
visible_message("<span class='notice'>[src] is attempting to crawl under [L].</span>", "<span class='notice'>You are now attempting to crawl under [L].</span>")
|
||||
if(!do_after(src, CRAWLUNDER_DELAY, target = src) || CHECK_MOBILITY(src, MOBILITY_STAND))
|
||||
attemptingcrawl = FALSE
|
||||
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_ATTEMPTING_CRAWL)
|
||||
return TRUE
|
||||
var/src_passmob = (pass_flags & PASSMOB)
|
||||
pass_flags |= PASSMOB
|
||||
Move(origtargetloc)
|
||||
if(!src_passmob)
|
||||
pass_flags &= ~PASSMOB
|
||||
attemptingcrawl = FALSE
|
||||
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_ATTEMPTING_CRAWL)
|
||||
return TRUE
|
||||
//END OF CIT CHANGES
|
||||
|
||||
@@ -368,9 +368,8 @@
|
||||
to_chat(src, "<span class='notice'>You have given up life and succumbed to death.</span>")
|
||||
death()
|
||||
|
||||
|
||||
/mob/living/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, check_immobilized = FALSE)
|
||||
if(stat || IsUnconscious() || IsStun() || IsParalyzed() || recoveringstam || (check_immobilized && IsImmobilized()) || (!ignore_restraints && restrained(ignore_grab)))
|
||||
if(stat || IsUnconscious() || IsStun() || IsParalyzed() || (combat_flags & COMBAT_FLAG_HARD_STAMCRIT) || (check_immobilized && IsImmobilized()) || (!ignore_restraints && restrained(ignore_grab)))
|
||||
return TRUE
|
||||
|
||||
/mob/living/canUseStorage()
|
||||
|
||||
@@ -0,0 +1,88 @@
|
||||
/mob/living/ComponentInitialize()
|
||||
. = ..()
|
||||
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_COMBAT_MODE_LOCKED), .proc/update_combat_lock)
|
||||
|
||||
/mob/living/proc/update_combat_lock()
|
||||
var/locked = HAS_TRAIT(src, TRAIT_COMBAT_MODE_LOCKED)
|
||||
var/desired = (combat_flags & COMBAT_FLAG_COMBAT_TOGGLED)
|
||||
var/actual = (combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)
|
||||
if(actual)
|
||||
if(locked)
|
||||
disable_combat_mode(FALSE, TRUE, FALSE, FALSE)
|
||||
else if(!desired)
|
||||
disable_combat_mode(TRUE, TRUE, FALSE, FALSE)
|
||||
else
|
||||
if(desired && !locked)
|
||||
enable_combat_mode(FALSE, TRUE, FALSE, FALSE)
|
||||
update_combat_mode_icon()
|
||||
|
||||
/mob/living/proc/disable_combat_mode(silent = TRUE, was_forced = FALSE, visible = FALSE, update_icon = TRUE)
|
||||
if(!(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
return
|
||||
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_COMBAT_ACTIVE)
|
||||
SEND_SIGNAL(src, COMSIG_LIVING_COMBAT_DISABLED, was_forced)
|
||||
if(visible)
|
||||
visible_message("<span class='warning'>[src] goes limp.</span>", "<span class='warning'>Your muscles are forcibly relaxed!</span>")
|
||||
else if(!silent)
|
||||
to_chat(src, was_forced? "<span class='warning'>Your muscles are forcibly relaxed!</span>" : "<span class='warning'>You relax your muscles.</span>")
|
||||
if(update_icon)
|
||||
update_combat_mode_icon()
|
||||
|
||||
/mob/living/proc/enable_combat_mode(silent = TRUE, was_forced = FALSE, visible = FALSE, update_icon = TRUE)
|
||||
if(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)
|
||||
return
|
||||
ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_COMBAT_ACTIVE)
|
||||
SEND_SIGNAL(src, COMSIG_LIVING_COMBAT_ENABLED, was_forced)
|
||||
if(visible)
|
||||
visible_message("<span class='warning'>[src] drops into a combative stance!</span>", "<span class='warning'>You drop into a combative stance!</span>")
|
||||
else if(!silent)
|
||||
to_chat(src, was_forced? "<span class='warning'>Your muscles reflexively tighten!</span>" : "<span class='warning'>You tighten your muscles.</span>")
|
||||
if(update_icon)
|
||||
update_combat_mode_icon()
|
||||
|
||||
/// Updates the combat mode HUD icon.
|
||||
/mob/living/proc/update_combat_mode_icon()
|
||||
var/obj/screen/combattoggle/T = locate() in hud_used?.static_inventory
|
||||
T?.update_icon_state()
|
||||
|
||||
/// Enables intentionally being in combat mode. Please try not to use this proc for feedback whenever possible.
|
||||
/mob/living/proc/enable_intentional_combat_mode(silent = TRUE, visible = FALSE)
|
||||
if((combat_flags & COMBAT_FLAG_COMBAT_TOGGLED) && (combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
return
|
||||
ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_COMBAT_TOGGLED)
|
||||
if(!HAS_TRAIT(src, TRAIT_COMBAT_MODE_LOCKED) && !(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
enable_combat_mode(silent, FALSE, visible, FALSE)
|
||||
update_combat_mode_icon()
|
||||
client?.show_popup_menus = FALSE
|
||||
return TRUE
|
||||
|
||||
/// Disables intentionally being in combat mode. Please try not to use this proc for feedback whenever possible.
