Merge branch 'master' into WanderingFox95-TheUnrollingPin
This commit is contained in:
@@ -375,12 +375,14 @@ GLOBAL_LIST_INIT(fluid_duct_recipes, list(
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. = TRUE
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if((mode & DESTROY_MODE) && istype(A, /obj/item/pipe) || istype(A, /obj/structure/disposalconstruct) || istype(A, /obj/structure/c_transit_tube) || istype(A, /obj/structure/c_transit_tube_pod) || istype(A, /obj/item/pipe_meter))
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to_chat(user, "<span class='notice'>You start destroying a pipe...</span>")
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playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1)
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if(do_after(user, destroy_speed, target = A))
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activate()
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qdel(A)
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return
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var/obj/item/pipe/P = A
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if(!istype(P) || P.disposable)
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to_chat(user, "<span class='notice'>You start destroying a pipe...</span>")
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playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1)
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if(do_after(user, destroy_speed, target = A))
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activate()
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qdel(A)
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return
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if((mode & PAINT_MODE))
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if(istype(A, /obj/machinery/atmospherics/pipe) && !istype(A, /obj/machinery/atmospherics/pipe/layer_manifold))
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@@ -157,7 +157,7 @@
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to_chat(user, "<span class='notice'>You need to get closer!</span>")
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return
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if(use_paint(user) && isturf(F))
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F.AddElement(/datum/element/decal, 'icons/turf/decals.dmi', stored_decal_total, turn(stored_dir, -dir2angle(F.dir)), CLEAN_STRONG, color, null, null, alpha)
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F.AddElement(/datum/element/decal, 'icons/turf/decals.dmi', stored_decal_total, stored_dir, CLEAN_STRONG, color, null, null, alpha)
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/obj/item/airlock_painter/decal/attack_self(mob/user)
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if((ink) && (ink.charges >= 1))
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@@ -180,6 +180,11 @@
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stored_decal_total = "[stored_decal][yellow_fix][stored_color]"
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return
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/obj/item/airlock_painter/decal/ui_assets(mob/user)
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return list(
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get_asset_datum(/datum/asset/spritesheet/decals)
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)
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/obj/item/airlock_painter/decal/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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@@ -189,6 +194,7 @@
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/obj/item/airlock_painter/decal/ui_data(mob/user)
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var/list/data = list()
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data["decal_direction"] = stored_dir
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data["decal_dir_text"] = dir2text(stored_dir)
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data["decal_color"] = stored_color
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data["decal_style"] = stored_decal
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data["decal_list"] = list()
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@@ -75,18 +75,3 @@
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desc = "A chromosome that reduces action based mutation cooldowns by by 50%."
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icon_state = "energy"
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energy_coeff = 0.5
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/obj/item/chromosome/reinforcer
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name = "reinforcement chromosome"
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desc = "A chromosome that renders mutations immune to mutadone."
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icon_state = "reinforcer"
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weight = 3
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/obj/item/chromosome/reinforcer/can_apply(datum/mutation/human/HM)
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if(!HM || !(HM.can_chromosome == CHROMOSOME_NONE))
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return FALSE
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return !HM.mutadone_proof
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/obj/item/chromosome/reinforcer/apply(datum/mutation/human/HM)
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HM.mutadone_proof = TRUE
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..()
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@@ -210,8 +210,7 @@
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target.apply_effect(EFFECT_STUTTER, stunforce)
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SEND_SIGNAL(target, COMSIG_LIVING_MINOR_SHOCK)
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if(user)
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target.lastattacker = user.real_name
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target.lastattackerckey = user.ckey
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target.set_last_attacker(user)
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target.visible_message("<span class='danger'>[user] has shocked [target] with [src]!</span>", \
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"<span class='userdanger'>[user] has shocked you with [src]!</span>")
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log_combat(user, target, "stunned with an electrostaff")
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@@ -237,8 +236,7 @@
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target.adjustFireLoss(lethal_force) //good against ointment spam
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SEND_SIGNAL(target, COMSIG_LIVING_MINOR_SHOCK)
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if(user)
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target.lastattacker = user.real_name
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target.lastattackerckey = user.ckey
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target.set_last_attacker(user)
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target.visible_message("<span class='danger'>[user] has seared [target] with [src]!</span>", \
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"<span class='userdanger'>[user] has seared you with [src]!</span>")
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log_combat(user, target, "burned with an electrostaff")
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@@ -312,7 +312,7 @@
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trap_damage = 0
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item_flags = DROPDEL
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flags_1 = NONE
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breakouttime = 50
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breakouttime = 25
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/obj/item/restraints/legcuffs/beartrap/energy/New()
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..()
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@@ -0,0 +1,74 @@
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/datum/deathrattle_group
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var/name
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var/list/datum/weakref/implant_refs = list()
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/datum/deathrattle_group/New()
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// Give the group a unique name for debugging, and possible future
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// use for making custom linked groups.
