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
This commit is contained in:
deathride58
2020-03-05 20:03:56 -05:00
committed by GitHub
290 changed files with 2244 additions and 1819 deletions
@@ -363,4 +363,4 @@
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>")
user.emote("scream")
user.drop_all_held_items()
user.Knockdown(80)
user.DefaultCombatKnockdown(80)
@@ -334,7 +334,7 @@
L.death() //Die, powergamers.
if(DUEL_HUGBOX_NONLETHAL)
L.adjustStaminaLoss(200, forced = TRUE) //Die, powergamers x 2
L.Knockdown(100, override_hardstun = 100) //For good measure.
L.Paralyze(100) //For good measure.
//Storage case.
/obj/item/storage/lockbox/dueling
+3 -3
View File
@@ -124,8 +124,8 @@
if(!istype(M) || M.stat == DEAD || M.notransform || (GODMODE & M.status_flags))
return
M.notransform = 1
M.canmove = 0
M.notransform = TRUE
M.Paralyze(INFINITY)
M.icon = null
M.cut_overlays()
M.invisibility = INVISIBILITY_ABSTRACT
@@ -529,7 +529,7 @@
else
used = 1
victim.take_overall_damage(30,30)
victim.Knockdown(60)
victim.DefaultCombatKnockdown(60)
explosion(src, -1, -1, -1, -1, FALSE, FALSE, 5)
return BULLET_ACT_HIT
@@ -166,7 +166,7 @@
hal_impact_effect_wall = null
/obj/item/projectile/hallucination/taser/hal_apply_effect()
hal_target.Knockdown(100)
hal_target.DefaultCombatKnockdown(100)
hal_target.stuttering += 20
if(hal_target.dna && hal_target.dna.check_mutation(HULK))
hal_target.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
@@ -199,7 +199,7 @@
hal_impact_effect_wall = null
/obj/item/projectile/hallucination/ebow/hal_apply_effect()
hal_target.Knockdown(100)
hal_target.DefaultCombatKnockdown(100)
hal_target.stuttering += 5
hal_target.adjustStaminaLoss(8)
@@ -10,5 +10,5 @@
nodamage = TRUE
else if(iscarbon(target))
var/mob/living/L = target
L.Knockdown(100, TRUE, FALSE, 30, 25)
L.DefaultCombatKnockdown(100, TRUE, FALSE, 30, 25)
return ..()