|
||||
/mob/living/proc/disable_intentional_combat_mode(silent = TRUE, visible = FALSE)
|
||||
if(!(combat_flags & COMBAT_FLAG_COMBAT_TOGGLED) && !(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
return
|
||||
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_COMBAT_TOGGLED)
|
||||
if(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)
|
||||
disable_combat_mode(silent, FALSE, visible, FALSE)
|
||||
update_combat_mode_icon()
|
||||
client?.show_popup_menus = TRUE
|
||||
return TRUE
|
||||
|
||||
/// Toggles whether the user is intentionally in combat mode. THIS should be the proc you generally use! Has built in visual/to other player feedback, as well as an audible cue to ourselves.
|
||||
/mob/living/proc/user_toggle_intentional_combat_mode(visible = TRUE)
|
||||
var/old = (combat_flags & COMBAT_FLAG_COMBAT_TOGGLED)
|
||||
if(old)
|
||||
disable_intentional_combat_mode()
|
||||
playsound_local(src, 'sound/misc/ui_toggleoff.ogg', 50, FALSE, pressure_affected = FALSE) //Slightly modified version of the above!
|
||||
else if(CAN_TOGGLE_COMBAT_MODE(src))
|
||||
enable_intentional_combat_mode()
|
||||
var/current = (combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) //because we could be locked
|
||||
if(current != old) //only sound effect if you succeeded. Could have the feedback system be better but shrug, someone else can do it.
|
||||
if(current)
|
||||
playsound_local(src, 'sound/misc/ui_toggle.ogg', 50, FALSE, pressure_affected = FALSE) //Sound from interbay!
|
||||
if(visible)
|
||||
if(world.time >= combatmessagecooldown)
|
||||
combatmessagecooldown = world.time + 10 SECONDS
|
||||
if(a_intent != INTENT_HELP)
|
||||
visible_message("<span class='warning'>[src] [resting ? "tenses up" : (prob(95)? "drops into a combative stance" : (prob(95)? "poses aggressively" : "asserts dominance with their pose"))].</span>")
|
||||
else
|
||||
visible_message("<span class='notice'>[src] [pick("looks","seems","goes")] [pick("alert","attentive","vigilant")].</span>")
|
||||
@@ -118,3 +118,22 @@
|
||||
|
||||
/// Next world.time when we can get the "you can't move while buckled to [thing]" message.
|
||||
var/buckle_message_cooldown = 0
|
||||
|
||||
//// CITADEL STATION COMBAT ////
|
||||
/// See __DEFINES/combat.dm
|
||||
var/combat_flags = COMBAT_FLAGS_STAMSYSTEM_EXEMPT
|
||||
/// Next world.time when we will show a visible message on entering combat mode voluntarily again.
|
||||
var/combatmessagecooldown = 0
|
||||
|
||||
var/incomingstammult = 1
|
||||
var/bufferedstam = 0
|
||||
var/stambuffer = 20
|
||||
var/stambufferregentime
|
||||
|
||||
//Sprint buffer---
|
||||
var/sprint_buffer = 42 //Tiles
|
||||
var/sprint_buffer_max = 42
|
||||
var/sprint_buffer_regen_ds = 0.3 //Tiles per world.time decisecond
|
||||
var/sprint_buffer_regen_last = 0 //last world.time this was regen'd for math.
|
||||
var/sprint_stamina_cost = 0.70 //stamina loss per tile while insufficient sprint buffer.
|
||||
//---End
|
||||
|
||||
@@ -33,9 +33,9 @@
|
||||
set name = "Rest"
|
||||
set category = "IC"
|
||||
if(client?.prefs?.autostand)
|
||||
intentionalresting = !intentionalresting
|
||||
to_chat(src, "<span class='notice'>You are now attempting to [intentionalresting ? "[!resting ? "lay down and ": ""]stay down" : "[resting ? "get up and ": ""]stay up"].</span>")
|
||||
if(intentionalresting && !resting)
|
||||
TOGGLE_BITFIELD(combat_flags, COMBAT_FLAG_INTENTIONALLY_RESTING)
|
||||
to_chat(src, "<span class='notice'>You are now attempting to [(combat_flags & COMBAT_FLAG_INTENTIONALLY_RESTING) ? "[!resting ? "lay down and ": ""]stay down" : "[resting ? "get up and ": ""]stay up"].</span>")