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name = "[rand(100,999)] [pick(GLOB.phonetic_alphabet)]"
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/datum/deathrattle_group/proc/rattle(obj/item/implant/deathrattle/origin, mob/living/owner)
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var/name = owner.mind ? owner.mind.name : owner.real_name
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var/area = get_area_name(get_turf(owner))
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for(var/r in implant_refs)
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var/datum/weakref/R = r
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var/obj/item/implant/deathrattle/implant = R.resolve()
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if(!implant || implant == origin)
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continue
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// Not all the implants may be actually implanted in people.
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if(!implant.imp_in)
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continue
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// Deliberately the same message framing as nanite message + ghost deathrattle
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var/mob/living/recipient = implant.imp_in
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to_chat(recipient, "<i>You hear a strange, robotic voice in your head...</i> \"<span class='robot'><b>[name]</b> has died at <b>[area]</b>.</span>\"")
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SEND_SOUND(recipient, pick(
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'sound/items/knell1.ogg',
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'sound/items/knell2.ogg',
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'sound/items/knell3.ogg',
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'sound/items/knell4.ogg',
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))
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/datum/deathrattle_group/proc/register(obj/item/implant/deathrattle/implant)
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implant.group = src
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implant_refs += WEAKREF(implant)
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/obj/item/implant/deathrattle
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name = "deathrattle implant"
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desc = "Hope no one else dies, prepare for when they do."
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activated = FALSE
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var/datum/deathrattle_group/group = null
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/obj/item/implant/deathrattle/Destroy()
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group = null
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return ..()
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/obj/item/implant/deathrattle/can_be_implanted_in(mob/living/target)
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// Can be implanted in anything that's a mob. Syndicate cyborgs, talking fish, humans...
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return TRUE
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/obj/item/implant/deathrattle/proc/on_predeath(datum/source, gibbed)
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SIGNAL_HANDLER
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if(group)
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group.rattle(origin = src, owner = source)
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/obj/item/implant/deathrattle/implant(mob/living/target, mob/user, silent = FALSE, force = FALSE)
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. = ..()
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if(.)
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RegisterSignal(target, COMSIG_LIVING_PREDEATH, .proc/on_predeath)
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if(!group)
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to_chat(target, "<i>You hear a strange, robotic voice in your head...</i> \"<span class='robot'>Warning: No other linked implants detected.</span>\"")
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/obj/item/implantcase/deathrattle
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name = "implant case - 'Deathrattle'"
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desc = "A glass case containing a deathrattle implant."
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imp_type = /obj/item/implant/deathrattle
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@@ -135,8 +135,8 @@
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/obj/item/organ/cyberimp/arm/toolset,
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/obj/item/organ/cyberimp/arm/surgery,
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/obj/item/organ/cyberimp/chest/thrusters,
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/obj/item/organ/lungs/cybernetic,
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/obj/item/organ/liver/cybernetic) //cyberimplants range from a nice bonus to fucking broken bullshit so no subtypesof
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/obj/item/organ/lungs/cybernetic/tier3,
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/obj/item/organ/liver/cybernetic/tier3) //cyberimplants range from a nice bonus to fucking broken bullshit so no subtypesof
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for(var/V in templist)
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var/atom/A = V
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augment_list[initial(A.name)] = A
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@@ -272,7 +272,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
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. = ..()
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. += GLOB.plastitaniumglass_recipes
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/obj/item/stack/sheet/titaniumglass/on_solar_construction(obj/machinery/power/solar/S)
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/obj/item/stack/sheet/plastitaniumglass/on_solar_construction(obj/machinery/power/solar/S)
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S.max_integrity *= 2
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S.efficiency *= 2
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@@ -351,6 +351,75 @@
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if(!contents.len)
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. += "[icon_state]_empty"
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//Derringer "Cigarettes"//
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/obj/item/storage/fancy/cigarettes/derringer
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name = "\improper Robust packet"
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desc = "Smoked by the robust."
