Merge remote-tracking branch 'origin/master' into Garlic

This commit is contained in:
Artur
2020-04-02 20:41:58 +03:00
287 changed files with 1607 additions and 1975 deletions
+44 -4
View File
@@ -8,12 +8,15 @@
*afterattack. The return value does not matter.
*/
/obj/item/proc/melee_attack_chain(mob/user, atom/target, params)
if(item_flags & NO_ATTACK_CHAIN_SOFT_STAMCRIT)
if(isliving(user))
var/mob/living/L = user
if(isliving(user))
var/mob/living/L = user
if(item_flags & NO_ATTACK_CHAIN_SOFT_STAMCRIT)
if(IS_STAMCRIT(L))
to_chat(L, "<span class='warning'>You are too exhausted to swing [src]!</span>")
return
if(!CHECK_MOBILITY(L, MOBILITY_USE))
to_chat(L, "<span class='warning'>You are unable to swing [src] right now!</span>")
return
if(tool_behaviour && target.tool_act(user, src, tool_behaviour))
return
if(pre_attack(target, user, params))
@@ -24,6 +27,15 @@
return
afterattack(target, user, TRUE, params)
/// Like melee_attack_chain but for ranged.
/obj/item/proc/ranged_attack_chain(mob/user, atom/target, params)
if(isliving(user))
var/mob/living/L = user
if(!CHECK_MOBILITY(L, MOBILITY_USE))
to_chat(L, "<span class='warning'>You are unable to raise [src] right now!</span>")
return
afterattack(target, user, FALSE, params)
// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
/obj/item/proc/attack_self(mob/user)
if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SELF, user) & COMPONENT_NO_INTERACT)
@@ -50,7 +62,6 @@
user.changeNext_move(CLICK_CD_MELEE)
return I.attack(src, user)
/obj/item/proc/attack(mob/living/M, mob/living/user)
if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, M, user) & COMPONENT_ITEM_NO_ATTACK)
return
@@ -117,6 +128,7 @@
if(user != src && check_shields(I, totitemdamage, "the [I.name]", MELEE_ATTACK, I.armour_penetration))
return FALSE
send_item_attack_message(I, user)
I.do_stagger_action(src, user)
if(I.force)
apply_damage(totitemdamage, I.damtype) //CIT CHANGE - replaces I.force with totitemdamage
if(I.damtype == BRUTE)
@@ -166,5 +178,33 @@
playsound(src, 'sound/weapons/dink.ogg', 30, 1)
return 1
/// How much stamina this takes to swing this is not for realism purposes hecc off.
/obj/item/proc/getweight()
return total_mass || w_class * 1.25
/// How long this staggers for. 0 and negatives supported.
/obj/item/proc/melee_stagger_duration()
if(!isnull(stagger_force))
return stagger_force
/// totally not an untested, arbitrary equation.
return clamp((1.5 + (w_class/7.5)) * (force / 2), 0, 10 SECONDS)
/obj/item/proc/do_stagger_action(mob/living/target, mob/living/user)
if(!CHECK_BITFIELD(target.status_flags, CANSTAGGER))
return FALSE
if(target.combat_flags & COMBAT_FLAG_SPRINT_ACTIVE)
target.do_staggered_animation()
var/duration = melee_stagger_duration()
if(!duration) //0
return FALSE
else if(duration > 0)
target.Stagger(duration)
else //negative
target.AdjustStaggered(duration)
return TRUE
/mob/proc/do_staggered_animation()
set waitfor = FALSE
animate(src, pixel_x = -2, pixel_y = -2, time = 1, flags = ANIMATION_RELATIVE | ANIMATION_PARALLEL)
animate(pixel_x = 4, pixel_y = 4, time = 1, flags = ANIMATION_RELATIVE)
animate(pixel_x = -2, pixel_y = -2, time = 0.5, flags = ANIMATION_RELATIVE)