|
||||
if((combat_flags & COMBAT_FLAG_INTENTIONALLY_RESTING) && !resting)
|
||||
set_resting(TRUE, FALSE)
|
||||
else
|
||||
resist_a_rest()
|
||||
@@ -71,8 +71,8 @@
|
||||
var/restrained = restrained()
|
||||
var/pinned = resting && pulledby && pulledby.grab_state >= GRAB_AGGRESSIVE // Cit change - adds pinning for aggressive-grabbing people on the ground
|
||||
var/has_limbs = has_arms || ignore_legs || has_legs
|
||||
var/canmove = !immobilize && !stun && conscious && !paralyze && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && has_limbs && !pinned && !recoveringstam
|
||||
var/canresist = !stun && conscious && !stat_softcrit && !paralyze && has_limbs && !recoveringstam
|
||||
var/canmove = !immobilize && !stun && conscious && !paralyze && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && has_limbs && !pinned && !(combat_flags & COMBAT_FLAG_HARD_STAMCRIT)
|
||||
var/canresist = !stun && conscious && !stat_softcrit && !paralyze && has_limbs && !(combat_flags & COMBAT_FLAG_HARD_STAMCRIT)
|
||||
|
||||
if(canmove)
|
||||
mobility_flags |= MOBILITY_MOVE
|
||||
@@ -84,7 +84,7 @@
|
||||
else
|
||||
mobility_flags &= ~MOBILITY_RESIST
|
||||
|
||||
var/canstand_involuntary = conscious && !stat_softcrit && !knockdown && !chokehold && !paralyze && (ignore_legs || has_legs) && !(buckled && buckled.buckle_lying) && !recoveringstam
|
||||
var/canstand_involuntary = conscious && !stat_softcrit && !knockdown && !chokehold && !paralyze && (ignore_legs || has_legs) && !(buckled && buckled.buckle_lying) && !(combat_flags & COMBAT_FLAG_HARD_STAMCRIT)
|
||||
var/canstand = canstand_involuntary && !resting
|
||||
|
||||
var/should_be_lying = !canstand
|
||||
@@ -107,7 +107,7 @@
|
||||
else
|
||||
mobility_flags |= MOBILITY_UI|MOBILITY_PULL
|
||||
|
||||
var/canitem_general = !paralyze && !stun && conscious && !(stat_softcrit) && !chokehold && !restrained && has_arms && !recoveringstam
|
||||
var/canitem_general = !paralyze && !stun && conscious && !(stat_softcrit) && !chokehold && !restrained && has_arms && !(combat_flags & COMBAT_FLAG_HARD_STAMCRIT)
|
||||
if(canitem_general)
|
||||
mobility_flags |= (MOBILITY_USE | MOBILITY_PICKUP | MOBILITY_STORAGE | MOBILITY_HOLD)
|
||||
else
|
||||
@@ -149,7 +149,7 @@
|
||||
lying_prev = lying
|
||||
|
||||
//Handle citadel autoresist
|
||||
if(CHECK_MOBILITY(src, MOBILITY_MOVE) && !intentionalresting && canstand_involuntary && iscarbon(src) && client?.prefs?.autostand)//CIT CHANGE - adds autostanding as a preference
|
||||
if(CHECK_MOBILITY(src, MOBILITY_MOVE) && !(combat_flags & COMBAT_FLAG_INTENTIONALLY_RESTING) && canstand_involuntary && iscarbon(src) && client?.prefs?.autostand)//CIT CHANGE - adds autostanding as a preference
|
||||
addtimer(CALLBACK(src, .proc/resist_a_rest, TRUE), 0) //CIT CHANGE - ditto
|
||||
|
||||
// Movespeed mods based on arms/legs quantity
|
||||
|
||||
@@ -31,8 +31,16 @@
|
||||
|
||||
/mob/living/update_config_movespeed()
|
||||
update_move_intent_slowdown()
|
||||
sprint_buffer_max = CONFIG_GET(number/movedelay/sprint_buffer_max)
|
||||
sprint_buffer_regen_ds = CONFIG_GET(number/movedelay/sprint_buffer_regen_per_ds)
|
||||
sprint_stamina_cost = CONFIG_GET(number/movedelay/sprint_stamina_cost)
|
||||
return ..()
|
||||
|
||||
/mob/living/movement_delay(ignorewalk = 0)
|
||||
. = ..()
|
||||
if(!CHECK_MOBILITY(src, MOBILITY_STAND))
|
||||
. += 6
|
||||
|
||||
/// whether or not we can slide under another living mob. defaults to if we're not dense. CanPass should check "overriding circumstances" like buckled mobs/having PASSMOB flag, etc.