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icon_state = "robust"
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spawn_type = /obj/item/gun/ballistic/derringer/traitor
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/obj/item/storage/fancy/cigarettes/derringer/ComponentInitialize()
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. = ..()
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var/datum/component/storage/STR = GetComponent(/datum/component/storage)
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STR.max_items = 6
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STR.can_hold = typecacheof(list(/obj/item/clothing/mask/cigarette, /obj/item/lighter, /obj/item/gun/ballistic/derringer, /obj/item/ammo_casing/c38, /obj/item/ammo_casing/a357, /obj/item/ammo_casing/g4570))
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/obj/item/storage/fancy/cigarettes/derringer/AltClick(mob/living/carbon/user)
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if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
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return
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var/obj/item/W = (locate(/obj/item/ammo_casing/a357) in contents) || (locate(/obj/item/clothing/mask/cigarette) in contents) || locate(/obj/item/ammo_casing/g4570) //Easy access smokes and bullets
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if(W && contents.len > 0)
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SEND_SIGNAL(src, COMSIG_TRY_STORAGE_TAKE, W, user)
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user.put_in_hands(W)
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contents -= W
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to_chat(user, "<span class='notice'>You take \a [W] out of the pack.</span>")
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else
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to_chat(user, "<span class='notice'>There are no items left in the pack.</span>")
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/obj/item/storage/fancy/cigarettes/derringer/PopulateContents()
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new spawn_type(src)
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new /obj/item/ammo_casing/a357(src)
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new /obj/item/ammo_casing/a357(src)
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new /obj/item/ammo_casing/a357(src)
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new /obj/item/ammo_casing/a357(src)
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new /obj/item/clothing/mask/cigarette/syndicate(src)
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//For traitors with luck/class
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/obj/item/storage/fancy/cigarettes/derringer/gold
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name = "\improper Robust Gold packet"
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desc = "Smoked by the truly robust."
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icon_state = "robustg"
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spawn_type = /obj/item/gun/ballistic/derringer/gold
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//For operatives, bound in a ka-tet.
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/obj/item/storage/fancy/cigarettes/derringer/midworld
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name = "\improper Midworld's Lime Bend"
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desc = "The wheel of Ka turns, Gunslinger."
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||||
icon_state = "slime"
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spawn_type = /obj/item/gun/ballistic/derringer/nukeop
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/obj/item/storage/fancy/cigarettes/derringer/midworld/PopulateContents()
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new spawn_type(src)
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||||
new /obj/item/ammo_casing/g4570(src)
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new /obj/item/ammo_casing/g4570(src)
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||||
new /obj/item/ammo_casing/g4570(src)
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||||
new /obj/item/ammo_casing/g4570(src)
|
||||
new /obj/item/clothing/mask/cigarette/xeno(src)
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||||
|
||||
//For Cargomen, looking for a good deal on arms, with no quarrels as to where they're from.
|
||||
/obj/item/storage/fancy/cigarettes/derringer/smuggled
|
||||
name = "\improper Shady Jim's Super Slims packet"
|
||||
desc = "If you get caught with this, we don't know you, capiche?"
