Merge pull request #10451 from kevinz000/mobility_flags
Mobility flags + combat rework stuff refactoring, fixes a few edge cases including the Oh Dreaded Xenomorph Hardstuns, etc etc time to break the game
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@@ -50,17 +50,11 @@
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// taken from /mob/living/carbon/human/interactive/
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/mob/living/carbon/monkey/proc/IsDeadOrIncap(checkDead = TRUE)
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if(!canmove)
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return 1
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if(!CHECK_MOBILITY(src, MOBILITY_MOVE))
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return TRUE
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if(health <= 0 && checkDead)
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return 1
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if(IsUnconscious())
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return 1
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if(IsStun() || IsKnockdown())
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return 1
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if(stat)
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return 1
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return 0
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return TRUE
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return FALSE
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/mob/living/carbon/monkey/proc/battle_screech()
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if(next_battle_screech < world.time)
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@@ -13,7 +13,7 @@
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if(!client)
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if(stat == CONSCIOUS)
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if(on_fire || buckled || restrained() || (resting && canmove)) //CIT CHANGE - makes it so monkeys attempt to resist if they're resting)
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if(on_fire || buckled || restrained() || (!CHECK_MOBILITY(src, MOBILITY_STAND) && CHECK_MOBILITY(src, MOBILITY_MOVE))) //CIT CHANGE - makes it so monkeys attempt to resist if they're resting)
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if(!resisting && prob(MONKEY_RESIST_PROB))
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resisting = TRUE
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walk_to(src,0)
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@@ -21,7 +21,7 @@
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else if(resisting)
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resisting = FALSE
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else if((mode == MONKEY_IDLE && !pickupTarget && !prob(MONKEY_SHENANIGAN_PROB)) || !handle_combat())
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if(prob(25) && canmove && isturf(loc) && !pulledby)
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if(prob(25) && CHECK_MOBILITY(src, MOBILITY_MOVE) && isturf(loc) && !pulledby)
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step(src, pick(GLOB.cardinals))
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else if(prob(1))
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emote(pick("scratch","jump","roll","tail"))
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@@ -34,9 +34,9 @@
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gorillize()
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return
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if(radiation > RAD_MOB_KNOCKDOWN && prob(RAD_MOB_KNOCKDOWN_PROB))
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if(!IsKnockdown())
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if(!recoveringstam)
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emote("collapse")
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Knockdown(RAD_MOB_KNOCKDOWN_AMOUNT)
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DefaultCombatKnockdown(RAD_MOB_KNOCKDOWN_AMOUNT)
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to_chat(src, "<span class='danger'>You feel weak.</span>")
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if(radiation > RAD_MOB_MUTATE)
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if(prob(1))
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@@ -82,7 +82,7 @@
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if(!IsUnconscious())
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M.do_attack_animation(src, ATTACK_EFFECT_DISARM)
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if (prob(25))
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Knockdown(40)
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DefaultCombatKnockdown(40)
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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log_combat(M, src, "pushed")
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visible_message("<span class='danger'>[M] has pushed down [src]!</span>", \
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@@ -126,7 +126,7 @@
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var/obj/item/I = null
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playsound(loc, 'sound/weapons/pierce.ogg', 25, 1, -1)
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if(prob(95))
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Knockdown(20)
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DefaultCombatKnockdown(20)
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visible_message("<span class='danger'>[M] has tackled down [name]!</span>", \
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"<span class='userdanger'>[M] has tackled down [name]!</span>", null, COMBAT_MESSAGE_RANGE)
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else
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