|
||||
/mob/living/proc/can_move_under_living(mob/living/other)
|
||||
return !density
|
||||
|
||||
@@ -0,0 +1,79 @@
|
||||
/mob/living/ComponentInitialize()
|
||||
. = ..()
|
||||
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_SPRINT_LOCKED), .proc/update_sprint_lock)
|
||||
|
||||
/mob/living/proc/update_sprint_icon()
|
||||
var/obj/screen/sprintbutton/S = locate() in hud_used?.static_inventory
|
||||
S?.update_icon_state()
|
||||
|
||||
/mob/living/proc/update_hud_sprint_bar()
|
||||
hud_used?.sprint_buffer?.update_to_mob(src)
|
||||
|
||||
/mob/living/proc/update_sprint_lock()
|
||||
var/locked = HAS_TRAIT(src, TRAIT_SPRINT_LOCKED)
|
||||
var/current = (combat_flags & COMBAT_FLAG_SPRINT_ACTIVE)
|
||||
var/desired = (combat_flags & COMBAT_FLAG_SPRINT_TOGGLED)
|
||||
if(locked)
|
||||
if(current)
|
||||
disable_sprint_mode(FALSE)
|
||||
else
|
||||
if(current)
|
||||
if(!desired)
|
||||
disable_sprint_mode(FALSE)
|
||||
else
|
||||
if(desired)
|
||||
enable_sprint_mode(FALSE)
|
||||
update_sprint_icon()
|
||||
|
||||
/mob/living/proc/enable_sprint_mode(update_icon = TRUE)
|
||||
if(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE)
|
||||
return
|
||||
ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_SPRINT_ACTIVE)
|
||||
if(update_icon)
|
||||
update_sprint_icon()
|
||||
|
||||
/mob/living/proc/disable_sprint_mode(update_icon = TRUE)
|
||||
if(!(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
|
||||
return
|
||||
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_SPRINT_ACTIVE)
|
||||
if(update_icon)
|
||||
update_sprint_icon()
|
||||
|
||||
/mob/living/proc/enable_intentional_sprint_mode()
|
||||
if((combat_flags & COMBAT_FLAG_SPRINT_TOGGLED) && (combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
|
||||
return
|
||||
ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_SPRINT_TOGGLED)
|
||||
if(!HAS_TRAIT(src, TRAIT_SPRINT_LOCKED) && !(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
|
||||
enable_sprint_mode(FALSE)
|
||||
update_sprint_icon()
|
||||
return TRUE
|
||||
|
||||
/mob/living/proc/disable_intentional_sprint_mode()
|
||||
if(!(combat_flags & COMBAT_FLAG_SPRINT_TOGGLED) && !(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
|
||||
return
|
||||
DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_SPRINT_TOGGLED)
|
||||
if(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE)
|
||||
disable_sprint_mode(FALSE)
|
||||
update_sprint_icon()
|
||||
|
||||
/mob/living/proc/user_toggle_intentional_sprint_mode()
|
||||
var/old = (combat_flags & COMBAT_FLAG_SPRINT_TOGGLED)
|
||||
if(old)
|
||||
disable_intentional_sprint_mode()
|
||||
if((m_intent == MOVE_INTENT_RUN) && CHECK_ALL_MOBILITY(src, MOBILITY_STAND|MOBILITY_MOVE))
|
||||
playsound_local(src, 'sound/misc/sprintdeactivate.ogg', 50, FALSE, pressure_affected = FALSE)
|
||||
else
|
||||
enable_intentional_sprint_mode()
|
||||
if((m_intent == MOVE_INTENT_RUN) && CHECK_ALL_MOBILITY(src, MOBILITY_STAND|MOBILITY_MOVE))
|
||||
playsound_local(src, 'sound/misc/sprintactivate.ogg', 50, FALSE, pressure_affected = FALSE)
|
||||
|
||||
/mob/living/proc/sprint_hotkey(targetstatus)
|
||||
if(targetstatus != FORCE_BOOLEAN(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
|
||||
default_toggle_sprint()
|
||||
|
||||
/mob/living/proc/doSprintLossTiles(amount)
|
||||
return
|
||||
|
||||
// Silicons have snowflake behavior.
|
||||
/mob/living/proc/default_toggle_sprint()
|
||||
return user_toggle_intentional_sprint_mode()
|
||||
@@ -24,4 +24,4 @@
|
||||
if(ranged_ability)
|
||||
ranged_ability.add_ranged_ability(src, "<span class='notice'>You currently have <b>[ranged_ability]</b> active!</span>")
|
||||
if(vore_init && !vorepref_init) //Vore's been initialized, voreprefs haven't. If this triggers then that means that voreprefs failed to load due to the client being missing.
|
||||
apply_vore_prefs()
|
||||
copy_from_prefs_vr()
|
||||
|
||||
@@ -1116,6 +1116,7 @@
|
||||
desc = "Stop controlling your shell and resume normal core operations."
|
||||
icon_icon = 'icons/mob/actions/actions_AI.dmi'
|
||||
button_icon_state = "ai_core"
|
||||
required_mobility_flags = NONE
|
||||
|
||||
/datum/action/innate/undeployment/Trigger()
|
||||
if(!..())
|
||||
|
||||
@@ -821,7 +821,6 @@
|
||||
/obj/item/gps/cyborg,
|
||||
/obj/item/weapon/gripper/mining,
|
||||
/obj/item/cyborg_clamp,
|
||||
/obj/item/card/id/miningborg,
|
||||
/obj/item/stack/marker_beacon,
|
||||
/obj/item/destTagger,
|
||||
/obj/item/stack/packageWrap)
|
||||
@@ -914,8 +913,8 @@
|
||||
/obj/item/crowbar/cyborg,
|
||||
/obj/item/reagent_containers/borghypo/syndicate,
|
||||
/obj/item/twohanded/shockpaddles/syndicate,
|
||||
/obj/item/healthanalyzer,
|
||||
/obj/item/surgical_drapes,
|
||||
/obj/item/healthanalyzer/advanced,
|
||||
/obj/item/surgical_drapes/advanced,
|
||||
/obj/item/retractor,
|
||||
/obj/item/hemostat,
|
||||
/obj/item/cautery,
|
||||
@@ -1023,4 +1022,4 @@
|
||||
/datum/robot_energy_storage/wrapping_paper
|
||||