|
||||
icon_state = "shadyjim"
|
||||
spawn_type = /obj/item/gun/ballistic/derringer
|
||||
|
||||
/obj/item/storage/fancy/cigarettes/derringer/smuggled/PopulateContents()
|
||||
new spawn_type(src)
|
||||
new /obj/item/ammo_casing/c38/lethal(src)
|
||||
new /obj/item/ammo_casing/c38/lethal(src)
|
||||
new /obj/item/ammo_casing/c38/lethal(src)
|
||||
new /obj/item/ammo_casing/c38/lethal(src)
|
||||
new /obj/item/clothing/mask/cigarette/shadyjims (src)
|
||||
/////////////
|
||||
//CIGAR BOX//
|
||||
/////////////
|
||||
|
||||
@@ -546,3 +546,21 @@
|
||||
. = ..()
|
||||
new /obj/item/cardpack/syndicate(src)
|
||||
new /obj/item/cardpack/syndicate(src)
|
||||
|
||||
/obj/item/storage/box/syndie_kit/imp_deathrattle
|
||||
name = "deathrattle implant box"
|
||||
desc = "Contains eight linked deathrattle implants."
|
||||
|
||||
/obj/item/storage/box/syndie_kit/imp_deathrattle/PopulateContents()
|
||||
new /obj/item/implanter(src)
|
||||
|
||||
var/datum/deathrattle_group/group = new
|
||||
|
||||
var/implants = list()
|
||||
for(var/j in 1 to 8)
|
||||
var/obj/item/implantcase/deathrattle/case = new (src)
|
||||
implants += case.imp
|
||||
|
||||
for(var/i in implants)
|
||||
group.register(i)
|
||||
desc += " The implants are registered to the \"[group.name]\" group."
|
||||
|
||||
@@ -46,7 +46,8 @@
|
||||
/obj/item/instrument/harmonica,
|
||||
/obj/item/mining_voucher,
|
||||
/obj/item/suit_voucher,
|
||||
/obj/item/reagent_containers/pill))
|
||||
/obj/item/reagent_containers/pill,
|
||||
/obj/item/gun/ballistic/derringer))
|
||||
|
||||
/obj/item/storage/wallet/Exited(atom/movable/AM)
|
||||
. = ..()
|
||||
|
||||
@@ -16,17 +16,21 @@
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
|
||||
attack_speed = CLICK_CD_MELEE
|
||||
|
||||
var/stamforce = 35
|
||||
var/stamina_loss_amount = 35
|
||||
var/turned_on = FALSE
|
||||
var/knockdown = TRUE
|
||||
var/obj/item/stock_parts/cell/cell
|
||||
var/hitcost = 750
|
||||
var/throw_hit_chance = 35
|
||||
var/preload_cell_type //if not empty the baton starts with this type of cell
|
||||
var/cooldown_duration = 5 SECONDS //How long our baton rightclick goes on cooldown for after applying a knockdown
|
||||
var/status_duration = 5 SECONDS //how long our status effects last for otherwise
|
||||
COOLDOWN_DECLARE(shove_cooldown)
|
||||
|
||||
/obj/item/melee/baton/examine(mob/user)
|
||||
. = ..()
|
||||
. += "<span class='notice'>Right click attack while in combat mode to disarm instead of stun.</span>"
|
||||
. += "<span class='notice'>Right click attack while in combat mode to knockdown, but only once per [cooldown_duration / 10] seconds.</span>"
|
||||
. += "<span class='notice'>This knockdown will also put them off balance for [status_duration / 20] seconds, allowing you to shove a weapon out of their hand with a right click in Disarm intent.</span>"
|
||||
|
||||
/obj/item/melee/baton/get_cell()
|
||||
. = cell
|
||||
@@ -53,8 +57,8 @@
|
||||
/obj/item/melee/baton/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
|
||||
..()
|
||||
//Only mob/living types have stun handling
|
||||
if(turned_on && prob(throw_hit_chance) && iscarbon(hit_atom))
|
||||
baton_stun(hit_atom)
|
||||
if(turned_on && prob(throw_hit_chance) && iscarbon(hit_atom) && thrownby)
|
||||
baton_stun(hit_atom, thrownby, shoving = TRUE)
|
||||
|
||||
/obj/item/melee/baton/loaded //this one starts with a cell pre-installed.
