bugfixes
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@@ -53,8 +53,6 @@
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var/harmful
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var/mutable_appearance/overlay
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var/damage = weapon.throwforce
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/datum/component/embedded/Initialize(obj/item/I,
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datum/thrownthing/throwingdatum,
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obj/item/bodypart/part,
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@@ -142,39 +140,35 @@
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weapon.forceMove(victim)
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RegisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING), .proc/byeItemCarbon)
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var/damage = weapon.throwforce
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if(harmful)
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victim.visible_message("<span class='danger'>[weapon] embeds itself in [victim]'s [limb.name]!</span>",ignored_mobs=victim)
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to_chat(victim, "<span class='userdanger'>[weapon] embeds itself in your [limb.name]!</span>")
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victim.throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
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playsound(victim,'sound/weapons/bladeslice.ogg', 40)
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weapon.add_mob_blood(victim)//it embedded itself in you, of course it's bloody!
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var/damage += weapon.w_class * impact_pain_mult
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damage += weapon.w_class * impact_pain_mult
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SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
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else
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victim.visible_message("<span class='danger'>[weapon] sticks itself to [victim]'s [limb.name]!</span>",ignored_mobs=victim)
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to_chat(victim, "<span class='userdanger'>[weapon] sticks itself to your [limb.name]!</span>")
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if(damage > 0)
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var/armor = victim.run_armor_check(limb.body_zone, "melee", "Your armor has protected your [limb.name].", "Your armor has softened a hit to your [limb.name].",I.armour_penetration)
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, blocked=armor, sharpness = I.get_sharpness())
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var/armor = victim.run_armor_check(limb.body_zone, "melee", "Your armor has protected your [limb.name].", "Your armor has softened a hit to your [limb.name].",weapon.armour_penetration)
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, blocked=armor, sharpness = weapon.get_sharpness())
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/// Called every time a carbon with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the carbon is crawling or walking.
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/datum/component/embedded/proc/jostleCheck()
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var/mob/living/carbon/victim = parent
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var/pain_chance_current = jostle_chance
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var/chance = jostle_chance
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if(victim.m_intent == MOVE_INTENT_WALK || !(victim.mobility_flags & MOBILITY_STAND))
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pain_chance_current *= 0.5
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chance *= 0.5
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if(pain_stam_pct && victim.stam_paralyzed) //if it's a less-lethal embed, give them a break if they're already stamcritted
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pain_chance_current *= 0.2
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damage *= 0.5
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if(harmful && prob(pain_chance_current))
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if(harmful && prob(chance))
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var/damage = weapon.w_class * jostle_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
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to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] jostles and stings!</span>")
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/// Called when then item randomly falls out of a carbon. This handles the damage and descriptors, then calls safe_remove()
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/datum/component/embedded/proc/fallOutCarbon()
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var/mob/living/carbon/victim = parent
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@@ -196,7 +196,7 @@
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break
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///One of our pellets hit something, record what it was and check if we're done (terminated == num_pellets)
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/datum/component/pellet_cloud/proc/pellet_hit(obj/projectile/P, atom/movable/firer, atom/target, Angle, hit_zone)
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/datum/component/pellet_cloud/proc/pellet_hit(obj/item/projectile/P, atom/movable/firer, atom/target, Angle, hit_zone)
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pellets -= P
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terminated++
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hits++
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@@ -2,7 +2,7 @@
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The presence of this element allows an item (or a projectile carrying an item) to embed itself in a human or turf when it is thrown into a target (whether by hand, gun, or explosive wave) with either
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at least 4 throwspeed (EMBED_THROWSPEED_THRESHOLD) or ignore_throwspeed_threshold set to TRUE. Items meant to be used as shrapnel for projectiles should have ignore_throwspeed_threshold set to true.
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Whether we're dealing with a direct /obj/item (throwing a knife at someone) or an /obj/projectile with a shrapnel_type, how we handle things plays out the same, with one extra step separating them.
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Whether we're dealing with a direct /obj/item (throwing a knife at someone) or an /obj/item/projectile with a shrapnel_type, how we handle things plays out the same, with one extra step separating them.
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Items simply make their COMSIG_MOVABLE_IMPACT or COMSIG_MOVABLE_IMPACT_ZONE check (against a closed turf or a carbon, respectively), while projectiles check on COMSIG_PROJECTILE_SELF_ON_HIT.
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Upon a projectile hitting a valid target, it spawns whatever type of payload it has defined, then has that try to embed itself in the target on its own.
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@@ -169,7 +169,7 @@
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* it to call tryForceEmbed() on its own embed element (it's out of our hands here, our projectile is done), where it will run through all the checks it needs to.
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*/
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/datum/element/embed/proc/checkEmbedProjectile(obj/item/projectile/P, atom/movable/firer, atom/hit, angle, hit_zone)
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if(!iscarbon(hit) && !isclosedturf(hit))
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if(!iscarbon(hit))
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Detach(P)
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return // we don't care
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@@ -178,16 +178,10 @@
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payload.name = P.name
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payload.embedding = P.embedding
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payload.updateEmbedding()
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var/did_embed
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if(iscarbon(hit))
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var/mob/living/carbon/C = hit
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var/obj/item/bodypart/limb
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limb = C.get_bodypart(hit_zone)
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if(!limb)
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limb = C.get_bodypart()
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did_embed = payload.tryEmbed(limb)
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else
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did_embed = payload.tryEmbed(hit)
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var/mob/living/carbon/C = hit
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var/obj/item/bodypart/limb = C.get_bodypart(hit_zone)
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if(!limb)
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limb = C.get_bodypart()
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payload.tryEmbed(limb)
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Detach(P)
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@@ -213,5 +207,5 @@
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limb = target
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hit_zone = limb.body_zone
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C = limb.owner
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checkEmbed(I, C, hit_zone, forced=TRUE)
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checkEmbedMob(I, C, hit_zone, forced=TRUE)
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return TRUE
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