max_energy = 30
|
||||
recharge_rate = 1
|
||||
name = "Wrapping Paper Storage"
|
||||
name = "Wrapping Paper Storage"
|
||||
|
||||
@@ -12,3 +12,15 @@
|
||||
/mob/living/silicon/robot/experience_pressure_difference(pressure_difference, direction)
|
||||
if(!magpulse)
|
||||
return ..()
|
||||
|
||||
/mob/living/silicon/robot/Move(NewLoc, direct)
|
||||
. = ..()
|
||||
if(. && (combat_flags & COMBAT_FLAG_SPRINT_ACTIVE) && !(movement_type & FLYING) && CHECK_ALL_MOBILITY(src, MOBILITY_STAND | MOBILITY_MOVE))
|
||||
if(!(cell?.use(25)))
|
||||
default_toggle_sprint(TRUE)
|
||||
|
||||
/mob/living/silicon/robot/movement_delay()
|
||||
. = ..()
|
||||
if(!resting && !(combat_flags & COMBAT_FLAG_SPRINT_ACTIVE))
|
||||
. += 1
|
||||
. += speed
|
||||
|
||||
@@ -0,0 +1,12 @@
|
||||
/mob/living/silicon/robot/default_toggle_sprint(shutdown = FALSE)
|
||||
var/current = (combat_flags & COMBAT_FLAG_SPRINT_ACTIVE)
|
||||
if(current || shutdown || !cell || (cell.charge < 25) || !cansprint)
|
||||
disable_intentional_sprint_mode()
|
||||
if(CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND|MOBILITY_MOVE))
|
||||
if(shutdown)
|
||||
playsound_local(src, 'sound/effects/light_flicker.ogg', 50, FALSE, pressure_affected = FALSE)
|
||||
playsound_local(src, 'sound/misc/sprintdeactivate.ogg', 50, FALSE, pressure_affected = FALSE)
|
||||
else
|
||||
enable_intentional_sprint_mode()
|
||||
if(CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND|MOBILITY_MOVE))
|
||||
playsound_local(src, 'sound/misc/sprintactivate.ogg', 50, FALSE, pressure_affected = FALSE)
|
||||
@@ -15,6 +15,8 @@
|
||||
speech_span = SPAN_ROBOT
|
||||
flags_1 = PREVENT_CONTENTS_EXPLOSION_1 | HEAR_1
|
||||
no_vore = TRUE
|
||||
/// Enable sprint system but not stamina
|
||||
combat_flags = COMBAT_FLAGS_STAMEXEMPT_YESSPRINT
|
||||
|
||||
var/datum/ai_laws/laws = null//Now... THEY ALL CAN ALL HAVE LAWS
|
||||
var/last_lawchange_announce = 0
|
||||
|
||||
@@ -276,7 +276,7 @@ Auto Patrol[]"},
|
||||
if(BOT_PREP_ARREST) // preparing to arrest target
|
||||
|
||||
// see if he got away. If he's no no longer adjacent or inside a closet or about to get up, we hunt again.
|
||||
if(!Adjacent(target) || !isturf(target.loc) || !target.recoveringstam || target.getStaminaLoss() <= 120) // CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss checks
|
||||
if(!Adjacent(target) || !isturf(target.loc) || !(target.combat_flags & COMBAT_FLAG_HARD_STAMCRIT) || target.getStaminaLoss() <= 120) // CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss checks
|
||||
back_to_hunt()
|
||||
return
|
||||
|
||||
@@ -303,7 +303,7 @@ Auto Patrol[]"},
|
||||
back_to_idle()
|
||||
return
|
||||
|
||||
if(!Adjacent(target) || !isturf(target.loc) || (target.loc != target_lastloc && !target.recoveringstam && target.getStaminaLoss() <= 120)) //if he's changed loc and about to get up or not adjacent or got into a closet, we prep arrest again. CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss checks
|
||||
if(!Adjacent(target) || !isturf(target.loc) || (target.loc != target_lastloc && !(target.combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && target.getStaminaLoss() <= 120)) //if he's changed loc and about to get up or not adjacent or got into a closet, we prep arrest again. CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss checks
|
||||
back_to_hunt()
|
||||
return
|
||||
else
|
||||
|
||||
@@ -312,7 +312,7 @@ Auto Patrol: []"},
|
||||
if(BOT_PREP_ARREST) // preparing to arrest target
|
||||
|
||||
// see if he got away. If he's no no longer adjacent or inside a closet or about to get up, we hunt again.
|
||||
if( !Adjacent(target) || !isturf(target.loc) || target.getStaminaLoss() <= 120 || !target.recoveringstam) //CIT CHANGE - replaces amountknockdown with checks for stamina so secbots dont run into an infinite loop
|
||||
if( !Adjacent(target) || !isturf(target.loc) || target.getStaminaLoss() <= 120 || !(target.combat_flags & COMBAT_FLAG_HARD_STAMCRIT)) //CIT CHANGE - replaces amountknockdown with checks for stamina so secbots dont run into an infinite loop
|
||||
back_to_hunt()
|
||||
return
|
||||
|
||||
@@ -339,7 +339,7 @@ Auto Patrol: []"},
|
||||
back_to_idle()
|
||||
return
|
||||
|
||||
if(!Adjacent(target) || !isturf(target.loc) || (target.loc != target_lastloc && !target.recoveringstam && target.getStaminaLoss() <= 120)) //if he's changed loc and about to get up or not adjacent or got into a closet, we prep arrest again. CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss check
|
||||
if(!Adjacent(target) || !isturf(target.loc) || (target.loc != target_lastloc && !(target.combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && target.getStaminaLoss() <= 120)) //if he's changed loc and about to get up or not adjacent or got into a closet, we prep arrest again. CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss check
|
||||
back_to_hunt()
|
||||
return
|
||||
else //Try arresting again if the target escapes.
