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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@@ -363,4 +363,4 @@
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user.visible_message("<span class='warning'>[user] somehow manages to shoot [user.p_them()]self in the face!</span>", "<span class='userdanger'>You somehow shoot yourself in the face! How the hell?!</span>")
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user.emote("scream")
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user.drop_all_held_items()
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user.Knockdown(80)
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user.DefaultCombatKnockdown(80)
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@@ -334,7 +334,7 @@
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L.death() //Die, powergamers.
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if(DUEL_HUGBOX_NONLETHAL)
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L.adjustStaminaLoss(200, forced = TRUE) //Die, powergamers x 2
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L.Knockdown(100, override_hardstun = 100) //For good measure.
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L.Paralyze(100) //For good measure.
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//Storage case.
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/obj/item/storage/lockbox/dueling
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@@ -124,8 +124,8 @@
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if(!istype(M) || M.stat == DEAD || M.notransform || (GODMODE & M.status_flags))
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return
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M.notransform = 1
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M.canmove = 0
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M.notransform = TRUE
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M.Paralyze(INFINITY)
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M.icon = null
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M.cut_overlays()
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M.invisibility = INVISIBILITY_ABSTRACT
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@@ -529,7 +529,7 @@
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else
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used = 1
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victim.take_overall_damage(30,30)
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victim.Knockdown(60)
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victim.DefaultCombatKnockdown(60)
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explosion(src, -1, -1, -1, -1, FALSE, FALSE, 5)
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return BULLET_ACT_HIT
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@@ -166,7 +166,7 @@
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hal_impact_effect_wall = null
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/obj/item/projectile/hallucination/taser/hal_apply_effect()
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hal_target.Knockdown(100)
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hal_target.DefaultCombatKnockdown(100)
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hal_target.stuttering += 20
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if(hal_target.dna && hal_target.dna.check_mutation(HULK))
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hal_target.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
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@@ -199,7 +199,7 @@
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hal_impact_effect_wall = null
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/obj/item/projectile/hallucination/ebow/hal_apply_effect()
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hal_target.Knockdown(100)
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hal_target.DefaultCombatKnockdown(100)
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hal_target.stuttering += 5
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hal_target.adjustStaminaLoss(8)
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@@ -10,5 +10,5 @@
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nodamage = TRUE
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else if(iscarbon(target))
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var/mob/living/L = target
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L.Knockdown(100, TRUE, FALSE, 30, 25)
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L.DefaultCombatKnockdown(100, TRUE, FALSE, 30, 25)
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return ..()
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