|
||||
preload_cell_type = /obj/item/stock_parts/cell/high/plus
|
||||
@@ -74,6 +78,16 @@
|
||||
//we're below minimum, turn off
|
||||
switch_status(FALSE)
|
||||
|
||||
///Check for our cell to determine how much penetration our weapon does.
|
||||
/obj/item/melee/baton/proc/get_cell_zap_pen()
|
||||
var/obj/item/stock_parts/cell/copper_top = get_cell()
|
||||
if(copper_top)
|
||||
var/chargepower = copper_top.maxcharge
|
||||
var/zap_penetration = (chargepower/1000) //This is our effective penetration. Every 1000 max charge, we get 1 pen power. A high capacity cell is equal to 10 armor pen, as an example.
|
||||
return zap_penetration
|
||||
else
|
||||
return 0
|
||||
|
||||
/obj/item/melee/baton/proc/switch_status(new_status = FALSE, silent = FALSE)
|
||||
if(turned_on != new_status)
|
||||
turned_on = new_status
|
||||
@@ -101,6 +115,7 @@
|
||||
var/obj/item/stock_parts/cell/copper_top = get_cell()
|
||||
if(copper_top)
|
||||
. += "<span class='notice'>\The [src] is [round(copper_top.percent())]% charged.</span>"
|
||||
. += "<span class='notice'>\The [src] currently can penetrate [round(copper_top.maxcharge/1000)]% of enemy armor thanks to it's loaded cell.</span>"
|
||||
else
|
||||
. += "<span class='warning'>\The [src] does not have a power source installed.</span>"
|
||||
|
||||
@@ -150,10 +165,10 @@
|
||||
/obj/item/melee/baton/alt_pre_attack(atom/A, mob/living/user, params)
|
||||
if(!user.CheckActionCooldown(CLICK_CD_MELEE))
|
||||
return
|
||||
. = common_baton_melee(A, user, TRUE) //return true (attackchain interrupt) if this also returns true. no harm-disarming.
|
||||
. = common_baton_melee(A, user, TRUE) //return true (attackchain interrupt) if this also returns true. no harm-shoving.
|
||||
|
||||
//return TRUE to interrupt attack chain.
|
||||
/obj/item/melee/baton/proc/common_baton_melee(mob/M, mob/living/user, disarming = FALSE)
|
||||
/obj/item/melee/baton/proc/common_baton_melee(mob/M, mob/living/user, shoving = FALSE)
|
||||
if(iscyborg(M) || !isliving(M)) //can't baton cyborgs
|
||||
return FALSE
|
||||
if(turned_on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
|
||||
@@ -167,21 +182,26 @@
|
||||
if(check_martial_counter(L, user))
|
||||
return TRUE
|
||||
if(turned_on)
|
||||
if(baton_stun(M, user, disarming))
|
||||
if(baton_stun(M, user, shoving))
|
||||
user.do_attack_animation(M)
|
||||
else if(user.a_intent != INTENT_HARM) //they'll try to bash in the last proc.
|
||||
M.visible_message("<span class='warning'>[user] has prodded [M] with [src]. Luckily it was off.</span>", \
|
||||
"<span class='warning'>[user] has prodded you with [src]. Luckily it was off</span>")
|
||||
return disarming || (user.a_intent != INTENT_HARM)
|
||||
return shoving || (user.a_intent != INTENT_HARM)
|
||||
|
||||
/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/living/user, disarming = FALSE)
|
||||
/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/living/user, shoving = FALSE)
|
||||
var/list/return_list = list()
|
||||
if(L.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, return_list) & BLOCK_SUCCESS) //No message; check_shields() handles that
|
||||
playsound(L, 'sound/weapons/genhit.ogg', 50, 1)
|
||||
return FALSE
|
||||
var/stunpwr = stamforce
|
||||
stunpwr = block_calculate_resultant_damage(stunpwr, return_list)
|
||||
var/final_stamina_loss_amount = stamina_loss_amount //Our stunning power for the baton
|
||||
var/shoved = FALSE //Did we succeed on knocking our target over?