|
||||
|
||||
@@ -445,7 +445,7 @@
|
||||
sleep(3)
|
||||
step_to(src,movement_target,1)
|
||||
|
||||
if(movement_target) //Not redundant due to sleeps, Item can be gone in 6 decisecomds
|
||||
if(movement_target?.loc) //Not redundant due to sleeps, Item can be gone in 6 decisecomds
|
||||
if (movement_target.loc.x < src.x)
|
||||
setDir(WEST)
|
||||
else if (movement_target.loc.x > src.x)
|
||||
|
||||
@@ -39,7 +39,8 @@
|
||||
animal_species = /mob/living/simple_animal/hostile/asteroid/gutlunch
|
||||
childtype = list(/mob/living/simple_animal/hostile/asteroid/gutlunch/gubbuck = 45, /mob/living/simple_animal/hostile/asteroid/gutlunch/guthen = 55)
|
||||
|
||||
wanted_objects = list(/obj/effect/decal/cleanable/blood/gibs/xeno, /obj/effect/decal/cleanable/blood/gibs/)
|
||||
wanted_objects = list(/obj/effect/decal/cleanable/blood/gibs/xeno, /obj/effect/decal/cleanable/blood/gibs/, /obj/item/bodypart, /obj/item/organ/appendix, /obj/item/organ/ears, /obj/item/organ/eyes, /obj/item/organ/heart, /obj/item/organ/liver, \
|
||||
/obj/item/organ/lungs, /obj/item/organ/stomach, /obj/item/organ/tongue) // So we dont eat implants or brains. Still can eat robotic stuff thats subtyped of base line but thats a issue for a nother day.
|
||||
var/obj/item/udder/gutlunch/udder = null
|
||||
|
||||
/mob/living/simple_animal/hostile/asteroid/gutlunch/Initialize()
|
||||
|
||||
@@ -204,7 +204,7 @@
|
||||
rapid = 2
|
||||
icon_state = "syndicate_smg"
|
||||
icon_living = "syndicate_smg"
|
||||
casingtype = /obj/item/ammo_casing/c45/nostamina
|
||||
casingtype = /obj/item/ammo_casing/c45
|
||||
projectilesound = 'sound/weapons/gunshot_smg.ogg'
|
||||
|
||||
/mob/living/simple_animal/hostile/syndicate/ranged/smg/pilot //caravan ambush ruin
|
||||
|
||||
@@ -30,45 +30,48 @@
|
||||
/mob/living/proc/Stun(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STUN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/stun/S = IsStun()
|
||||
if(S)
|
||||
S.duration = max(world.time + amount, S.duration)
|
||||
else if(amount > 0)
|
||||
S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
|
||||
return S
|
||||
if(!ignore_canstun && (!(status_flags & CANSTUN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
|
||||
return
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/stun/S = IsStun()
|
||||
if(S)
|
||||
S.duration = max(world.time + amount, S.duration)
|
||||
else if(amount > 0)
|
||||
S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
|
||||
return S
|
||||
|
||||
/mob/living/proc/SetStun(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STUN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
var/datum/status_effect/incapacitating/stun/S = IsStun()
|
||||
if(amount <= 0)
|
||||
if(S)
|
||||
qdel(S)
|
||||
if(!ignore_canstun && (!(status_flags & CANSTUN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/stun/S = IsStun()
|
||||
if(amount <= 0)
|
||||
if(S)
|
||||
qdel(S)
|
||||
else
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
if(S)
|
||||
S.duration = world.time + amount
|
||||
else
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
if(S)
|
||||
S.duration = world.time + amount
|
||||
else
|
||||
S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
|
||||
return S
|
||||
S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
|
||||
return S
|
||||
|
||||
/mob/living/proc/AdjustStun(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STUN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/stun/S = IsStun()
|
||||
if(S)
|
||||
S.duration += amount
|
||||
else if(amount > 0)
|
||||
S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
|
||||
return S
|
||||
if(!ignore_canstun && (!(status_flags & CANSTUN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
|
||||
return
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/stun/S = IsStun()
|
||||
if(S)
|
||||
S.duration += amount
|
||||
else if(amount > 0)
|
||||
S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
|
||||
return S
|
||||
|
||||
///////////////////////////////// KNOCKDOWN /////////////////////////////////////
|
||||
|
||||
@@ -84,45 +87,48 @@
|
||||
/mob/living/proc/Knockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
|
||||
if(K)
|
||||
K.duration = max(world.time + amount, K.duration)
|
||||
else if(amount > 0)
|
||||
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
|
||||
return K
|
||||
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
|
||||
return
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
|
||||
if(K)
|
||||
K.duration = max(world.time + amount, K.duration)
|
||||
else if(amount > 0)
|
||||
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
|
||||
return K
|
||||
|
||||
/mob/living/proc/SetKnockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
|
||||
if(amount <= 0)
|
||||
if(K)
|
||||
qdel(K)
|
||||
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
|
||||
if(amount <= 0)
|
||||
if(K)
|
||||
qdel(K)
|
||||
else
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
if(K)
|
||||
K.duration = world.time + amount
|
||||
else
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
if(K)
|
||||
K.duration = world.time + amount
|
||||
else
|
||||
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
|
||||
return K
|
||||
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
|
||||
return K
|
||||
|
||||
