[MIRROR] Replaced body zone magic strings with defines (#6004)

* Replaced body zone magic strings with defines

* merge conflicts
This commit is contained in:
CitadelStationBot
2018-03-19 21:18:57 -05:00
committed by Poojawa
parent 9338d18a28
commit 3d26cd4a6f
148 changed files with 687 additions and 672 deletions
@@ -641,12 +641,12 @@
playsound(loc, 'sound/effects/splat.ogg', 50, 1)
var/damage = rand(5,15)
H.apply_damage(2*damage, BRUTE, "head", run_armor_check("head", "melee"))
H.apply_damage(2*damage, BRUTE, "chest", run_armor_check("chest", "melee"))
H.apply_damage(0.5*damage, BRUTE, "l_leg", run_armor_check("l_leg", "melee"))
H.apply_damage(0.5*damage, BRUTE, "r_leg", run_armor_check("r_leg", "melee"))
H.apply_damage(0.5*damage, BRUTE, "l_arm", run_armor_check("l_arm", "melee"))
H.apply_damage(0.5*damage, BRUTE, "r_arm", run_armor_check("r_arm", "melee"))
H.apply_damage(2*damage, BRUTE, BODY_ZONE_HEAD, run_armor_check(BODY_ZONE_HEAD, "melee"))
H.apply_damage(2*damage, BRUTE, BODY_ZONE_CHEST, run_armor_check(BODY_ZONE_CHEST, "melee"))
H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_LEG, run_armor_check(BODY_ZONE_L_LEG, "melee"))
H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_LEG, run_armor_check(BODY_ZONE_R_LEG, "melee"))
H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_ARM, run_armor_check(BODY_ZONE_L_ARM, "melee"))
H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_ARM, run_armor_check(BODY_ZONE_R_ARM, "melee"))
var/turf/T = get_turf(src)
T.add_mob_blood(H)
@@ -85,7 +85,7 @@
var/armorval = 0
if(def_zone)
if(def_zone == "head")
if(def_zone == BODY_ZONE_HEAD)
if(inventory_head)
armorval = inventory_head.armor.getRating(type)
else
@@ -139,7 +139,7 @@
return
var/remove_from = href_list["remove_inv"]
switch(remove_from)
if("head")
if(BODY_ZONE_HEAD)
if(inventory_head)
inventory_head.forceMove(drop_location())
inventory_head = null
@@ -168,7 +168,7 @@
var/add_to = href_list["add_inv"]
switch(add_to)
if("head")
if(BODY_ZONE_HEAD)
place_on_head(usr.get_active_held_item(),usr)
if("back")
@@ -252,7 +252,7 @@ Difficulty: Hard
if(!faction_check_mob(L))
to_chat(L, "<span class='userdanger'>[src] rends you!</span>")
playsound(T, attack_sound, 100, 1, -1)
var/limb_to_hit = L.get_bodypart(pick("head", "chest", "r_arm", "l_arm", "r_leg", "l_leg"))
var/limb_to_hit = L.get_bodypart(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
L.apply_damage(25, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, "melee", null, null, armour_penetration))
sleep(3)
@@ -628,7 +628,7 @@ Difficulty: Hard
flash_color(L.client, "#660099", 1)
playsound(L,'sound/weapons/sear.ogg', 50, 1, -4)
to_chat(L, "<span class='userdanger'>You're struck by a [name]!</span>")
var/limb_to_hit = L.get_bodypart(pick("head", "chest", "r_arm", "l_arm", "r_leg", "l_leg"))
var/limb_to_hit = L.get_bodypart(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
var/armor = L.run_armor_check(limb_to_hit, "melee", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 50, "Your armor was penetrated by [src]!")
L.apply_damage(damage, BURN, limb_to_hit, armor)
if(ishostile(L))
@@ -65,7 +65,7 @@
var/parrot_state = PARROT_WANDER //Hunt for a perch when created
var/parrot_sleep_max = 25 //The time the parrot sits while perched before looking around. Mosly a way to avoid the parrot's AI in life() being run every single tick.
var/parrot_sleep_dur = 25 //Same as above, this is the var that physically counts down
var/parrot_dam_zone = list("chest", "head", "l_arm", "l_leg", "r_arm", "r_leg") //For humans, select a bodypart to attack
var/parrot_dam_zone = list(BODY_ZONE_CHEST, BODY_ZONE_HEAD, BODY_ZONE_L_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_ARM, BODY_ZONE_R_LEG) //For humans, select a bodypart to attack
var/parrot_speed = 5 //"Delay in world ticks between movement." according to byond. Yeah, that's BS but it does directly affect movement. Higher number = slower.
var/parrot_lastmove = null //Updates/Stores position of the parrot while it's moving