|
||||
var/zap_penetration = get_cell_zap_pen() //Find out what kind of cell we have, and calculating the resultant armor pen we get from it
|
||||
var/zap_block = L.run_armor_check(BODY_ZONE_CHEST, "melee", null, null, zap_penetration) //armor check, including calculation for armor penetration, for our attack
|
||||
final_stamina_loss_amount = block_calculate_resultant_damage(final_stamina_loss_amount, return_list)
|
||||
|
||||
var/obj/item/stock_parts/cell/our_cell = get_cell()
|
||||
|
||||
if(!our_cell)
|
||||
switch_status(FALSE)
|
||||
return FALSE
|
||||
@@ -194,26 +214,31 @@
|
||||
L.visible_message("<span class='warning'>[user] has prodded [L] with [src]. Luckily it was out of charge.</span>", \
|
||||
"<span class='warning'>[user] has prodded you with [src]. Luckily it was out of charge.</span>")
|
||||
return FALSE
|
||||
stunpwr *= round(stuncharge/hitcost, 0.1)
|
||||
final_stamina_loss_amount *= round(stuncharge/hitcost, 0.1)
|
||||
|
||||
if(user && !user.UseStaminaBuffer(getweight(user, STAM_COST_BATON_MOB_MULT), warn = TRUE))
|
||||
return FALSE
|
||||
|
||||
if(!disarming)
|
||||
if(knockdown)
|
||||
L.DefaultCombatKnockdown(50, override_stamdmg = 0) //knockdown
|
||||
L.adjustStaminaLoss(stunpwr)
|
||||
else
|
||||
L.drop_all_held_items() //no knockdown/stamina damage, instead disarm.
|
||||
if(shoving && COOLDOWN_FINISHED(src, shove_cooldown) && !HAS_TRAIT(L, TRAIT_IWASBATONED)) //Rightclicking applies a knockdown, but only once every couple of seconds, based on the cooldown_duration var. If they were recently knocked down, they can't be knocked down again by a baton.
|
||||
L.DefaultCombatKnockdown(50, override_stamdmg = 0)
|
||||
L.apply_status_effect(STATUS_EFFECT_TASED_WEAK, status_duration) //Even if they shove themselves up, they're still slowed.
|
||||
L.apply_status_effect(STATUS_EFFECT_OFF_BALANCE, status_duration) //They're very likely to drop items if shoved briefly after a knockdown.
|
||||
shoved = TRUE
|
||||
COOLDOWN_START(src, shove_cooldown, cooldown_duration)
|
||||
ADD_TRAIT(L, TRAIT_IWASBATONED, STATUS_EFFECT_TRAIT) //Prevents swapping to a new baton to avoid the cooldown by just acquiring more batons
|
||||
addtimer(TRAIT_CALLBACK_REMOVE(L, TRAIT_IWASBATONED, STATUS_EFFECT_TRAIT), cooldown_duration)
|
||||
playsound(loc, 'sound/weapons/zapbang.ogg', 50, 1, -1)
|
||||
else //If we cannot/don't knock down the target, we apply a stagger, which keeps them from just running off
|
||||
L.apply_status_effect(STATUS_EFFECT_STAGGERED, status_duration)
|
||||
|
||||
L.apply_effect(EFFECT_STUTTER, stamforce)
|
||||
L.apply_damage (final_stamina_loss_amount, STAMINA, BODY_ZONE_CHEST, zap_block)
|
||||
L.apply_effect(EFFECT_STUTTER, stamina_loss_amount)
|
||||
SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
|
||||
if(user)
|
||||
L.lastattacker = user.real_name
|
||||
L.lastattackerckey = user.ckey
|
||||
L.visible_message("<span class='danger'>[user] has [disarming? "disarmed" : "stunned"] [L] with [src]!</span>", \
|
||||
"<span class='userdanger'>[user] has [disarming? "disarmed" : "stunned"] you with [src]!</span>")
|
||||
log_combat(user, L, disarming? "disarmed" : "stunned")
|
||||
L.set_last_attacker(user)
|
||||
L.visible_message("<span class='danger'>[user] has [shoved ? "brutally stunned" : "stunned"] [L] with [src]!</span>", \