/mob/living/proc/AdjustKnockdown(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
|
||||
if(K)
|
||||
K.duration += amount
|
||||
else if(amount > 0)
|
||||
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
|
||||
return K
|
||||
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
|
||||
return
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
|
||||
if(K)
|
||||
K.duration += amount
|
||||
else if(amount > 0)
|
||||
K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
|
||||
return K
|
||||
|
||||
///////////////////////////////// IMMOBILIZED ////////////////////////////////////
|
||||
/mob/living/proc/IsImmobilized() //If we're immobilized
|
||||
@@ -137,45 +143,48 @@
|
||||
/mob/living/proc/Immobilize(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_IMMOBILIZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
|
||||
if(I)
|
||||
I.duration = max(world.time + amount, I.duration)
|
||||
else if(amount > 0)
|
||||
I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
|
||||
return I
|
||||
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
|
||||
return
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
|
||||
if(I)
|
||||
I.duration = max(world.time + amount, I.duration)
|
||||
else if(amount > 0)
|
||||
I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
|
||||
return I
|
||||
|
||||
/mob/living/proc/SetImmobilized(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_IMMOBILIZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
|
||||
if(amount <= 0)
|
||||
if(I)
|
||||
qdel(I)
|
||||
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
|
||||
if(amount <= 0)
|
||||
if(I)
|
||||
qdel(I)
|
||||
else
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
if(I)
|
||||
I.duration = world.time + amount
|
||||
else
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
if(I)
|
||||
I.duration = world.time + amount
|
||||
else
|
||||
I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
|
||||
return I
|
||||
I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
|
||||
return I
|
||||
|
||||
/mob/living/proc/AdjustImmobilized(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_IMMOBILIZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
|
||||
if(I)
|
||||
I.duration += amount
|
||||
else if(amount > 0)
|
||||
I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
|
||||
return I
|
||||
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
|
||||
return
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/immobilized/I = IsImmobilized()
|
||||
if(I)
|
||||
I.duration += amount
|
||||
else if(amount > 0)
|
||||
I = apply_status_effect(STATUS_EFFECT_IMMOBILIZED, amount, updating)
|
||||
return I
|
||||
|
||||
///////////////////////////////// PARALYZED //////////////////////////////////
|
||||
/mob/living/proc/IsParalyzed() //If we're immobilized
|
||||
@@ -190,45 +199,48 @@
|
||||
/mob/living/proc/Paralyze(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_PARALYZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
|
||||
if(P)
|
||||
P.duration = max(world.time + amount, P.duration)
|
||||
else if(amount > 0)
|
||||
P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
|
||||
return P
|
||||
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
|
||||
return
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
|
||||
if(P)
|
||||
P.duration = max(world.time + amount, P.duration)
|
||||
else if(amount > 0)
|
||||
P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
|
||||
return P
|
||||
|
||||
/mob/living/proc/SetParalyzed(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_PARALYZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
|
||||
if(amount <= 0)
|
||||
if(P)
|
||||
qdel(P)
|
||||
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
|
||||
if(amount <= 0)
|
||||
if(P)
|
||||
qdel(P)
|
||||
else
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
if(P)
|
||||
P.duration = world.time + amount
|
||||
else
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
if(P)
|
||||
P.duration = world.time + amount
|
||||
else
|
||||
P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
|
||||
return P
|
||||
P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
|
||||
return P
|
||||
|
||||
/mob/living/proc/AdjustParalyzed(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_PARALYZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
|
||||
if(P)
|
||||
P.duration += amount
|
||||
else if(amount > 0)
|
||||
P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
|
||||
return P
|
||||
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
|
||||
return
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/paralyzed/P = IsParalyzed(FALSE)
|
||||
if(P)
|
||||
P.duration += amount
|
||||
else if(amount > 0)
|
||||
P = apply_status_effect(STATUS_EFFECT_PARALYZED, amount, updating)
|
||||
return P
|
||||
|
||||
///////////////////////////////// DAZED ////////////////////////////////////
|
||||
/mob/living/proc/IsDazed() //If we're Dazed
|
||||
@@ -243,45 +255,104 @@
|
||||
/mob/living/proc/Daze(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_DAZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/dazed/I = IsDazed()
|
||||
if(I)
|
||||
I.duration = max(world.time + amount, I.duration)
|
||||
else if(amount > 0)
|
||||
I = apply_status_effect(STATUS_EFFECT_DAZED, amount, updating)
|
||||
return I
|
||||
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