|
||||
"<span class='userdanger'>[user] has [shoved ? "brutally stunnned" : "stunned"] you with [src]!</span>")
|
||||
log_combat(user, L, shoved ? "stunned and attempted knockdown" : "stunned")
|
||||
|
||||
playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
|
||||
|
||||
@@ -228,7 +253,7 @@
|
||||
user.visible_message("<span class='danger'>[user] accidentally hits [user.p_them()]self with [src]!</span>", \
|
||||
"<span class='userdanger'>You accidentally hit yourself with [src]!</span>")
|
||||
SEND_SIGNAL(user, COMSIG_LIVING_MINOR_SHOCK)
|
||||
user.DefaultCombatKnockdown(stamforce*6)
|
||||
user.DefaultCombatKnockdown(stamina_loss_amount*6)
|
||||
playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
|
||||
deductcharge(hitcost)
|
||||
|
||||
@@ -306,18 +331,20 @@
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
force = 3
|
||||
throwforce = 5
|
||||
stamforce = 25
|
||||
stamina_loss_amount = 25
|
||||
hitcost = 1000
|
||||
throw_hit_chance = 10
|
||||
slot_flags = ITEM_SLOT_BACK
|
||||
cooldown_duration = 7 SECONDS //It's a little on the weak side
|
||||
status_duration = 3 //Slows someone for a tiny bit
|
||||
var/obj/item/assembly/igniter/sparkler
|
||||
|
||||
/obj/item/melee/baton/cattleprod/Initialize()
|
||||
. = ..()
|
||||
sparkler = new (src)
|
||||
sparkler.activate_cooldown = 5
|
||||
sparkler.activate_cooldown = 7 //Helps visualize the knockdown
|
||||
|
||||
/obj/item/melee/baton/cattleprod/baton_stun()
|
||||
/obj/item/melee/baton/cattleprod/baton_stun(mob/living/L, mob/living/carbon/user, shoving = FALSE)
|
||||
sparkler?.activate()
|
||||
. = ..()
|
||||
|
||||
@@ -344,8 +371,8 @@
|
||||
/obj/item/melee/baton/boomerang/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
|
||||
if(turned_on)
|
||||
var/caught = hit_atom.hitby(src, FALSE, FALSE, throwingdatum=throwingdatum)
|
||||
if(ishuman(hit_atom) && !caught && prob(throw_hit_chance))//if they are a carbon and they didn't catch it
|
||||
baton_stun(hit_atom)
|
||||
if(ishuman(hit_atom) && !caught && prob(throw_hit_chance) && thrownby)//if they are a carbon and they didn't catch it
|
||||
baton_stun(hit_atom, thrownby, shoving = TRUE)
|
||||
if(thrownby && !caught)
|
||||
sleep(1)
|
||||
if(!QDELETED(src))
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
item_state = "teleprod"
|
||||
slot_flags = null
|
||||
|
||||
/obj/item/melee/baton/cattleprod/teleprod/baton_stun(mob/living/L, mob/living/carbon/user)//handles making things teleport when hit
|
||||
/obj/item/melee/baton/cattleprod/teleprod/baton_stun(mob/living/L, mob/living/carbon/user, shoving = FALSE)//handles making things teleport when hit
|
||||
. = ..()
|
||||
if(!. || L.anchored)
|
||||
return
|
||||
@@ -16,7 +16,7 @@
|
||||
user.visible_message("<span class='danger'>[user] accidentally hits [user.p_them()]self with [src]!</span>", \
|
||||
"<span class='userdanger'>You accidentally hit yourself with [src]!</span>")
|
||||
SEND_SIGNAL(user, COMSIG_LIVING_MINOR_SHOCK)
|
||||
user.DefaultCombatKnockdown(stamforce * 6)
|
||||
user.DefaultCombatKnockdown(stamina_loss_amount * 6)
|
||||
playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
|
||||
if(do_teleport(user, get_turf(user), 50, channel = TELEPORT_CHANNEL_BLUESPACE))
|
||||
deductcharge(hitcost)
|
||||
|
||||
Reference in New Issue
Block a user