|
||||
return
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/dazed/I = IsDazed()
|
||||
if(I)
|
||||
I.duration = max(world.time + amount, I.duration)
|
||||
else if(amount > 0)
|
||||
I = apply_status_effect(STATUS_EFFECT_DAZED, amount, updating)
|
||||
return I
|
||||
|
||||
/mob/living/proc/SetDazed(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_DAZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
var/datum/status_effect/incapacitating/dazed/I = IsDazed()
|
||||
if(amount <= 0)
|
||||
if(I)
|
||||
qdel(I)
|
||||
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/dazed/I = IsDazed()
|
||||
if(amount <= 0)
|
||||
if(I)
|
||||
qdel(I)
|
||||
else
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
if(I)
|
||||
I.duration = world.time + amount
|
||||
else
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
if(I)
|
||||
I.duration = world.time + amount
|
||||
else
|
||||
I = apply_status_effect(STATUS_EFFECT_DAZED, amount, updating)
|
||||
return I
|
||||
I = apply_status_effect(STATUS_EFFECT_DAZED, amount, updating)
|
||||
return I
|
||||
|
||||
/mob/living/proc/AdjustDazed(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_DAZE, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
|
||||
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
|
||||
return
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/dazed/I = IsDazed()
|
||||
if(I)
|
||||
I.duration += amount
|
||||
else if(amount > 0)
|
||||
I = apply_status_effect(STATUS_EFFECT_DAZED, amount, updating)
|
||||
return I
|
||||
|
||||
///////////////////////////////// STAGGERED ////////////////////////////////////
|
||||
/mob/living/proc/IsStaggered() //If we're Staggered
|
||||
return has_status_effect(STATUS_EFFECT_STAGGERED)
|
||||
|
||||
/mob/living/proc/AmountStaggered() //How many deciseconds remain in our Staggered status effect
|
||||
var/datum/status_effect/staggered/I = IsStaggered()
|
||||
if(I)
|
||||
return I.duration - world.time
|
||||
return 0
|
||||
|
||||
/mob/living/proc/Stagger(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STAGGER, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
|
||||
return
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/staggered/I = IsStaggered()
|
||||
if(I)
|
||||
I.duration = max(world.time + amount, I.duration)
|
||||
else if(amount > 0)
|
||||
I = apply_status_effect(STATUS_EFFECT_STAGGERED, amount, updating)
|
||||
return I
|
||||
|
||||
/mob/living/proc/SetStaggered(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STAGGER, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
|
||||
return
|
||||
var/datum/status_effect/staggered/I = IsStaggered()
|
||||
if(amount <= 0)
|
||||
if(I)
|
||||
qdel(I)
|
||||
else
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/incapacitating/dazed/I = IsDazed()
|
||||
if(I)
|
||||
I.duration += amount
|
||||
else if(amount > 0)
|
||||
I = apply_status_effect(STATUS_EFFECT_DAZED, amount, updating)
|
||||
return I
|
||||
I.duration = world.time + amount
|
||||
else
|
||||
I = apply_status_effect(STATUS_EFFECT_STAGGERED, amount, updating)
|
||||
return I
|
||||
|
||||
/mob/living/proc/AdjustStaggered(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_STAGGER, amount, updating, ignore_canstun) & COMPONENT_NO_STUN)
|
||||
return
|
||||
if(!ignore_canstun && (!(status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)))
|
||||
return
|
||||
if(absorb_stun(amount, ignore_canstun))
|
||||
return
|
||||
var/datum/status_effect/staggered/I = IsStaggered()
|
||||
if(I)
|
||||
I.duration += amount
|
||||
else if(amount > 0)
|
||||
I = apply_status_effect(STATUS_EFFECT_STAGGERED, amount, updating)
|
||||
return I
|
||||
|
||||
//Blanket
|
||||
/mob/living/proc/AllImmobility(amount, updating, ignore_canstun = FALSE)
|
||||
@@ -290,6 +361,7 @@
|
||||
Stun(amount, FALSE, ignore_canstun)
|
||||
Immobilize(amount, FALSE, ignore_canstun)
|
||||
Daze(amount, FALSE, ignore_canstun)
|
||||
Stagger(amount, FALSE, ignore_canstun)
|
||||
if(updating)
|
||||
update_mobility()
|
||||
|
||||
@@ -299,6 +371,7 @@
|
||||
SetStun(amount, FALSE, ignore_canstun)
|
||||
SetImmobilized(amount, FALSE, ignore_canstun)
|
||||
SetDazed(amount, FALSE, ignore_canstun)
|
||||
SetStaggered(amount, FALSE, ignore_canstun)
|
||||
if(updating)
|
||||
update_mobility()
|
||||
|
||||
@@ -308,6 +381,7 @@
|
||||
AdjustStun(amount, FALSE, ignore_canstun)
|
||||
AdjustImmobilized(amount, FALSE, ignore_canstun)
|
||||
AdjustDazed(amount, FALSE, ignore_canstun)
|
||||
AdjustStaggered(amount, FALSE, ignore_canstun)
|
||||
if(updating)
|
||||
update_mobility()
|
||||
|
||||
@@ -323,11 +397,13 @@
|
||||
SetImmobilized(amount, FALSE, ignore_canstun)
|
||||
if(AmountDazed() > amount)
|
||||
SetImmobilized(amount, FALSE, ignore_canstun)
|
||||
if(AmountStaggered() > amount)
|
||||
SetStaggered(amount, FALSE, ignore_canstun)
|
||||
if(updating)
|
||||
update_mobility()
|
||||
|
||||
/mob/living/proc/HighestImmobilityAmount()
|
||||
return max(max(max(max(AmountStun(), AmountKnockdown()), AmountParalyzed()), AmountImmobilized()), AmountDazed())
|
||||
return max(AmountStun(), AmountKnockdown(), AmountParalyzed(), AmountImmobilized(), AmountDazed(), AmountStaggered())
|
||||
|
||||
//////////////////UNCONSCIOUS
|
||||
/mob/living/proc/IsUnconscious() //If we're unconscious
|
||||
|
||||
Reference in New Issue
Block a user